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Author:

 Steven Trustrum

Illustrators:

 Shawn Richter, 

Steven Trustrum 

Product Identity

Product Identity

The following items are here-

by identifi ed  as  Product  Identity, 
as defi ned in the Open Gaming 
License version 1.0a, Section 1(e), 
and are not Open Content. All trademarks, registered trade-
marks, proper names (characters, deities, artifacts, places, 
etc.), artwork and trade dress, with the exception of clip art 
used under permission or license.

Declaration of Open Game Content

Declaration of Open Game Content

All text pertaining to game mechanics and statistics, along 

with the class names, are declared Open Game Content. All 
items subject to the defi nition of Product Identity (see previ-
ous) are the property of Misfi t Studios™ and cannot be used 
without written permission, with the exception of clip art 
used under permission or license.

Copyright 2005, Misfi t Studios. All rights reserved. Some 

artwork is Copyright JUPITERIMAGES 2005. All rights re-
served. Some images © 2003 V Shane.

 

Some artwork from 

Fantasy Filler Art copyright Rick Hershey, All rights re-
served. Some artwork copyright Octavirate Entertainment, 
used with permission.

Requires the use of the Dungeons & Dragons Player’s 

Handbook, Third Edition, published by Wizards of the 
Coast, Inc. This product utilizes updated material from the 
v.3.5 revision.

The enchanter specialist wizard has been transformed 

into its own 20-level base class. The standard wizard found 
in the PHB remains the typical, universal wizard base class. 

Specialists and Multi-Classing

Specialists and Multi-Classing

Specialists cannot multi-class with other specialist wizard 

classes of schools prohibited by any current specialist wiz-
ard classes. Furthermore, if the character later multi-classes 
into any other spellcasting classes, be they divine or arcane 
in nature, spells from prohibited schools remain beyond the 
character’s ability to learn.

New Skill Uses

New Skill Uses

Mundane Hypnosis

Mundane Hypnosis

Profession (hypnotist)

Profession (hypnotist)

Although largely based in entertainment, hypnosis can 

easily serve functions outside the realm of performance 
although it is unlikely that most fantasy settings will have 
heard of anything remotely resembling “pscyhology” or 
“hypnotherapy,” let alone put them into practice. Instead, as 
a practical tool, hypnosis is likely to be used in aid of inter-
rogation, to break someone else’s hold on the subject’s mind, 
and so on.

Check:

 To initiate a hypnotic state, the subject must have 

a calm mind—if their mind is agitated or fully aware and/
or unwilling, hypnosis simply will not work without fi rst 
artifi cially calming it through drugs, sleep depravation or 
the like. Someone not in such a calm state, regardless of how 
it is achieved, automatically causes a Profession (hypnotist) 
check made to initiate a hypnotic state to fail. If the calm 
state exists for the entire stretch of time needed to induce the 
hypnotic state, the hypnotist makes a Profession (hypnotist) 
check, the result of which acts as the DC for the subject’s 
Will save. Failing the save means the subject is in a hypnotic 
state while success means no effect is incurred.

Hypnotism does not work on a subject of animal 

Intelligence or worse, nor does it work on creatures unaf-
fected by mind-affecting abilities. Subjects add any special 
save bonuses against mind-affecting abilities to their Will 
saves against hypnotism.

Using a rhythmic object (e.g., a swaying pendulum) as a 

focus to aid in the process grants a +1 circumstance bonus to 
initiate a hypnotic state. Doing so requires the subject retain 
eye contact with this focus at all times. This bonus is not ap-
plied to subsequent checks to illicit a desired result from the 

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subject.

Once a hypnotic state is achieved, additional Profession 

(hypnotist) checks are needed with each additional result 
you wish to garner from the subject. The possible results 
vary:

Acquire Information

: Asking the subject to reveal informa-

tion consciously or unconsciously held within his memo-
ry. Examples include the truth of a specifi c matter, a pass 
phrase, lock combination or location of a desired item.

Delusion

: Hypnosis for the sake of entertainment involves 

inducing hallucinations and/or delusions, such as making 
the subject believe they are a chicken or existing within a 
false situation.

A minor delusion requires very little in the way of con-

vincing the subject. The delusion likely has a great deal of 
basis in reality, but merely alters how the subject perceives 
and interacts with that false existence the hypnotist creates 
for him. Making the subject believe he is talking with some-
one he knows, regardless of that false person’s behavior, 
would be an example of a minor delusion.

A major delusion involves grand changes to the subject’s 

perception of their common reality. Making a peasant be-
lieve he was talking with a great and powerful dragon (a 
creature he’s highly unlikely to encounter in his life) or that 
he is breathing underwater while visiting a merman king 
would both be examples of major delusions.

The affect of a delusion depends on any number of cir-

cumstances and should be left to the GM to determine. The 
hypnotist can spend a standard action to end the delusion 
whenever he wants, otherwise it can last as long as the sub-
ject remains hypnotized.

Instill Bonus

: Hypnotism can be used to instill a confi -

dence and clarity of mind that temporarily enhances one’s 
capacity to perform. The hypnotist can choose to provide 
either a temporary +2 circumstance bonus to the subject’s 
Will save or a +2 circumstance bonus to a skill of the hyp-
notist’s choosing (the subject must have at least one rank in 
the skill.) This bonus does not come into affect until after the 
subject is released from the hypnotic state and lasts 1 round 
following release, plus one additional round per point the 
skill check to induce the result succeeds by.

Separate checks may be made to instill both the skill (or 

multiple skills) and save bonus into the subject to be in effect 
simultaneously.

Return Spent Spell

: Although a spell’s magic is erased 

from memory once cast, even the power contained within 
the lowest level magic is too great to touch a mind without 
leaving some manner of impression. Through hypnotism, it 
is possible to seek out these “footprints” and revive them 
into active memory, thus allowing the spellcaster to regain 
use of that spell for the day as though it had not been cast.

Failure is not without its risks, however. If the check fails, 

the subject must make a DC (10 + amount the check failed 
by + spell’s level) Will saving throw. Failure causes arcane 
feedback that dazes the subject for 1d4 rounds per spell level 

(1 round for 0-level spells) and infl icts 1d4 hit point damage 
per spell level (1 point for 0-level spells.)

This may only be used on spells that require memoriza-

tion, such as those of the wizard class.

Suggestion

: The subject may be infl uenced in much the 

same way as the suggestion spell, although the heightened 
state of malleability that hypnotism brings about usually 
makes the desired result more likely to occur. Resisting the 
suggestion requires a DC (10 + amount the Profession check 
succeeded by) Will save.

It is also possible to install a post-hypnotic suggestion that 

will occur once the hypnotic state ends, although it may be 
resisted in the same fashion as a normal hypnotic sugges-
tion. A post-hypnotic suggestion can be activated at a given 
time or under specifi c circumstances (such as with a code 
word, specifi c condition or place, etc.), and will normally 
end once activated; programming the subject so the post-
hypnotic suggestion will occur for more than one instance 
increases the Profession (hypnotist) DC to achieve the de-
sired result. The post-hypnotic suggestion will disappear on 
its own if not activated within as many weeks as the hypno-
tist has Profession (hypnotist) ranks.

Suppress Session

: A subject normally remembers every-

thing that happened during a hypnotic state once brought 
back to full awareness. The hypnotist may, however, choose 
to suppress part or all of the session. The longer and more 
diffi cult the subject’s hypnotic state, however, and the more 
memories from the session that are to be suppressed the 
more diffi cult it will be for the hypnotist to succeed.

Uncover Suppressed Memory

: A memory that has been lost 

or suppressed may be recovered by probing the mind for a 
way through or around whatever is preventing recall. When 
the block is artifi cially caused by spell, psionic or other abil-
ity it is typically more diffi cult to release the memory. If a 
memory is large or complex, the GM may wish to break it 
down into components, each of which requires a separate 
successful check with failure leaving holes in the memory.

Undo Mind-Affecting Ability

: Be the effect caused by a spell, 

psionic power or something else entirely, hypnosis can be 
used to remove a mind-affecting effect currently working 
upon the subject. For instance, a hypnotist may attempt to 
remove the effects of a charm person spell currently affecting 
the hypnotized subject.

A cumulative +1 bonus is applied to all Profession (hyp-

notist) check for every previous instance of the subject hav-
ing been hypnotized in the past week because their will is 
more receptive and malleable.

A hypnotized subject can be brought back to a normal 

state of awareness by the hypnotist at any time as a stan-
dard action. Any condition that requires a spellcaster make 
a Concentration check also requires the subject make a Will 
save against that same DC or else he will be brought out 
of the hypnotic state. The subject may also attempt to bring 
himself out of the hypnotic state by making another Will 
save against the initial Profession (hypnotist) result from the 
check that put him into the state to begin with. However, be-

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cause his hypnotized mind is more easily manipulated, this 
saving throw suffers a –4 penalty. The subject is also entirely 
aware of what’s going on while hypnotized and will remem-
ber everything unless directed otherwise with the suppress 
session

 result. 

Hypnotists can try to eek out a living, as with any other 

Profession skill, in serious endeavors or he may use it in per-
formances. In the latter case, income is determined as per 
the Perform skill rather than Profession.

Table 1: Hypnosis Result DCs

Table 1: Hypnosis Result DCs

Desired Result

DC

Acquire information

d20 + subject’s Will save 
modifi er 

Instill bonus

25

Major delusion

5 + subject’s Will save mod-
ifi er

Minor delusion

Subject’s Will save modi-
fi er

Recover spent spell

15 + triple spell’s level

Suggestion

5 + subject’s Will save mod-
ifi er

Suggestion, post-hypnotic

15 + subject’s Will save 
modifi er + 2 per instance it 
will occur beyond the fi rst 
instance

Suppress session

15 + 1 per every hypnotic 
result a empted  (success-
ful or not) during the ses-
sion + 1 per every result to 
be suppressed

Uncover suppressed memo-
ry

15 (or 5 + ability save DC 
if suppressed by a spell or 
similar eff ect)

Undo mind-aff ecting ability

5 + mind-aff ecting ability’s 
original save DC

Subject’s Inclination 

Towards Result 

DC Modifi er

Favorable

−1 to −4 (1d4)

Reluctant

+1 or +2 (1d2)

Unwilling

+3 to +6 (1d4+2)

Action:

 The time needed to hypnotize someone is 1d8+2 

rounds for subjects with a total Will save bonus of +5 or less 
against mind-affecting abilities, 1d2 minutes for a save bo-
nus of +6 to +12, 1d4+2 minutes for a save bonus of +13 to 
+25, and an additional 1d4 minutes per range of +10 beyond 
+25.

The acquire information result takes as long as is needed to 

both ask and answer the question―typically one full-round 
combined.

The delusion result typically takes a full-round to build, 

although some minor versions are only a standard action 
while more complex delusions will take longer.

The  instill bonus result takes (1d10 x subject’s existing 

ranks in skill) rounds to bring about in the case of the skill 
bonus or (1d4 x subject’s base Will save bonus) rounds for 
the save bonus.

The return spent spell result takes 1d2 rounds per level of 

the spell (1 round for 0-level spells.)

The suggestion result takes one full-round if it is to occur 

while the subject is in the hypnotic state. A post-hypnotic sug-
gestion

 requires 1d8+2 minutes to prepare.

The suppress session result takes one standard action per 

result/memory to be suppressed.

The uncover suppressed memory session takes 1d4 minutes 

per memory.

The undo mind-affecting ability result takes 1 round + 1 ad-

ditional round per point of the mind-affecting ability’s save 
DC above 15.

Try Again:

 Any attempt to induce a hypnotic state upon 

a subject may be retried, although a cumulative −2 penalty is 
suffered per every failed attempt in the past 24 hours, wheth-
er that failure was by the current hypnotist or someone else. 
Retrying a failed attempt to bring about a desired result on 
a hypnotized subject may also be retried, with a cumulative 
+2 increase to the DC per previous failure at that result dur-
ing the current session. Attempts to use the skill to earn an 
income (typically as a performer) may not be retried.

Special:

 If you have the Mesmerist feat, you may per-

form hypnotism-related tasks in a reduced amount of time.

Special Weakness:

 Having recently undergone hypnosis 

weakens the subject’s mind to external infl uence. A subject 
that has undergone hypnosis within the past 24 hours suf-
fers a −4 penalty to Will saves against mind-affecting effects. 
This penalty is reduced to −2 if hypnosis has occurred in the 
past three days. 

New Feats

New Feats

Along with the new feats to be found in this section, also 

introduced is an entirely new category of feats. Specialist 
feats are only available to specialist wizards, and most only 
to a specifi c type of specialist.

Charmer (Specialist)

Charmer (Specialist)

You may use your natural charm to determine the 

strength of your enchantments.

Prerequisites:

 5 levels of enchanter, Sense Motive 8 

ranks

Benefi ts:

 While casting a mind-affecting spell, you can 

double the normal casting time in order to use a Charisma 
check plus the spell’s level to set the spell’s saving throw 
DC. You gain a +1 bonus to this check for every 5 ranks of 
Sense Motive you possess, and you must maintain eye con-
tact with your subject at all times. So, if a character has 16 
Charisma (+3 bonus) and 12 ranks of Sense Motive (+2 bo-
nus), a d20 roll of 12 would result in a save DC of 20 for a 

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level 3 mind-affecting spell. Should the roll result in a DC 
lower than it would be if the spell had been cast normally, 
the rolled DC stands.

Forbidden Lore (Specialist)

Forbidden Lore (Specialist)

You know a spell that you, as a specialist, should not.

Prerequisites:

 1 level of any specialist wizard class, Int 

12+

Benefi ts:

 You can learn one spell of your prohibited mag-

ic school, to a maximum spell level equal to your Intelligence 
bonus.

Master of Minds (Type) (General)

Master of Minds (Type) (General)

You excel at a particular aspect of hypnotism.

Prerequisites:

 Skill Focus (Profession [hypnotism]), 

Profession (hypnotism) 4 ranks

Benefi t:

 Choose a particular type of result from the 

Profession (hypnotism) skill, such as major delusion or in-
still bonus. When trying to bring about that result, you gain 
a +4 competence bonus to your Profession (hypnotism) 
check. You may also take this feat and apply it to initiating 
the hypnotic state.

Special:

 You may take this feat more than once, each 

time applying it to an additional result. Doing so increases 
the required amount of Profession (hypnotism) ranks by 2 
per additional result beyond the fi rst.

Mental Wall (Type) (General)

Mental Wall (Type) (General)

You are better able to resist mind-affecting effects.

Prerequisites:

 Iron Will

Benefi ts:

 You gain a +4 competence bonus against either 

Charm or Compulsion effects, as selected when this feat is 
fi rst chosen

Special:

 This feat may be selected more than once, allow-

ing you to select the option (Charm or Compulsion) that was 
not selected the fi rst time.

Mesmerist (General)

Mesmerist (General)

You are an effective hypnotist.

Prerequisites:

 Profession (hypnotist) 4 

ranks, Sense Motive 4 ranks

Benefi ts:

 Inducing a hypnotic state and at-

tempting a hypnosis result requires half the 
usual amount of time, to a minimum of one 
standard action.

Specialist Familiar (Specialist)

Specialist Familiar (Specialist)

Your familiar is altered into a creature more 

suited to your specialty.

Prerequisites:

 4 levels of any single special-

ist wizard class, Charisma 14+

Benefi ts:

 Your familiar gains the follow-

ing abilities, as befi tting your specialty wizard 
class:

● Enchanter: Cast charm person 1/day, using its HD plus 

its master’s Cha modifi er as its caster level.

Strengthen Charm (Specialist)

Strengthen Charm (Specialist)

Your smooth talking may increase a charmed person’s 

willingness to do what you want.

Prerequisites:

 1 level of enchanter, Negotiator

Benefi ts:

 As a full-round action, you may make a 

Diplomacy check as a standard action in order to increase 
a charmed subject’s willingness to do something they 
wouldn’t normally do. Use the Diplomacy check’s result 
as the DC for the subject’s Will saving throw. If the saving 
throw succeeds, you gain no additional benefi t but if it fails 
you gain a +1 bonus to your Charisma check to infl uence 
the charmed subject’s actions. Increase this bonus by an ad-
ditional +1 for every 2 points the subject’s save against your 
Diplomacy check failed by.

Ties that Bind (Specialist)

Ties that Bind (Specialist)

You are better able to infl uence people you’ve previously 

charmed

.

Prerequisites:

 4 levels of enchanter, Iron Will

Benefi ts:

 If you have succeeded at casting a Charm upon 

the subject within as many days as your Charisma score, all 
successive Charms against that same subject increase their 
saving throw DC by +2.

Unflappable (General)

Unflappable (General)

You are not easily infl uenced or moved to emotion.

Prerequisites:

 Iron Will, Concentration 8 ranks, Wis 14

Benefi ts:

 You gain a +4 competence bonus to any roll op-

posing a Charisma check or Charisma-based skill, such as 
Diplomacy or Intimidate.

Table 2: New Feats

Table 2: New Feats

Feat

Prerequisites

Charmer *

5 levels of enchanter, Sense Motive 8 ranks

Forbidden Lore *

1 level of any specialist wizard class, Int 12

Master of Minds

Skill Focus (Profession [hypnotism]), Profession 
(hypnotism) 4 ranks

Mental Wall (Type)

Iron Will

Mesmerist

Profession (hypnotist) 4 ranks, Sense Motive 4 
ranks

Specialist Familiar *

4 levels of any single specialist wizard class, 
Charisma 14+

Strengthen Charm

1 level of enchanter, Negotiator

Ties that Bind

4 levels of enchanter, Iron Will

Unfl appable

Iron Will, Concentration 8 ranks, Wis 14

* This is a Specialist feat

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The Enchanter Core Class

The Enchanter Core Class

Life becomes a quirky thing if one masters magics in-

tended to twist, bend and break the will of others. It should 
go without saying that enchanters are accustomed to getting 
their way and do not always hold the wishes of others in 
the highest regard, especially when in contention with the 
enchanter’s own designs and desires.

Adventures

Enchanters must often prepare their spells with a general 

idea of what they will be facing because so many of their 
spells affect creatures of specifi ed types and/or HD thresh-
olds. They are especially effective against weak-willed op-
ponents, but rely upon others to protect them against those 
with imposing minds or against constructs and most of the 
undead. An enchanter is only as good as the weak wills of 
those who oppose them, making him a willing team player 
in preparation for those instances when his mind is not the 
strongest upon the fi eld.

Characteristics

An enchanter need not only know the strengths and 

weaknesses of their spells, but also those of his spells’ sub-
jects. A certain degree of cunning is also required to make 
the most use of however the enchanter chooses to twist his 
subject’s thoughts and behavior. Merely succeeding at the 
casting is not enough―the enchanter must be able to think 

on his feet to use his spells’ effects in a creative manner that 
gains a benefi t beyond the direct results of the spell itself. An 
enchanter who lacks this creative wit will extremely limit his 
usefulness.

Alignment

Most enchanters tend towards law over chaos due to 

their love of ordered, controlled thought, but neutrality 
stands above evil over good because it can rarely be said 
that twisting someone’s mind to one’s command is a mat-
ter of upstanding behavior although it need not necessarily 
stretch into the realms of foul darkness.

Religion

One’s faith is not often an issue for an enchanter, except 

in the case of gods that favor free will, choice and fate. In 
such instances, an enchanter’s tampering with the will of 
others directly contrasts with such religions and are unlikely 
to be selected.

Background

Enchanters tend not to get along with each other because 

they know how susceptible the mind is to tampering. As 
such, they become paranoid around others of their ilk, full 
knowing that their peers are equally aware of this suscepti-
bility. Even other wizards and specialists are avoided more 
so than most other people because even such dabblers in en-
chantment are capable of infl icting their will upon others, 
even if only to a far more limited degree.

Table 3: The Enchanter

Table 3: The Enchanter

Level

Base 

Attack 

Bonus

Fort 

Save

Ref 

Save

Will 

Save

Special

——–——————— Spells per Day —–———————

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Summon familiar, 
strength of character

3

1

2nd

+1

+0

+0

+3

Force of will +1

4

2

3rd

+1

+1

+1

+3

Bonus spell

4

2

1

4th

+2

+1

+1

+4

Charming +1

4

3

2

5th

+2

+1

+1

+4

Bonus feat

4

3

2

1

6th

+3

+2

+2

+5

Force of will +2

4

3

3

2

7th

+3

+2

+2

+5

Bonus spell

4

4

3

2

1

8th

+4

+2

+2

+6

Charming +2

4

4

3

3

2

9th

+4

+3

+3

+6

Bonus spell

4

4

4

3

2

1

10th

+5

+3

+3

+7

Bonus feat

4

4

4

3

3

2

11th

+5

+3

+3

+7

4

4

4

4

3

2

1

12th

+6/+1

+4

+4

+8

Charming +3

4

4

4

4

3

3

2

13th

+6/+1

+4

+4

+8

Force of will +3

4

4

4

4

4

3

2

1

14th

+7/+2

+4

+4

+9

Bonus spell

4

4

4

4

4

3

3

2

15th

+7/+2

+5

+5

+9

4

4

4

4

4

4

3

2

1

16th

+8/+3

+5

+5

+10

Charming +4

4

4

4

4

4

4

3

3

2

17th

+8/+3

+5

+5

+10

Bonus feat

4

4

4

4

4

4

4

3

2

1

18th

+9/+4

+6

+6

+11

Force of will +4

4

4

4

4

4

4

4

3

3

2

19th

+9/+4

+6

+6

+11

Bonus spell

4

4

4

4

4

4

4

4

3

3

20th

+10/+5

+6

+6

+12

Charming +5

4

4

4

4

4

4

4

4

4

4

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Races

Elves are renowned for their powerful enchanters who 

take advantage of their race’s mystique and reputation for 
being aloof to infl uence others. Enchanters are also some-
what common amongst halfl ings because this race enjoys 
employing guile and trickery over force of arms. There are 
few enchanters amongst dwarves, half-orcs and other races 
that prefer a more “hands on” approach to magic rather 
than employing the typically subtle infl uences used by en-
chanters.

Other Classes

Enchanters recognize the benefi t (if not necessity) of 

working with other classes. They realize their spell arsenal 
tends to be neither directly offensive nor defensive in na-
ture, requiring fi ghters and other brutes to fi ll that role for 
them. They also appreciate the subtleties of the bard who―
perhaps more so than any class other than the enchanter it-
self―understands what it means to bend someone’s will to 
one’s own. Paladins and most clerics of good, on the other 
hand, are most likely unhappy with the way enchanters act 
as puppeteers, so there is usually friction between these 
classes.

Role

More than anything else, enchant-

ers are good at giving their compan-
ions breathing room by distracting 
or removing foes from the immedi-
ate situation. They are also incred-
ibly useful for convincing unwilling 
captives to give up information, help the 
group infi ltrate a location, or perform a 
similar act of subterfuge.

Game Rule Information

Game Rule Information

Enchanters have the following game statistics.

Abilities:

 Unlike wizards, Charisma determines the 

strength of an enchanter’s spells, how many he can cast, and 
how diffi cult it is to resist those spells’ effects. This is be-
cause the character’s will projects the spellcaster’s charisma 
through the magic as the spells try to infl uence the subject’s 
mind and perceptions.

Alignment:

 Any.

Hit Die:

 d4.

Class Skills

Class Skills

The Enchanter’s class skills (and the key ability for 

each skill) are Bluff (Cha), Concentration (Con), Craft (Int), 
Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), 
Knowledge (all skills, taken individually) (Int), Perform 
(Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft 
(Int.)

Skill Points at 1st Level:

 (2 + Int modifi er) x4.

Skill Points at Each Additional Level:

 2 + Int modifi er. 

Class Features

Class Features

All of the following are class features of the enchanter.

Weapon and Armor Proficiency

Weapon and Armor Proficiency

Enchanters are profi cient with the dagger, darts, sling, 

and shortspear, but not with any type of armor or shield. 
Armor of any type interferes with an enchanter’s move-
ments, which can cause his spells with somatic components 
to fail.

Enchantment Specialization

Enchantment Specialization

An enchanter gains a +2 bonus on Spellcraft checks to 

learn Enchantment spells. At this time, he must also give 
up two other schools of magic, which become his prohibited 
schools.

An enchanter can never give up divination to fulfi ll this 

requirement.

Spells of the prohibited schools are not available to the 

enchanter, and he can’t even cast such spells from scrolls or 
fi re them from wands. He may not change his prohibited 

schools later.

Spells

Spells

An enchanter casts arcane spells 

which are drawn from the sorcerer/

wizard spell list. An enchanter must 
choose and prepare his spells ahead 

of time (see below.)

To learn, prepare, or cast a spell, 

the enchanter must have a Charisma 

score equal to at least 10 + the spell level. 

The Diffi culty Class for a saving throw against 

an enchanter’s spell is 10 + the spell level + the 

enchanter’s Charisma modifi er.

Like other spellcasters, an enchanter can cast only a 

certain number of spells of each spell level per day. His base 
daily spell allotment is given on Table 3: The Enchanter. In 
addition, he receives bonus spells per day if he has a high 
Intelligence score, as does a wizard.

Unlike a bard or sorcerer, an enchanter may know any 

number of spells. He must choose and prepare his spells 
ahead of time by getting a good night’s sleep and spending 1 
hour studying his spellbook. While studying, the enchanter 
decides which spells to prepare.

Bonus Languages

Bonus Languages

An enchanter may substitute Draconic for one of the bo-

nus languages available to the character because of his race.

Summon Familiar

Summon Familiar

An enchanter can obtain a familiar in exactly the same 

manner as a sorcerer can. See the sorcerer description and 
the information on Familiars in the PHB for details.

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7

Strength of Character

Strength of Character

An enchanter adds his Charisma bonus to Will saving 

throws against mind-affecting spells and effects. A Charisma 
penalty is not applied.

Force of Will

Force of Will

At level 2, choose a creature type (abomination, fey, 

monstrous humanoid, etc.) against which the enchanter 
increases the save DC of any mind-affecting spell he casts 
by +1. Obviously, the creature type must be susceptible to 
mind-affecting spells and abilities for it to be selected.

At levels 6, 13 and 18, the character can either choose an-

other creature type to apply yet another +1 bonus against or 
they can increase an existing bonus by another +1.

Charming

Charming

At level 4, Charisma-based skills and ability rolls gain a 

+1 bonus. This does not affect special abilities such as turn 
or rebuke undead

 but does act as a bonus to the character’s 

Leadership score if the character also has the Leadership 
feat. Increase this bonus by an additional +1 at levels 8, 12, 
16 and 20.

Bonus Spell

Bonus Spell

At levels 3, 7, 9, 14, and 19 the 

character selects an Enchantment 
spell level that he is able to cast 
and he gains an additional spell 
per day of that level. This abil-

ity can 

be applied to spell levels that have previously 
benefi ted from instance of Bonus Spell. The spell 
level selection can vary with each new memoriza-
tion of spells.

Bonus Feats

Bonus Feats

At the 5th, 10th and 17th levels, an en-

chanter gains a bonus feat. At each such op-
portunity, he can choose a metamagic feat, 
an item creation feat, a specialist feat, or 
Leadership, Negotiator, Persuasive, Spell 
Focus (enchantment) or Spell Mastery. The en-
chanter must still meet all prerequisites for a bonus feat, 
including caster level minimums.

These bonus feats are in addition to the feat that a charac-

ter of any class gets from advancing levels. The enchanter is 
not limited to the categories of item creation feats, metamag-
ic feats, or Spell Mastery when choosing these feats.

Spellbo oks

Spellbo oks

An enchanter must study his spellbook each day to pre-

pare his spells. He cannot prepare any spell not recorded 
in his spellbook, except for daze and read magic, which all 
enchanters can prepare from memory.

An enchanter begins play with a spellbook containing 

all 0-level wizard spells (except those from his prohibited 
school or schools) plus three 1st-level spells of your choice. 
For each point of Charisma bonus the enchanter has, the 

spellbook holds one additional 1st-level spell of your choice. 
At each new enchanter level, he gains two new spells of any 
spell level or levels that he can cast (based on his new en-
chanter level) for his spellbook. At any time, an enchanter 
can also add spells found in other wizard’s spellbooks to 
his own.

Alpha Warden PrC

Alpha Warden PrC

Although most enchanters tend to develop their powers 

towards the goal of infl uencing sentient creatures, some of 
a more rustic nature instead choose to exert their will over 
the more pliable mind of the beast. An alpha warden learns 
to exert both force of character and strength of mind during 
their control and infl uence over animals, impressing upon 
the beast that the alpha warden is as much a creature of the 
wilds as they. This does not come without a cost, however: 
in order to become more attuned with animals, the alpha 
warden must give up part of his civilized demeanor and ca-
pability.

Hit Die:

 d6.

Requirements

To qualify to become an alpha 

warden, a character must fulfi ll  all 

the following criteria.

Skills:

 Handle Animal 8 ranks, 

Survival 6 ranks

Feats:

 Animal Affi nity, Iron Will

Spells:

 Charm animal, hypnotism

Special Abilities:

 Animal compan-

ion, charming +1

Class Skills

The alpha warden’s class 

skills (and the key ability for 

each skill) are Bluff (Cha), Climb 

(Str), Concentration (Con), Handle 
Animal (Cha), Heal (Wis), Hide (Dex), 

Knowledge (arcana) (Int), Knowledge 

(geography) (Int), Knowledge (local) (Int), 

Knowledge (nature) (Int), Listen (Wis), Move 

Silently (Dex), Profession (Wis), Spot (Wis), Spellcraft (Int), 
and Survival (Wis.)

Skill Points at Each Level:

 4 + Int modifi er.

Class Features

Class Features

All the following are class features of the alpha warden 

prestige class.

Weapon and Armor Proficiency

Weapon and Armor Proficiency

An alpha warden is not profi cient with any weapons, 

shields or armor.

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8

Beast Control (Su)

Beast Control (Su)

You may control beasts (once + Charisma modifi er) per 

day, to a minimum of 1/day. This ability functions in much 
the same fashion as the dominate animal spell, except the sav-
ing throw DC is (10 + alpha warden level + Charisma modi-
fi er), the caster level is equal to the character’s alpha war-
den level for all aspects not otherwise covered here, and the 
character may simultaneously target double (alpha warden 
level + Charisma modifi er) HD worth of animals instead of 
just one animal (minimum of 1 HD worth.) Duration is 2 
rounds per alpha warden level.

This is a mind-affecting ability.

Animal Companion

Animal Companion

An alpha warden adds his class levels to those previous 

levels of whichever class granted him an animal companion 
for the sake the latter’s abilities and continuing improve-
ment.

Weakened Will

Weakened Will

Because alpha wardens are so attuned to working their 

will upon animals, when using mind-affecting powers, 
spells or spell-like abilities against any creatures other than 
animals, magical beasts or vermin, the saving throw DC of 
that ability is reduced by 2. Bluff and Diplomacy also suf-
fer –2 penalties against non-animal, magical beast or vermin 
subjects.

Bonus Feat

Bonus Feat

At levels 2, 5 and 8, alpha warden gets a bonus feat in ad-

dition to the feat that characters receive by attaining certain 
levels. These bonus feats must be drawn from the following 
list, and the character must still meet all prerequisites for 
a bonus feat, including ability score and base attack bonus 
minimums.

Any specialist feat, Alertness, Athletic, Dodge, 

Endurance, Eschew Materials, Great Fortitude, Leadership, 
Natural Spell, Negotiator, Persuasive, Run, Self-Suffi cient, 
Stealthy, Toughness, or Track.

Alpha (Ex)

Alpha (Ex)

Select a particular type of animal (canines, felines, hors-

es, etc.) with which the character will share a special bond; 
only ordinary animals (those with Intelligence scores of 1 or 
2) can be affected by this ability. (This is typically the same 
sort of animal as the character’s animal companion, but it 
need not necessarily be so.) Against such beasts, as a stan-
dard action and with a Handle Animal check, you may exert 
an infl uence that can cause one of two effects with a Will 
saving throw negating. The DC of this Will save is equal to 
the alpha warden’s Handle Animal check result. The animal 
must be within 25 ft. + 5 ft./2 alpha warden levels for the 
infl uence to work and a separate action and skill check is 
needed for each animal.

First, the character can opt to calm the animal, resulting 

in the animal remaining where it is so that it will not attack 
or fl ee, although it is not helpless and will defend itself nor-
mally if attacked. Any threat breaks the infl uence over the 
threatened creature, otherwise the infl uence lasts until the 
beast is aggravated or for 1 minute per alpha warden level. 

Second, the alpha warden can attempt to charm the ani-

mal into regarding the character as a trusted friend and ally 
(treat the targeted beast’s attitude as friendly.) If the animal 
is currently being threatened or attacked by the character 
or his allies, however, it receives a +5 bonus on its saving 
throw. This does not enable the alpha warden to control the 
animal, but it perceives his words and actions in the most 
favorable way. He can try to give it orders, but he must win 
an opposed Charisma check to convince it to do anything 
it wouldn’t ordinarily do, and that is also considering the 
alpha warden’s meaning is clear to the animal considering 
it won’t literally understand the character’s words. Retries 
are not allowed. An affected animal never obeys suicidal or 
obviously harmful orders, but it might be convinced that 
something very dangerous is worth doing.  Any act by the 
alpha warden or his apparent allies that threatens the animal 
breaks the effect. The character must also have some means 
of suffi ciently communicating his intent to the animal for it 
to understand your desires.

Table 4: The Alpha Warden

Table 4: The Alpha Warden

Level

Base Attack 

Bonus

Fort Save

Ref Save

Will Save

Special

Spells Per Day

1st

+1

+2

+0

+2

Beast control 1/day, animal companion, 
weakened will

2nd

+2

+3

+0

+3

Bonus feat

+1 level of existing class

3rd

+3

+3

+1

+3

Beast control 2/day

4th

+4

+4

+1

+4

Alpha

+1 level of existing class

5th

+5

+4

+1

+4

Bonus feat

6th

+6/+1

+5

+2

+5

Beast control 3/day

+1 level of existing class

7th

+7/+2

+5

+2

+5

Greater Animal Companion

8th

+8/+3

+6

+2

+6

Bonus feat

+1 level of existing class

9th

+9/+4

+6

+3

+6

Beast control 4/day

10th

+10/+5

+7

+3

+7

Greater Alpha

+1 level of existing class

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9

Either use of the ability may be attempted as many times 

as the character is willing to spend actions, although the 
Gamemaster may rule that circumstances may render an at-
tempt impossible or heavily penalized.

This is a mind-affecting ability.

Greater Animal Companion (Ex)

Greater Animal Companion (Ex)

A 7th-level alpha warden’s animal companion increases 

its Intelligence score by 1 (without imposing the normal –4 
penalty to wild empathy for magical beasts of high intellect), 
and for each of its saving throws the animal companion uses 
its own base save bonus or the alpha warden’s, whichev-
er is higher. The animal companion applies its own ability 
modifi ers to saves, and it doesn’t share any other bonuses 
on saves that the character might have (such as from magic 
items or feats.)

Greater Alpha (Ex)

Greater Alpha (Ex)

At 10th-level, the alpha warden is 

now able to simultaneously use 
his alpha ability on (2 + Charisma 
bonus) animals (minimum of 
2 animals.) Doing so still only 
counts as a standard action with 
the results of the single Handle 
Animal check applying to each 
animal.

This is a mind-affecting abil-

ity.

Spells per Day

Spells per Day

When the specifi ed new alpha 

warden level is gained, the character 
acquires new spells per day as if he had 
also gained a level in a spellcasting class 
he belonged to before adding the prestige 
class. He does not, however, gain any other 
benefi t a character of that class would have 
gained, except for an increased effective level 
of spellcasting. If a character had more than 
one spellcasting class before becoming an 

alpha warden, he must decide to which class he adds the 
new level for purposes of determining spells per day.

The Enticer PrC

The Enticer PrC

Some enchanters become so skilled at enforcing their will 

over other creatures that they are able to push their abilities 
to reach an entirely new level of capability. An enticer is able 
to internalize what even the best of other enchanters must 
still rely upon spells for, allowing these master seducers and 
manipulators to perform the same (if not much improved) 
feats of the mind as a matter of course. Even the powers that 
continue to require spells are enhanced over the common 
enchantment.

Hit Die:

 d4.

Requirements

To qualify to become an enticer, a character must fulfi ll 

all the following criteria.

Abilities:

 Charisma 15+

Skills:

 Profession (hypnotist) 10 ranks, Sense 

Motive 8 ranks

Feats:

 Mesmerist, Persuasive

Spells:

 Charm person

Special Abilities:

 Charming +1

Class Skills

The enticer’s class skills (and the key ability for 

each skill) are Bluff (Cha), Concentration (Con), 

Craft (Int), Diplomacy (Cha), Gather Information 

(Cha), Intimidate (Cha), Knowledge (all skills, 

taken individually) (Int), Listen (Wis), Perform 
(Cha), Profession (Wis), Ride (Dex), Sense Motive 

(Wis), and Spellcraft (Int.)

Skill Points at Each Level:

 4 + Int modifi er.

Class Features

Class Features

All the following are class features of the enticer prestige 

Table 5: The Enticer

Table 5: The Enticer

Level

Base Attack 

Bonus

Fort Save

Ref Save

Will Save

Special

Spells Per Day

1st

+0

+0

+0

+2

Entice

+1 level of existing class

2nd

+1

+0

+0

+3

+1 level of existing class

3rd

+1

+1

+1

+3

Hypnotic focus

+1 level of existing class

4th

+2

+1

+1

+4

+1 level of existing class

5th

+2

+1

+1

+4

Command

+1 level of existing class

6th

+3

+2

+2

+5

Voice of Command

+1 level of existing class

7th

+3

+2

+2

+5

+1 level of existing class

8th

+4

+2

+2

+6

Charismatic

+1 level of existing class

9th

+4

+3

+3

+6

+1 level of existing class

10th

+5

+3

+3

+7

Hypnotic Gaze

+1 level of existing class

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10

class.

Weapon and Armor Proficiency

Weapon and Armor Proficiency

An enticer is not profi cient with any weapons, shields or 

armor.

Entice (Sp)

Entice (Sp)

If an enticer manages to alter the attitude of a NPC that 

fi nds the character sexually attractive from hostile, unfriend-
ly or indifferent to friendly or helpful, that NPC becomes 
affected as though by a charm person spell. This effect lasts 
(enticer levels + Charisma bonus) minutes. 

Hypnotic Focus (Ex)

Hypnotic Focus (Ex)

When using an amulet, gem or similar object worth at 

least 200 gp that may be used to focus a subject’s attention 
(if only momentarily), a 3rd-level enticer increases the sav-
ing throw DC of all mind-affecting spells by +1. The spell’s 
target must be within 30 feet and have line of site to the ob-
ject at all times during the casting. Drawing their attention 
requires fi rst making a successful Bluff check against the 
subject.

Command (Su)

Command (Su)

A 5th-level enticer may use command as a standard action 

without casting the spell. This only works upon subjects the 
character has already affected a Charm upon (including via 
the entice ability.) To command a charmed subject, the enticer 
makes a Diplomacy check, the result of which is used as the 
subject’s Will save DC.

Voice of Command (Sp)

Voice of Command (Sp)

Double (1 + Cha bonus) times per day (minimum of 1/

day), a 6th-level enticer may make a Bluff or Diplomacy roll 
(as the GM deems appropriate to the situation) as a stan-
dard action to command a subject within 30 feet, the result 
of which is used as the subject’s Will save DC. If the save 
fails, the subject is affected as though by the command spell. 
Multiple subject’s may be affected simultaneously by sacri-
fi cing an additional daily use of this power per day, allow-
ing a single Bluff of Diplomacy check to determine the save 
DC of all subjects.

Charismatic (Ex)

Charismatic (Ex)

An 8th-level enticer gains a +2 competence bonus on 

Bluff, Diplomacy, Gather Information and Profession (hyp-
notist) checks.

Hypnotic Gaze (Su)

Hypnotic Gaze (Su)

A 10th-level enticer may attempt to hypnotize someone 

as a standard action by making eye contact and then mak-
ing a Profession (hypnotism) check with a −2 penalty; eye 
contact can be avoided by making a Refl ex save using the 
Profession (hypnotism) roll’s result as the DC. Otherwise 
treat use of this ability as though employing the Profession 
(hypnotism) skill normally, although only the standard ac-
tion is needed to induce a hypnotic state. This effect lasts for 
as long as eye contact is maintained, plus (1d4 + Cha bonus) 
rounds afterward.

You cannot use a hypnotic focus with this ability because 

the subject’s eyes must be directly drawn to the enticer’s 
gaze.

Spells per Day

Spells per Day

When a new enticer level is gained, the character ac-

quires new spells per day as if he had also gained a level in a 
spellcasting class he belonged to before adding the prestige 
class. He does not, however, gain any other benefi t a charac-
ter of that class would have gained, except for an increased 
effective level of spellcasting. If a character had more than 
one spellcasting class before becoming an enticer, he must 
decide to which class he adds the new level for purposes of 
determining spells per day.

Magic Items

Magic Items

Lover’s Arrow (Weapon)

Lover’s Arrow (Weapon)

These enchanted arrows +1 are almost always found sin-

gly and are easily recognized by their broad, heart-shaped 
arrowhead. When a creature is struck by such an arrow, it 
must make a DC (10 + damage suffered) Will save or be-
come affected as though by a charm monster spell with re-
gards to the person who fi red the arrow. (No actual damage 
is suffered from the arrow’s attack as it is merely used to 
determine the saving throw DC.) Instead of the charm caus-
ing a friendly disposition, however, the charm results in a 
romantic attachment regardless of the target’s actual sexual 
orientation.

Once the arrow has been fi red, hit or miss, its magic is 

expended.

Moderate enchantment; CL 10th; Craft Magic Arms and 

Armor,  charm monster; Price 8,797 gp; Cost 4,399 gp +352 
XP.

Bewitching Stone (Wondrous Item)

Bewitching Stone (Wondrous Item)

Anyone within 100 feet of the stone who looks up on it 

must make a DC 13 Will save or become fascinated. Subject’s 
gain a +2 bonus if engaged in combat or similar activity, al-
though sightless creatures are not affected. Anyone who fails 
their saving throw is held in place, fascinated and unable to 
take their eyes away from the stone; treat such victim’s as 
bound and unable to act in anyway (even for the sake of 
self-preservation, although any attack or similarly aggres-
sive or abrupt action against them allows them an immedi-
ate additional Will save) other than to follow the stone with 
their eyes. Every round allows an additional saving throw, 
with a +2 bonus gained if the stone moves more than 10 feet 
since the last round’s previous position. Hiding or covering 
the stone ends the affect, allowing all previously fascinated 
victim’s to act as normal in the round to follow.

If someone is somehow able to anticipate the bewitching 

stone’s revealing, they are allowed a DC 13 Refl ex save to 
avoid looking upon it.

Faint enchantment; CL 4; Craft Wondrous Item, hypnotic 

pattern

; Price 64,000 gp; Cost 32,000 gp +2,560 XP

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11

Globe of Trances (Wondrous Item)

Globe of Trances (Wondrous Item)

By spending 1d4 minutes focusing on the globe’s pulsing 

light, the observer is allowed a DC 15 Concentration check. 
Success means the person enters a deep, meditative trance. 
While in this trance, the character gains the benefi ts of sleep 
or rest at twice the normal rate. This means naturally heal-
ing 1 hit point of damage after only 4 hours in a trance, spell 
preparation only takes 1/2-hour, and so on.

Anything that would cause a spellcaster to make a 

Concentration check also applies to anyone entranced by the 
globe. Failure means the trance is ended with any processes 
not yet fulfi lled left with out benefi t.

Faint enchantment; CL 3; Craft Wondrous Item, 

Profession (hypnotism) 12 ranks, hypnotism; Price 12,000 gp 
per pair; Cost 6,000 gp per pair + 480 XP, Weight 1/2 lbs.

Thrall Collar (Wondrous Item)

Thrall Collar (Wondrous Item)

This item comes in two parts: a metal collar etched with 

arcane symbols and a similarly marked ring. When placed 
around a subject’s throat, this metal collar acts upon the 
wearer as though affected by a domi-
nate monster

 spell, requiring a DC 23 

Will save to resist. The collar’s hold 
on the wearer gets stronger the lon-
ger it’s been worn, though, increas-
ing the save DC by +1 per 4 months 

the collar has been on without being removed. Removing 
the collar, if only for a moment, resets this duration to nil. A 
new saving throw is allowed every time the wearer is com-
manded to do something that goes against their nature and 
normal interests or desires. The ring’s master is able to send 
commands to the thrall up to 25 feet away per point of the 
master’s Charisma.

Forcing the collar open requires a DC 30 Strength check 

while picking the collar’s lock requires a DC 40 Open Lock 
check. Failing to force the collar or pick the lock causes 1 hit 
point of damage to the collar’s wearer per point the check 
fails by. The collar has hardness 15 and 40 hit points if some-
one tries destroying it, but attacking the collar causes twice 
the same amount of damage to the wearer, including any 
damage soaked up by the collar’s hardness. Inserting the 
master’s ring in the collar’s lock is the only legitimate and 
safe way to remove the collar.

Each collar comes in a specifi c size (small, medium, co-

lossal, etc.) but it can fi t on a creature one size level higher or 
lower with discomfort. Because such collars are not an ideal 
fi t, however, the wearer gains a +2 circumstance bonus to all 

saving throws to resist its infl uence.

Moderate enchantment; CL 6; 

Craft Wondrous Item, dominate mon-
ster

; Price 54,000 gp; Cost 27,000 gp 

+ 2,160 XP; Weight collar 5 lbs.

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12

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Content does not constitute a challenge to the ownership of that Product 
Identity. The owner of any Product Identity used in Open Game Content 
shall retain all rights, title and interest in and to that Product Identity.

8. Identifi cation: If you distribute Open Game Content You must clear-

ly indicate which portions of the work that you are distributing are Open 
Game Content.

9. Updating the License: Wizards or its designated Agents may publish 

updated versions of this License. You may use any authorized version of 
this License to copy, modify and distribute any Open Game Content origi-
nally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with 

every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the 

Open Game Content using the name of any Contributor unless You have 
written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any 

of the terms of this License with respect to some or all of the Open Game 
Content due to statute, judicial order, or governmental regulation then You 
may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to 

comply with all terms herein and fail to cure such breach within 30 days of 
becoming aware of the breach. All sublicenses shall survive the termination 
of this License.

14 Reformation: If any provision of this License is held to be unenforce-

able, such provision shall be reformed only to the extent necessary to make 
it enforceable.

15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the 

Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based 
on original material by E. Gary Gygax and Dave Arneson.

Assassin’s Handbook

, Copyright 2002, Green Ronin Publishing; Authors 

David Cook and Wolfgang Baur.

The Book of Fiends

, Copyright 2003, Green Ronin Publishing; Authors 

Aaron Loeb, Erik Mona, Chris Pramas, and Robert J Schwalb.

Corwyl: The Village of the Wood Elves

, Copyright 2004, Green Ronin 

Publishing; Authors Christina Stiles and Patrick Sweeney.

Dezzavold: The Fortress of the Drow

, Copyright 2004, Green Ronin 

Publishing., LLC; Authors Christina Stiles and Steven Trustrum.

Freeport: The City of Adventure

, Copyright 2002, Green Ronin Publishing; 

Authors Chris Pramas and Matt Forbeck.

Plot & Poison: A Guidebook to the Drow

, Copyright 2002, Green Ronin 

Publishing; Author Matthew Sernett.

Unearthed Arcana

, Copyright 2004, Wizards of the Coast, Inc.; 

Author Andy Collins, Jesse Decker, David Noonan, and Rich 

Redman.

The Conjurer: The Core Specialist Wizard

, Copyright 

2005, Misfi t Studios; Author Steven Trustrum.

The Diviner: The Core Specialist Wizard

, Copyright 

2005, Misfi t Studios; Author Steven Trustrum.

The Abjurer: The Core Specialist Wizard

, Copyright 

2005, Misfi t Studios; Author Steven Trustrum.

The Illusionist: The Core Specialist Wizard

, Copyright 

2005, Misfi t Studios; Author Steven Trustrum.

The Enchanter: The Core Specialist Wizard

, Copyright 

2005, Misfi t Studios; Author Steven Trustrum.


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