forbidden arcana - lost spells

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Why Rules For Lost Spells? Most of the time magic happens as planned. The caster speaks the words, completes the gestures, adds the focus, and presto, there is light. Even the more powerful spells go as planned, for such magics can only be wielded by those who have already mastered the lesser spells. Essentially, as long as the cast- er is able to correctly perform the requirements of the spell the desired effect will occur. But what if the caster is not able to perform the requirements correctly? What if he does not have the correct ingredients? Or what if there is outside interference? Then things can go wrong. The easiest way for a magical mishap to occur is to have the caster’s concentration interrupted during spellcasting. While the 1 of 20 Forbidden Arcana: Lost Spells Forbidden Arcana: Lost Spells Written by Michael Hammes Requires the use of the Dungeons & Dragons ® Player’s Handbook, Third Edition, Published by Wizards of the Coast. ® WHAT IS FORBIDDEN ARCANA? Forbidden Arcana is the name of a series of PDFs pub- lished by Ronin Arts. The first release in the series, Eaters of the Arcane, is a free PDF available now at www.rpg- now.com and www.philipjreed.com. Each Forbidden Arcana PDF presents an arcane secret that is designed to add some wonder back into your campaign. Other Forbidden Arcana PDFs include Magical Diseases and Burning Spellbooks. Forbidden Arcana: Lost Spells is copyright © 2003 Michael Hammes. All text in this book is designated as open game content. You may not distribute this PDF without permission of Ronin Arts. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast and are used with permission. Some artwork copyright © Christopher Shy taken from World of Ronin Arts: Character Portfolio Three. Used with permission. Visit the artist’s website at www.studio.com and the publisher’s site at www.roninarts.com.

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Page 1: Forbidden Arcana - Lost Spells

Why Rules For Lost Spells?

Most of the time magic happens as planned. The casterspeaks the words, completes the gestures, adds the focus, andpresto, there is light. Even the more powerful spells go asplanned, for such magics can only be wielded by those who havealready mastered the lesser spells. Essentially, as long as the cast-er is able to correctly perform the requirements of the spell thedesired effect will occur.

But what if the caster is not able to perform the requirementscorrectly? What if he does not have the correct ingredients? Orwhat if there is outside interference? Then things can go wrong.

The easiest way for a magical mishap to occur is to have thecaster’s concentration interrupted during spellcasting. While the

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Forbidden Arcana: Lost Spells

Forbidden Arcana: Lost SpellsWritten by Michael Hammes Requires the use of the Dungeons & Dragons® Player’s Handbook,

Third Edition, Published by Wizards of the Coast.®

WHAT ISFORBIDDEN ARCANA?

Forbidden Arcana is the name of a series of PDFs pub-lished by Ronin Arts. The first release in the series, Eatersof the Arcane, is a free PDF available now at www.rpg-now.com and www.philipjreed.com. Each ForbiddenArcana PDF presents an arcane secret that is designed toadd some wonder back into your campaign. OtherForbidden Arcana PDFs include Magical Diseases andBurning Spellbooks.

Forbidden Arcana: Lost Spells is copyright © 2003 Michael Hammes. Alltext in this book is designated as open game content. You may not distribute

this PDF without permission of Ronin Arts.Dungeons & Dragons® and Wizards of the Coast® are RegisteredTrademarks of Wizards of the Coast and are used with permission.

Some artwork copyright © Christopher Shy taken from World of RoninArts: Character Portfolio Three. Used with permission. Visit the artist’s

website at www.studio.com and the publisher’s site atwww.roninarts.com.

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common rules state that a caster that loses his or her concentra-tion loses the spell, what exactly this means is open to debate.The assumption is that the spell energies simply do not material-ize and thus dissipate harmlessly to wherever they came from.While this is certainly fine, it is much more interesting to have themagic energies manifest themselves in some manner, for good orill, rather than just disappear with a whimper.

The following tables list effects that can occur when a spell-caster loses concentration during the casting of a spell. This canoccur from violent motion, physical attack, another spell, or whathave you; a magical mishap occurs whenever the spellcaster isforced to make a Concentration checkwhile casting a spell and fails that check.Once a check is failed, the GM can consultthe following tables to determine what hap-pens to the magical energies that have beencalled upon and are now released uncon-trollably.

While the tables are designed to coverspell loss due to concentration loss, sincethat is the primary reason for spell loss,there is no reason why they cannot findother applications. Counterspells, unsuc-cessful magic item creation, conflictingmagical fields (such as when two protec-tion spells come in contact) and any num-ber of other reasons could result in releas-ing the magical energies. After all, this ismagic, so let your imagination roam.

About These TablesI rejected a number of ideas, including tables broken down by

schools, level, and even specific spells, before settling on the for-mat you see here. The format is designed to introduce variety andunpredictability without becoming too detailed or too cumber-some. Thus you will find a table dealing with generic spell ener-gy as well as one table for each of the spell-casting standard class-es (Bard, Cleric, Druid, Paladin, Ranger, and Sorcerer/Wizard).

These tables can be easily adapted to fit any number of otherclasses, including prestige classes, by picking and choosing thoseeffects that seem to best represent the abilities of that class. Ofcourse, you can simply create your own based on the informationprovided herein and immediately following.

The various effects were taken from common spells and orien-tations of the various spell-casting classes and vary in power andeffect based on the level of the spell that was lost. In general, aneffect affects either one creature per spell level lost or everythingwithin a 10-foot radius per spell level lost. Damage varies accord-ingly and is roughly balanced with other damage-causing spells of

that nature. Where the effect has a timecomponent, it is one unit of time (such asa minute) per spell level lost.

Of course, this is not perfect and therewill be instances where the effect pro-duced by a lost 1st level spell is somewhatmore powerful than usual for a 1st levelspell, especially when cast by a 1st levelcaster, while a lost 9th level spell may notproduce as powerful an effect as a compa-rable 9th level spell cast by a 20th levelcaster. If you are uncomfortable with thetables as they are, feel free to experimentby substituting caster level for spell levelin the effect statistics or varying the unitof time in the effect description. It’smagic, after all, and anything is possible.

Forbidden Arcana: Lost Spells

OPEN GAME CONTENTAll of the text in this PDF is designated as open game

content. The graphics, artwork, and layout of the PDF arenot open and this PDF may not be distributed without thepermission of the author.

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Describing WhatHappens When a Spellis Lost?

In general the tables assume that when a spell is miscast theenergies go somewhere. Sometimes there is a visible effect thateveryone can witness, other times the effect occurs on a more per-sonal level and only those who have been affected by it noticethis.

A GM can enhance the drama of a caster losing a spell byquickly describing how the now released spell energies manifestthemselves. A ball of blue glowing light that suddenly shoots outto its target(s) or crackling bolts of eldritch energy that reach outunstoppably is a great way to heighten the tension of the moment.

If the result is a more subtle effect than the release of purespell energy, or a visual manifestation such as flaming pillars oracid rain, the GM is encouraged to in no wise reveal what exact-ly the effect is until the creature does something having to do withthe effect.

Example: Beorn the fighter watches as his sword cuts intothe evil wizard just as the wizard is about to finish his spell. TheGM tells Beorn’s player that a surge of energy goes through himcausing his vision to momentarily blur and the hairs on his bodyto stand up. Even after the effect goes away Beorn is aware thatthere is some magic upon him. What Beorn does not know, andthe GM does not reveal to his player, is that Beorn has been thefortunate recipient of a +3 resistance bonus to all saving throws.Two rounds later the evil wizard, having gotten some distance,casts a lightning bolt at Beorn. As Beorn’s player rolls the Reflexsaving throw the GM tells him that as the lightning courses at himBeorn can feel something rise from within him to meet the light-ning’s strike adding to his saving throw.

Pure Spell EnergyThese tables can be applied to any lost spell regardless of

school or whether the magic is arcane or divine. They are an easyway for the GM to have a random effect occur and liven the gameup without adding any great complexity; all the GM has to beaware of is the spell level of the lost spell.

All of the below listed results assume that the magical energyis released in its pure form; the caster was able to gath-er the full energies but because he or she wasinterrupted was unable to give the energiesproper form. The loss of concentration hascaused those energies to be released intheir pure form and in one of the belowlisted manners. Note that pure spellenergy is different from the normalenergy forms (acid, cold, electricity,fire, and force) and is not subject toeffects that reduce such damage,such as resistance to energy. Inaddition, these effects are not sub-ject to spell resistance.

Except where noted, the fol-lowing guidelines apply:

1. All effects are centered on thecaster.

2. All effect saving throw DCs are10 + the spell level lost + the spell-los-ing caster’s appropriate ability modifier.

3. All effects are instantaneous and beginthe moment that the Concentration check isfailed; instead of casting the spell successfully theeffect is created.

4. The caster is included in all effects.5. For the purposes of resolving spell resistance, the effect’s

caster level is equal to 1d20 + the spell-losing caster’s level.

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Roll 1d8 and consult the following table:1. Detonation. The raw spell energies that have been gathered to

this point detonate in a 10 ft. radius per lost spell level andcause 1d6 points of damage per spell level to everyone with-in the radius. Those within the effect’s area may attempt aFortitude save with those succeeding taking only half damage.

2. Visual Manifestation. The spell energies manifest in a visibleway. A ball of brilliant light (or something equally dramatic)with a 10 ft. radius per spell level of the intended spellemerges from the caster’s location. All those caught withinthe area of effect must succeed at a Reflex save or be blindedfor 1d4 rounds per lost spell level. Those that save success-fully are still dazzled for 1d4 rounds.

3. Physical Manifestation. The spell energies manifest in aphysical, but otherwise invisible, way. A wave of power witha 10 ft. radius per spell level of the intended spell surges out-ward from the caster’s area and through the vicinity affectingeverything in the area of effect as a bull rush with a +2 bonuson the Strength check per spell level. The bull rush effectgrants no modifiers for size to anyone in the area, the largerthe creature the more force it is subject to, but the +4 bonusfor having more than two legs or being exceptionally stablestill applies. Those who roll under the effect’s Strength checkare pushed away from the area the usual distance by the wave;i.e. 5 feet plus 5 feet for every 5 points the effect beats thecreature’s result. As an optional rule, creatures need to suc-ceed at a Reflex save or fall prone as a result of the effect.

4. Aural Manifestation. The spell energies manifest in an auralmanner. A piercing multi-frequency tone wave emanatesfrom the caster’s immediate vicinity in a 10 ft. radius per spelllevel of the lost spell. All creatures capable of hearing at anylevel that are in the area of effect must succeed at a Fortitudesave or be deafened for 10 minutes per lost spell level.

5. Caster Rebound. The energies rebound on the caster only.Roll 1d4 to determine the exact effect (detonation, visible,physical, or aural). If the save is failed against either the vis-ible or aural manifestation then the caster is permanentlyblinded or deafened, whichever is appropriate. The physicalmanifestation affects the caster as a detonation does (1d6points of damage per spell level) as the force tears itself out ofhis body.

6. Source Rebound. The energies rebound on the source of theloss of concentration. If the cause was a creature, such as onephysically attacking, using a spell, or even a bucking horse,the energies manifest in the creature as in #5 (CasterRebound) above. If the cause was a non-living thing such asthe motion of a boat, a continuous injury, the weather, orbeing entangled, roll 1d4 and adjudge the effect as listed inthose entries.

7. Nothing Happens. The spell energies are harmlessly dissipat-ed, perhaps with some noise and light effects.

8. Two Effects. Roll 1d6 twice and reduce the area of effect anddamage caused (where appropriate) to _ of the listed quanti-ties.

Caster SpecificFor GMs wishing a bit more variety, the following tables

show variant effects based on the spellcaster type. Except wherenoted, the following guidelines apply:

1. All effects are centered on the caster. 2. All effect saving throw DCs are 10 + the spell level lost +

the spell-losing caster’s appropriate ability modifier.3. All effects are instantaneous and begin the moment that the

Concentration check is failed; instead of casting the spell suc-cessfully the effect is created.

4. The caster is included in all effects.5. For the purposes of resolving spell resistance, the effect’s

caster level is equal to 1d20 + the spell-losing caster’s level.

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BARDWhen a bard spell is lost the arcane energies tend to manifest

themselves in ways that are a reflective of the focus and powersof the bard class. As such, they are shaped by the performancearts and the ability to influence the minds and attitudes of others;only in rare instances do they cause damage. Roll 1d10 and con-sult the following table.

1. Musical MovementTransmutationTarget: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lost Duration: 10 min./spell level lostSaving Throw: Will negatesSpell Resistance: Yes

The musical movement effect causes the physicalactions of affected creatures to become musical. Everymovement of the creature causes a soft tone to play. Thiseffect bestows a -10 circumstance penalty to MoveSilently checks by creatures so affected. As the tones varyby body part, particularly creative PCs might be able toplay simple melodies and more with a successful Perform(Dance) check.

2. CacophonyEvocation [Sonic]Area: 10 ft. radius spherical emanation/spell level lostDuration: 1 min./spell level lostSaving Throw: NoneSpell Resistance: No

The area about the caster up to maximum rangebecomes filled with a cacophony of gibberish and shout-ing that grows in volume. The noise increases the DC ofall Listen checks made in the area by 10. In addition, anyattempts at spellcasting while in the area require a suc-cessful Concentration check (DC 10 + spell level lost) orthe spell fails. This effect does not affect deaf creatures.

3. FatigueNecromancyArea: 10 ft. radius spherical emanation/spell level lostDuration: 1 min./spell level lostSaving Throw: Fortitude negatesSpell Resistance: Yes

A stationary field of negative energy is created. Anycreatures within, or entering, the area must succeed at aFortitude save every round they remain or becomefatigued. Once a saving throw is failed, the fatigue lastsas long as the creatures remain within the effect’s area. Ifa creature leaves the area the fatigue immediately lifts, butif the creature chooses to re-enter the area then it is onceagain subject to the effect. Creatures already fatiguedbecome exhausted.

4. Colorful SkinTransmutationTarget: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lost Duration: 10 min./spell level lostSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

The skin and equipment of creatures within theeffect’s area turn a softly glowing yellow or other brightcolor. Although not harmful, the color makes it easy tospot the creature and bestows a –10 circumstance penaltyto any Hide checks.

5. DuplicationIllusion (Figment)Target: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lost Duration: 1 min./spell level lostSaving Throw: NoneSpell Resistance: No

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Starting with the caster, the duplication effect creates1d4 duplicate images of each creature that is within thearea of effect up to the maximum number possible. Theduplicate image acts exactly as those created by the mir-ror image spell.

6. Flashing LightsIllusion (Pattern) [Mind-Affecting]Area: 10 ft. radius spherical emanation/spell level lostDuration: 1 min./spell level lostSaving Throw: Will negates (hypnotic effect only)Spell Resistance: Yes (hypnotic effect only)

Flashing multi-colored lights fill the area making itdifficult to see. The lights obscure all sight, includingdarkvision, beyond 5 feet. A creature within 5 feet is con-sidered concealed (20% miss chance for attacks againstthe creature) while creatures further away have total con-cealment (50% miss chance for attacks against the crea-ture and attackers cannot use sight to locate the target). Inaddition to the vision effect, the lights have a hypnoticeffect. Any creature spending more than one round with-in or gazing at the area of flashing lights must succeed ata Will save or become fascinated. If the save is success-ful then that creature cannot be further affected by thehypnotic effect (although its vision is still obscured). Thiseffect does not affect sightless creatures.

7. Subsonic BoomEvocation [Sonic]Area: 5 ft. radius spread/spell level lostDuration: InstantaneousSaving Throw: Fortitude partial Spell Resistance: Yes

A massive subsonic boom rolls out from the caster’slocation damaging creatures and objects in its path. Anycreature or object caught in the area suffers 1d6 points ofsonic damage per spell level lost (up to a maximum of 6d6with a lost 6th level spell), although a successful savereduces this by half. In addition, although the boom isbelow the threshold of most creatures’ hearing, the sonicwave sets up harmonic vibrations that are debilitating toliving creatures. Any living creature that fails its savingthrow not only suffers the sonic damage, but is also nau-seated for 1 round per spell level lost.

8. SuperbeingEnchantment (Compulsion) [Mind-Affecting]Target: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lostDuration: 1 min./spell level lost Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Affected creatures feel power well inside them andbelieve that they are invincible. All creatures gain a +1morale bonus on attack rolls, saves, and skill checks perspell level lost (up to a maximum of +6 with a lost 6thlevel spell).

9. Roll 1d6 and consult pure spell energy table.

10. The spell energies dissipate harmlessly, drift-ing away as a sweet melody that can be heardby all.

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CLERICAlthough the divine powers that clerics call on reflect their

beliefs, when such energy is inadvertently released it tends torelease in effects that are equally helpful or harmful to all withinthe area of effect. Whether it is a deity displeased at having itspowers misused, an opposing deity interfering now that the cler-ic’s faith has wavered, or the inevitable balance of the cosmicorder, the release of uncontrolled divine power affects all crea-tures equally. Roll 1d12 and consult the following table.

1. Deity’s FuryNecromancy [Fear, Mind-Affecting]Area: 10 ft. radius spherical emanation/spell level lostDuration: 1d4 rounds or 1 round/spell level lost; see textSaving Throw: Will partialSpell Resistance: Yes

The deity’s anger fills all creatures within the area ofeffect causing them to become frightened for 1d4 roundsper spell level lost (up to a maximum of 9d4 for a lost 9thlevel spell). Even if a creature succeeds on a Will save itis still shaken for 1 round per spell level lost.

2. Divine SanctuaryAbjurationArea: 10 ft. radius spherical emanation/spell level lostDuration: 1 round/spell level lostSaving Throw: Will negatesSpell Resistance: No

An area of divinely inspired peace is created. Anyattempt by a creature at hostile action either from withinthe area of effect or aimed directly into the area of effectmust succeed at a Will save. If the save succeeds, thecreature can complete that attack normally. If the savefails, the creature cannot follow through with that particu-

lar attack and that part of its action is lost. Note that thissave is required for each and every attack while within thearea of effect or aimed directly into the area of effect; afailed save does not preclude further attacks nor does asuccessful save ensure continued attacks.

3. Sphere of Energy ResistanceAbjurationArea: 10 ft. radius sphere/spell level lostDuration: 10 min./spell level lostSaving Throw: NoneSpell Resistance: No

Divine energy (positive or negative depending on thecaster’s deity’s alignment) covers the area of effect andresists the intrusion of other kinds of energy while simul-taneously suppressing such energies within it. The entirearea covered by the sphere has energy resistance (acid,cold, electricity, fire, and sonic) of 5/two spell levels lost(up to a maximum of 25 with a 9th level spell lost). Anyspell cast within, or into, the sphere suffers this reduction.

4. Healthful Burst/Harmful BurstConjuration (Healing) or NecromancyArea: 10 ft. radius burst/spell level lostDuration: InstantaneousSaving Throw: Will half (harmless); see textSpell Resistance: Yes

Positive or negative energy flows out to the effect’smaximum range. If the energy is positive, all creatureswithin the area of effect are cured of 1d4 points of dam-age/spell level lost. If the energy is negative, all creatureswithin the area of effect suffer 1d4 points of damage/spelllevel lost (up to a maximum of 9d4 with a lost 9th levelspell). A saving throw can be applied in either case,reducing the amount of curing or damage to one half.

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5. Curse of the DeityNecromancy Target: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lostDuration: Permanent Saving Throw: Will negatesSpell Resistance: Yes

The deity curses up to one creature perlost spell level within the area of effect.The GM is encouraged to come up with acurse appropriate for the deity involved, buta good default choice is to have the affectedcreatures be continuously fatigued (can nei-ther run nor charge, -2 penalty to Strengthand Dexterity). The curse cannot be dis-pelled, but it can be removed with abreak enchantment, limited wish, mir-acle, remove curse (must be cast bya caster of equal or greater levelthan the caster who lost the spell),or wish.

6. Fiery WrathEvocation [Fire]Area: 5 ft. radius spherical

burst/spell level lostDuration: InstantaneousSaving Throw: Reflex halfSpell Resistance: Yes

Divine fire roars through thearea inflicting 1d8 points of damage perspell level lost (to a maximum of 9d8 with alost 9th level spell) to all within the area of effect.Because this is divine fire it is not subject to being reducedby resistance to fire-based attacks.

7. CertitudeEnchantment (Compulsion) [Mind-Affecting]Target: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lostDuration: 1 min./spell level lost

Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Divine energy flows throughcreatures in the area of effectimbuing them with the sensethat their cause has the supportof their deity. All creatures gaina +1 morale bonus on attack

rolls and saves against fear effectsplus 1d8 temporary hit points forevery two levels of spell lost (upto a maximum of +5 and 5d8 with

a lost 9th level spell).

8. Divine ProtectionAbjuration

Target: Up to one creature perspell level lost within a 10 ft. radius

burst/spell level lostDuration: 10 rounds/spell level lost

Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Divine energy touches each of the crea-tures in the area of effect and wards them

from harm. Each creature receives a +1deflection bonus to AC, a +1 resistance

bonus to saves, and spell resist-ance 5 for every two levels of

spell lost (up to a maximum of +5and 25 respectively with a lost 9th level spell).

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9. Divine ImageIllusion (Pattern) [Mind-Affecting]Area: 10 ft. radius spherical emanation/spell level lostDuration: 1 round/spell level lostSaving Throw: Will partialSpell Resistance: Yes

An image of the angry deity appears before everyonewithin the area of effect. Those creatures that fail theirsave are stunned (–2 penalty to AC, lose Dexterity bonusto AC). Even those that succeed at their save are still con-sidered staggered (may only take a single move action orstandard action each round) for the duration of the effect.

10. Divine PlagueNecromancy Target: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lostDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: Yes

The deity inflicts a plague upon all creatures withinthe effect radius. The plague strikes immediately (noincubation period). The GM can use any disease he or shewishes, but a good default choice is to have the affectedcreatures considered to be sickened (-2 penalty on attackrolls, weapon damage rolls, saving throws, skill checks,and ability checks). Note that this is a magical disease andcan only be removed by a remove disease spell cast by acaster of equal or higher level than the one who lost thespell.

11. Roll 1d6 and consult pure spell energy table.

12.The spell energies dissipate harmlessly, shoot-ing up in a brief cloud of light or darkness(depending on deity alignment) that winks outin an instant.

DRUIDNature will not be controlled, and neither will magic. The two

are intertwined and perhaps no one realizes this more than thedruids. When druid spells fail, the natural energies that were har-nessed are released to return back to whence they came, whetherit be by affecting the fabric of the environment or the nature of thecreatures that are nearby. Roll 1d12 and consult the followingtable.

1. Growth TransmutationArea: 40 ft. radius spread/spell level lostDuration: 1 min./spell level lostSaving Throw: Reflex partial; see textSpell Resistance: No

The local vegetation grows about every creature in thearea of effect and those that enter the area entanglingthem. A creature can break free and move half its normalspeed by using a full-round action to make a Strengthcheck (DC 20 +1/spell level lost) or Escape Artist check(DC 20 +1/spell level lost). A creature that succeeds on itsReflex save is not entangled but can still only move at halfspeed through the area. The plants attempt to entangleany creatures that have avoided or escaped entanglementeach round.

2. Beast RageTransmutationTarget: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lostDuration: 1d4 rounds/spell level lostSaving Throw: Will negates; see text Spell Resistance: Yes

The affected creatures are consumed by animalisticrage. A creature gains a +4 enhancement bonus toStrength and Constitution, a +2 morale bonus on Willsaves, and takes a –2 penalty to Armor Class. The

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increase in Constitution grants an affected creature 2 hitpoints per level or hit die, which go away when the effectends. While in a rage a creature cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Balance,Escape Artist, Intimidate, and Ride), the Concentrationskill, or any abilities that require patience or concentra-tion. In addition, the creature cannot cast spells or acti-vate magic items that require a command word, spell trig-ger, or spell completion to function. A creature may useany feat it has except Combat Expertise, item creationfeats, and metamagic feats. While some creatures willembrace this rage, others will not because of the limita-tions it places on their abilities. Creatures wishing toavoid the effect need to succeed at a Will save. At the endof the rage the affected creature is fatigued until it can getthe proper rest. A creature that is already raging, such asa barbarian, is not further affected by beast rage.

3. Swirling LeavesConjuration (Creation)Area: 10 ft. radius spherical emanation/spell level lostDuration: 1 min./spell level lostSaving Throw: NoneSpell Resistance: No

Leaves whirl about the area making it difficult to see.The leaves obscure all sight, including darkvision, beyond5 feet. A creature within 5 feet is considered concealed(20% miss chance for attacks against the creature) whilecreatures further away have total concealment (50% misschance for attacks against the creature and attackers can-not use sight to locate the target). The leaves stick to crea-tures and objects revealing any that are hidden or invisiblewithin the limitations stated above.

4. Lightning BurstsEvocation [Electricity]Effect: 5 ft. radius spherical burst/spell level lost.Duration: InstantaneousSaving Throw: Reflex halfSpell Resistance: Yes

Raw electricity courses through the area inflicting 1d8points of damage per spell level lost (to a maximum of9d8 with a lost 9th level spell) to all within the area ofeffect. Creatures within the area that succeed at a Reflexsave take only half damage.

5. RapidityTransmutationTarget: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lost Duration: 1 hour/spell level lostSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Creatures touched by this effect find that their move-ments are much more rapid. This effect increases a crea-ture’s primary base speed by 10 feet per spell level lost (upto a maximum of 90 feet at 9th level). The bonus is anenhancement bonus and affects only a creature’s primarymode of movement. It is up to the GM to determine thecreature’s primary means of locomotion if it has morethan one, although in most instances it is obvious; a birdwould have its flying speed increased rather than its landspeed for instance.

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6. Ability EnhancementTransmutationTarget: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lostDuration: 1 min./spell level lostSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Divine energy bestows an enhancement bonus to oneability (Constitution, Dexterity, Strength, or Wisdom) of+2 for every two spell levels lost (up to a maximum of+10 for a 9th level spell) upon creatures within the area ofeffect. The GM can randomly determine which ability isenhanced using 1d4, choose, or enhance the ability mostbeneficial for each particular creature.

7. Sphere of Energy SuppressionAbjurationArea: 10 ft. radius sphere/spell level lostDuration: 10 min./spell level lostSaving Throw: NoneSpell Resistance: No

An energy resistant sphere is created that reduces theeffect of most natural energy forms. The entire area cov-ered by the sphere has energy resistance (acid, cold, elec-tricity, fire, and sonic) of 5/two spell levels lost (up to amaximum of 25 with a 9th level spell lost). Any spell castwithin, or into, the sphere suffers this reduction.

8. Broken GroundTransmutationArea: One 20 ft. square /spell level lostDuration: 1 hour/spell level lost Saving Throw: Reflex partialSpell Resistance: No

The surface material of the affected area becomes bro-ken and hardened into sharp points that blend into theenvironment. The broken terrain slows movement and

deals damage to any creatures moving through it. Anycreature’s land movement into or through the affectedslows to half speed. In addition, each creature movingthrough the area takes 1d2 points of piercing damage/spelllevel lost (up to a maximum of 9d2 for a lost 9th levelspell) for each 5 feet of movement through the brokenarea. Taking damage from the area forces creatures tosucceed on a Reflex save or have its feet injured. Injuredcreatures can move at only half normal speed for 6 hoursper spell level lost (up to a maximum of 54 hours for a lost9th level spell) unless they receive a cure spell to restorethe lost hit points or by receiving healing in the form of aHeal check (DC equal to effect DC) that requires 10 min-utes of time. The broken ground can be detected by arogue (only) on a successful Search check (DC 25 +1/spell level lost).

9. Biting InsectsConjuration [Summoning]Area: 10 ft. radius spherical emanation/spell level lostDuration: 1 min./spell level lostSaving Throw: Fortitude partialSpell Resistance: No

The affected area fills up with tiny burrowing, biting,and stinging insects that attack any living thing within thearea. The mass of insects is so thick that all vision, includ-ing darkvision, beyond 5 feet is obscured. Creatures with-in 5 feet have concealment (20 % miss chance) whilecreatures farther away have total concealment (50% misschance and attackers cannot use sight to locate the target).Although the insects cause no real damage, creatureswithin the area of effect must succeed at a Fortitude saveevery round or be considered dazed (can take no actions,but has no penalty to AC) as the insects’ assault makes itimpossible for the creature to do anything other than try toremove the insects. Creatures that succeed at theFortitude save are merely staggered (can take a singlemove action or standard action each round), although they

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must succeed again the next round if they remain withinthe area. Attempts to clear the insects away by hand arefutile and even such drastic measures as a fireball willonly succeed up to a point; new insects fill the area at theend of the caster’s turn. The only way to reduce the effectis with wind. A moderate wind (11+ mph) grants everycreature a +4 circumstance bonus to the save while astrong wind (21+ mph) disperses the insects to where theyhave no effect on creatures, although they still obscurevision. If underwater, the insects are replaced by smallocean creatures like plankton, shrimp, and such-like.

10. Sun FlareEvocation [Light]Area: 10 ft. radius spherical emanation/spell level lostDuration: 1 round/spell level lost Saving Throw: Fortitude partial; see textSpell Resistance: No

Painfully bright sunlight fills the area. All creatureswithin the area of effect, or that move into it, are automat-ically blinded (no save) due to the intensity of the lightwithin. Creatures that look into the light from beyond thearea of effect must succeed at a Fortitude save each roundthey do so or be dazzled for 1d4 rounds; whether the savesucceeds or not they can make out no details within thearea of effect until the effect subsides. Creatures that aredazzled and persist looking into the light must continue tosucceed at a Fortitude saving throw. Success means thatthey continue to be dazzled while they look and for 1d4rounds thereafter while failure means they are blinded forthe duration of the effect. Once the effect wears off, allcreatures that were blinded continue to be dazzled for 2d4rounds thereafter.

11. Roll 1d6 and consult pure spell energy table.

12. The spell energies dissipate harmlessly, aheady wind carrying the smell of spring movesthrough the area and is gone.

PALADINEven the devotion and discipline of the paladin cannot always

keep magic under control. Like the cleric, a paladin whose spellis lost sees the energies released without focus and control tostrike as they might. Roll 1d6 and consult the following table.

1. Deity’s FuryNecromancy [Fear, Mind-Affecting]Area: 10 ft. radius spherical emanation/spell level lostDuration: 2d4 rounds or 1 round/spell level lost; see textSaving Throw: Will partialSpell Resistance: Yes

The deity’s anger fills all creatures within the area ofeffect causing them to become frightened for 2d4 roundsper spell level lost (up to a maximum of 8d4 for a lost 4thlevel spell). Even if a creature succeeds on a Will save itis still shaken for 1 round per spell level lost.

2. Sphere of Energy ResistanceAbjurationArea: 10 ft. radius sphere/spell level lostDuration: 10 min./spell level lostSaving Throw: NoneSpell Resistance: No

Divine energy (positive or negative depending on thecaster’s deity’s alignment) covers the area of effect andresists the intrusion of other kinds of energy while simul-taneously suppressing such energies within it. The entirearea covered by the sphere has energy resistance (acid,cold, electricity, fire, and sonic) of 5/spell level lost (up toa maximum of 20 with a 4th level spell lost). Any spellcast within, or into, the sphere suffers this reduction.

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3. CertitudeEnchantment (Compulsion) [Mind-Affecting]Target: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lostDuration: 1 min./spell level lost Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Divine energy flows through creatures in the area ofeffect imbuing them with the sense that their cause has thesupport of their deity. All creatures gain a +1 moralebonus on attack rolls and saves against fear effects plus1d8 temporary hit points for every level of spell lost (upto a maximum of +4 and 4d8 with a lost 4th level spell).

4. Divine ImageIllusion (Pattern) [Mind-Affecting]Area: 10 ft. radius spherical emanation/spell level lostDuration: 1d4 rounds/spell level lostSaving Throw: Will partialSpell Resistance: Yes

An image of the angry deity appears before everyonewithin the area of effect. Those creatures that fail theirsave are stunned (–2 penalty to AC, lose Dexterity bonusto AC). Even those that succeed at their save are still con-sidered staggered (may only take a single move action orstandard action each round) for the duration of the effect.

5. Roll 1d6 and consult pure spell energy table.

6. The spell energies dissipate harmlessly, a smallvision of the deity (or his or her symbol)appears and fades to nothingness.

RANGERRangers are much like druids in their view of nature, if not

their view of the world. Living in harmony with nature withouttrying to control it, failed ranger spells tend to produce effects thatalter the environment. Roll 1d6 and consult the following table.

1. Growth TransmutationArea: 40 ft. radius spread/spell level lostDuration: 1 min./spell level lostSaving Throw: Reflex partial; see textSpell Resistance: No

The local vegetation grows about every creature in thearea of effect and those that enter the area entangling them.A creature can break free and move half its normal speed byusing a full-round action to make a Strength check (DC 20+2/spell level lost) or Escape Artist check (DC 20 +2/spelllevel lost). A creature that succeeds on its Reflex save is notentangled but can still only move at half speed through thearea. The plants attempt to entangle any creatures that haveavoided or escaped entanglement each round.

2. Swirling LeavesConjuration (Creation)Area: 10 ft. radius spherical emanation/spell level lostDuration: 1 min./spell level lostSaving Throw: NoneSpell Resistance: No

Leaves whirl about the area making it difficult to see.The leaves obscure all sight, including darkvision, beyond5 feet. A creature within 5 feet is considered concealed(20% miss chance for attacks against the creature) whilecreatures further away have total concealment (50% misschance for attacks against the creature and attackers can-not use sight to locate the target). The leaves stick to crea-tures and objects revealing any that are hidden or invisiblewithin the limitations stated above.

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3. Sphere of Energy SuppressionAbjurationArea: 10 ft. radius sphere/spell level lostDuration: 10 min./spell level lostSaving Throw: NoneSpell Resistance: No

An energy resistant sphere is created that reduces theeffect of most natural energy forms. The entire area cov-ered by the sphere has energy resistance (acid, cold, elec-tricity, fire, and sonic) of 5/spell level lost (up to a maxi-mum of 20 with a 4th level spell lost). Any spell castwithin, or into, the sphere suffers this reduction.

4. Broken GroundTransmutationArea: One 20 ft. square /spell level lostDuration: 1 hour/spell level lost Saving Throw: Reflex partialSpell Resistance: No

The surface material of the affected area becomes bro-ken and, if necessary, hardened into sharp points thatblend into the environment. The broken terrain slowsmovement and deals damage to any creatures movingthrough it. Any creature’s land movement into or throughthe affected are slows to half speed. In addition, eachcreature moving through the area takes 1d4 points ofpiercing damage/spell level lost (up to a maximum of 4d4for a lost 4th level spell) for each 5 feet of movementthrough the broken area. Taking damage from the areaforces creatures to succeed on a Reflex save or have itsfeet injured. Injured creatures can move at only half nor-mal speed for 12 hours per spell level lost (up to a maxi-mum of 48 hours for a lost 4th level spell) unless theyreceive a cure spell to restore the lost hit points or byreceiving healing in the form of a Heal check (DC equal

to effect DC) that requires 10 minutes of time. The bro-ken ground can be detected by a rogue (only) on a suc-cessful Search check (DC 25 + 1/spell level lost).

5. Roll 1d6 and consult pure spell energy table.

6. The spell energies dissipate harmlessly; a barelynoticed zephyr stirs the air

and then is gone.

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SORCERER/WIZARDMasters of the arcane arts, sorcerers and wizards are arguably

the most powerful of spellcasters. Of course, when their spells goamiss, the effects are often quite spectacular. Roll 1d20 and con-sult the following table.

1. Acid RainConjuration (Creation) [Acid]Area: 10 ft. radius spherical emanation/spell level lost, 20 ft.

highDuration: 1 min./spell level lostSaving Throw: NoneSpell Resistance: No

A hard acid rain pours down in the area of effect. Allvision, including darkvision, within the area of effect isobscured beyond 5 feet. A creature within 5 feet is con-sidered concealed (20% miss chance for attacks againstthe creature) while creatures further away have total con-cealment (50% miss chance for attacks against the crea-ture and attackers cannot use sight to locate the target).The rain extinguishes all normal flames and reduces thedamage inflicted by any continuous fire magic, such aswall of fire but not instantaneous magic such as fireball,by 2 points per die. The rain causes 1d6 points of dam-age/two spell levels lost (to a maximum of 5d6 points fora 9th level spell) to every creature and object within iteach round on the turn of the caster who cast the failedspell.

2. Fire ColumnsEvocation [Fire]Effect: One 5 ft. diameter column 20 ft. high/spell level lost

in a 10 ft. radius spread/spell level lostDuration: 1 round/spell level lostSaving Throw: Reflex partial; see text.Spell Resistance: Yes

Columns of fire erupt from the ground. Each columnis 5 feet in diameter and 20 feet high and appears at a ran-dom location within the given area. The columns cause avarying amount of damage depending on how close acreature is to them. Creatures within 10 feet of a columnsuffer 2d4 points of fire damage. Those past 10 feet butwithin 20 feet suffer 1d4 points of fire damage. Any crea-ture that somehow enters the actual column itself suffers2d6 points of fire damage +1 point of fire damage perspell level lost (to a maximum of 2d6+9 for a 9th levelspell). There is no save against any of these effects. Acreature that is standing where a column erupts takes thefull column damage unless it is successful at a Reflex savein which case it takes half damage.

3. DuplicationIllusion (Figment)Target: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lost Duration: 1 min./spell level lostSaving Throw: NoneSpell Resistance: No

Starting with the caster, the duplication effect creates1d4 duplicate images of each creature that is within thearea of effect up to the maximum number possible. Theduplicate image acts exactly as those created by the mir-ror image spell.

4. Choking CloudConjuration (Creation)Area: 10 ft. radius spherical emanation/spell level lost, 20 ft.

highDuration: 1 min./spell level lostSaving Throw: Fortitude partial; see textSpell Resistance: No

A bank of fog emanates from the effect’s center andquickly spreads to its maximum distance. All vision,

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including darkvision, within the area of effect is obscuredbeyond 5 feet. A creature within 5 feet is considered con-cealed (20% miss chance for attacks against the creature)while creatures further away have total concealment (50%miss chance for attacks against the creature and attackerscannot use sight to locate the target). In addition toobscuring vision, the vapors of the fog make it difficult tobreathe. Every round a creature is within the fog it is sick-ened (-2 penalty on attack rolls, weapon damage rolls,saving throws, and ability checks). In addition, any crea-ture within the fog at the time of its creation or entering itlater must succeed at a Fortitude save or be consideredstaggered (single move action or standard action eachround, but not both and no full-round actions) as well;creatures that succeed at their Fortitude saving throw arestill sickened but not staggered. Leaving the fog causesthe effects to lift in 1d4 rounds, although re-entering itbegins the process anew.

5. RapidityTransmutationTarget: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lost Duration: 1 hour/spell level lostSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Creatures touched by this effect find that their move-ments are much more rapid. This effect increases a crea-ture’s primary base speed by 10 feet per spell level lost (upto a maximum of 90 feet at 9th level). The bonus is anenhancement bonus and affects only a creature’s primarymode of movement. It is up to the GM to determine thecreature’s primary means of locomotion if it has morethan one, although in most instances it is obvious; a birdwould have its flying speed increased rather than its landspeed for instance.

6. Flashing LightsIllusion (Pattern) [Mind-Affecting]Area: 10 ft. radius spherical emanation/spell level lostDuration: 1 min./spell level lostSaving Throw: Will negates (hypnotic effect only)Spell Resistance: Yes (hypnotic effect only)

Flashing multi-colored lights fill the area making itdifficult to see. The lights obscure all sight, includingdarkvision, beyond 5 feet. A creature within 5 feet is con-sidered concealed (20% miss chance for attacks againstthe creature) while creatures further away have total con-cealment (50% miss chance for attacks against the crea-ture and attackers cannot use sight to locate the target). Inaddition to the vision effect, the lights have a hypnoticeffect. Any creature spending more than one round with-in or gazing at the area of flashing lights must succeed ata Will save or become fascinated. If the save is success-ful then that creature cannot be further affected by thehypnotic effect (although its vision is still obscured). Thiseffect does not affect sightless creatures.

7. Lightning BoltsEvocation [Electricity]Effect: One 5 ft. diameter column 20 ft. high/spell level lost

in a 10 ft. radius spread/spell level lostDuration: InstantaneousSaving Throw: Reflex halfSpell Resistance: Yes

Lightning bolts strike creatures within the area ofeffect. For each level of spell lost one lightning boltstrikes a random creature within the area. Each boltinflicts 2d6 points of electrical damage +1 point per levelof spell lost (up to 2d6+9 points for a 9th level spell),although a successful Reflex save reduces the damage byhalf. The GM can assign one bolt for each creature with-in the area of effect, or simply roll at random as creaturescan be struck multiple times.

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8. Personal Force FieldConjuration (Creation) [Force]Target: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lostDuration: 1 hour/spell level lost Saving Throw: Will negates (harmless)Spell Resistance: No

Each creature affected is surrounded by an invisiblebut tangible field of force that provides an armor bonus.For a 1st level spell the armor bonus is +4 and thisincreases one point for every two levels of spells lost (upto +8 for an 8th or 9th level spell). The force field doesnot cause a reduction in speed, has no armor check penal-ty, or arcane spell failure chance. In addition, since it ismade of force, incorporeal creatures cannot bypass it.

9. FatigueNecromancyArea: 10 ft. radius spherical emanation/spell level lostDuration: 1 min./spell level lostSaving Throw: Fortitude negatesSpell Resistance: Yes

A stationary field of negative energy is created. Anycreatures within, or entering, the area must succeed at aFortitude save every round they remain or becomefatigued. Once a saving throw is failed, the fatigue lastsas long as the creatures remain within the effect’s area. Ifa creature leaves the area the fatigue immediately lifts, butif the creature chooses to re-enter the area then it is onceagain subject to the effect. Creatures already fatiguedbecome exhausted.

10. Phantom TerrorIllusion (Phantasm) [Fear, Mind-Affecting]Target: Up to one living creature per spell level lost within a

10 ft. radius burst/spell level lost

Duration: 1 round/spell level lostSaving Throw: Will disbelief (if interacted with), then

Fortitude partial; see textSpell Resistance: Yes

Drawing on the fears of the targeted creatures, theeffect creates an illusion of the most fearsome enemyimaginable to each creature and uses it to inflict damage.Only affected creatures can see the phantasmal imageclearly, although those not affected can catch a briefglimpse of some undefined shape, and each creature canonly see its own phantom terror. Each target receives aWill save to recognize the image as unreal. If this save isfailed then the image touches the targeted creature. Thecreature must succeed on a Fortitude save or become help-less (effective Dexterity of 0 and unable to act in any man-ner including thought) for one round per level of spell lost.Even if the save is successful the creature is still consid-ered shaken (-2 penalty on attack rolls, saving throws,skill checks, and ability checks) for one round per spelllevel lost.

11. Sphere of Energy ResistanceAbjurationArea: 10 ft. radius sphere/spell level lostDuration: 10 min./spell level lostSaving Throw: NoneSpell Resistance: No

An energy-damping field covers the area of effect andresists the intrusion of most other kinds of energy whilesimultaneously suppressing such energies within it. Theentire area covered by the sphere has energy resistance(acid, cold, electricity, fire, and sonic) of 5/two spell lev-els lost (up to a maximum of 25 with a 9th level spell lost).Any spell cast within, or into, the sphere suffers thisreduction.

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12. Random BlinkingTransmutationTarget: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lost Duration: 1 round/spell level lostSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Affected creatures “blink”back and forth between theMaterial Plane and the EtherealPlane unless they successfullyresist with a Will saving throw.The effect is otherwise identicalto the blink spell.

13. TransportConjuration (Teleportation)Target: Up to one creature per

spell level lost within a 10 ft.radius burst/spell level lost

Duration: 1 round/spell level lostSaving Throw: Will negates Spell Resistance: Yes

Unless successful at a Willsave, affected creatures aretransported to a random loca-tion 100 feet/spell level lost from their present position.The effect attempts to move the creature the maximumdistance allowed but if no open space is available then thenext furthest space from the creature’s starting location ischosen. The creature cannot be transported into solid sur-faces of any kind and is not harmed in any fashion by thetransport, although that does not prevent conditions in thenew location, such as fire in a burning room, from harm-ing the creature upon arrival.

14. Uncontrollable SummoningConjuration (Summoning)Effect: One or more extraplanar creatures arrive within a 10

foot distance from the caster/spell level lostDuration: As appropriate spell; see textSaving Throw: NoneSpell Resistance: No

One or more extraplanar creatures aresummoned as per the appropriate summonmonster spell based on the level of spell lost(i.e. Summon Monster III for a 3rd levelspell). These creatures are completely free-willed upon arrival and attack the nearestcreatures. The effect is otherwise identical tothe appropriate summon monster spell.

15. Sleep FieldEnchantment (Compulsion) [Mind-Affecting]Area: 10 ft. radius spherical emanation/spelllevel lostDuration: 1 min./spell level lostSaving Throw: Will negatesSpell Resistance: Yes

A stationary field of magical slumber iscreated. Any creatures within, or entering, thearea must succeed at a Will save every round

they remain or fall asleep and be considered helpless.Creatures of 2 HD/spell level lost or less are subject to thiseffect. Sleeping creatures may be awakened through slap-ping or wounding; awakening a creature is a standardaction. However, unless the creature is first moved fromthe area of effect it must immediately succeed at a Willsave or fall asleep again. Creatures that are somehowremoved from the effect’s area wake up on their own with-in 1 round.

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16. HailEvocation [Cold]Area: 10 ft. radius spherical emanation/spell level lost; 40 ft.

highDuration: 1 full roundSaving Throw: NoneSpell Resistance: Yes

Magical hailstones batter all creatures within theeffect’s area for 1 full round dealing 1d6 points of bludg-eoning damage/spell level lost plus 1 point of cold dam-age/spell level lost to everyone within the effect’s area (fora maximum of 9d6+9 points of damage for a 9th levelspell). Within the area of effect all land movement isreduced to half speed and Listen checks are made at a –4penalty.

17. Ability EnhancementTransmutationTarget: Up to one creature per spell level lost within a 10 ft.

radius burst/spell level lostDuration: 1 min./spell level lostSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Divine energy bestows an enhancement bonus to oneability (Charisma, Constitution, Dexterity, Intelligence,Strength, or Wisdom) of +2 for every two spell levels lost(up to a maximum of +10 for a 9th level spell) upon crea-tures within the area of effect. The GM can randomlydetermine which ability is enhanced using 1d4, choose, orenhance the ability most beneficial for each particularcreature.

18. Black GroundConjuration (Creation)Area: One 20 ft. square /spell level lostDuration: 1 round/spell level lost Saving Throw: NoneSpell Resistance: No

A black, otherworldly substance is conjured in the areaand covers whatever surface is underfoot. The substanceattacks as a writhing, black mass that tries to cover everycreature within, or entering, the area of effect. The sub-stance grapples, its only mode of attack, as a Large crea-ture with a Strength of 19 and a base attack bonus equal totwice the spell level lost. Thus its grapple check modifieris equal to twice the level of the spell lost +8 (or +26 fora 9th level spell). The substance is immune to all formsof damage; the only way to escape is to succeed at a grap-ple check and move out of the area. Once a target is grap-pled the substance may deal 1d6+1 point/spell level lost ofdamage each round on the target’s turn if its grapple checkis superior.

19. Roll 1d6 and consult pure spell energy table.

20. The spell energies dissipate harmlessly, animpressive multi-colored cloud emits from thearea and then disappears instantly.

Forbidden Arcana: Lost Spells

AN EVENING’SENTERTAINMENT

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OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000, Wizards of the Coast, Inc.; AuthorsJonathan Tweet, Monte Cook, Skip Williams, based on original material by E. GaryGygax and Dave Arneson.

Forbidden Arcana: Lost Spells Copyright © 2003, Michael Hammes. Published byRonin Arts www.roninarts.com.

Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions,Inc.; Authors Larry Elmore and Ken Whitman, Art and Illustrations by Larry Elmore.

Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing

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