A Pathfinder 1e Class Designed For Use in The Lost Lands: Speaker
A Pathfinder 1e Class Designed For Use in The Lost Lands: Speaker
A Pathfinder 1e class
designed for Use
in the Lost Lands
Speaker: A Pathfinder 1e class
designed for use in the Lost Lands
Author: Michael Mars Russell Layout: Michael Mars Russell
Table of Contents
Speaker………………….……………………………..1
Speaker Favored Class Bonuses……………………. 4
Speaker Archetypes……………………………………5
Other Classes……………………………………….. 8
Feats…………………………………………………. 11
Words…………….………………………………….. 13
Pregenerated Characters…….………………………..31
Ferdia Caimbeul……………………………………31
Zyanya Miquiztli…….……………………………..35
Mordred Boneghul………………………………… 37
Michael Mars Logo by Ryland Carlin
Iconic Speaker Art by Kamon McCoy
Art Licensed from Frog God Games, Heritage Type Co., and Fantasy Stockart
This product contains intellectual property of Frog God Games LLC under license. Such intellectual property is
considered Product Identity under the terms of the Open Game License provided by Wizards of the Coast.
Speaker it rewrites reality, though the meaning may be
understood through a generated effect.
The Speaker is a specialized type of spellcaster who
stumbled upon the secrets of Creation instead of
Alignment: Any.
traditional spellcasting. Upon speaking their first Word, Hit Die: d6.
a Speaker’s soul begins to change, adapting to fuel Starting Wealth: 2d6 x 10 gp (average 70 gp).
powers wielded once only by the gods themselves. The
downside of this amazing power is that it cannot be Class Skills: The Speaker's class skills are Craft
taught, only learned through intense study of languages (Int), Fly (Dex), Knowledge (all) (Int), Linguistics
as Foundation cannot be written and the mortal mind (Int), Perform (oratory) (Cha), Profession (Wis),
cannot properly comprehend the word being spoken as Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at each Level: 2 + Int modifier.
Weapon and Armor Proficiency: Speakers are you gain a level or learn a new language (excluding
proficient with all simple weapons. Speakers are also Common), learn one additional Word.
proficient with light armor and shields (except tower
Speaking a Word is a standard action that does not
shields).
provoke. Each Word that you know can be spoken
Words of Foundation (Su): Foundation is the once per day with no drawbacks, however you may
Language of Creation and allows the reshaping of the attempt to speak a Word more often by succeeding on a
world. Spoken only by the most ancient of gods, Will saving throw with a DC equal to the DC of the
mortals are occasionally able to glean words from it Word, including any DC increasing effects you have
through the study of multiple languages. At first level, (such as Word Focus). No matter the result, you speak
you learn a number of Words equal to the number of the Word and take 1 point of damage per hit die that
languages you know, excluding Common. Whenever you have. If your attempt is successful, you may
1
continue attempting to speak that Word more often Ally: An ally able to hear you within 30 feet is affected
until you fail. Failure means that you take 1 temporary by the Word. This cannot be used to affect yourself.
negative level that cannot be dispelled but fades when This is usable a number of times per day equal to 3 +
you next meditate to regain Words and cannot attempt half your Speaker level (minimum 0).
to speak that Word again until you next regain use of
your Words. You gain this negative level and any Enemies: All enemies able to hear you within a 30-
negative level suffered by Speaking a Word even if you foot radius burst centered on you are affected by the
are immune to negative levels and it functions Word. This is usable once per day at 6th level and an
normally despite any ability that affects negative levels additional time every even -numbered Speaker level
that you may have, excluding feats with Words of thereafter.
Foundation as a prerequisite. Enemy: An enemy able to hear you within 30 feet is
The DC of Words of Foundation is equal to 10 + 1/2 affected by the Word. This is usable a number of times
your Speaker level (minimum 1) + your Int modifier. per day equal to 3 + half your Speaker level (minimum
All Words of Foundation offer SR, though some are 0).
harmless (this will be called out in the text of the Self: You are affected by the Word on the condition
Word). that you are able to hear. This is usable a number of
Upon reaching 4th level, and at every even-numbered times per day equal to 3 + half your Speaker level
Speaker level after that (6th, 8th, and so on), you may (minimum 0).
choose to learn a new Word in place of one you already Modifying Words: At 5th level, a Speaker learns
know that is not a prerequisite for any other Words that adding a word before a Word of Foundation can
known. In effect, you lose the old Word in exchange modify its effect. You learn one Modifying Word at 5th
for the new one. The new Word must be one you could level, and an additional Modifying Word every five
have gained at the same level the one being exchanged levels thereafter. Each Modifying Word has a number
was gained at. A Speaker may swap only a single Word of uses per day equal to one fifth your Speaker level
at any given level and must choose whether or not to and cannot be spoken more often that that number. As
swap the Word at the same time that you gain a new a move action immediately before speaking a Word of
Word known for the level. Foundation, you may speak a Modifying Word.
This ability counts as divine spellcasting with a caster Echoing: You may speak the exact same Word of
level equal to you Speaker level and spell level equal Foundation and Identifying Word with your next
to half your Speaker level (minimum 1). standard action without consuming a use of the
Identifying Words (Su): To speak a Word of Identifying Word or having to roll a Will saving throw.
Foundation is not enough, it must be directed. As part You must be at least 10th level to select this Modifying
of the action to speak a Word of Foundation you must Word.
speak an Identifying Word. Each Identifying Word is Empowered: You alter a Word of Foundation so that
limited in its number of uses per day and cannot be all variable, numeric effects are increased by half
spoken more often that that number. At first level, you including bonuses to those dice rolls. Saving throws
know the following Identifying Words: All, Ally, and opposed rolls are not affected, nor are Words
Enemy, and Self. At sixth level, you learn the without random variables.
following Identifying Words: Allies and Enemies.
Dead creatures always count as being able to hear you. Extended: You alter a Word of Foundation with a
duration to last twice as long.
All: All creatures able to hear you within a 30-foot
radius burst centered on you are affected by the Word. Far: You alter a Word of Foundation using the
This is usable a number of times per day equal to 3 + Identifying Word of Ally or Enemy to affect a target
half your Speaker level (minimum 0). within 100 feet that qualifies.
Allies: All allies able to hear you within a 30-foot Maximized: You alter a Word of Foundation so that all
radius burst centered on you are affected by the Word. variable, numeric effects are maximized. Saving
This is usable once per day at 6th level and an throws and opposed rolls are not affected, nor are
additional time every even -numbered Speaker level Words without random variables. You must be at least
thereafter. 15th level to select this Modifying Word.
2
Resounding: You alter a Word of Foundation to affect
creatures that cannot hear by resonating it with their
souls. You must be at least 15th level to select this
Modifying Word.
Widened: You alter a Word of Foundation using the
Identifying Word of All, Allies, or Enemies to affect all
targets within 60 feet. You must be at least 10th level
to select this Modifying Word.
Word Mastery: At 20th level, you have spoken
some Words so many times that they are second nature.
Choose 5 Words you know that do not have
prerequisites. Those Words can be used once per
minute and do not expend uses of the following
Identifying Words: All, Ally, Enemy, and Self.
Negative Levels and You
For each negative level a creature has, it takes a
cumulative –1 penalty on all ability checks, attack
rolls, combat maneuver checks, Combat Maneuver
Defense, saving throws, and skill checks. In addition,
the creature reduces its current and total hit points by
5 for each negative level it possesses. The creature is
also treated as one level lower for the purpose of
level-dependent variables (such as speaking Words)
for each negative level possessed. If a creature’s
negative levels equal or exceed its total Hit Dice, it
dies.
Some abilities and spells (such as the Word Raise)
bestow permanent level drain on a creature. These
are treated just like temporary negative levels, but
they do not allow a new save each day to remove
them. Level drain can be removed through Words
like Restore. Permanent negative levels remain
after a dead creature is restored to life. A
creature whose permanent negative levels equal
its Hit Dice cannot be brought back to life
through Words like Raise and Resurrect
without also receiving a Restore, spoken the
round after it is restored to life.
3
Speaker Favored Class Bonuses Hobgoblin: Increase your effective caster level by 1/3
for the purposes of determining the duration of mind-
Aasimar: Gain + 1/6 to Will saving throws. affecting Words.
Aphorite: Increase the miss chance of Displace by 1% Human: Gain + 1/2 effective hit die for the purpose of
(maximum 100%). dying from negative levels.
Catfolk: Gain 1/6 of a feat with the Words of Ifrit: Increase the DC of saving throws for Words that
Foundation class feature as a prerequisite. deal fire damage by 1/4.
Dhampir: Increase the amount healed by outsiders and Kobold: Add + 1/4 to the Armor or Natural bonus
undead with Words you speak by 1/2 points. granted to you by Words you speak.
Drow: Increase your effective caster level by 1/4 for Orc: Gain + 1/2 effective hit die for the purpose of
the purposes of determining the duration of Words. dying from negative levels.
Duergar: Increase the damage of Words that deal acid Oread: Increase the DC of saving throws for Words
damage by 1/2 points. that deal acid damage by 1/4.
Duskwalker: Increase the amount of damage dealt to Ratfolk: Increase the DC of saving throws for Words
outsiders and undead with Words you speak by 1/2 that inflict a condition by 1/4.
points.
Samsaran: Learn 1/6 of a language.
Dwarf: Increase your effective caster level by 1/4 for
Suli: Add + 1/2 to either force or sonic resistance
the purposes of penetrating spell resistance with
(maximum resistance 10 for either type).
Words.
Svirfneblin: Reduce the spell failure chance for
Elf: Learn 1/5 of a Modifying Word that you meet the
speaking Words while deafened by 1% (minimum 0%).
prerequisites for.
Sylph: Increase the DC of saving throws for Words
Fetchling: Add + 1/2 to either cold or electricity
that deal electricity damage by 1/4.
resistance (maximum resistance 10 for either type).
Tengu: Learn 1/6 of a language.
Ganzi: Gain 1/4 of a random Ganzi Oddity. If
you roll an ability you already have, gain the Tiefling: Gain + 1/6 to Will saving throws.
next highest ability.
Undine: Increase the DC of saving throws for
Gnome: Increase the amount healed by Words that deal cold damage by 1/4.
animals, fey, and plants with Words you
speak by 1/2 points.
Goblin: Increase the damage of
Words that deal fire damage by
1/2 points.
Half-Elf: Increase your effective
caster level by 1/4 for the
purposes of determining the
duration of Words.
Halfling: Gain a + 1/4 luck bonus
to Will saving throws made to speak a
Word an additional time.
Half-Orc: Increase the DC of saving
throws for Words that affect you by 1/4.
4
Speaker Archetypes Speaker, however you add Sense Motive and
Perception to your class skill list. This ability modifies
Blackened Tongue of the Void class skills.
Not everyone who learns the secrets of Creation view Enlightened Words of Foundation: At first level, you
it as a boon, there are some who take it as a sign that learn three Words. Whenever you gain a level, learn
all of reality must be unmade and they are one of the one additional Word.
agents that have been chosen to do so by the Void. Speaking a Word is a standard action that does not
Void Speaker: Whenever you fail to Speak a Word an provoke. You can speak a number of Words per day
additional time, you may inflict the temporary negative equal to your Knowledge (Religion) modifier.
level onto one of the original targets of the Word if The DC of Words of Foundation is equal to 10 + 1/2
they fail a Will save with a DC equal to 10 + 1/2 your your Speaker level (minimum 1) + your Wis modifier.
Speaker level + your Cha modifier. This ability All Words of Foundation offer SR, though some are
modifies Words of Foundation. harmless (this will be called out in the text of the
Discordant Screech: As an immediate action when a Word).
spell is cast or a Word is Spoken, you may let the Void Upon reaching 4th level, and at every even-numbered
fill you as you screech sharply to disrupt the power Speaker level after that (6th, 8th, and so on), you may
being used. You make a dispel check (1d20 + your choose to learn a new Word in place of one you already
caster level) and compare that to the spell’s caster level know that is not a prerequisite for any other Words
(DC = 11 + the spell’s caster level). If you are known. In effect, you lose the old Word in exchange
successful, the spell is countered. You may use this for the new one. The new Word must be one you could
ability a number of times per day equal to your have gained at the same level the one being exchanged
Charisma modifier. This ability replaces the Identifying was gained at. A Speaker may swap only a single Word
Word Self. at any given level and must choose whether or not to
Scream into the Void: By screaming out two Words swap the Word at the same time that you gain a new
simultaneously, you can create a wave of energy that Word known for the level.
frays and unravels reality. Beginning at 5th level, you This ability counts as divine spellcasting with a caster
may take a standard action to expend a use of two level equal to you Speaker level and spell level equal
different Words and deal 1d6 points of damage plus to half your Speaker level (minimum 1).
1d6 points of damage for every two levels beyond 1st
(2d6 at 3rd, 3d6 at 5th, and so on) to all creatures and This ability counts as and replaces Words of
objects within 30 feet, other than yourself. This ability Foundation.
replaces Modifying Words. Early Modification: You gain the Modifying Words
Enlightened Speaker class feature at level one and have one additional use
of each Modifying Word. You gain your second
Not all Speakers came into their abilities through Modifying Word at 5th level and continue to gain an
intense study of ancient languages, some gained their additional Modifying Word every five levels thereafter.
abilities through quiet contemplation of the universe This ability modifies Modifying Word.
and prayer.
Glyph Warden
Vow of Silence: You may not speak except to use
Words of Foundation. You are allowed to make a Some Speakers possess an understanding of
nonvocal noise to warn another of danger (such as by Foundation that goes beyond Words and physically
stomping or clapping). You are allowed to use gestures manifests symbols that alter those who see them.
and motions to communicate with others (including Visual Representation of the Spoken Word: When
sign language) and are allowed to write. If you break you speak a Word the affected creature must be able to
this vow, you lose all archetype abilities until you see you instead of hear you. Dead creatures always
complete an atonement. count as being able to see you. This ability modifies
Enlightened Skills: Enlightened Speakers gain 2 Identifying Words.
additional skill ranks a level. Linguistics and Perform
(oratory) are no longer class skills for the Enlightened
5
The Power of the Written Word: You Effect The Speaker suffers 1 permanent
cannot learn the Modifying Words negative level per affected creature after
Echoing or Resounding. You may they speak this Word. Affected living
instead learn Glyph and Symbol. This creature gains the lich template and
ability modifies Modifying Words. becomes evil, maintaining their
position on the law – chaos axis.
Glyph: You alter a Word of
Foundation to persist on a surface Ghostly [evil]
within your Speaking range and affect Save Will negates; Duration
the next creature that sees it. You may Instantaneous
exclude a number of creatures from Prerequisite Necronamer; 18th level;
triggering this Word equal to your Int Harm
modifier. This Modifying Word can only be Effect The Speaker suffers 1 permanent
selected by a Glyph Warden. You must be at negative level per affected creature after
least 10th level to select this Modifying Word. they speak this Word. Affected living
creature gains the ghost template and
Symbol: You alter a Word of Foundation to becomes chaotic evil.
become a permanent part of a surface within your Ghoulish [evil]
Speaking range that affects every creature that sees Save None; Duration Instantaneous
it. You may exclude a number of creatures from Prerequisite Necronamer; 12th level; Harm
triggering this Word equal to your Int modifier. After Effect The Speaker suffers 1 Charisma
triggering, the symbol will not trigger again for one damage per affected creature after they
minute. This Modifying Word can only be selected by speak this Word. Affected dead creature gains the
a Glyph Warden. You must be at least 15th level to ghoulish creature template and becomes chaotic evil.
select this Modifying Word.
Mummified [evil]
Necronamer Save Will negates; Duration Instantaneous
Prerequisite Necronamer; 12th level; Harm
Your mastery of Foundation has been tainted with
Effect The Speaker suffers 1 permanent negative level
undeath, preventing you from learning Words of
per affected creature after they speak this Word.
healing while granting you great necromantic powers.
Affected living creature gains the mummified creature
Words of Undeath: You can never learn the following template and becomes evil, maintaining their position
Words: Heal, Holy, Raise, Recuperate, Regenerate, on the law – chaos axis.
Reknit, Renew, Resurrect, and Revive. In exchange you
can learn the following Words: Deathless, Ghostly, Skeletal [evil]
Ghoulish, Mummified, Skeletal, Spectral, Vampiric, Save None; Duration Instantaneous
and Zombified. Prerequisite Necronamer; Harm
Effect Affected dead creature gains the skeleton
You can’t create more HD of undead than twice your template.
caster level with a single speaking of a Necronamer
Word. The undead you create remain under your Spectral [evil]
control indefinitely. However, you can control only 4 Save None; Duration Instantaneous
HD worth of undead creatures per caster level. If you Prerequisite Necronamer; 12th level; Harm
exceed this number, all the newly created creatures fall Effect The Speaker suffers 1 Charisma damage per
under your control, and any excess undead from affected creature after they speak this Word. Affected
previous castings become uncontrolled. You choose dead creature becomes a spectre.
which creatures are released. Undead you control Vampiric [evil]
through the Command Undead feat do not count Save Will negates; Duration Instantaneous
toward this limit. Prerequisite Necronamer; 18th level; Harm
This ability modifies Words of Foundation. Effect The Speaker suffers 1 permanent negative level
per affected creature after they speak this Word.
Deathless [evil] Affected living creature gains the vampire template
Save Will negates; Duration Instantaneous and becomes evil, maintaining their position on the law
Prerequisite Necronamer; 18th level; Harm – chaos axis.
6
Zombified [evil] Word instead of choosing. This ability modifies Words
Save None; Duration Instantaneous of Foundation and Modifying Words.
Prerequisite Necronamer; Harm
Effect Affected dead creature gains the zombie Contract
template. Save None; Duration Instantaneous
Prerequisite Truth Speaker
Command Undead: You receive Command Undead Effect Affected creature is bound to the agreement it
as a bonus feat. You can channel energy a number of just made. If the creature breaks the agreement, it
times per day equal to 3 + your Intelligence modifier, suffers a -6 penalty to one of its ability scores (chosen
but only to use this feat. You can take other feats to add by the party that the agreement was made with) and the
to this ability, such as Extra Channel and Improved other party immediately knows of the breach of
Channel, but not feats that alter this ability, such as contract.
Elemental Channel and Alignment Channel. The DC to
save against these feats is equal to 10 + half your Oathbound: You alter a Word of Foundation to only
Speaker level + your Charisma modifier. At 20th level, affect the creature if it breaks an agreement made
undead cannot add their channel resistance to the save directly before Speaking the Word. If the Word ever
against this ability. The ability replaces the Identifying affects the creature, it is treated as though it was
Words Ally and Allies. modified by Maximized. This Modifying Word can
only be selected by a Truth Speaker.
Variant Undead: At 5th level, you gain Variant as
your Modifying Word instead of choosing. This ability Truth Laid Bare: At 10th level, you gain constant
replaces the Modifying Word gained at 5th level. discern lies. This ability replaces the Modifying Word
gained at 10th level.
Variant: When you create an undead using a
Necronamer Word you can apply a variant of the Warrior of the Word
template instead, as follows:
Despite the study required to master Foundation, not
Deathless - graveknight, psychic lich all of its Speakers forgo martial pursuits. Those who
Vampiric - jiang-shi, psychic, vetala seek mastery of the art of war alongside Creation can
Skeletal - bloody, burning, exploding join a sacred order known as Warriors of the Word.
Zombified - brain-eating, fast, plague
Body of the Warrior: A Warrior of the Word has a
This Modifying Word can only be selected by a base attack bonus equal to 3/4 their Speaker level
Necronamer. instead of half their Speaker level. You add this value
to any other base attack bonus gained from other
Truth Speaker classes or racial Hit Dice as normal. Additionally, a
Warrior of the Word uses d8s instead of d6s when
Words have meaning and to utter falsehoods devalues
rolling for Speaker Hit Dice. This ability alters base
all other words you have ever spoken. To speak an oath
attack bonus and hit dice.
is irrevocable and to break one is tantamount to
spitting in the face of the gods. Training of the Warrior: A Warrior of the Word is
proficient with all simple and martial weapons.
Vow of Truth: You may not deliberately speak any
Warriors of the Word are also proficient with light
lies, including bluffing, stating half-truths with the
armor, medium armor, and shields (except tower
intent to deceive, exaggerating, telling white lies, and
shields). This ability replaces weapon and armor
so on. This applies to all forms of communication. If
proficiencies.
you break this vow, you lose all archetype abilities
until you complete an atonement. Diminished Speaking: A Warrior of the Word treats
their Speaker level as six lower (minimum one) for
Legalistic Mind: You may use Linguistics in place of
determining caster level, DC, and meeting
Sense Motive to discern if someone is lying.
prerequisites of Words of Foundation.
Oath Binder: Your pure adherence to Truth grants you
Bonus Combat Feats: A Warrior of the Word gains a
additional insight into Foundation. At 1st level, you
bonus combat feat at 5th level, and an additional
gain Contract in place of one of your starting Words.
combat feat every five levels thereafter. This ability
At 5th level, you gain Oathbound as your Modifying
replaces Modifying Words.
7
Other Classes This ability functions as the Words of Foundation class
feature from Speaker, except you use
Cleric Word Domains (Domains) Wisdom instead of Intelligence.
Whenever you gain a domain, you may instead gain First Prolocutor Bard (Bard
the equivalent Word domain instead. This replaces Archetype)
the domain powers and domain spells.
You are a master of the spoken word
Beginning at 1st level, you may now use the first and your orations reflect this. While
Word associated with your domain once per day, most bards sing and dance while
treating your cleric level as your Speaker level. Learn casting spells, you simply Speak and
the following Identifying Words: All, Ally, Enemy, the world rearranges itself to suit
and Self. your needs.
At 6th level you gain the second Word Trained Speaker: The only
associated with your domain and may use perform that you
it once per day. The Words associated consider a class
with each domain are as follows: skill is Perform
(oratory). This ability
alters class skills.
Spoken Performance: You gain the feat
Cypherspeaker. Your performances must be auditory,
in addition you lose access to the following
performances: Countersong and Distraction. This
ability alters Bardic Performance.
Oration of Creation: At 1st level you learn a Word of
Foundation. Whenever you put a rank in Perform
(oratory) or gain a level of this class, learn a Word of
Foundation. You may now use each Word of
Foundation once per day, with a caster level equal to
three quarters of your bard level (minimum one). Learn
the following Identifying Words at first level: All, Ally,
Enemy, and Self. You may use them each a number of
times per day equal to half your bard level (minimum
one). Learn the following Identifying Words at twelfth
level: Allies and Enemies. You may use them each a
number of times per day equal to one quarter your bard
level (minimum one). You may not learn Words that
have a prerequisite of 18th level. This ability functions
as the Words of Foundation class feature from Speaker,
except you use Charisma instead of Intelligence. This
ability replaces spellcasting.
Versatile Orator: At 2nd level, you may use your
bonus to Perform (oratory) in place of your bonus for
Diplomacy and Linguistics. At 6th level and every four
levels thereafter, you may use your bonus to Perform
(oratory) in place of your bonus for one of the
following skills: Bluff, Handle Animal, Intimidate,
Sense Motive, or Use Magic Device. This ability
replaces Versatile Performance.
8
Prehistoric Occultist (Occultist Archetype) Transmutation – As a standard action, you may
expend one point of mental focus to gain the benefits
Your implements were made before recorded history of Harden Self.
by a culture that was more in tune with Creation than
we are now. By reaching deep This ability replaces the resonant power
into the items history you and base focus power of implement
can tap into the schools.
powers of Creation
Basic Focus Powers: You may choose to
itself.
learn the base focus power or resonant
Proto- power of an implement school that you
Implements: possess. You must learn the base focus
Instead of power before you can learn any other
the resonant focus powers from that implement
power and school. This ability alters focus
base focus powers.
power of
an Creationist Ranger (Ranger
implement, Archetype)
you gain the
Some rangers listen so closely to the
ability to use a
terrain they live in that they begin to
Word of
hear the Words that inhabit it. They
Foundation that
never learn the traditional natural magics,
is tied to that
but instead can call forth the Words of their
school. Use your
favored terrains.
occultist level in
place of Speaker Words of Nature: Beginning at 4th level, you
level. The may now use the Words associated with your favored
Proto- terrains a number of times per day each equal to your
Implement favored terrain bonus for that terrain, treating your
Focus powers are as follows: ranger level - 3 as your Speaker level. Learn the
following Identifying Words: All, Ally, Enemy, and
Abjuration – As a standard action, you may expend
Self. The Words associated with each terrain are as
one point of mental focus to gain the benefits of Shield
follows:
Self.
Conjuration – As a standard action, you may expend
one point of mental focus to gain the benefits of Heal
Self.
Divination – As a standard action, you may expend
one point of mental focus to gain the benefits of
Fortunate Self.
Enchantment – As a standard action, you may expend
one point of mental focus to affect a creature within 30
feet with Charm Enemy.
Evocation – As a standard action, you may expend one
point of mental focus to affect a creature within 30 feet
with Bash Enemy.
Illusion – As a standard action, you may expend one
point of mental focus to gain the benefits of Disguise
Self.
Necromancy – As a standard action, you may expend This ability functions as the Words of Foundation class
one point of mental focus to affect a creature within 30 feature from Speaker, except you use Wisdom instead
feet with Harm Enemy. of Intelligence. This ability replaces spellcasting.
9
Fundamentalist Wizard (Wizard Archetype) Divination – 1st: Fortunate; 6th: Speak
There are some wizards that during their studies Prohibited Schools: conjuration
uncover Foundation but deem it too dangerous for
Enchantment – 1st: Charm; 6th:
extensive use and limit their use of it to
Command
their arcane school. These wizards become
very set in their ways and as such do not learn Prohibited Schools: evocation,
all of the types of magic. necromancy
Fundamental School: The choice to Evocation – 1st: Bash; 6th: Shout
specialize in Fundamental magic must be
made when you first become a wizard. Once the Prohibited Schools:
choice to do so is made, it cannot be changed. You conjuration, enchantment
receive an additional spell slot of each spell level Illusion – 1st: Disguise;
you can cast, from 1st on up. Each day, you can 6th: Invisible
prepare a spell from your specialty school in
that slot. This spell must be in your Prohibited Schools:
spellbook. You may select a spell modified abjuration,
by a metamagic feat to prepare in your necromancy
school slot, but it uses up a higher-level
Necromancy –
spell slot. You do not get to customize your
1st: Harm; 6th:
choice for opposition schools—your
Rot
opposition schools are determined for you
when you choose your specialization. Prohibited
These restrictions are more significant than Schools:
those most wizards follow and are known illusion,
as prohibited schools. You can never enchantment
prepare a spell that is in one of your
prohibited schools—you treat these spells Transmutation –
as if they were not on the wizard spell 1st: Harden; 6th:
list. If using a spell trigger or spell Accelerate
completion item to cast a spell from one Prohibited Schools:
of your prohibited schools, you must use the abjuration,
Use Magic Device skill to do so. necromancy
Beginning at 1st level, you may now use the This ability functions
first Word associated with your school once as the Words of
per day, treating your wizard level as your Foundation class
Speaker level. Learn the following Identifying feature from
Words: All, Ally, Enemy, and Self. Speaker. This ability
At 6th level you gain the second Word replaces arcane
associated with your school and may use it school.
once per day. The Words associated with each
school are as follows:
Abjuration – 1st: Shield; 6th: Balance,
Extinguish, Ground, or Insulate (choose one)
Prohibited Schools: illusion, transmutation
Conjuration – 1st: Heal; 6th: Portal
Prohibited Schools: divination, evocation
10
Feats Words, treating your level in that class as your Speaker
level. Learn the following Identifying Words: All, Ally,
Cypherspeaker Enemy, and Self. In addition, learn one Word of
Foundation that you meet the prerequisites for. The
Prerequisites: Words of Foundation class feature, Word and Identifying Word must be prepared if you
Perform (oratory) 1 rank are a prepared spellcaster.
Cypherspeakers have studied how the higher powers Special: You can gain this feat multiple times. Each
hid the truth of the Words beneath layers of additional time you select this feat, learn an additional
obfuscation and seek to emulate this for their own Word of Foundation that you meet the prerequisites
needs. for.
Benefit: You can conceal the activity of speaking a Extra Modifying Word
Word by masking it in your speech. As a swift action,
you may combine your speaking of a Word with a Prerequisite: Modifying Word class feature
Perform (oratory) check. Observers must make a Benefit: You gain one additional modifying word. You
Perception or Sense Motive check opposed by your must meet all of the prerequisites for this modifying
Perform (oratory) check to realize you are also word.
speaking a Word.
Special: You can gain Extra Modifying Word multiple
Special: This feat counts as Cypher Magic for the times, but at most once per 5 Speaker levels.
purposes of qualifying for the prestige class
Cyphermage. You may also ignore the requirement for Greater Word Focus
arcane casting and treat the increases to arcane caster
level granted by Cyphermage as increases to Speaker Prerequisite: Word Focus
level for Identifying Words and Words of Foundation. Choose an Identifying Word to which you have already
applied the Word Focus feat. Any Words you speak
Decipher Cipher
using that Identifying Word are very difficult to resist.
Prerequisites: Words of Foundation class feature,
Benefit: Add +1 to the Difficulty Class for all saving
Linguistics 1 rank
throws against Words using the Identifying Word you
Benefit: You may attempt a Linguistics check to create select. This bonus stacks with the bonus from Word
a cipher that has a DC equal to the result rolled (or a Focus.
lower number if you desire). When creating this cipher,
Special: You can gain this feat multiple times. Its
you gain +1 to the Linguistics check for every
effects do not stack. Each time you take the feat, it
language you know. This takes one hour.
applies to a new Identifying Word to which you have
You can attempt a Linguistics check to decipher a already applied the Word Focus feat.
single page of text as a full-round action instead of
taking 1 minute as normal. In addition, when you Master Linguist
attempt a Use Magic Device check to cast a spell from Prerequisites: Linguistics 5 ranks, Perform (oratory) 5
a scroll, you are treated as though you have the ranks
minimum score in the appropriate ability score to cast
that spell. Finally, you may choose to add your Benefit: From this point forward, whenever you put a
Intelligence modifier to your Use Magic Device skill rank into Perform (oratory), you learn to speak and
checks instead of your Charisma modifier. read a new language. You do not learn any languages
for ranks put into Perform (oratory) before gaining this
Experimental Speaker feat.
Prerequisites: no levels of a class that grants the Namer
Words of Foundation class feature, ability to cast
spells, Linguistics 5 ranks Prerequisite: Words of Foundation class feature
Benefit: Select one class that grants you the ability to Benefit: When you would learn a Word, you may
cast spells. You can now use your highest level spell instead learn the Word for a type of creature that would
slots from that class to speak a limited number of be summonable via a Summon Monster spell with spell
11
level equal to half your Speaker level (minimum 1). That ally may use that Word and Identifying Word
Speaking the Word for a creature summons a copy of once as a standard action using your level and DC for
the creature within 30 feet of you that lasts for 1 the ability at the time that the Word was whispered to
minute per Speaker level and expends a use of the Ally them. They lose this ability the next time you meditate
Identifying Word. to regain Words.
This is not the True Name of a specific creature, but Word Focus
instead the Word of Foundation for that type of
creature. Prerequisite: Words of Foundation class feature
This feat counts as having the ability to cast Summon Choose an Identifying Word. Any Words you speak
Monster. using that Identifying Word are more difficult to resist.
Resolute Soul Benefit: Add +1 to the Difficulty Class for all saving
throws against Words using the Identifying Word you
Prerequisite: Words of Foundation class feature select.
Benefit: Negative levels do not apply a penalty to your Special: You can gain this feat multiple times. Its
Will saving throws. effects do not stack. Each time you take the feat, it
applies to a new Identifying Word.
True Namer
Prerequisites: 11th level Speaker, Namer, Words of
Foundation class feature
Benefit: You gain the Wizard Arcane Discovery True
Name, treating your Speaker level as your Wizard level
for all purposes.
Special: You can gain True Namer multiple times, but
you must select a different, specific outsider each time.
Unconscious Speaker
Prerequisites: 11th level Speaker, Words of
Foundation class feature
Benefit: Once per day when you are reduced below 0
hit points, you may speak a single Word as an
immediate action. If this Word regains you enough hit
points to regain consciousness, you do not fall prone or
unconscious.
Whisperer
Prerequisites: know at least 3 Modifying
Words, Words of Foundation class feature
Through extreme mastery of Foundation,
you have discovered the secret to sharing
your knowledge temporarily.
Benefit: Once per day as a full-round action
you may whisper a Word of Foundation and
Identifying Word into an ally’s ear. Doing this
expends a use of the Identifying Word and the Word
itself, as well as requiring you to gain any penalties
associated with speaking the Word.
12
Words
13
14
Accelerate Anarchic [chaotic]
Save Will negates (harmless); Duration 1 round / level Save Will negates (harmless); Duration 1 minute /
level
Prerequisite 6th level
Effect Anarchic wards the affected creature from
Effect The affected creature gains an additional move attacks by lawful creatures, from mental control, and
action. This move action can come before, after, or from summoned creatures. It creates a magical barrier
between other actions, but not during a full-round around the subject at a distance of 1 foot. The barrier
action. If the affected creature takes a full-attack moves with the subject and has three major effects.
action, it can, instead of taking an extra move action,
make one additional attack at its highest attack bonus. First, the subject gains a +2-deflection bonus to AC
and a +2-resistance bonus on saves. Both these
Accelerate counters and dispels Slow. bonuses apply against attacks made or effects created
Adapt by lawful creatures.
Save Will negates (harmless); Duration 1 hour / level Second, the subject immediately receives another
(D) saving throw (if one was allowed to begin with)
against any spells or effects that possess or exercise
Prerequisite 12th level mental control over the creature created by lawful
creatures. This saving throw is made with a +2-morale
Effect Adapt grants the affected creature immunity to
bonus, using the same DC as the original effect. If
the harmful environmental effects of a particular plane
successful, such effects are suppressed for the duration
of existence, including such hazards as toxicity,
of this spell. The effects resume when the duration of
extreme temperatures, and lack of air. Additionally, the
this spell expires. While under the effects of this spell,
creature gains energy resistance 20 to a single energy
the target is immune to any new attempts to possess or
type prevalent on that plane (choose one if more than
exercise mental control over the target created by
one type is equally prevalent). Adapt has no effect on
lawful creatures. This spell does not expel a controlling
creatures on their native plane.
life force (such as a ghost or spellcaster using magic
Alter jar), but it does prevent them from controlling the
target.
Save Will negates (harmless); Duration 1 minute /
level Third, Anarchic prevents bodily contact by lawful
summoned creatures. This causes the natural weapon
Prerequisite Disguise attacks of such creatures to fail and the creatures to
recoil if such attacks require touching the warded
Effect Alter allows the affected creature to assume the
creature. Summoned creatures that are not lawful are
form of any Small or Medium creature of the
immune to this effect. The protection against contact
humanoid type. If the form the creature assumes has
by summoned creatures ends if the warded creature
any of the following abilities, it gains the listed ability:
makes an attack against or tries to force the barrier
darkvision 60 feet, low-light vision, scent, and swim
against the blocked creature. Spell Resistance can
30 feet.
allow a creature to overcome this protection and touch
Small creature: If the form the creature takes is that of the warded creature.
a Small humanoid, it gains a +2-size bonus to its
Dexterity. Armor
Medium creature: If the form the creature takes is that Save Will negates (harmless); Duration 1 minute /
of a Medium humanoid, it gains a +2-size bonus to its level
Strength.
15
Effect Armor grants the affected creature a +2- allow a creature to overcome this protection and touch
enhancement bonus to the affected creature’s existing the warded creature.
armor bonus. This enhancement bonus increases by 1
for every three levels above 3rd, to a maximum of +5 Balance
at 12th level. A creature without armor has an effective Save Will negates (harmless); Duration 10 minutes /
armor bonus of +0. level
Augment Prerequisite 6th level
Save Will negates (harmless); Duration 1 round / level Effect The affected creature gains acid resist 10. The
Prerequisite 12th level; Dexterous, Hearty, Strong value of the energy resistance granted increases to 20
points at 7th level and to a maximum of 30 points at
Effect The affected creature gains a +6-enhancement 11th level. The Word protects the recipient’s equipment
bonus to Constitution, Dexterity, and Strength. as well.
Axiomatic [lawful] This Word only absorbs damage, the affected creature
could still suffer unfortunate side effects.
Save Will negates (harmless); Duration 1 minute /
level Bane [mind-affecting]
Effect Axiomatic wards the affected creature from Save Will negates; Duration 1 minute / level
attacks by chaotic creatures, from mental control, and
from summoned creatures. It creates a magical barrier Effect Bane inflicts a -1-morale penalty on attack rolls
around the subject at a distance of 1 foot. The barrier and on saving throws against fear effects on affected
moves with the subject and has three major effects. creatures.
First, the subject gains a +2-deflection bonus to AC Bane counters and dispels Bless.
and a +2-resistance bonus on saves. Both these Bash
bonuses apply against attacks made or effects created
by chaotic creatures. Save Fortitude negates; Duration Instantaneous
Second, the subject immediately receives another Effect Bash deals 1d8 points of bludgeoning damage
saving throw (if one was allowed to begin with) per level to affected creatures.
against any spells or effects that possess or exercise
mental control over the creature created by chaotic Bind
creatures. This saving throw is made with a +2-morale Save Will negates; see text; Duration 1 year / level
bonus, using the same DC as the original effect. If (D)
successful, such effects are suppressed for the duration
of this spell. The effects resume when the duration of Prerequisite 12th level
this spell expires. While under the effects of this spell,
Effect Bind creates a magical restraint to hold a
the target is immune to any new attempts to possess or
creature. The target gets an initial saving throw only if
exercise mental control over the target created by
its Hit Dice equal at least half your caster level.
chaotic creatures. This spell does not expel a
controlling life force (such as a ghost or spellcaster You can specify triggering conditions that end the spell
using magic jar), but it does prevent them from and release the creature whenever they occur. These
controlling the target. triggers can be as simple or elaborate as you desire, but
the condition must be reasonable and have a likelihood
Third, Axiomatic prevents bodily contact by chaotic
of coming to pass. The conditions can be based on a
summoned creatures. This causes the natural weapon
creature’s name, identity, or alignment, but otherwise
attacks of such creatures to fail and the creatures to
must be based on observable actions or qualities.
recoil if such attacks require touching the warded
Intangibles such as level, class, Hit Dice, or hit points
creature. Summoned creatures that are not chaotic are
don’t qualify. Once Bind is Spoken, its triggering
immune to this effect. The protection against contact
conditions cannot be changed. Setting a release
by summoned creatures ends if the warded creature
condition increases the save DC (assuming a saving
makes an attack against or tries to force the barrier
throw is allowed) by 2.
against the blocked creature. Spell Resistance can
16
You may Speak Bind additional times to prolong the damage dealt to a calmed creature immediately breaks
effect, overlapping the durations. If you do so, the the effect on all calmed creatures.
target gets a saving throw at the end of the first
duration, even if your caster level was high enough to Calm automatically suppresses (but does not dispel)
disallow an initial saving throw. If the creature’s save any morale bonuses granted to the affected creatures,
succeeds, all bindings it has received are broken. and also negates a bard’s ability to inspire courage or a
barbarian’s rage ability. It also suppresses any fear
The affected creature is confined by restraints that effects and removes the confused condition from all
generate an antipathy spell affecting all creatures who targets. While the spell lasts, a suppressed spell,
approach the subject, except you. The creature is condition, or effect has no effect. When Calm ends, the
confined to the spot it occupied when you Spoke this original spell or effect takes hold of the creature again,
Word. provided that its duration has not expired in the
meantime.
You can’t dispel Bind with dispel magic or a similar
effect, though an antimagic field or mage’s disjunction Charismatic
affects it normally. A bound extraplanar creature cannot
be sent back to its home plane by dismissal, Save Will negates (harmless); Duration 1 minute /
banishment, or a similar effect. level
Save Will negates (harmless); Duration 1 minute / Effect The affected creature gains a +4-enhancement
level bonus to Charisma.
Effect Bless grants affected creatures a +1-morale Charm [language dependent; mind-affecting]
bonus on attack rolls and on saving throws against fear Save Will negates; Duration 1 hour / level
effects.
Effect Charm makes affected creatures regard you as
Bless counters and dispels Bane. its trusted friend and ally (treat the target’s attitude as
Blind [curse] friendly). If the affected creature is currently being
threatened or attacked by you or your allies, however,
Save Fortitude negates; Duration Permanent (D) it receives a +5 bonus on its saving throw.
Prerequisite 6th level Charm does not enable you to control the charmed
person as if it were an automaton, but it perceives your
Effect The affected creature gains the blinded words and actions in the most favorable way. You can
condition. try to give the affected creature orders, but you must
Burn [fire] win an opposed Charisma check to convince it to do
anything it wouldn’t ordinarily do. (Retries are not
Save Reflex halves; Duration Instantaneous allowed.) An affected creature never obeys suicidal or
obviously harmful orders, but it might be convinced
Effect Burn deals 1d6 points of fire damage per level
that something very dangerous is worth doing. Any act
to affected creatures.
by you or your apparent allies that threatens the
Calm [emotion; mind-affecting] affected creature breaks the effect. You must speak the
person’s language to communicate your commands.
Save Will negates; Duration 1 round / level
Command [language dependent; mind-affecting]
Prerequisite Charm
Save Will negates; Duration 1 round / level
Effect This Word calms agitated creatures. You have
no control over the affected creatures, but Calm can Prerequisite 6th level; Charm
stop raging creatures from fighting or joyous ones from
Effect You give the affected creature a single
reveling. Creatures so affected cannot take violent
command, which it obeys to the best of its ability at its
actions (although they can defend themselves) or do
earliest opportunity. You may select from the following
anything destructive. Any aggressive action against or
options:
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Approach: On its turn, the subject moves toward you Curse [curse]
as quickly and directly as possible for 1 round. The
creature may do nothing but move during its turn, and Save Will negates; Duration Permanent
it provokes attacks of opportunity for this movement as Prerequisite 6th level; Unfortunate
normal.
Drop: On its turn, the subject drops whatever it is Effect The affected creature suffers a -6 penalty to an
holding. It can’t pick up any dropped item until its next ability score of your choice. This penalty does not
turn. stack with itself. The curse bestowed by this Word
Fall: On its turn, the subject falls to the ground and cannot be dispelled, but it can be removed with a break
remains prone for 1 round. It may act normally while enchantment, limited wish, miracle, remove curse, or
prone but takes any appropriate penalties. wish spell or the Word Reprieve.
Flee: On its turn, the subject moves away from you as
Curse counters Reprieve.
quickly as possible for 1 round. It may do nothing but
move during its turn, and it provokes attacks of Deafen [curse]
opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may Save Fortitude negates; Duration Permanent (D)
not take any actions but is not considered helpless.
Prerequisite 6th level
At the start of each of the commanded creature’s
actions after the first, it gets another Will save to Effect The affected creature gains the deafened
attempt to break free from the Command. Each condition.
affected creature must receive the same command.
Conduit [electricity] Dexterous
Save Reflex negates; Duration 1 round / level Save Will negates (harmless); Duration 1 minute /
level
Prerequisites 12th level; Ground, Thunder
Prerequisite 6th level
Effect Conduit deals 3d6 points of electricity damage
to affected creatures per round. While the creature is Effect The affected creature gains a +4-enhancement
affected by Conduit, it deals an additional 1d6 bonus to Dexterity.
electricity damage with natural attacks and metal Disguise
weapons.
Save Will negates (harmless); Duration 1 minute /
Confuse [mind-affecting] level
Save Will negates; Duration 1 round / level Effect Disguise makes the affected creature – including
Prerequisite 6th level clothing, armor, weapons, and equipment – look
different. They can seem 1 foot shorter or taller, thin,
Effect The affected creature gains the confused fat, or in between. You cannot change their creature
condition. type (although they can appear as another subtype).
Otherwise, the extent of the apparent change is up to
Convalesce you. You could add or obscure a minor feature or make
Save Will negates (harmless); Duration Instantaneous the affected creature look like an entirely different
person or gender.
Prerequisite 6th level
Disguise does not provide the abilities or mannerisms
Effect Convalesce can cure all diseases from which the of the chosen form, nor does it alter the perceived
affected creature is suffering. You must make a caster tactile (touch) or audible (sound) properties of the
level check (1d20 + caster level) against the DC of affected creature or its equipment. If you use this Word
each disease affecting the creature. Success means that to create a disguise, the affected creature gets a +10
the disease is cured. The spell also kills some hazards bonus on the Disguise check. A creature that interacts
and parasites, including green slime and others. with the affected creature gets a Will save to recognize
it as an illusion.
Since the Word’s duration is instantaneous, it does not
prevent reinfection after a new exposure to the same
disease at a later date.
18
Dismiss Once you have given a dominated creature a
command, it continues to attempt to carry out that
Save Will negates; Duration Instantaneous command to the exclusion of all other activities except
Prerequisite 12th level those necessary for day-to-day survival (such as
sleeping, eating, and so forth). Because of this limited
Effect If the affected creature is not on its home plane, range of activity, a Sense Motive check against DC 15
it is whisked away. However, there is a 20% chance of (rather than DC 25) can determine that the subject’s
accidentally sending the creature to a plane other than behavior is being influenced by an enchantment effect.
its own.
Changing your orders or giving a dominated creature a
Dispel new command is a move action.
By concentrating fully on Dominate (a standard
Save None; Duration Instantaneous action), you can receive full sensory input as
Prerequisite 12th level interpreted by the mind of the subject, though it still
can’t communicate with you. You can’t actually see
Effect You can use Dispel to end one ongoing spell through the subject’s eyes, so it’s not as good as being
that has been cast on an affected creature. A dispelled there yourself, but you still get a good idea of what’s
spell ends as if its duration had expired. Some spells, going on.
as detailed in their descriptions, can’t be defeated by
Subjects resist this control, and any subject forced to
Dispel. Dispel can dispel spell-like effects just as it
take actions against its nature receives a new saving
does spells. The effect of a spell with an instantaneous
throw with a +2 bonus. Obviously self-destructive
duration can’t be dispelled, because the magical effect
orders are not carried out. Once control is established,
is already over before the dispel magic can take effect.
the range at which it can be exercised is unlimited, as
You make one dispel check (1d20 + your caster level) long as you and the subject are on the same plane. You
and compare that to the spell with highest caster level need not see the subject to control it.
(DC = 11 + the spell’s caster level). If successful, that If you don’t spend at least 1 round concentrating on
spell ends. If not, compare the same result to the spell Dominate each day, the subject receives a new saving
with the next highest caster level. Repeat this process throw to throw off the domination.
until you have dispelled one spell affecting the
creature, or you have failed to dispel every spell. Drain
Displace Save Will negates; Duration Instantaneous
Save Will negates (harmless); Duration 1 round / level Prerequisite 12th level; Harm
Effect Displace grants the affected creature a 5% miss Effect Drain gives 1d4 temporary negative levels to
chance. This miss chance increases by 5% for every affected creatures.
level you have, to a maximum of 100% at 20th level. Assuming the creature survives, it regains lost levels
Dominate [language dependent; mind-affecting] after a number of hours equal to your caster level.
Usually, negative levels have a chance of becoming
Save Will negates; Duration 1 day / level permanent, but the negative levels from enervation
don’t last long enough to do so unless they persist for
Prerequisite 12th level; Command
longer than 24 hours.
Effect You control the affected creature through a
Creatures that are healed by negative energy instead
telepathic link that you establish with their mind. If
gain 1d4 x 5 temporary hit points and treat this Word
you and the subject have a common language, you can
as harmless.
generally force the subject to perform as you desire,
within the limits of its abilities. If no common Enhance
language exists, you can communicate only basic
commands, such as “Come here,” “Go there,” “Fight,” Save Will negates (harmless); Duration 1 round / level
and “Stand still.” You know what the subject is Prerequisite 12th level; Charismatic, Intelligent, Wise
experiencing, but you do not receive direct sensory
input from it, nor can it communicate with you Effect The affected creature gains a +6-enhancement
telepathically. bonus to Charisma, Intelligence, and Wisdom.
19
Enlarge At 11th level, the bonus on melee attack rolls, melee
damage rolls, thrown weapon damage rolls, and Will
Save Fortitude negates; Duration 1 round / level saves while raging increases to +3. In addition, the
Effect Enlarge causes instant growth of the affected amount of temporary hit points gained when entering a
creature, doubling its height and multiplying its weight rage increases to 3 per Hit Die.
by 8. This increase changes the creature’s size category At 20th level, the bonus on melee attack rolls, melee
to the next larger one. The target gains a +2-size bonus damage rolls, thrown weapon damage rolls, and Will
to Strength, a -2-size penalty to Dexterity (to a saves while raging increases to +4. In addition, the
minimum of 1), and a -1 penalty on attack rolls and AC amount of temporary hit points gained when entering a
due to its increased size. rage increases to 4 per Hit Die.
A creature whose size increases to Large has a space of
10 feet and a natural reach of 10 feet. This spell does
Ethereal
not change the target’s speed. Save Will negates (harmless); Duration 1 minute /
level (D)
If insufficient room is available for the desired growth,
the creature attains the maximum possible size and Prerequisite 18th level; Solidify
may make a Strength check (using its increased
Strength) to burst any enclosures in the process. If it Effect The affected creature, along with its equipment,
fails, it is constrained without harm by the materials becomes ethereal. When the Word expires, all affected
enclosing it–the spell cannot be used to crush a creatures on the Ethereal Plane return to material
creature by increasing its size. existence.
20
Fortunate In addition, creatures must succeed at a saving throw
every time they attempt to interact with a glued
Save Will negates (harmless); Duration 1 round / 5 creature, otherwise whatever they were interacting
levels (minimum 1 round) with the glued creature with becomes stuck to the
Effect Anytime the affected creature makes an ability glued creature and can be broken free as described
check, attack roll, saving throw, or skill check, it may above.
roll twice and take the better result. Glued creatures receive a +10-circumstance bonus to
Free CMB to initiate a grapple as well as a -10-
circumstance penalty to CMD to avoid being grappled.
Save Will negates (harmless); Duration Instantaneous These do not stack if both creatures are glued. Finally,
if any glued creature is in a grapple then both creatures
Prerequisite 18th level gain a -10-circumstance penalty on escape artist checks
Effect The affected creature is freed from spells and and combat maneuver checks to escape the grapple.
effects that restrict movement, including binding,
entangle, grappling, imprisonment, maze, paralysis, Grease
petrification, pinning, sleep, slow, stunning, temporal Save Reflex negates; Duration 1 round / level
stasis, and web. To free a creature from imprisonment
or maze, you must know its name and background, and Effect The affected creature is covered in a greasy
you must Speak this Word at the spot where it was coating. If the initial saving throw fails, the creature
entombed or banished into the maze. immediately drops all held items. A saving throw must
be made in each round that the greased creature
Freeze [cold] attempts to pick up or use an item. A greased
creature gains a +10-circumstance bonus on
Save Reflex halves; Duration
Escape Artist checks and combat maneuver
Instantaneous
checks made to escape a grapple, and to their
Effect Freeze deals 1d6 points CMD to avoid being grappled.
of cold damage per level to
affected creatures. Ground
Save Will negates (harmless); Duration 10
Gate minutes / level
Save None; Duration
Prerequisite 6th level
Instantaneous
Effect The affected creature gains electricity
Prerequisite 18th level; Teleport
resist 10. The value of the energy resistance
Effect You move the affected creature to another granted increases to 20 points at 7th level and
plane of existence or alternate dimension precisely at to a maximum of 30 points at 11th level. The Word
the point you desire. Deities and other beings who rule protects the recipient’s equipment as well.
a planar realm can prevent a gate from opening in their
This Word only absorbs damage, the affected creature
presence or personal demesnes if they so desire. A gate
could still suffer unfortunate side effects.
cannot be opened to another point on the same plane;
the spell works only for interplanar travel. Harden
Glue Save Will negates (harmless); Duration 1 minute /
level
Save Reflex negates; Duration 1 round / level
Effect Harden grants the affected creature a +2-
Effect The affected creature is covered in a layer of
enhancement bonus to the affected creature’s existing
sticky glue. If the initial saving throw fails, the creature natural armor bonus. This enhancement bonus
gains the entangled condition and is anchored. An increases by 1 for every three levels above 3rd, to a
anchored creature can break free by succeeding at a maximum of +5 at 12th level. A creature without
combat maneuver check or an Escape Artist check as a natural armor has an effective natural armor bonus of
standard action against the DC of Glue. This does not +0.
remove the entangled condition.
21
Harm mental control over the creature created by evil
creatures. This saving throw is made with a +2-morale
Save Will halves; Duration Instantaneous bonus, using the same DC as the original effect. If
Effect Harm deals 1d6 points of negative energy successful, such effects are suppressed for the duration
damage plus 1d6 points of damage for every two levels of this spell. The effects resume when the duration of
beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on) to this spell expires. While under the effects of this spell,
affected creatures. Creatures that are healed by the target is immune to any new attempts to possess or
negative energy are instead healed an equal amount of exercise mental control over the target created by evil
damage and treat this Word as harmless. creatures. This spell does not expel a controlling life
force (such as a ghost or spellcaster using magic jar),
Heal but it does prevent them from controlling the target.
Save Will halves (harmless); Duration Instantaneous Third, Holy prevents bodily contact by evil
summoned creatures. This causes the natural
Effect Heal heals affected creatures of 1d6 points of weapon attacks of such creatures to fail and the
damage plus 1d6 points of damage for every two levels creatures to recoil if such attacks require touching
beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). the warded creature. Summoned creatures that are
Creatures that take damage from positive energy not evil are immune to this effect. The protection
receive a Will save to halve the damage and do not against contact by summoned creatures ends if the
treat this Word as harmless. warded creature makes an attack against or tries to
force the barrier against the blocked creature. Spell
Hearty Resistance can allow a creature to overcome this
Save Will negates (harmless); Duration 1 minute / protection and touch the warded creature.
level
Imbue
Prerequisite 6th level
Save Will negates (harmless); Duration 1 minute /
Effect The affected creature gains a +4- level
enhancement bonus to Constitution.
Prerequisite Bless
Holy [good] Effect Weapons wielded by affected creatures gain an
Save Will negates (harmless); enhancement bonus on attack and damage rolls of +1
Duration 1 minute / level per four levels (maximum +5). This bonus does not
allow a weapon to bypass damage reduction aside from
Effect Holy wards the affected magic.
creature from attacks by evil
creatures, from mental control, Imprison
and from summoned creatures.
It creates a magical barrier Save Will negates; see text; Duration Instantaneous
around the subject at a Prerequisite 18th level; Bind
distance of 1 foot. The barrier Effect Imprison entombs a creature in a state of
moves with the subject and suspended animation (see the temporal stasis spell) in
has three major effects. a small sphere far beneath the surface of the ground.
First, the subject gains a +2- The subject remains there unless a freedom spell is cast
deflection bonus to AC and a +2- or Free is Spoken at the locale where the imprisonment
resistance bonus on saves. Both took place. Magical search by a crystal ball, locate
these bonuses apply against object, or some other similar divination does not reveal
attacks made or effects created by the fact that a creature is imprisoned, but discern
evil creatures. location does. A wish or miracle will not free the
recipient but will reveal where it is entombed. If you
Second, the subject immediately know the creature’s name and some facts about its
receives another saving throw (if life, it takes a -4 penalty on its save. The creature
one was allowed to begin with) gets an initial saving throw only if its Hit Dice equal at
against any spells or effects that possess or exercise least half your caster level.
22
Insulate Lift
Save Will negates (harmless); Duration 10 minutes / Save Will negates (harmless); Duration 1 minute /
level level
Prerequisite 6th level Prerequisite 6th level
Effect The affected creature gains cold resist 10. The Effect The affected creature gains fly 60 (good).
value of the energy resistance granted increases to 20 Should the duration expire while the subject is still
points at 7th level and to a maximum of 30 points at aloft, the magic fails slowly. The subject floats
11th level. The Word protects the recipient’s equipment downward 60 feet per round for 1d6 rounds. If it
as well. reaches the ground in that amount of time, it lands
safely. If not, it falls the rest of the distance, taking 1d6
This Word only absorbs damage, the affected creature points of damage per 10 feet of fall. Since dispelling a
could still suffer unfortunate side effects. Word effectively ends it, the subject also descends
Intelligent safely in this way if Lift is dispelled, but not if it is
negated by an antimagic field.
Save Will negates (harmless); Duration 1 minute /
level Magma [acid; fire]
Prerequisite 6th level Save Reflex halves; Duration Instantaneous
23
Miracle Effect You detoxify any sort of venom in the affected
creature. You must make a caster level check (1d20 +
Save see text; Duration see text caster level) against the DC of each poison affecting
Prerequisite 18th level the target. Success means that the poison is neutralized.
A cured creature suffers no additional effects from the
Effect Miracle can do any of the following things: poison, and any temporary effects are ended, but
■ Duplicate any Word that does not have a Neutralize does not reverse instantaneous effects, such
prerequisite of 18th level. as hit point damage, temporary ability damage, or
effects that don’t go away on their own.
■ Duplicate any spell of 7th level or lower.
This Word can instead neutralize the poison in a
■ Undo the harmful effects of certain spells, poisonous creature for 10 minutes per level, at the
such as feeblemind or insanity. Speaker’s option. The creature receives a Will save to
negate this effect.
■ Have any effect whose power level is in
line with the above effects. Null
Alternatively, the Speaker can make a very powerful Save Will negates; Duration 10 minutes / level
request. If the Speaker does so, they suffer 5 permanent
negative levels after they speak this Word. Examples of Prerequisite 12th level; Dispel
especially powerful miracles of this sort could include
the following: Effect The affected creature is impervious to most
magical effects, including spells, spell-like abilities,
■ Swinging the tide of a battle in your favor and supernatural abilities. Likewise, magic items or
by raising fallen allies to continue fighting. spells used by the affected creature do not function for
the duration of Null.
■ Moving you and your allies, with all your
and their gear, from one plane to a specific Null suppresses any spell or magical effect used by,
locale through planar barriers with no brought to, or cast at the affected creature, but does not
chance of error. dispel it. Time spent while subjected to Null counts
against the suppressed spell’s duration.
■ Protecting a city from an earthquake,
volcanic eruption, flood, or other major Obey [curse; language dependent; mind-affecting]
natural disaster.
Save None; Duration Permanent
A duplicated spell allows saving throws and spell
resistance as normal, but the save DCs are as for this Prerequisite 18th level; Dominate
Word. When Miracle duplicates a spell with a material Effect A magical command is placed on the affected
component that costs more than 100 gp, you must
provide that component. creature to carry out some service or to refrain from
some action or course of activity, as desired by you.
While Obey cannot compel a creature to kill itself or
Missile [force]
perform acts that would result in certain death, it can
Save None; Duration Instantaneous cause almost any other course of activity.
Prerequisite 6th level If the subject is prevented from obeying the command
for 24 hours, it takes a -3 penalty to each of its ability
Effect Missile deals 1d4 points of force damage plus scores. Each day, another -3 penalty accumulates, up to
1d4 points of damage for every two levels beyond 1st a total of -12. No ability score can be reduced to less
(2d4 at 3rd, 3d4 at 5th, and so on) to affected creatures. than 1 by this effect. The ability score penalties are
Both the spell and Word Shield prevent this damage. removed 24 hours after the subject resumes obeying
Neutralize the command.
Save Will negates (harmless); Duration Instantaneous Remove curse ends Obey only if its caster level is at
or 10 minutes / level; see text least two higher than your caster level. Break
enchantment does not end Obey, but miracle and wish
Prerequisite 6th level do.
24
Ooze [acid; cold] Portal
Save Reflex halves; Duration Instantaneous Save Will negates (harmless); Duration Instantaneous
Prerequisites Freeze, Melt Prerequisite 6th level
Effect Ooze deals 1d6 points of damage per level to Effect You instantly transfer the affected creature from
affected creatures, half of it acid and half of it cold its current location to any other spot within your
damage. If the creature fails its saving throw, it is Speaking range. They always arrive at exactly the spot
entangled for 1 round. desired – whether by simply visualizing the area or by
stating direction. They can bring along objects as long
Petrify as their weight doesn’t exceed their maximum load.
Save Fortitude negates; Duration Instantaneous If they arrive in a place that is already occupied by a
Prerequisite 12th level solid body, they take 1d6 points of damage and are
shunted to a random open space on a suitable surface
Effect The affected creature, along with all its carried within 10 feet of the intended location.
gear, turns into a mindless, inert statue. If the statue
resulting from this Word is broken or damaged, the If there is no free space within 10 feet, they take an
creature (if ever returned to its original state) has additional 2d6 points of damage and are shunted to a
similar damage or deformities. The creature is not free space within 30 feet. If there is no free space
dead, but it does not seem to be alive either when within 100 feet, they take an additional 4d6 points of
viewed with spells such as deathwatch. damage and the Word simply fails.
Pierce Raise
Save Fortitude negates; Duration Instantaneous Save None (harmless); Duration Instantaneous
Effect Pierce deals 1d8 points Effect The Speaker suffers 1 permanent negative
of piercing damage per level level per affected creature after they speak this
to affected creatures and Word. You restore life to a deceased creature. You
deals 1d8 points of bleed. can raise a creature that has been dead for no
longer than 1 day per caster level. In addition, the
Plasma [electricity; fire] subject’s soul must be free and willing to return.
Save Reflex halves; Duration Coming back from the dead is an ordeal. The
Instantaneous subject of Raise gains two permanent negative
levels when it is raised. If the subject is 1st
Prerequisites Burn, Shock level, it takes 2 points of Constitution drain
Effect Plasma deals 1d6 instead (if this would reduce its Con to 0 or less, it
points of damage per level to affected creatures, half of can’t be raised). A character who died with spells
it electricity and half of it fire damage. If the creature prepared has a 50% chance of losing any given spell
fails its saving throw, it is blinded for 1 round. upon being raised. A spellcasting creature that doesn’t
prepare spells (such as a sorcerer) has a 50% chance of
Poison [poison] losing any given unused spell slot as if it had been used
to cast a spell. A speaker has a 50% chance of losing
Save Fortitude negates; Duration Instantaneous; see any given unused Word as if it had been Spoken.
text
A raised creature has a number of hit points equal to its
Prerequisite 6th level current HD. Any ability scores damaged to 0 are raised
Effect You inflict the affected creature with a horrible to 1. Normal poison and normal disease are cured in
poison that deals 1d3 Constitution damage per round the process of raising the subject, but magical diseases
for 6 rounds. Poisoned creatures can make a Fortitude and curses are not undone. While Raise closes mortal
save each round to negate the damage and end the wounds and repairs lethal damage of most kinds, the
affliction. body of the creature to be raised must be whole.
25
Otherwise, missing parts are still missing when the Regenerate
creature is brought back to life. None of the dead
creature’s equipment or possessions are affected in any Save Fortitude negates (harmless); Duration
way by Raise. Instantaneous
A creature who has been turned into an undead Prerequisite 12th level; Reknit
creature or killed by a death effect can’t be raised by
Effect The affected creature’s severed body members
Raise. Constructs, elementals, outsiders, and undead (fingers, toes, hands, feet, arms, legs, tails, or even
creatures can’t be raised. Raise cannot bring back a heads of multi-headed creatures), broken bones, and
creature that has died of old age. ruined organs grow back. After Regenerate is Spoken,
the physical regeneration is complete in 1 round if the
Recuperate severed members are present and touching the
Save Will negates (harmless); Duration Instantaneous creature. It takes 2d10 rounds otherwise.
Prerequisite 6th level Regenerate also cures 4d6 points of damage plus your
caster level, rids the creature of exhaustion and fatigue,
Effect Recuperate dispels any magical effects reducing and eliminates all nonlethal damage the creature has
one of the subject’s ability scores or cures 1d4 points taken. It has no effect on nonliving creatures (including
of temporary ability damage to one of the subject’s undead).
ability scores. It also eliminates any fatigue suffered by
the character and improves an exhausted condition to Reknit
fatigued. It does not restore permanent ability drain.
Save Will negates (harmless); Duration 1 round / level
Reduce Effect Reknit grants the affected creature fast healing
Save Fortitude negates; Duration 1 round / level 1. This increases to fast healing 3 at 6th level, and to
fast healing 5 at 12th level.
Effect Reduce causes instant diminution of the affected
creature, halving its height, length, and width and Renew
dividing its weight by 8. This decrease changes the
creature’s size category to the next smaller one. The Save Will negates (harmless); Duration Instantaneous
target gains a +2-size bonus to Dexterity, a -2-size Prerequisite 18th level; Restore
penalty to Strength (to a minimum of 1), and a +1
bonus on attack rolls and AC due to its reduced size. Effect The Speaker suffers 1 permanent negative level
per affected creature after they speak this Word. Renew
A Small creature whose size decreases to Tiny has a dispels all magical effects penalizing the creature’s
space of 2-1/2 feet and a natural reach of 0 feet abilities, cures all temporary ability damage, and
(meaning that it must enter an opponent’s square to restores all points permanently drained from all ability
attack). A Large creature whose size decreases to scores. It also eliminates fatigue and exhaustion, and
Medium has a space of 5 feet and a natural reach of 5 removes all forms of insanity, confusion, and similar
feet. This spell doesn’t change the target’s speed. mental effects. It also dispels all permanent and
All equipment worn or carried by a creature is temporary negative levels afflicting the healed creature.
similarly reduced by the spell. Melee and projectile Reprieve
weapons deal less damage. Other magical properties
are not affected by this spell. Any reduced item that Save Will negates (harmless); Duration Instantaneous
leaves the reduced creature’s possession (including a
projectile or thrown weapon) instantly returns to its Prerequisite 6th level; Fortunate
normal size. This means that thrown weapons deal Effect You must make a caster level check (1d20 +
their normal damage (projectiles deal damage based on caster level) against the DC of each curse affecting the
the size of the weapon that fired them). affected creature. Success means that the curse is
Multiple magical effects that reduce size do not stack. removed.
26
Resurrect within 1 round, apply the healing from this Word to the
creature. If the healed creature's hit point total is at a
Save None (harmless); Duration Instantaneous negative amount less than its Constitution score, it
Prerequisite 12th level; Raise comes back to life and stabilizes at its new hit point
total. If the creature's hit point total is at a negative
Effect The Speaker suffers 5 permanent negative levels amount equal to or greater than its Constitution score,
per affected creature after they speak this Word. You the creature remains dead. Creatures brought back to
restore life to a deceased creature. You can raise a life through Revive gain a temporary negative level
creature that has been dead for no longer than 10 years that lasts for 1 day.
per caster level. In addition, the subject’s soul must be
free and willing to return. Creatures slain by death effects cannot be saved by
Revive.
A resurrected creature has full hit points, vigor, and
health with all of the prepared spells possessed by the Rot [disease]
creature when it died. None of the dead creature’s Save Fortitude negates; Duration Instantaneous
equipment or possessions are affected in any way by
Resurrect. Prerequisite 6th level
Constructs and undead creatures can’t be resurrected. Effect The affected creature contracts one of the
Resurrect cannot bring back a creature that has died of following diseases: blinding sickness, bubonic plague,
old age. cackle fever, filth fever, leprosy, mindfire, red ache,
shakes, or slimy doom. The disease is contracted
Restore immediately (the onset period does not apply). Use the
Save Will negates (harmless); Duration Instantaneous disease’s listed frequency and save DC to determine
further effects.
Prerequisite 12th level; Recuperate
See
Effect The Speaker suffers 1 Constitution damage per
affected creature after they speak this Word. Restore Save Will negates (harmless); Duration 1 minute /
dispels any magical effects reducing one of the level
subject’s ability scores, cures all temporary ability Prerequisite 12th level
damage, and it restores all points permanently drained
from a single ability score (your choice if more than Effect The affected creature sees through normal and
one is drained). It also eliminates any fatigue or magical darkness, notices secret doors hidden by
exhaustion suffered by the target. It also dispels magic, sees the exact locations of creatures or objects
temporary negative levels or one permanent negative under blur or displacement effects, sees invisible
level. If Restore is used to dispel a permanent negative creatures or objects normally, sees through illusions,
level, the Speaker gains 1 temporary negative level per and sees the true form of polymorphed, changed, or
affected creature after they speak this Word. Restore transmuted things. Further, the subject can focus its
cannot be used to dispel more than one permanent vision to see into the Ethereal Plane (but not into extra-
negative level possessed by a target in a 1-week period. dimensional spaces). The range of true seeing
conferred is 120 feet.
Revive
True seeing, however, does not penetrate solid objects.
Save Will halves (harmless); Duration Instantaneous It in no way confers X-ray vision or its equivalent. It
Prerequisite 12th level; Heal does not negate concealment, including that caused by
fog and the like. True seeing does not help the viewer
Effect Revive heals affected creatures of 5d6 points of see through mundane disguises, spot creatures who are
damage plus your caster level. Creatures that take simply hiding, or notice secret doors hidden by
damage from positive energy receive a Will save to mundane means. In addition, See cannot be further
halve the damage and do not treat this Word as enhanced with known magic, so one cannot use See
harmless. through a crystal ball.
Unlike Heal, Revive can bring recently slain creatures
back to life. If used upon a creature that has died
27
Shield Soar
Save Will negates (harmless); Duration 1 minute / Save Will negates (harmless); Duration 1 hour / level
level
Prerequisite 12th level; Lift
Effect Shield grants the affected creature a +2-
deflection bonus to AC, with an additional +1 to the Effect The affected creature gains fly 40 (good).
bonus for every six levels you have (maximum +5- Should the duration expire while the subject is still
deflection bonus at 18th level). aloft, the magic fails slowly. The subject floats
downward 60 feet per round for 1d6 rounds. If it
Shock [electricity] reaches the ground in that amount of time, it lands
safely. If not, it falls the rest of the distance, taking 1d6
Save Reflex halves; Duration Instantaneous points of damage per 10 feet of fall. Since dispelling a
Effect Shock deals 1d6 points of electricity damage per Word effectively ends it, the subject also descends
level to affected creatures. safely in this way if Soar is dispelled, but not if it is
negated by an antimagic field.
Shout [sonic]
Solidify
Save Will halves; Duration Instantaneous
Save Will negates; Duration 1 round / level
Prerequisite 6th level
Prerequisite 12th level
Effect Shout deals 1d4 points of sonic damage per
level to affected creatures. Effect The affected creature loses the incorporeal
subtype and becomes corporeal. If the Strength of the
Silence creature is not known, treat its Dexterity score as its
Strength score while it is corporeal.
Save Will negates; Duration 1 round / level
Speak
Prerequisite 6th level
Save Will negates (harmless); Duration 1 hour / level
Effect The affected creature issues no noise, cannot
speak, and cannot use abilities with verbal Prerequisite 6th level
components.
Effect The affected creature gains the ability to speak
Sleep [mind-affecting] and understand all languages known by the Speaker
who spoke this Word.
Save Will negates; Duration 1 minute / level
Steam [cold; fire]
Effect Sleep causes a magical slumber to come upon
the affected creature if they have hit dice equal to or Save Reflex halves; Duration Instantaneous
less than your level + 3. Sleeping creatures are
helpless. Slapping or wounding awakens an affected Prerequisites Burn, Freeze
creature, but normal noise does not. Awakening a Effect Steam deals 1d6 points of damage per level to
creature is a standard action (an application of the aid affected creatures, half of it cold and half of it fire
another action). Sleep does not target unconscious damage. This Word may be spoken underwater with no
creatures, constructs, or undead creatures. penalty.
Slow Stop
Save Will negates; Duration 1 round / level Save None; Duration 1d4 + 1 rounds
Prerequisite 6th level Prerequisite 18th level; Accelerate, Slow
Effect The affected creature loses a move action. Effect Stop seems to make time cease to flow for the
Slow counters and dispels Accelerate. affected creature. Normal and magical fire, cold, gas,
and the like do not harm the affected creature. Affected
creatures are invulnerable to attacks and spells; such
creatures cannot be targeted with any attack or spell.
28
Durations of spells do not decrease while the affected To see how well the teleportation works, roll d% and
creature is stopped. A spell that affects an area and has consult the following table. Refer to the following
a duration longer than the remaining duration of Stop information for definitions of the terms on the table.
have their normal effects on other creatures once Stop
ends. Items held, carried, or worn by an affected
creature cannot be moved or harmed.
Strong
Save Will negates (harmless); Duration 1 minute /
level
Prerequisite 6th level
Effect The affected creature gains a +4-enhancement
bonus to Strength.
Stun [mind-affecting]
Familiarity: “Very familiar” is a place where you have
Save Will partial; Duration 1 round / 4 levels been very often and where you feel at home. “Studied
Prerequisite 18th level carefully” is a place you know well, either because you
can currently physically see it, or you’ve been there
Effect The affected creature gains the stunned often. “Seen casually” is a place that you have seen
condition. If the creature succeeds at its saving throw, more than once but with which you are not very
it is only stunned for 1 round. familiar. “Viewed once” is a place that you have seen
once, possibly using magic such as scrying.
Sustain [mind-affecting]
“False destination” is a place that does not truly exist
Save Will negates (harmless); Duration 1 day / level or if you are teleporting to an otherwise familiar
location that no longer exists as such or has been so
Prerequisite 12th level
completely altered as to no longer be familiar to you.
Effect The affected creature does not need to eat or When traveling to a false destination, roll 1d20+80 to
drink for the duration of the Word and needs only sleep obtain results on the table, rather than rolling d%, since
2 hours per day to gain the benefit of 8 hours of sleep. there is no real destination for you to hope to arrive at
This allows a spellcaster that requires rest to prepare or even be off target from.
spells to do so after only 2 hours, but this does not On Target: You appear where you want to be.
allow a spellcaster to prepare spells more than once per
Off Target: You appear safely a random distance away
day.
from the destination in a random direction. Distance
Teleport off target is d% of the distance that was to be traveled.
The direction off target is determined randomly.
Save Will negates (harmless); Duration Instantaneous Similar Area: You wind up in an area that’s visually or
Prerequisite 12th level; Portal thematically similar to the target area. Generally, you
appear in the closest similar place within range. If no
Effect You instantly transfer the affected creature from such area exists within the spell’s range, the spell
its current location to any other spot within 100 miles simply fails instead.
per caster level. They can bring along objects as long
Mishap: You and anyone else teleporting with you
as their weight doesn’t exceed their maximum load.
have gotten “scrambled.” You each take 1d10 points of
You must have some clear idea of the location and damage, and you reroll on the chart to see where you
layout of the destination. The clearer your mental wind up. For these rerolls, roll 1d20+80. Each time
image, the more likely the teleportation works. Areas “Mishap” comes up, the characters take more damage
of strong physical or magical energy may make and must reroll.
teleportation more hazardous or even impossible.
29
Thunder [cold; electricity] Third, Unholy prevents bodily contact by good
summoned creatures. This causes the natural weapon
Save Reflex halves; Duration Instantaneous attacks of such creatures to fail and the creatures to
Prerequisites Freeze, Shock recoil if such attacks require touching the warded
creature. Summoned creatures that are not good are
Effect Thunder deals 1d6 points of damage per level to immune to this effect. The protection against contact
affected creatures, half of it cold and half of it by summoned creatures ends if the warded creature
electricity damage. If the creature fails its saving makes an attack against or tries to force the barrier
throw, it is deafened for 1 round. against the blocked creature. Spell Resistance can
allow a creature to overcome this protection and touch
Transcend the warded creature.
Save Will negates (harmless); Duration 1 round / level
Unmake [death]
Prerequisite 18th level; Augment, Enhance
Save Will partial; Duration Instantaneous
Effect The affected creature gains a +6-enhancement
bonus to all ability scores. Prerequisite 18th level; Kill
Effect The Speaker suffers 1 permanent negative level
Unfortunate per affected creature after they speak this Word. If
Save Will negates; Duration 1 round / 5 levels these negative levels would kill the Speaker, they are
(minimum 1 round) also unmade. The affected creature instantly dies. Any
creature whose current hit points are higher than 5
Effect Anytime the affected creature makes an ability times your caster level is unaffected. If the creature
check, attack roll, saving throw, or skill check, it must failed their saving throw, the creature ceases to exist
roll twice and take the worse result. for all time, past, present, and future. Their actions still
happened, however all memory of the creature
Unholy [evil] performing them is wiped away. Only direct divine
Save Will negates (harmless); Duration 1 minute / intervention can restore the creature to reality.
level
Ward
Effect Unholy wards the affected creature from attacks
by good creatures, from mental control, and from Save Will negates (harmless); Duration 1 minute /
summoned creatures. It creates a magical barrier level
around the subject at a distance of 1 foot. The barrier Prerequisite
moves with the subject and has three major effects. 12th
First, the subject gains a +2-deflection bonus to AC level
and a +2-resistance bonus on saves. Both these Effect
bonuses apply against attacks made or effects created The
by good creatures. affected creature
Second, the subject immediately receives another gains spell resistance
saving throw (if one was allowed to begin with) equal to 12 plus
against any spells or effects that possess or exercise your caster level.
mental control over the creature created by good Wise
creatures. This saving throw is made with a +2-morale
bonus, using the same DC as the original effect. If Save Will
successful, such effects are suppressed for the duration negates
of this spell. The effects resume when the duration of (harmless);
this spell expires. While under the effects of this spell, Duration 1
the target is immune to any new attempts to possess or minute / level
exercise mental control over the target created by good
creatures. This spell does not expel a controlling life Prerequisite 6th level
force (such as a ghost or spellcaster using magic jar), Effect The affected creature gains a +4-enhancement
but it does prevent them from controlling the target. bonus to Wisdom.
30
Pregenerated Characters Skills Acrobatics -2 (-6 to jump), Knowledge (arcana)
+9, Knowledge (history) +10, Knowledge (planes) +9,
Azhar is the spoken language of spells, and if known Knowledge (religion) +9, Linguistics +10, Perform
allows spells to be identified as they are being cast (oratory) +4, Spellcraft +9, Use Magic Device +9
without a Spellcraft check. Loquatia Arcana is the Languages Abyssal, Azhar, Celestial, Common,
written language of spells, and if known allows written Draconic, Infernal, Loquatia Arcana, Protean
spells to be identified without a Spellcraft check.
Necronomus is the language of undeath and is Other Gear lamellar (leather) armor, light wooden
understood by all undead, even if they do not know the shield, cestus, sling, sling bullets (10), 1 gp, 9 sp
language or are mindless.
Ferdia Caimbeul Ferdia Caimbeul CR 4
Ferdia Caimbeul is a traveling Daanite scholar who XP 1,200
follows the Old Ways and searches for the lost
knowledge of his ancestors. Early in his career he Male human speaker 4
found a reference to Foundation and began the N Medium humanoid (human)
irrevocably soul altering process of becoming a
Speaker. Init +1; Senses Perception +0
AC 19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +1
natural, +2 shield)
Ferdia Caimbeul CR 1
hp 28 (4d6+12)
XP 400
Fort +4, Ref +3, Will +5
Male human speaker 1
Speed 30 ft. (20 ft. in armor)
N Medium humanoid (human)
Melee cestus +0 (1d4 - 2/19-20)
Init +1; Senses Perception +0
Ranged sling +3 (1d4 - 2)
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1
shield) Speaker Words Known (CL 4th; concentration +9;
DC 17, +1 if using Enemy)
hp 11 (1d6+5)
Armor, Bless, Burn, Charm, Displace, Fortunate,
Fort +2, Ref +1, Will +2 Freeze, Harden, Heal, Imbue, Melt, Shield, Sleep
Speed 30 ft. (20 ft. in armor) Identifying Words Known
Melee cestus -2 (1d4 - 2/19-20) 5/day – All, Ally, Enemy, Self
Ranged sling +1 (1d4 - 2) Str 7, Dex 12, Con 14, Int 21, Wis 10, Cha 10
Speaker Words Known (CL 1st; concentration +6; Base Atk +2; CMB +0; CMD 11
DC 16)
Feats Decipher Cipher, Toughness, Word Focus
Armor, Burn, Charm, Freeze, Harden, Heal, Shield (enemy)
Identifying Words Known Traits eldritch delver, unintentional linguist
3/day – All, Ally, Enemy, Self Skills Acrobatics -5 (-9 to jump), Knowledge (arcana)
Str 7, Dex 12, Con 14, Int 20, Wis 10, Cha 10 +12, Knowledge (dungeoneering) +10, Knowledge
(engineering) +9, Knowledge (geography) +9,
Base Atk +0; CMB -2; CMD 9 Knowledge (history) +13, Knowledge (local) +9,
Knowledge (nature) +9, Knowledge (nobility) +9,
Feats Decipher Cipher, Toughness
Knowledge (planes) +9, Knowledge (religion) +9,
Traits eldritch delver, unintentional linguist Linguistics +13, Perform (oratory) +7, Spellcraft +12,
Use Magic Device +12
31
Languages Abyssal, Aquan, Azhar, Celestial, Feats Decipher Cipher, Greater Word Focus (enemy),
Common, Draconic, Ignan, Infernal, Loquatia Arcana, Master Linguist, Toughness, Word Focus (enemy)
Protean, Sylvan
Traits eldritch delver, unintentional linguist
Other Gear +1 lamellar (leather) armor, +1 light
wooden shield, cestus, sling, sling bullets (10), amulet Skills Acrobatics -2 (-6 to jump), Knowledge (arcana)
of natural armor +1, cloak of resistance +1, 631 gp, 9 +16, Knowledge (dungeoneering) +11, Knowledge
sp (engineering) +10, Knowledge (geography) +10,
Knowledge (history) +17, Knowledge (local) +10,
Special Abilities Knowledge (nature) +10, Knowledge (nobility) +10,
Knowledge (planes) +10, Knowledge (religion) +16,
Human Favored Class Bonus (+2 effective HD): Gain Linguistics +17, Perception +7, Perform (oratory) +10,
+ 1/2 effective hit die for the purpose of dying from Spellcraft +16, Use Magic Device +16
negative levels.
Languages Abyssal, Aquan, Auran, Azhar, Celestial,
Common, Draconic, High Boros, Ignan, Infernal,
Ferdia Caimbeul CR 7 Khemitian, Loquatia Arcana, Norsk, Protean, Sylvan,
Terran
XP 3,200
Other Gear +1 lamellar (leather) armor, +1 light
Male human speaker 7 wooden shield, +1 silver cestus, sling, sling bullets
N Medium humanoid (human) (10), amulet of natural armor +1, belt of mighty
constitution +2, cloak of resistance +2, handy
Init +1; Senses Perception +7 haversack, headband of vast intelligence +2, lantern of
auras, 811 gp, 9 sp
AC 19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +1
natural, +2 shield) Special Abilities
hp 55 (7d6+28) Human Favored Class Bonus (+3 effective HD): Gain
+ 1/2 effective hit die for the purpose of dying
Fort +7, Ref +5, Will +7
from negative levels.
Speed 30 ft. (20 ft. in armor)
Melee +1 silver cestus +2 (1d4 - 1/19-20)
Ranged sling +4 (1d4-2)
Speaker Words Known (CL 7th; concentration
+13; DC 19, +2 if using Enemy)
Armor, Bless, Burn, Charm, Deafen, Displace,
Fortunate, Freeze, Harden, Heal, Imbue, Lift,
Melt, Ooze, Portal, Recuperate, Reknit, Shield,
Silence, Sleep, Speak
Identifying Words Known
6/day – All, Ally, Enemy, Self
1/day – Allies, Enemies
Modifying Words Known
1/day – Empowered
Str 7, Dex 12, Con 16, Int
23, Wis 10, Cha 10
Base Atk +3; CMB +1; CMD 12
32
Ferdia Caimbeul CR 12 Languages Abyssal, Aklo, Aquan, Auran, Azhar,
Celestial, Common, Draconic, Dwarven, Elven, Giant,
XP 19,200 Gnoll, Gnome, Goblin, Halfling, High Boros, Ignan,
Male human speaker 12 Infernal, Khemitian, Loquatia Arcana, Norsk, Orc,
Protean, Semuric, Sylvan, Terran
N Medium humanoid (human)
Other Gear celestial armor, +1 light wooden shield,
Init +5; Senses Perception +12 +1 silver cestus, sling, sling bullets (10), amulet of
AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +1 natural armor +1, belt of mighty constitution +6, cloak
natural, +2 shield) of resistance +2, handy haversack, headband of vast
intelligence +6, lantern of auras, 121 gp, 9 sp
hp 116 (12d6+72)
Special Abilities
Fort +11, Ref +7, Will +10
Human Favored Class Bonus (+6 effective HD): Gain
Speed 30 ft. (20 ft. in armor) + 1/2 effective hit die for the purpose of dying from
negative levels.
Melee +1 silver cestus +5/+0 (1d4 - 1/19-20)
Ranged sling +7 (1d4-2)
Speaker Words Known (CL 12th; concentration +21;
DC 25, +2 if using Enemy)
Accelerate, Armor, Bless, Burn, Charm, Command,
Convalesce, Deafen, Displace, Fortunate, Freeze,
Ground, Harden, Heal, Imbue, Invisible, Lift, Melt,
Missile, Neutralize, Ooze, Plasma, Portal, Raise,
Recuperate, Reknit, Reprieve, Restore, Revive, Shield,
Shock, Silence, Sleep, Slow, Speak, Steam
Identifying Words Known
9/day – All, Ally, Enemy, Self
4/day – Allies, Enemies
Modifying Words Known
2/day – Echoing, Empowered
Str 7, Dex 12, Con 20, Int 29, Wis 10, Cha 10
Base Atk +6; CMB +4; CMD 15
Feats Decipher Cipher, Greater Word Focus (enemy),
Improved Initiative, Master Linguist, Toughness,
Unconscious Speaker, Word Focus (enemy)
Traits eldritch delver, unintentional linguist
Skills Acrobatics -2 (-6 to jump), Fly +13,
Knowledge (arcana) +24, Knowledge
(dungeoneering) +14, Knowledge (engineering)
+13, Knowledge (geography) +13, Knowledge
(history) +25, Knowledge (local) +24, Knowledge
(nature) +13, Knowledge (nobility) +20, Knowledge
(planes) +24, Knowledge (religion) +24, Linguistics
+25, Perception +12, Perform (oratory) +15, Spellcraft
+24, Use Magic Device +24
33
Ferdia Caimbeul CR 18 Knowledge (geography) +14, Knowledge (history)
+37, Knowledge (local) +31, Knowledge (nature) +28,
XP 153,600 Knowledge (nobility) +31, Knowledge (planes) +31,
Male human speaker 18 Knowledge (religion) +31, Linguistics +32, Perception
+21, Perform (oratory) +21, Spellcraft +31, Use Magic
N Medium humanoid (human) Device +31
Init +8; Senses Perception +21 Languages Aboleth, Abyssal, Aklo, Aquan, Auran,
AC 37, touch 19, flat-footed 33 (+9 armor, +5 Azhar, Catfolk, Celestial, Common, Daemonic, Dark
deflection, +4 Dex, +5 natural, +4 shield) Folk, Draconic, Dwarven, Elder Thing, Elven, Giant,
Gnoll, Gnome, Goblin, Halfling, High Boros, Ignan,
hp 173 (18d6+108) Infernal, Khemitian, Loquatia Arcana, Mi-go, Nagaji,
Necronomus, Norsk, Orc, Protean, Semuric, Sphinx,
Fort +16, Ref +15, Will +16
Sylvan, Tengu, Terran, Treant, Undercommon, Yithian
Resist electricity 5, fire 5; SR 21
Combat Gear blazing robe, conduit rod; Other Gear
Speed 30 ft. celestial armor, celestial shield, +5 mithral cestus,
frostbite sling, sling bullets (10), amulet of natural
Melee +5 mithral cestus +15/+10 (1d4 + 6/19-20) armor +5, apprentice's cheating gloves, belt of
Ranged frostbite sling +14 (1d4 + 2 plus 1d6 cold) physical perfection +6, cloak of resistance +5,
featherlight compass, handy haversack, headband of
Speaker Words Known (CL 18th; concentration +28; vast intelligence +6, lantern of auras, mantle of spell
DC 29, +2 if using Enemies or Enemy) resistance, ring of protection +5, scholar's ring, 144
gp, 9 sp
Accelerate, Adapt, Armor, Bless, Burn, Charm,
Command, Conduit, Convalesce, Deafen, Dismiss, Special Abilities
Dispel, Displace, Dominate, Fortunate, Freeze, Gate,
Ground, Harden, Heal, Imbue, Invisible, Irradiate, Human Favored Class Bonus (+9 effective HD): Gain
Lift, Magma, Melt, Miracle, Missile, Neutralize, Null, + 1/2 effective hit die for the purpose of dying from
Ooze, Petrify, Plasma, Portal, Raise, Recuperate, negative levels.
Regenerate, Reknit, Reprieve, Restore, Resurrect,
Revive, See, Shield, Shock, Silence, Sleep, Slow, Soar,
Solidify, Speak, Steam, Sustain, Teleport, Thunder,
Ward
Identifying Words Known
12/day – All, Ally, Enemy, Self
7/day – Allies, Enemies
Modifying Words Known
3/day – Echoing, Empowered, Maximized
Str 13, Dex 18, Con 20, Int 30, Wis 10, Cha 10
Base Atk +9; CMB +10; CMD 29
Feats Cosmopolitan, Decipher Cipher, Greater Word
Focus (enemies), Greater Word Focus (enemy),
Improved Initiative, Master Linguist, Toughness,
Unconscious Speaker, Word Focus (enemies), Word
Focus (enemy)
Traits eldritch delver, unintentional linguist
Skills Fly +23, Knowledge (arcana) +31, Knowledge
(dungeoneering) +15, Knowledge (engineering) +14,
34
Zyanya Miquiztli Str 9, Dex 10, Con 20, Int 26, Wis 7, Cha 25
Zyanya Miquiztli was born among the people of Base Atk +7; CMB +6; CMD 21
Tehuatl and was viewed as a blessing on her people Feats Greater Word Focus (enemies), Greater Word
due to her divine heritage. As she grew older, she Focus (enemy), Namer, Resolute Soul, Toughness,
drifted from this path, hearing the call of the Void that True Namer, Word Focus (enemies), Word Focus
was invading her homeland. While her village elders (enemy)
were driven mad by a Nihileth Aboleth, she saw
enlightenment and vowed to return Creation to the Traits focused disciple, pyromancer
Void. Skills Diplomacy +7 (+9 vs. people from Tehuatl),
Intimidate +7 (+9 vs. people from Tehuatl),
Knowledge (arcana) +26, Knowledge (dungeoneering)
Zyanya Miquiztli CR 15 +26, Knowledge (history) +26, Knowledge (local)
XP 51,200 +26, Knowledge (nature) +26, Knowledge (planes)
+26, Knowledge (religion) +26, Linguistics +28, Sense
Female emberkin aasimar blackened tongue of the void Motive +0, Spellcraft +26, Use Magic Device +25
speaker 15
Languages Aboleth, Abyssal, Aklo, Aquan, Auran,
CE Medium outsider (native) Azhar, Aztli, Celestial, Common, Daemonic, Draconic,
Dwarven, Elder Thing, Elven, Giant, Gnome, Halfling,
Init +0; Senses darkvision 60 ft.; Perception -2
High Boros, Ignan, Infernal, Khemitian, Loquatia
AC 29, touch 15, flat-footed 29 (+6 armor, +5 Arcana, Mi-go, Necronomus, Norsk, Omargwaton,
deflection, +5 natural, +3 shield) Protean, Semuric, Sylvan, Terran, Tulita (aizanes),
Tulita (coastal), Tulita (island), Tulita (mainland),
hp 145 (15d6+90) Undercommon, Yithian
Fort +11, Ref +6, Will +10; +2 trait bonus vs. charm SQ discordant screech, truespeaker, void speaker
and compulsion effects
Other Gear +3 tlahuiztli*, +1 heavy wooden shield,
Resist acid 5, cold 5, electricity 5 +1 tecpatl*, amulet of natural armor +5, belt of
Speed 30 ft. mighty constitution +6, cloak of resistance +1,
headband of mental prowess +6 (Int, Cha), ring of
Melee +1 tecpatl +7/+2 (1d4/19-20) protection +5, 191 gp
Special Attacks scream into the void (8d6) Special Abilities
Spell-Like Abilities (CL 15th; concentration +22) Aasimar Favored Class Bonus (+2): Gain + 1/6 to Will
saving throws.
1/day—pyrotechnics (DC 19)
Void Speaker (DC 24): Whenever you fail to Speak a
Speaker Words Known (CL 15th; concentration +23;
Word an additional time, you may inflict the temporary
DC 25, +2 if using Enemies or Enemy)
negative level onto one of the original targets of the
Accelerate, Ankylosaurus, Babau, Bane, Bash, Word if they fail a Will save.
Bebilith, Blind, Burn, Calm, Charm, Command,
Discordant Screech (7/day): As an immediate action
Confuse, Curse, Deafen, Dismiss, Dispel, Dominate,
when a spell is cast or a Word is Spoken, you may let
Drain, Enrage, Fear, Freeze, Harm, Irradiate, Lift,
the Void fill you as you screech sharply to disrupt the
Magma, Mark, Melt, Missile, Null, Ooze, Petrify,
power being used. You make a dispel check (1d20 +
Pierce, Plasma, Poison, Portal, Rot, Shock, Shout,
your caster level) and compare that to the spell’s caster
Silence, Sleep, Slow, Soar, Speak, Steam, Teleport,
level (DC = 11 + the spell’s caster level). If you are
Thunder, Tyrannosaurus, Unfortunate, Vrock, Ward
successful, the spell is countered.
Identifying Words Known
Scream into the Void (8d6): You may take a standard
10/day – All, Ally, Enemy action to expend a use of two different Words and deal
8d6 points of damage to all creatures and objects
5/day – Allies, Enemies within 30 feet, other than yourself.
35
True Name (Rakshasa, Tataka): Once per day, you can
speak the common name by which the outsider is
known, and the outsider travels to you as if you had
cast greater planar binding upon it. It must obey you
to the best of its ability, without pay or bargaining for
its services, for its fear that you might release its true
name to the wider world is enough to bring even the
most recalcitrant of outsiders to bear.
If the creature is within 100 feet, as a move action, you
may punish it by deliberately mispronouncing its
name, wracking its very essence and giving it the
sickened and staggered conditions for 1 round (even if
the creature is normally immune to these conditions).
You cannot use true name in an area of silence, but the
creature does not have to be able to hear you for it to
be harmed by the ability.
36
Mordred Boneghul Speaker Words Known (CL 20th; concentration +30;
DC 30, +2 if using Enemy)
Born a scion of the night, Mordred Boneghul was
ostracized and eventually exiled from his home of Bane, Bind, Blind, Burn, Charm, Command, Conduit,
Bard’s Gate for both the corruption of his lineage and Confuse, Curse, Deafen, Deathless, Disguise, Dismiss,
his necromantic dabbling. Mordred headed towards Dispel, Displace, Dominate, Drain, Fear, Freeze,
Tsar, perfecting the arts of Necronaming as he ventured Gate, Ghostly, Ghoulish, Ground, Harm, Kill, Lift,
further into the Desolation. Having studied the secrets Melt, Mummified, Null, Poison, Portal, Rot, Soar,
of the city, Mordred finally converted himself into an Shock, Skeletal, Sleep, Spectral, Teleport, Unfortunate,
undead and took up residence in the city. Unmake, Vampiric, Zombified
Identifying Words Known
CE Medium undead (augmented outsider, native) 4/day – Echoing, Maximized, Variant, Widened
Init +8; Senses darkvision 60 ft., low-light vision; Str 14, Dex 18, Con —, Int 31, Wis 18, Cha 24
Perception +37 Base Atk +10; CMB +12; CMD 31
Aura fear (60 ft., DC 27) Feats Command Undead, Damned Soldier, Fiendish
AC 45, touch 19, flat-footed 41 (+9 armor, +5 Obedience (Orcus), Fiendskin, Greater Word Focus
deflection, +4 Dex, +10 natural, +7 shield) (enemy), Improved Initiative, Maleficium, Mask Of
Virtue, Soulless Gaze, Toughness, Word Focus
hp 252 (20d6+180) (enemy)
Fort +18, Ref +15, Will +22; +4 profane bonus vs. Traits indomitable faith, outcast's intuition
positive and negative energy, death effects, +2 vs.
disease and mind-affecting effects Skills Bluff +9, Fly +27, Intimidate +34, Knowledge
(arcana) +33, Knowledge (history) +33, Knowledge
Defensive Abilities channel resistance +4, negative (local) +33, Knowledge (planes) +33, Knowledge
energy affinity, rejuvenation; DR 15/bludgeoning and (religion) +33, Linguistics +33, Perception +37, Sense
magic; Immune acid, cold, electricity, fire, undead Motive +36, Spellcraft +33, Stealth +12, Use Magic
traits; Resist undead resistance Device +30; Racial Modifiers +2 Bluff, +10
Perception, +8 Sense Motive, +8 Stealth
Speed 30 ft.
Languages Abyssal, Aklo, Aquan, Auran, Azhar,
Melee +5 anarchic conductive unholy heavy mace
Celestial, Common, Daemonic, Draconic, Dwarven,
+17/+12 (1d8 + 8 plus 2d6 vs. lawful and 2d6 vs. good
Elven, Giant, Gnoll, Gnome, Goblin, Halfling, High
plus paralyzing touch) or
Boros, Ignan, Infernal, Loquatia Arcana, Necronomus,
touch +12 (1d8 + 10 negative energy plus Orc, Protean, Sylvan, Terran, Undercommon
paralyzing touch)
SQ necromancer’s secrets, resist level drain, word
Special Attacks paralyzing touch (DC 27), wand of mastery
Orcus
Combat Gear spiritualist rings, truesight goggles;
Spell-Like Abilities (CL 20th; concentration +27) Other Gear +5 mithral chain shirt, +5 mithral heavy
steel shield, +5 anarchic conductive unholy heavy
2/day—command undead (DC 19) mace, amulet of natural armor +5, belt of physical
1/day—slay living (DC 22) might +6 (Str, Dex), cloak of resistance +5, headband
of mental superiority +6, ring of protection +5, symbol
of unholy command, 5,768 gp
37
Special Abilities
Command Undead (13/day, DC 27)
Undead cannot add their channel
resistance to the save against this ability.
Dhampir Favored Class Bonus (+10)
Increase the amount healed by outsiders
and undead with Words you speak by 1/2
points.
Fear Aura (DC 27) Foes in 60 ft are frightened
(below 5 HD) or shaken for 20 rounds (Will
neg).
Invoke Death (Sp) Once a day, cast slay
living as a spell-like ability. Those slain
rise as a juju zombie.
Paralyzing Touch (1d8 + 10 negative
energy damage, DC 27) Touched foe
takes damage and permanent paralysis
(Fort part). Seems dead unless
examined.
Resist Level Drain (Ex) Negative levels
don't impose penalties or become
permanent, but still kill if exceed HD.
Touch (DC 27) (Su) Touched foe is
paralyzed permanently (Fort neg).
Seems dead unless Perception DC
20 or Heal DC 15.
Wand of Orcus (1/day) (Sp) Once a day,
cast slay living on foe you hit with a heavy
mace.
Word Mastery (Burn, Freeze, Harm, Melt,
Shock) Those Words can be used once per
minute and do not expend uses of the
following Identifying Words: All, Enemy,
and Self.
38
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any version of this License. Speaker: A Pathfinder 1e class designed for use in the Lost Lands, © 2021,
Michael Mars, Author Michael Mars Russell
The Speaker is a specialized type of spellcaster who stumbled upon the
secrets of Creation instead of traditional spellcasting. Upon speaking their
first Word, a Speaker’s soul begins to change, adapting to fuel powers
wielded once only by the gods themselves. The downside of this amazing
power is that it cannot be taught, only learned through intense study of
languages as Foundation cannot be written and the mortal mind cannot
properly comprehend the word being spoken as it rewrites reality, though
the meaning may be understood through a generated effect.
Within the pages of this volume you will find:
▪ A brand new non-vancian divine spellcasting class with Favored
Class Bonus support for 30 races.
▪ 10 Archetypes, six of which are for Speaker. The other four are for
bards, occultists, rangers, and wizards.
▪ Alternate Word Domains for every domain in the Core Rulebook,
usable by any class that has access to domains.
▪ 12 Feats, many of which are usable for non-Speakers.
▪ 100+ Words of Foundation, the Speaker’s spell equivalent.
▪ Ferdia Caimbeul, Iconic Speaker presented at levels 1, 4, 7, 12, and
18.
▪ Zyanya Miquiztli, a level 15
Blackened Tongue of the Void
Speaker from Tehuatl.
▪ Mordred Boneghul, a level 20
Necronamer Speaker who has
transformed himself into a lich.