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View Full Version : Pantheon of Xynthia [3.5, Deities, Domains, Spells]



ideasmith
2012-07-12, 12:03 PM
Deities

The Windrider
Portfolio: air, freedom, lightning, oceans, pirates, rain, sea, storms, thunder, weather, wind
Daily Prayer: Random
Yearly Celebration: new moon after autumn equinox
Domain: Air
Domain: Destruction
Domain: Liberation
Domain: Travel
Domain: Weather
Favored Weapon: Trident
Energy: random (determine upon gaining turn/rebuke undead or other relevant class feature)
Alignment: CN

The Gardener
Portfolio: dirt, earth, farming, fertility, gardens, harvest, husbandry, nature, plants, water
Daily Prayer: Noon
Yearly Celebration: Spring equinix
Domain: Air
Domain: Animal
Domain: Creation
Domain: Earth
Domain: Plant
Favored Weapon: Sickle
Energy: positive
Alignment: NN

The Dreamer
Portfolio: fate, forgiveness, fortune, healing, life, mercy, peace, poverty, redemption, the moon, wisdom
Daily Prayer: Dawn
Yearly Celebration: full moon after winter solstice
Domain: Community
Domain: Healing
Domain: Luck
Domain: Orientation
Domain: Sun
Favored Weapon: Quarterstaff
Energy: positive
Alignment: NG

The Warrior
Portfolio: athletics, battle, competition, courage, strength, valor, war, weapons
Daily Prayer: Dawn
Yearly Celebration: new moon after spring equinox
Domain: Knowledge
Domain: Liberation
Domain: Nobility
Domain: Strength
Domain: War
Favored Weapon: Greatsword
Energy: positive
Alignment: LG

The Trickster
Portfolio: creativity, distraction, geniuses, half-wits, inspiration, madness, prophecy, trickey
Daily Prayer: Random
Yearly Celebration: full moon after winter solstice
Domain: Charm
Domain: Fire
Domain: Luck
Domain: Madness
Domain: Trickery
Favored Weapon: Rapier
Energy: random (determine upon gaining turn/rebuke undead or other relevant class feature)
Alignment: CN

The Magus
Portfolio: knowledge, literacy, magic, secrets, truth, writing
Daily Prayer: Dawn
Yearly Celebration: new moon before summer solstice
Domain: Artifice
Domain: Knowledge
Domain: Magic
Domain: Orientation
Domain: Rune
Favored Weapon: Dagger
Energy: negative
Alignment: NN

The Reaper
Portfolio: death, disease, rebirth, undeath, the afterlife
Daily Prayer: Midnight
Yearly Celebration: winter solstice
Domain: Darkness
Domain: Death
Domain: Pestilence
Domain: Repose
Domain: Taboo
Favored Weapon: Scythe
Energy: negative
Alignment: NE

The Judge
Portfolio: judgement, justice, law, light, magistrates, retribution, the sun
Daily Prayer: Noon
Yearly Celebration: summer solstice
Domain: Death
Domain: Knowledge
Domain: Nobility
Domain: Sun
Domain: Taboo
Favored Weapon: Heavy Mace
Energy: negative
Alignment: LN

The Merchant
Portfolio: adventure, cities, commerce, diplomacy, heraldry, merchants, messengers, money, roads, trade, travel, wealth
Daily Prayer: Sunset
Yearly Celebration: new full moon after summer solstice
Domain: Charm
Domain: Luck
Domain: Rune
Domain: Travel
Domain: Trickery
Favored Weapon: Heavy Crossbow
Energy: positive
Alignment: CG

The Lover
Portfolio: art, beauty, dance, love, music, passion, romance, song
Daily Prayer: Sunset
Yearly Celebration: full moon before autumn equinox
Domain: Charm
Domain: Community
Domain: Creation
Domain: Healing
Domain: Madness
Favored Weapon: Whip
Energy: positive
Alignment: CG

The Smith
Portfolio: artisans, carpentery, laborers, masonry, metalwork, mining, smithwork
Daily Prayer: Midnight
Yearly Celebration: full moon before spring equinox
Domain: Artifice
Domain: Earth
Domain: Fire
Domain: Rune
Domain: Strength
Favored Weapon: Warhammer
Energy: positive
Alignment: NG

The Hearthtender
Portfolio: birth, families, hearth, home, hospitality, marriage, midwives
Daily Prayer: Sunset
Yearly Celebration: full moon after autumn equinox
Domain: Artifice
Domain: Community
Domain: Creation
Domain: Protection
Domain: Repose
Favored Weapon: Torch
Energy: positive
Alignment: LG

The Leader
Portfolio: ambition, dominion, leadership, nobility, royalty
Daily Prayer: Dawn
Yearly Celebration: full moon after spring equinox
Domain: Orientation
Domain: Protection
Domain: Sun
Domain: Taboo
Domain: War
Favored Weapon: Light Mace
Energy: positive
Alignment: LN

The Hunter
Portfolio: animals, hunters, forestes, wilderness, woodcraft, woodsmen
Daily Prayer: Dawn
Yearly Celebration: new moon after winter solstice
Domain: Animal
Domain: Liberation
Domain: Plant
Domain: Repose
Domain: Travel
Favored Weapon: Shortbow
Energy: negative
Alignment: NG

The Destroyer
Portfolio: brutality, destruction, carnage, fury, slaughter, war, wrath
Daily Prayer: Midnight
Yearly Celebration: autumn equinox
Domain: Destruction
Domain: Madness
Domain: Strength
Domain: War[/B]
Domain: Weather
Favored Weapon: Morningstar
Energy: negative
Alignment: CE

The Tyrant
Portfolio: assassination, betrayal, fire, greed, poison, plots, pride, slavery, torture, tyranny, usurpation
Daily Prayer: Sunset
Yearly Celebration: new moon before winter solstice
Domain: Darkness
Domain: Death
Domain: Fire
Domain: Magic
Domain: Pestilence
Favored Weapon: Flail
Energy: negative
Alignment: LE

Domains

Differences between these and the SRD domains are shown in purple .

AIR DOMAIN
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
AIR DOMAIN SPELLS
1 Obscuring Mist
2 Wind Wall
3 Gaseous Form
4 Air Walk
5 Control Winds
6 Chain Lightning
7 Control Weather
8 Whirlwind
9 Elemental Swarm*
*Cast as an air spell only.

ANIMAL DOMAIN
Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.
ANIMAL DOMAIN SPELLS
1 Calm Animals
2 Hold Animal
3 Dominate Animal
4 Summon Nature’s Ally IV
5 Commune with Nature
6 Antilife Shell
7 Animal Shapes
8 Summon Nature’s Ally VIII*
9 Shapechange

ARTIFICE DOMAIN
Granted Power: Gain +4 bonus on Craft checks. Gain Craft Magic Arms and Armor as a bonus feat.
ARTIFICE DOMAIN SPELLS
1 Make whole
2 Wood shape
3 Stone shape
4 Minor creation
5 Fabricate
6 Major creation
7 Hardening
8 True creation
9 Great Repair

CHARM DOMAIN
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Charm Domain Spells
1 Charm person
2 Calm emotions
3 Suggestion
4 Mind Fog
5 Charm Monster
6 Geas/Quest
7 Insanity
8 Demand
9 Dominate Monster

COMMUNITY DOMAIN
Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.
Community Domain Spells
1 Bless
2 Shield other
3 Prayer
4 Status
5 Telepathic bond
6 Heroes’ feast
7 Refuge
8 Mass heal
9 Miracle

CREATION DOMAIN
Granted Power: Create water at will as a spell-like ability.
CREATION DOMAIN SPELLS
1.Goodberry
2.Create food and water
3.Plant growth
4.Minor creation
5.Animal growth
6.Heroes' feast
7.Control weather
8.Control plants
9 Elemental Swarm*
*Cast as a water spell only.

DARKNESS DOMAIN
Granted Power: Free Blind-Fight feat.
DARKNESS DOMAIN SPELLS
1 Sleep
2 Blindness
3 Deeper Darkness
4 Deep Slumber
5 Dream
6 Symbol of Sleep
7 Nightmare
8 Power word, blind
9 Astral Projection

DEATH DOMAIN
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
DEATH DOMAIN SPELLS
1 Cause Fear
2 Death Knell
3 Animate Dead
4 Death Ward
5 Slay Living
6 Create Undead
7 Destruction
8 Create Greater Undead
9 Wail of the Banshee

DESTRUCTION DOMAIN
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
DESTRUCTION DOMAIN SPELLS
1 Inflict Light Wounds
2 Shatter
3 Contagion
4 Inflict Critical Wounds
5 Inflict Light Wounds, Mass
6 Harm
7 Disintegrate
8 Earthquake
9 Implosion

EARTH DOMAIN
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
EARTH DOMAIN SPELLS
1 Magic Stone:
2 Soften Earth and Stone
3 Stone Shape
4 Spike Stones
5 Wall of Stone
6 Stoneskin
7 Earthquake
8 Iron Body
9 Elemental Swarm*
*Cast as an earth spell only.

FIRE DOMAIN
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
FIRE DOMAIN SPELLS
1 Burning Hands
2 Produce Flame
3 Resist Energy*
5 Fire Shield
6 Fire Seeds
7 Fire Storm
8 Incendiary Cloud
9 Elemental Swarm**
*Resist cold or fire only.
**Cast as a fire spell only.

HEALING DOMAIN
Granted Power: Lay on hands and cure disease as a paladin of equal level.
HEALING DOMAIN SPELLS
1 Cure Light Wounds
2 Cure Moderate Wounds
3 Cure Serious Wounds
4 Cure Critical Wounds
5 Cure Light Wounds, Mass
6 Heal
7 Regenerate
8 Cure Critical Wounds, Mass
9 Heal, Mass

KNOWLEDGE DOMAIN
Granted Power: Add all Knowledge skills to your list of cleric class skills.
Bardic knowledge as a bard of equal level.
KNOWLEDGE DOMAIN SPELLS
1 Detect Secret Doors
2 Detect Thoughts
3 Clairaudience/Clairvoyance
4 Divination
5 True Seeing
6 Find the Path
7 Legend Lore
8 Discern Location
9 Foresight

[SIZE="4"] LIBERATION DOMAIN
Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.
Liberation Domain Spells
1 Remove fear
2 Remove paralysis
3 Remove curse
4 Freedom of movement
5 Break enchantment
6 Greater dispelling
7 Refuge
8 Mind blank
9 Freedom

LUCK DOMAIN
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
LUCK DOMAIN SPELLS
1 Entropic Shield
2 Aid
3 Protection from Energy
4 Freedom of Movement
5 Break Enchantment
6 Mislead
7 Spell Turning
8 Moment of Prescience
9 Miracle

MADNESS DOMAIN
Granted Power: The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.
For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.
Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.
MADNESS DOMAIN SPELLS
1 Random Action
2 Hideous Laughter
3 Rage
4 Confusion
5 Feeblemind
6 Phantasmal killer
7 Insanity
8 Symbol of Insanity
9 Weird

MAGIC DOMAIN
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
MAGIC DOMAIN SPELLS
1 Magic Aura
2 Identify
3 Dispel Magic
4 Imbue with Spell Ability
5 Spell Resistance
6 Antimagic Field
7 Spell Turning
8 Protection from Spells M F
9 Mage’s Disjunction

NOBILITY DOMAIN
Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character’s Charisma bonus and can be used once per day.
NOBILITY DOMAIN SPELLS
1 Divine favor
2 Enthrall
3 Magic vestment
4 Discern lies
5 Greater command
6 Geas/quest
7 Repulsion
8 Demand
9 Storm of vengeance

ORIENTATION DOMAIN
Granted Power: Know direction at will as a spell like ability.
ORIENTATION DOMAIN SPELLS
1 Faerie Fire
2 Calm Emotions
3 Helping Hand
4 Locate Creature
5 Dream
6 Find the Path
7 Refuge
8 Discern Location
9 Sympathy

PESTILENCE DOMAIN
Granted Power: If you make a successful unarmed strike against a creature, that creature must make a Fortitude save (DC 10+half class level+Con modifier) or be nauseated for 1 round.
PESTILENCE DOMAIN SPELLS
1.Ray of enfeeblement
2.Summon swarm
3.Contagion
4.Giant vermin
5.Insect plague
6.Eyebite
7.Creeping doom
8.Horrid wilting
9.Start Plague

PLANT DOMAIN
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
PLANT DOMAIN SPELLS
1 Entangle
2 Barkskin
3 Plant Growth
4 Command Plants
5 Wall of Thorns
6 Repel Wood
7 Animate Plants
8 Control Plants
9 Shambler
PROTECTION DOMAIN
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

PROTECTION DOMAIN SPELLS
1 Sanctuary
2 Shield Other
3 Protection from Energy
4 Spell Immunity
5 Spell Resistance
6 Antimagic Field
7 Repulsion
8 Mind Blank
9 Prismatic Sphere

REPOSE DOMAIN
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.
Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit
points, it dies.
REPOSE DOMAIN SPELLS
1 Deathwatch
2 Gentle repose
3 Speak with dead
4 Death ward
5 Slay living
6 Undeath to death
7 Destruction
8 Symbol of Death
9 Wail of the banshee

RUNE DOMAIN
Granted Power: Free Scribe Scroll feat. Can cast Arcane Mark once per day as a spell-like ability.
RUNE DOMAIN SPELLS
1 Erase
2 Secret page
3 Glyph of warding
4 Explosive runes
5 Symbol of Pain
6 Greater glyph of warding
7 Symbol of stunning
8 Symbol of death
9 Written suggestion

STRENGTH DOMAIN
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
STRENGTH DOMAIN SPELLS
1 Enlarge Person
2 Bull’s Strength
3 Magic Vestment
4 Spell Immunity
5 Righteous Might
6 Stoneskin
7 Grasping Hand
8 Clenched Fist
9 Crushing Hand

SUN DOMAIN
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning or rebuking. The greater turning is like a normal turning or rebuking except that undead creatures that would be turned or rebuked are destroyed instead.
SUN DOMAIN SPELLS
1 Daylight
2 Heat Metal
3 Searing light
4 True Seeing
5 Prying eyes
6 Sunbeam
7 Power Word, Blind
8 Sunburst
9 Prismatic Sphere

TABOO DOMAIN
Granted Power: Once per day, may place a taboo on a willing creature. This functions as the spell suggestion. This is a spell-like ability.
TABOO DOMAIN SPELLS
1 Alarm
2 Phantom Trap
3 Obscure Object
4 Dimensional Anchor
5 Mark of Justice
6 Forbiddance
7 Repulsion
8 Dimension Lock
9 Antipathy

TRAVEL DOMAIN
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
TRAVEL DOMAIN SPELLS
1 Longstrider
2 Locate Object
3 Fly
4 Dimension Door
5 Teleport
6 Find the Path
7 Teleport, Greater
8 Phase Door
9 Astral Projection

TRICKERY DOMAIN
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
TRICKERY DOMAIN SPELLS
1 Disguise Self
2 Invisibility
3 Nondetection
4 Confusion
5 False Vision
6 Mislead
7 Screen
8 Polymorph Any Object
9 Time Stop

WAR DOMAIN
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
WAR DOMAIN SPELLS
1 Magic Weapon
2 Spiritual Weapon
3 Magic Vestment
4 Divine Power
5 Flame Strike
6 Blade Barrier
7 Power Word Blind
8 Power Word Stun
9 Power Word Kill

[SIZE="4"] WEATHER DOMAIN
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Survival is a class skill.
WEATHER DOMAIN SPELLS
1 Obscuring mist
2 Fog cloud
3 Call lightning
4 Sleet storm
5 Ice storm
6 Control winds
7 Control weather
8 Whirlwind
9 Storm of vengeance

Spells

Since several of these spells are from third-party sources, I have included an OGL notice in this post.

Great Repair
Transmutation
Level: Clr 9, Artifice 9
Components: V, S, XP
Target: One item of a volume no greater than 100 cu. ft./level
As make whole, except that the target can be missing significant pieces . If there is raw material of the appropriate type (stone for a stone wall, wood for a wood house, etc.), the spell uses the material to fill in the gaps. Great repair will repair items that have been warped, burned, even ground to powder and melted, as long as the caster knows what they looked like in the first place. Even great repair cannot mend items that have been disintegrated or vaporized.
If the item is magical and all its pieces are present, great repair will knit the magic item back together and restore its magic. The caster must spend the experience points that would be necessary to create the item in the first place. Great repair will even restore charges to a magic item that is out of charges (for the XP cost of creating a new item of the type). Finally, if the caster is seeking to mend an artifact – destroyed by disjunction or other means – all of the pieces must be present, the caster must know the full history of the artifact (and must recite it prior to the casting), and even then stands only a 1% chance per caster level to mend the item. Any attempt to repair an artifact, even a failed attempt, costs a minimum of 15,000 XP.
XP Cost: See above.


Hardening
Transmutation
Level: Sor/Wiz 6, Artifice 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level
(see text)
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (object)
This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.
The hardening spell does not in any way affect resistance to other forms of transformation.
This spell affects up to 10 cubic feet per level of the spellcaster.
If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.

Start Plague
Necromancy [Evil]
Level: Clr 9, Drd 9, Pestilence 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targets: All living creatures within a 30-ft,-radius burst, then 30-ft. emanation from all effected
Duration: Instantaneous/Permanent (see text)
Saving Throw: Fortitude negates
Spell Resistance: Yes
All targets within the area of effect must make a Fortitude save or become infected with a disease (as per contagion). Those who make the saving throw are unaffected by the casting but will have to make an additional saving throw if exposed to diseased individuals (see below). All targets catch the same disease.
Creatures so infected are supernaturally contagious, as are any creatures they infect. Any creature within 30 feet of a so infected creature or the remains thereof, regardless of barriers, must make a Fortitude saving throw or suffer the effects of this spell. A creature so exposed to multiple infectious creatures must make such a save for each exposure to an additional such creature, but only one save is required against each infectious creature, regardless of frequency or duration of exposure.
The infliction of disease is instantaneous (and counterable by such spells as remove disease), while the infectiousness is permanent (and counterable by such spells as dispel magic).

True Creation
Conjuration (Creation)
Level: Creation 8
Components: V, S , M, X P
Casting Time: 10 minutes
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, up to
1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.
Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.
XP Cost: The item’s gold piece value in XP, or a minimum of 1 XP, whichever is more.

WRITTEN SUGGESTION
Enchantment (Compulsion) [Mind-Affecting, Language-Dependent]
Level: Sor/Wiz 9, Rune 9
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One piece of writing
Duration: Permanent or until discharged (see below)
Saving Throw: Will negates
Spell Resistance: Yes
This spell is a written version of the more familiar sug¬gestion spell and is usually placed as a safeguard in sen¬sitive documents. It acts in all ways like the suggestion spell, including the time of the activity, except that the instructions are written instead of spoken. Each crea¬ture that reads the entirety of the written suggestion triggers the spell. The suggestion is so triggered each time it is read, by however many creatures spread out over however long a period of time. It may be triggered multiple times by the same creature, if such a creature is foolish enough to read the suggestion multiple times.
The spell’s magic makes the affected writing immunity to the spell erase and many other effects, and dispel effects will only affect the magic if targeted solely on the writing and/or the spell. The writing is a magic trap.
Common instructions are “put the book down and go home” or “put the book back in its place and ring the bell”, although it is rumored that at least one minor noble lost his life when a disgruntled adviser read a note with the instructions “kill the baron” written on it.


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10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0, Copyright 2000–2003, Wizards of the Coast, Inc.
System Reference Document, Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson
Dwarves: Hammer of the Dwarven Lords, Copyright 2004, Dark Quest, LLC
Creature Catalog, ©2001, Scott Greene, http://www.enworld.org/cc
The Book of the Righteous, Copyright 2002, Aaron Loeb.
Occult lore Copyright 2002, Trident inc. d/b/a Atlas Games
Nyambe: African Adventures Copyright 2002, Trident Inc. d/b/a Atlas Games: author Christopher W. Dolunt.