Castles & Crusades Wilderlands of High Adventure


WILDERLANDS OF
HIGH ADVENTURE"!
AENDRYTH S ELDRITCH COMPENDIUM"!
OFFICIAL GAMING AID APPROVED FOR USE WITH
CASTLES & CRUSADES®
Author: James Mishler AENDRYTH S ELDRITCH COMPENDIUM
Graphic Design: Peter Bradley
Credits, Table of Contents, and OGL 1
Thanks To: James Edward Raggi IV, A.E., and D.A.
Description and List of Spells and Formulae 2
Adventure Games Publishing
SPELLS 2
PO Box 185
Aendryth s Volley (Level 6 wizard) 2
Iola, WI 54945
Blood Childe (Level 6 wizard) 2
Adventure Games Publishing: www.adventuregamespubs.com
Judges Guild: www.judgesguild.com Body and Soul (Level 9 wizard) 4
Troll Lord Games: www.trolllord.com Chirurgeon ex Nihilo (Level 7 wizard) 4
Castles & Crusades: www.castlesandcrusades.com
More (Level 4 wizard) 5
Ravenchilde Illustrations: www.ravenchilde.com
No Time for Pain (Level 2 wizard) 5
PDF Support: www.drivethrurpg.com and www.rpgnow.com
Summon Mother Scarlett (Level 6 wizard) 6
The body text of this product is in Garamond, the headers in Ronan, the titles and logos in Baldur.
Swarm of Eldritch Eyes (Level 6 wizard) 6
Thanks to Patrick  Mad Irishman Murphy of Mad Irishman Productions for the use of the Baldur
and Ronan fonts, used in logos, page titles, and section headings. For Baldur, Ronan, and other excellent
fonts, plus a ton of great character sheets, including character sheets for Castles & Crusades, go to Temple of Love (Level 8 wizard) 7
www.mad-irishman.net
Unseen Archer (Level 2 wizard) 7
For a complete listing of all Judges Guild products, classic or modern, original or licensed, reference the
excellent lists at www.acaeum.com/jg.
Walk Away (Level 1 wizard) 8
The materials herein are an alternative interpretation of the original, official Judges Guild City State
Wave of Corrosion (Level 3 wizard) 9
Campaign setting, are derivative thereof, and are not official Judges Guild materials.
This book uses the mystical, the supernatural, drugs, racism, sexism, insanity, and perversity for settings,
characters, and themes. All such elements are elements of fiction, are intended for entertainment purposes only,
POTIONS & MAGIC ITEMS 9
and do not reflect the beliefs of the writers or publishers. Any resemblance between characters and situations in
this book, and persons living or dead, or historical events, is purely coincidental. Reader discretion is advised.
Potion of Disjunction 9
Aendryth s Eldritch Compendium © 2008 by Adventure Games Publishing. All Rights Reserved.
Reproduction without the written permission of the publisher is expressly forbidden. Adventure Games
Potion of Enervation 9
Publishing, Wilderlands of High Adventure, and respective logos are trademarks of Adventure Games Publishing.
Wilderlands of High Adventure © 2008 Adventure Games Publishing and Judges Guild. All Rights
Potion of Foresight 10
Reserved. Judges Guild and the Judges Guild logo are trademarks of Judges Guild. All Rights Reserved.
This book is published pursuant to a License from Troll Lord Games. The rules-based content appearing
Potion of Harm 10
in this book is derived from the Castles & Crusades Player s Handbook Copyright © 2004 Troll Lord
Games. Castles & Crusades is property of and copyright 2004 Troll Lord Games. All Rights Reserved.
Potion of Improved Flight 10
Castles & Crusades, C&C, Castle Keeper, the Castles & Crusades logo, SIEGE engine, and the SIEGE
engine logo are Trademarks owned by Troll Lord Games. All Rights Reserved.
Potion of Improved Polymorph 10
Potion of Prismatic Potency 10
Potion of Telepathy 11
Potion of Teleportation 11
Potion of Undead Mastery 11
Printed in the United States of America
Prysmal Armor 11
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Aendryth s Eldritch Compendium
coals during the minute-long ritual
The above is the title of a thick
Spells
of casting the spell. Reaching into
black tome of spells arcane, unusual
AENDRYTH S VOLLEY
the coals to draw forth the ashes
formulae, and strange magic items
does not harm the caster.
developed and written by a mighty
Level 6 wizard
wizard known as Aendryth the
BLOOD CHILDE
Casting Time: 1 minute
Eldritch Wizard, or simply,  The
Range: 450 ft.
Level 6 wizard
Eldritch, who knew great renown
Duration: instant
some decades ago. Hounded by his
Casting Time: eight hours
former arcane master, Aendryth
Save: dexterity half
Range: touch
has not been seen in civilized
Spell Resistance: yes
Duration: permanent
lands for nearly 20 years. Some say
Components: V, S, M
Save: none
he lives today as a hermit, others
claim to see him now and again in
Spell Resistance: no
Described by Kilgore the Pyromancer
disguise in far-distant ports. While
as  a damn fine medium between fireball and
Components: V, S, M, F
many have attempted to adapt
meteor swarm& I love the smell of fireballs
With this spell the wizard calls into
his works in that time, most have
in the morning, Aendryth s volley creates a
being a blood childe, a scion, a
failed to capture the artistry with
series of 40-foot diameter fireballs, one
semi-independent clone-like being
which he wove these spells. His
every 40 feet, all along a straight line.
that is subtly or greatly different
friends and well-wishers hope that
The wizard waves his arm toward the
from the caster, as the caster
someday he will return.
target zone, casting forth sparkling and
wishes. This scion can appear
glittering ashes from his hand, and from
The tome contains the Eldritch
to be a near-perfect copy of the
the ashes spring forth three to six balls
Wizard s unique spells, as well as
caster, or can vary in many ways,
of fire in the form of small dragons,
formulae for creating magic items
ranging from hair, eye, and skin
which fly through the air in a flash and
and potions using the vitreous
color, age (down to as young as a
explode on target with a draconic roar.
humor and other body parts of
mere babe-in-arms to one-and-a-
An 11th level wizard creates three such
the prysmal eye, a creature of much
half times the caster s own age),
fireballs, a 14th level wizard creates four,
interest to the Eldritch Wizard.
alignment, sex (of either sex), class
a 17th level wizard five, and a 20th level
The tome contains the following
(almost any other class is possible,
wizard six fireballs.
spells and formulae:
provided a drop of blood from a
The line of effect can be parallel to
Pages Spell
member of that class is available),
1 [Title page]
the wizard, perpendicular, or at any
or even race (any other humanoid
2 [blank]
other angle, but the center of all the
3-7 Walk Away race is possible, provided a drop of
8-13 No Time for Pain
fireballs must fall exactly on one line
blood from a member of that race
14-19 Unseen Archer
and each 40 feet apart. None of the
is available). In the case of the first
20-31 Wave of Corrosion
32-41 Potion of Immobilization fireball effects overlap; a target in
casting of the spell, Aendryth the
42-54 More
the area is only ever affected by a
Eldritch created Lucretia, a female
55-65 Potion of Improved Polymorph
66-76 Potion of Foresight single fireball. Each fireball has all
elven bard of great beauty (and
77-92 Potion of Teleportation
the appropriate characteristics of
unfortunately terrible insanity)
93-109 Potion of Telepathy
the fireball produced by the normal
110-125 Potion of Improved Flight
who was central to the Eldritch
126-142 Potion of Undead Mastery
fireball spell, including detonating
Wizard s machinations against his
143-163 Aendryth s Volley
before it reaches the target zone if
164-183 Blood Childe
former master.
184-204 Summon Mother Scarlett
it strikes a solid object.
205-224 Swarm of Eyes Arcane
The scion will have at best half the
225-244 Potion of Harm
The material component is a handful
levels of the caster, rounded down.
245-270 Chirurgeon ex Nihilo
of ashes from the cremated heart
271-293 Potion of Prismatic Potency
The caster chooses the number
294-320 Temple of Love
of an adult or older red dragon;
of levels the scion will possess at
321-351 Prysmal Armor
the heart (fresh or preserved, but
352-382 Body and Soul the start of the casting and then
383-391 Potion of Enervation (Incomplete)
whole) is burnt upon a brazier of
immediately and permanently
392-400 Potion of Disjunction (Incomplete)
2 AENDRYTH S ELDRITCH COMPENDIUM
sacrifices one hit point per level of already memorized spells greater and scion share dreams, or have
the scion; these hit points are lost than 3rd level for one day for every waking daydreams of the other s
even if the spell is incompletely level of the scion. experiences (this also occurs with
cast, for whatever reason, and other blood donors of different
If the scion is to be of a different
can never be regained. The caster race and class, should they still
class, the caster must use a drop of
pricks his right index finger (or left live). These feelings fade in time,
blood from another with that class;
if the scion is to be of a different as the scion  grows up and
the scion cannot be of a greater
alignment) with a mithral pin (the gains experience on its own; this
level in that class than the one
pin first to be dipped in the blood  childhood ends when it gains
whose blood was used. The only
of the other class and/or race, if a number of levels equal to half
limit on class being that a scion
the scion is to be of another class those with which it was created,
cannot be created as a cleric, druid,
and/or race), and then traces his rounded up.
or paladin, as the gods frown upon
reflection in the specially-prepared
the creation of scions (though During the scion s childhood when
mirror (see below).
the Demon Gods and deities of in its creator s presence it is under
Over the next eight hours the similar ilk are not as choosy& ). the effect of a charm person spell,
wizard fills in the details of the If the scion is to be of a different always being considered friendly to
reflection with his own blood, race, the caster must use a drop of its creator (unless its creation was
layering in magical sigils and blood from one of that race. faulty, and the Judge determines
symbols, muttering magical words that it hates its creator and is free
The caster determines the scion s
of power and incantations, and of this effect). Also during the
attribute scores, using his own
including any alterations of scion s  childhood, the creator
attribute scores and assigning
the scion s form from his own, can concentrate fully on the scion
them to the scion s attributes
building up a form of the scion in in order to see, taste, hear, smell,
as he wishes. When created the
thick relief upon the silvery surface and feel through its senses at
scion has such of the caster s own
(seemingly with much more blood any distance, or to communicate
memories as the caster wishes, no
than the caster actually loses). At telepathically, but he cannot
more and no less (though a faulty
the end of the casting the wizard control his creation s actions.
scion might have less, or far more
says the final words and the scion
than the caster wishes). It knows Even after it has gained its freedom
forms from the blood and steps
languages the caster knows as the through  adulthood, the scion s
forth from the mirror, nude and
caster wishes, within the limits of creator can send mental impulses
without any sort of equipment.
its intelligence. If it is a wizard, at any distance summoning it to
At this point the caster must make it cannot automatically decipher his presence, though only a sense
a wisdom saving throw against a the caster s spell books, but with of being needed by the creator is
CL equal to the level of the scion the assistance of the caster, it ever felt, never any details as to
plus six. If the save fails, the scion can learn spells the caster knows why, or even where the creator is
is complete, but faulty in some way, and inscribe them in its own spell at the moment. It can answer these
usually slightly insane (Judge s book at a prodigious rate, two spell impulses or not as it wishes.
whim); the more by which the save levels per day without error. If it
The material components of
failed, the greater and often more is an illusionist, it learns spells in
this spell are the mithral pin, the
dangerous the fault in the scion s the same fashion only from the
caster s blood (and hit points),
creation. As to whether a scion illusionist whose blood was used
and the blood of the other class
possesses its own soul or not, that in its creation; otherwise it is on its
or race if needful to the creation
is a question even the gods are own for learning spells.
of the scion. The focus is a mirror,
silent on, and so most clerics see
The scion is an extension of the specially constructed just for the
scions, even good-aligned ones, as
caster to a lesser extent; from creation of scions, of an alloy of
abominations.
time to time the caster randomly silver and mithral, and costing no
After casting this spell the wizard feels what the scion feels, and less than 10,000 gp and one month
is exhausted, and cannot memorize the scion feels what its creator to construct. The mirror and pin
additional spells nor cast any feels. Sometimes the creator can be reused.
WILDERLANDS OF HIGH ADVENTURE 3
BODY AND SOUL Whenever it uses its own spell-like Djeeps do not speak any known
abilities the possessed body s eyes tongue, and in fact can only say
Level 9 wizard
glow an eldritch green or red. one word,  djeep (intoned with
Casting Time: 1 or see text
plenty of layers of meaning), but
The caster has a telepathic link
Range: 10 ft. or see text understand any language known
with its servant to a range of 10
by their summoner. Djeeps have
Duration: permanent
miles per level. The spirit or demon
the innate ability of sanctuary and
Save: see text follows the letter of its master s
freedom of movement, both as per the
commands, but may try to twist the
Spell Resistance: see text
spell, can blink as per the spell at
spirit, as its service is not willing.
Components: V, S, M will, and can also teleport without error
Should the gem ever be broken, the even between planes of existence;
Also known by some as  The
soul is freed and returns instantly there is no known magic that can
Eldritch s Improved Trap the
to its body, where it instantly casts keep a djeep from being wherever
Soul, this spell functions in all
forth the spirit or demon, which is it wants to be, when it wants to be
ways as the standard trap the soul
thereupon free from its bindings there. Thus, if the djeep doctor is
spell, save in the following details:
to the body and to the caster. If attacked by his summoner or allies,
Rather than trap both body and the body of the soul is ever slain he simply teleports away, even if
soul in the gem, the spell traps while the soul is still trapped, the the duration is not yet fulfilled and
only the soul; the body remains body dies and the spirit or demon there are still wounds to be cured;
essentially unharmed, but bereft of returns whence it came, but the if attacked by opponents of the
its native soul. This spell then calls soul remains trapped, and the body summoner, he simply blinks out of
forth an evil spirit or demon that cannot be raised or resurrected the way. A djeep doctor can blink
possesses and animates the victim s while the soul is trapped. If the or teleport and cast a spell without
body and then acts in every way as soul is released after the body dies, error in the same round.
the caster s servant. The power of it passes on to the Shadowlands, as
Otherwise, djeep doctors are true
the spirit or demon called forth to in normal death.
to their own alien form of the
possess the body is no greater in
CHIRURGEON EX NIHILO Hippocratic oath, and use their
HD and power than the level of
spells to heal and cure the wounds
the victim or the level of the caster, Level 7 wizard
and debilitating effects suffered by
whichever is less.
Casting Time: 1 minute
the summoner and his allies, one
The spirit or demon does not have Range: 50 ft. spell per round, until all spells are
any of the knowledge that belonged used or until the summoner and
Duration: see below
to the being whose body it inhabits, his allies are all cured, but never
Save: none
but keeps the strength, dexterity, remains longer than three rounds
Spell Resistance: no
and constitution of the body, as per level of the caster in any case.
well as hit dice, hit points, and Components: V, S, M, F
The djeep doctor is equivalent to a
natural physical attacks. It does not
The notable weakness of wizardry cleric of half the level of the caster,
possess any class abilities or know
being the inability to cast healing rounded up, with bonus spells based
any spells the victim knows, nor
and curative magic, Aendryth on an 18 wisdom score. He can
can it read the victim s spell books
the Eldritch came up with a way possess the following spells: first
as though they were its own, etc. It
to access healing through arcane aid, cure light wounds, delay poison, lesser
uses its own intelligence, wisdom,
methods. This spell summons restoration, remove paralysis, cure serious
and charisma scores. It attacks as a
forth a small extraplanar creature wounds, remove blindness or deafness,
monster of the body s hit dice, and
of goodly sort known as a djeep, remove curse, remove disease, healing circle,
is considered to be proficient in any
specifically a djeep chirurgeon, neutralize poison, restoration, cure critical
weapon it uses. It can use any of its
or doctor, with clerical abilities. wounds, and heal. A djeep cannot
own spell-like abilities, if such are
The djeep appears as a small raise the dead, nor turn undead. If
possessed, though any physical
humanoid with bear- and dog- any of the named allies is suffering
abilities it might have in its own
like features, yellow, orange, or from blindness, deafness, a disease,
natural form are not accessible.
red fur, and a kind friendly face. a curse, or the like, and such a spell
4 AENDRYTH S ELDRITCH COMPENDIUM
is available at the level of the djeep MORE in times of dire need. The target
doctor summoned, he will have those of this spell becomes immune
Level 4 wizard
spells memorized; the balance will be to normal pain. He gains a +4
Casting Time: 1
in cure wounds and such spells. bonus to save against magical
Range: Self pain or despair effects (though
Each time the caster uses this
not fear effects). As a result of
Duration: 1 round
spell, he summons the same djeep
this spell, the target continues
doctor, thus this spell can only be Save: None
to fight even after it has been
used once per day. Similarly, the
Spell Resistance: No
reduced to a state where it should
caster can give the djeep doctor
Components: V, S, M, F fall unconscious, or even dead!
potions of healing and like potions,
The target continues to fight on
scrolls, and items useable by clerics, This simple spell increases the
to -10 hit points and beyond, to
those based on spells the djeep can potency of any 1st, 2nd, or 3rd
an additional negative value equal
cast or similar effects, and each level spell cast the following round.
to the level of the caster (i.e., a
time he appears to this summons Any spell cast the following round
target of this spell cast by a 5th
he will possess the items and use has the numerical values in its area
level caster will continue fighting
them to the benefit of the caster of effect and number of targets
until it is at -15 hit points, then
and his allies (though once used up doubled, though all other stats
drops dead at -16). If the target
they are gone, of course). of the spell remain the same. For
is at negative hit points when
example, a sleep spell cast under the
Each doctor has a title and a the spell ends, it either falls over
effect of this spell affects 4d4 HD
proper name, such as  Doctor unconscious or dies if it is at -10
of creatures in a 60 foot diameter
or  Master or  Surgeon, where or worse. If the target suffers
circle, but still only affects creatures
name is a long and honorable- damage to where its hit points are
of 4 HD or less; a fireball cast with
sounding name of a professional, reduced to -10 or worse, it can no
this spell does the same damage
such as Doctor Galen, or Master longer be healed, even by magic, and
but bursts in an 80 foot diameter
Theophilus, etc.; the caster will dies when the spell ends.
sphere; a suggestion spell would
know this name, and if used
affect two creatures; and so forth. The caster can affect one target at
honorably while addressing the
3rd level and one additional target
djeep, it will be most pleased. The focus of this spell is a
every odd level thereafter (i.e., two
wand of oak from a tree twice
When the spell is cast the wizard at 5th, three at 7th, etc.)
struck by lighting on the same
must name each ally to be served by
night; additionally, the material [NOTE: If this spell is cast upon
the djeep doctor, no more than one
component of the spell to be cast a player character, the Judge should
per caster level; unnamed allies will
thereafter is tripled, and is always take over recording the PC s hit
not be cured or healed. The material
consumed in the casting, even if points, giving no clue to the player
component of the spell is a bandage
the spell says otherwise. as to where the character s hit
roll within which is wrapped 100 gp
points currently stand. The judge
of rare healing herbs per level of the NO TIME FOR PAIN
should remain firm on this issue,
caster and a lock of fur willingly given
Level 2 wizard only allowing clerics and rangers
by a blink dog; the focus lies at the
a chance to estimate the damage
Casting Time: 1
center of the bandage roll, a finger
suffered by the character (a simple
bone or similar relic of a Good- Range: Touch
level-based wisdom check, results
aligned 9th level or higher cleric
Duration: 1 minute plus 1 minute
being described in general detail
known for healing and curing. The
per level
from  light wounds to  critical
material components are consumed
Save: charisma negates (h) wounds to  dude, when this spell
in the casting of the spell, though the
is over, you are dead! ).]
Spell Resistance: yes
focus can be reused; if new herbs
are not added to a prepared bandage Components: V, S, M The material component for this
roll when the caster gains a level, his spell is a solid 1 cube of iron,
This spell is quite dangerous to
summons is only of a level equal to which can be reused.
the target, though many warriors
the contents of the bandage roll.
happily subject themselves to it
WILDERLANDS OF HIGH ADVENTURE 5
SUMMON points. Summoned creatures of purposefully starved to death, into
MOTHER SCARLETT equal or greater hit dice than which is poured a mix of blood-red
Mother Scarlett gain no bonuses, wine and potato spirits (vodka), the
Level 6 wizard
but remain as long as Mother mix usually prepared before the first
Casting Time: 1
Scarlett does. summoning spell is cast, and which
Range: 50 ft. is then drunk by the caster when the
Mother Scarlett can understand
summon Mother Scarlett spell is cast,
Duration: 10 minutes/level
any language known by the
the skull then being shattered upon
Save: none caster, and can communicate to
the ground and from the shards of
any of the caster s summoned
Spell Resistance: no
which Mother Scarlett appears.
creatures regardless of language
Components: V, S, M
or intelligence; thus, the caster can VARIATION: If a blood-red
This spell summons forth a flying use Mother Scarlett to direct the ruby worth no less than 5,000 gp
incorporeal crone, named Mother summoned creatures to perform is crushed and mixed with the wine
Scarlett, a spirit hag of potent magical more complex and cooperative and vodka, the duration of the spell
powers. She appears as an emaciated maneuvers than might be possible. is one hour per caster level. The cost
old woman with long billowing in life to the caster for this variant is
Any summoned creatures controlled
white hair, blood red skin, long sharp three months per hour of duration.
by an enemy will be demoralized by
fingernails, fang-like teeth, and black This variant use of the spell is
the presence of Mother Scarlett, and
orbs where her eyes should be. She is usually used when summoning
suffer a -1 morale penalty to hit and
Neutral Evil, has AC 22, 8 HD, wields creatures to build a tower or create
to damage, and a -1 morale penalty
a hammer in one hand and a sickle an object; when Mother Scarlett
to all other checks and saves.
in the other (each dealing a touch manages such efforts, production
of death attack as per a ghost), and Though she appears to be undead, is tenfold normal, i.e., each laborer
has amazing powers of domination Mother Scarlett is actually an does the work of 10, however,
over summoned creatures of extraplanar spirit, and so cannot be there is invariably a flaw in the
lesser hit dice, specifically creatures turned or controlled like undead. If construction that can be used by
summoned using the spells summon Mother Scarlett is slain, banished, an opponent to bring the whole
greater monster, summon lesser monster, or dispelled before the end of the structure down, or destroy the item
and summon monster. Familiars are not duration of the spell, any summoned in some simple way&
within her power, but fear her greatly, creatures that were commanded by
SWARM OF
and either flee when she arrives or her disappear instantly.
ELDRITCH EYES
cower behind or upon their master.
While there is more than one
Level 6 wizard
When cast immediately following Mother Scarlett, these creatures
Casting Time: 1 minute
a summoning spell or immediate never work against one another,
series of such spells, the duration and so if one force already has Range: special
of the previously cast summoning Mother Scarlett summoned, an
Duration: One hour per level
spells is increased by the duration enemy force cannot summon their
Save: none
of the summon Mother Scarlett spell. own Mother Scarlett.
Spell Resistance: none
Provided Mother Scarlett is not Mother Scarlett s assistance has a
Components: V, S, M
in combat herself or otherwise terrible cost; when the duration
occupied and can direct her is complete or when she is slain, Also referred to as  Aendryth s
attentions to managing the other banished, or dispelled, Mother Improved Arcane Eyes, this spell
summoned creatures, lesser Scarlett returns whence she came, calls into being a large mass of
creatures summoned by the prior taking with her one month of invisible floating arcane eyes, one
spells snap to as though under a the caster s lifespan for every 10 per level of the caster, that hover
whip and work at peak efficiency, minutes duration of the spell, above the caster s head. While he
gaining a +1 bonus to hit and whether it was fully used or not. has even one of these eyes above his
damage, a +1 bonus to all saving head, the caster cannot be surprised.
The material component for this
throws, and 1d6 temporary hit Each eye operates as a standard
spell is the skull of a slave who was
6 AENDRYTH S ELDRITCH COMPENDIUM
arcane eye and all can be commanded This ironically named spell summons Note that any who is so foolish as
at the same time to go in separate to the Prime a den of debauchery to attack one of the wenches or
directions and investigate different from the Scarlet Hells. From without servants (rough  play does not
things. However, the wizard can only it appears to be nothing more than count) is instantly grabbed by an
process information from a single eye a colorful tent, simple hovel, hut, or invisible infernal force and flung
at one time, though he knows where even just a door into a small room out the door (no save), where he is
each eye is at any one time. Unlike that was once otherwise, as the attacked (perhaps sans armor and
normal arcane eyes, the caster is not caster desires, yet within it is a large weapons!) by devils totaling 8 HD.
affected by gaze or blindness attacks (50 foot diameter plus) pleasure Said fool, if he survives, cannot
that affect the eye, though that eye is palace filled with supple fiendish thereafter re-enter the den, even
itself subject to such attacks (saves as concubines and servants, piled high with the permission of the caster.
per the caster, is destroyed if affected with plush couches and pillows and
The material component for this
by such an attack). sheets of silk and velvet upon very
spell is 30 silver pieces, which are
large four-poster feather beds, well-
The caster can also cast any 4th level consumed in the casting; the focus
stocked with tasty delicacies and
or lower spell that requires only is a small bauble, toy, or other item
sweet viands and exotic libations,
verbal and somatic components native to the Scarlet Hells, which is
provided with warm baths and cool
through the eye he currently looks not consumed.
pools, and equipped with such other
through; however, the eye must
items as one might expect of a hall UNSEEN ARCHER
become visible for one full round
of decadent pleasures.
before the spell is cast and during Level 2 wizard
the entire spell s duration; an eye The fiendishly beautiful wenches (one
Casting Time: 1 minute
used in this manner disappears after per level of the caster plus one per
Range: special
the cast spell s duration ends. An eye guest) provide any and all services
Duration: special
has merely 1 hit point, though due requested to all visitors, all the while
to its size it has an AC 18 and can whispering seemingly sweet nothings Save: none
hide as per a rogue of the wizard s into their lover s ears. Only those who
Spell Resistance: No
level (using the caster s intelligence are invited by the caster may enter,
Components: V, S, M
rather than dexterity as the base though a wizard of greater level may
attribute). Victims being watched by make a charisma saving throw (CL With this spell the wizard calls into
the invisible eyes can sense the eye caster level) to force his way in alone being an unseen servant of potent
as per a normal arcane eye spell. and uninvited. Any who partake of sort, though said servant has but a
the delights within are cured of 1d6 single function.
The material component of this
hit points of damage per hour of
spell is 1/8th of the rendered The caster waves his right hand
debauchery; simple sleep does not
vitreous humor of the Ninth Eye of over the palm of his left hand
count, but eating even the slightest
a prysmal eye contained in a crystal upon which sits one or more
bit of the food and drinking of the
and platinum flask worth no less than gems, which are then picked up
libations counts, as does even a simple
300 gp, the gelatinous fluid imbibed by the summoned unseen archer.
kiss from one of the wenches.
by the caster during the casting of The gems dance randomly within
the spell. The flask can be reused. When one who partakes of the delights its invisible five-foot diameter
exits the den, or when he awakens the generally spherical form. The
TEMPLE OF LOVE
next morning upon an empty beach or caster can use one gem per level in
Level 8 wizard in a grassy glen, he must make a charisma the casting. At the same time as the
saving throw (CL caster level) or shift casting the wizard delineates to the
Casting Time: 1 minute
one alignment factor toward Lawful unseen servant a point within 450
Range: 450 ft.
Evil; for every hour he engaged in the feet of the caster where the servant
Duration: eight hours
delights beyond the first, he suffers a -1 is to wait and an area within a
Save: none penalty to the save. Willingly entering sphere in a 50 foot radius from the
such a den of iniquity knowingly causes position of the unseen servant that
Spell Resistance: no
a paladin or goodly cleric no end of the servant is to defend.
Components: V, S, M, F
grief with his patron!
WILDERLANDS OF HIGH ADVENTURE 7
Upon any being entering the the unseen servant, or explode Range: 50 ft.
delineated area, the unseen servant harmlessly; those that survive the
Duration: 1 hour per level
throws a gemstone at the intruder damage might also require another
Save: charisma negates
with great force; the servant attacks save depending on the qualities of
Spell Resistance: yes
as a creature with HD equal to the ground they fall upon and how
the caster s level at the time of the far they fall. Components: S
casting. If it successfully hits the
Finding the unseen archer is quite This highly-specialized form of the
gemstone explodes in a sharp bright
difficult, requiring an intelligence charm person spell makes any small
burst and does the following damage,
or wisdom check against a CL equal or medium-sized humanoid ignore
though no more dice of damage per
to the level of the caster at the time the caster, turn around, walk away,
attack than half the number of levels
of casting, plus four minus the and keep walking for one hour per
the caster had when he cast the spell
number of gems remaining; and level of the caster. The target gets
(rounded down):
even then, this is just to see the a saving throw with a penalty of -4
gems remaining, as the form of the due to the highly specialized and
Value Damage
unseen archer is, well, un-seeable. non-confrontational nature of the
5 gp 1d6
spell command. The caster can
10 gp 2d6
The wizard himself is never attacked
instead choose two to four targets
25 gp 3d6
when he enters the delineated space.
for this spell; however, they have
50 gp 4d6 When the wizard casts the spell he
no penalty to their saves.
can name a specific set of creatures
100 gp 5d6
that are not to be attacked, such as Note that there is no verbal
250 gp 6d6
 orcs,  gnolls, or even something component; the wizard simply glares
500 gp 7d6
broad and yet specific such as  any at the target, his eyes briefly glow
1,000 gp 8d6
who wear my symbol of an eye with magical power as he projects
2,500 gp 9d6
in green flames upon a tabard or his will, and if the target fails the
5,000 gp 10d6
badge. It must be based on simple save, he goes slightly limp, his eyes
visual identification; the unseen glaze over, and he shuffles away at
The unseen servant throws one
archer cannot speak or read minds, half normal walking speed. If the
gem per round, choosing gems
ask names or passwords, nor make caster is four or more levels above
randomly, and throws one every
any value judgment beyond the most the target, the target must also make
round that intruders are in the area
simple of identifications. Any others an intelligence save or forget that he
it is to watch, always at the closest
who enter the area are attacked. ever confronted the wizard at all!
intruder within 50 feet (there are
no range penalties). Any gems that
When the gems are used up, the If an ally of the wizard attacks
miss explode harmlessly on the
unseen servant returns whence the victim, the effect is broken
floor or walls around the target;
it came. The spell otherwise lasts instantly. An ally of the victim may
not even shards or dust remain
until dispelled or the servant is stand in front of him as he walks
after the gems explode, as they are
slain using area of effect spells away, but the victim will simply
completely consumed by the effect.
(the spell can last for centuries or walk around him and keep going;
even millennia). The spell also ends if the ally grabs the victim and
The unseen archer is immune to all
when the caster wills it to; in this shakes him while berating him, he
attacks except area of effect damage;
case remaining gems are unharmed can make another saving throw, but
it dissipates if it suffers a number of
and can be retrieved. if this one fails, he gains no other
points of damage from such attacks
saving throws. If stopped from
equal to the caster s level plus five.
The material component of the
walking away by force, the victim
The unseen archer saves as though
spell is the gem or gems used as
fights if stopped by enemies (other
its hit dice were equal to the caster s
ammunition by the unseen servant.
than allies of the wizard), or if
level at time of casting, and all saves
WALK AWAY stopped by allies simply sits down
use the caster s intelligence as a
and waits till they stop holding him
base and for a bonus. If the unseen
Level 1 wizard
down, and then continues walking.
archer is destroyed any remaining
Casting Time: 1
gems must make a save, as per
8 AENDRYTH S ELDRITCH COMPENDIUM
WAVE OF CORROSION The focus for this spell is a finger or materials. Value: 1,800 gp. EXP:
toe bone of a lich (which may remain 800. Note: This  failure of a
Level 3 wizard
animated or be destroyed, it matters potion has an excellent value as a
Casting Time: 1
not), worn in a small reliquary upon a sort of poison.
Range: self silver chain on the caster s neck.
POTION OF ENERVATION
Duration: instant
Potion
This potion formula, like the potion
Save: special
of disjunction above, is incomplete,
Formulae
Spell Resistance: Yes
though again this is not obvious
Due to the inherently chaotic nature
Components: V, S, F to the reader. Again, the brewer
of the prysmal eyes, all of the potions
of the potion has a chance to note
Also known as the  Wave of 10,000
herein may randomly have negative
that the formula is incomplete
Years, with this spell the wizard
effects that could harm or even kill
only halfway through the actual
evokes a corrosive wave of entropic
the imbiber; these effects and their
process of brewing the potion; to
force that spreads forth from his
consequences are not mentioned at
do so, he must make a level-based
fingertips in a wide waving fan 50
all in the potion formula&
intelligence check against CL 9.
feet long by 100 feet wide, by 20
POTION OF DISJUNCTION
feet tall; it manifests as a cracking The formula purports that the
wave of black energy with a rotting potion will grant the imbiber the
The formula for this potion is
stench. It has no debilitative effect ability to drain levels or hit dice
incomplete, though this is not
on living things but is devastating to from a target by pointing his finger
obvious to the reader. The brewer
non-living items. and striking it with a sickly green
of the potion has a chance to note
ray that emanates forth out to 50
that the formula is incomplete
Creatures in the area of effect must
feet, draining 1d4 levels or hit dice
only halfway through the actual
make a strength saving throw or be
per strike, and restoring to the user
process of brewing the potion; to
knocked off their feet (down, not
a like number of dice in hit points,
do so, he must make a level-based
back, suffering no damage). Stone
the ability lasting for one round per
intelligence check against CL 9.
and glass bubble and warp, metal
level of the brewer.
turns brittle and shatters, leather
The formula purports to provide
and bone crumbles to dust, and As the formula is incomplete,
the imbiber of the potion the ability
dead wood rots to flinders, all in an the potion in fact has the opposite
to dispel one magic item or effect
instant. All items worn or carried by effect in draining the levels of the
within 50 feet per round, able to do
creatures within the area of effect imbiber! 1d4 levels plus one per
so up to the brewer s wizard level
must make an individual saving three levels of the brewer will be
number of times within as many
throw using the wearer or holder s drained away as the victim writhes
minutes as the brewer has levels (i.e.,
constitution, or be instantly and in agony with sickly green lightning
a 7th level wizard brewing this spell
utterly destroyed. Magic items get a shooting forth from his body and
could dispel seven magic items of
+5 on the save, +2 for every point smoke pouring from his ears and
his choice within seven minutes).
of additional bonus they may have. nostrils. If the victim is reduced
Unfortunately, as the formula
Even those items that save will age to 0 levels or hit dice, it is forever
is incomplete, it is not only not
or tarnish as though well-used or dead, and cannot be raised or
efficacious, it is in fact most dangerous!
abandoned for years or decades. resurrected (though a wish would
For if the formula is followed, the
suffice). Otherwise, he must make
Objects not held by creatures,
imbiber of the potion created thusly
a constitution save against CL 9
terrain, and structures are affected
must make an intelligence saving
every day, one day per lost level, to
as the Judge decides. This can have
throw against CL 9 or lose all magic-
regain the levels; if a save fails, that
a devastating effect indoors and
using abilities forever!
level is lost forever.
underground as supporting beams
Materials: The formula requires
wither and shatter, walls buckle, Materials: The formula requires
the use of the entire vitreous humor
and generally everything in the area the use of the entire vitreous humor
of the Fifth Eye of a Prysmal Eye
of effect rots, molds, break, rust, of the Third Eye of a Prysmal Eye
as well as 450 gp in other arcane
or otherwise fall to pieces. as well as 450 gp in other arcane
WILDERLANDS OF HIGH ADVENTURE 9
materials. Value: 1,800 gp. EXP: Materials: The formula requires POTION OF
800. Note: This  failure of a the use of half of the vitreous IMPROVED POLYMORPH
potion has an excellent value as a humor of the Sixth Eye of a
This potion acts in all ways as
sort of poison. Prysmal Eye as well as 300 gp
per a normal polymorph self spell,
in other arcane materials. Value:
POTION OF FORESIGHT however, the effect lasts for one
1,200 gp. EXP: 500. Note: This
hour per level of the brewer
Imbibing this potion grants the potion s value is as a sort of poison.
rather than 10 minutes per level.
user the ability of foresight into
POTION OF 1 in 8 of these potions has the
the actions of one chosen target
IMMOBILIZATION additional unfortunate side effect
within 50 feet (chosen when the
of forming 1d6+1 additional eyes
potion is drunk). Every round the This potion grants the imbiber the
in random spots on the user s body,
target must make a wisdom save ability to cause those he touches
the number and location changing
against CL 7; if the save fails, the with his bare hand, whether human
every time the user transforms to
next round the drinker gets a +4 or monster, to be paralyzed, as per
a new form. The additional eyes
bonus to all attack rolls against the the hold person spell. The touched
are useless, and provide no benefit.
target, and a +4 bonus to AC and target must make a wisdom saving
Unless the imbiber makes a
saving throws against attacks and throw against CL 5 or be paralyzed
wisdom saving throw against CL 4
effects generated by the target; if in for 2d4 rounds. The imbiber
when the duration ends, he retains
single combat, the user also always possesses the ability for a number
1d6+1 useless eyes on his natural
wins initiative against the target. 1 of minutes equal to the level of
form in random locations!
in 8 of these potions however has the brewer of the potion. 1 in 12
the opposite effect, granting the of these potions instead causes the Materials: The formula requires
chosen target foresight into the imbiber to be paralyzed, with no the use of half of the vitreous
actions of the drinker! saving throw, for 2d4 hours! humor of the First Eye of a
Prysmal Eye as well as 200 gp in
Materials: The formula requires Materials: The formula requires
other arcane materials. Value: 800
the use of half of the vitreous the use of 1/4th of the vitreous
gp. EXP: 600.
humor of the Ninth Eye of a humor of the Fourth Eye of a
Prysmal Eye as well as 200 gp in Prysmal Eye as well as 150 gp in POTION OF
other arcane materials. Value: 800 other arcane materials. Value: 600 PRISMATIC POTENCY
gp. EXP: 600. gp. EXP: 400.
This potion grants the imbiber the
POTION OF HARM POTION OF ability to cast from his hand or hands
IMPROVED FLIGHT a colorful beam of potent power, one
This potion is in fact a powerful
per round per hand, for a number of
magical poison that can affect This potion acts in all ways as per a
minutes equal to the level of the
even creatures immune to normal potion of flying; however, the effects
brewer; the imbiber is also limited
poisons (such as demons, devils, last for one hour per level of the
to a maximum of one such beam for
and other such creatures). Upon brewer rather than 10 minutes per
every level of the brewer. The ray is
drinking the potion the imbiber level. Unfortunately, 1 in 8 of these
5 feet wide by 50 feet long. The color
must make a wisdom saving throw potions have a random duration of
and effect of the beam is determined
against CL 11 or suffer damage 1d4 x brewer level x 10 minutes,
randomly each round and for each
such that it is reduced to merely and cut out with no warning even
hand on the chart included with
1d4 hit points AND it begins while the imbiber is in midair!
the prismatic spray spell, with some
suffering a disease in all ways
Materials: The formula requires beams indeed being of two colors (it
equivalent to mummy rot! On
the use of 1/4th of the brain of is indeed possible for a target to be
a successful save it suffers only
a Prysmal Eye as well as 250 gp struck by two beams at once each of
6d8 points of damage and does
in other arcane materials. Value: two colors)! The targets in the beam
not contract a disease. Note that
1,000 gp. EXP: 800. are automatically hit, and the save CL
this potion, when imbibed by an
for all effects is equal to the level of
undead creature, actually restores all
the brewer. 1 in 8 of these potions
but 1d4 hit points of damage.
backfires on the imbiber, not only not
10 AENDRYTH S ELDRITCH COMPENDIUM
granting the ability to cast the beams, in other arcane materials. Value: magic or disjunction), and Spell Resistance
but also subjecting him to the effects 1,000 gp. EXP: 800. 12. The armor cannot be further
of a random roll on the prismatic spray enchanted. The SR is ineffective against
POTION OF
table with no saving throw! any sound-based spells or damage.
UNDEAD MASTERY
Finally, any light-based spells specifically
Materials: The formula requires
Upon imbibing this potion the targeting at the wearer of the armor
the use of the entire vitreous
user animates all corpses within automatically fail to affect him and have
humor of the Seventh Eye of a
500 feet, causing them to rise as a 6 in 20 chance of rebounding directly
Prysmal Eye as well as 350 gp
zombies (if fresh) or skeletons (if at the spell caster!
in other arcane materials. Value:
old). All the undead understand
1,400 gp. EXP: 1,200. Unfortunately for the wearer, if
and obey the spoken commands
he is reduced to zero hit points or
POTION OF TELEPATHY of the imbiber, and continue to
less by a magical spell that punches
follow his last commands while
The imbiber of this potion is able to through the spell resistance, he is
out of range. The undead remain
telepathically communicate with any not unconscious or killed, but is
animated for one day per level of
intelligent creature within 120 feet. instead transformed into a prysmal
the brewer, at the end of which
The user can read surface thoughts eye! The transformation takes
they all drop dead again. Additional
and can concentrate on a specific 15 rounds, the growing creature
potions of undead mastery may be
creature for three rounds to reveal gaining one hit die per round; the
imbibed while under the effects
its alignment, level or hit dice, and budding prysmal eye is sentient
of this potion, however, each
whether or not it is being truthful. and fully-willed immediately, is
such potion imbibed has a 10%
The potion lasts for one hour per immune to magic, is telepathic,
cumulative chance to animate all
level of the brewer. 1 in 8 of these and can fly, plus immediately gains
the dead in the area and then free
potions has a deleterious effect in the spellcasting abilities of an
all the dead from the imbiber s
that the imbiber instead projects illusionist equal to its hit dice; the
control; uncontrolled undead seek
his thoughts to everyone within 120 eye powers are not gained until full
first to slay their animator! All
feet, with no saving throw! 15 hit dice are gained. The soul of
other potions imbibed while under
the dead being is trapped within
Materials: The formula requires the effect of this potion work as
the prysmal eye, its screaming and
the use of 1/4th of the brain of normal, but also cause a check to
horrified visage reflected in each of
a Prysmal Eye as well as 250 gp free the controlled undead, adding
the creature s nine eyes; the trapped
in other arcane materials. Value: 1% to the chance of the undead
being cannot be raised, resurrected,
1,000 gp. EXP: 800. going free per level of the spell.
or even restored by a wish spell until
POTION OF Materials: The formula requires the prysmal eye is slain!
TELEPORTATION the use of the entire vitreous
Materials: The construction of
humor of the Eighth Eye of a
The imbiber of this potion can the armor requires the skin plates
Prysmal Eye as well as 300 gp
teleport as per the teleport spell; he of a prysmal eye as well as 30,000
in other arcane materials. Value:
can only teleport once, however, he gp in other arcane materials. Value:
1,200 gp. EXP: 1,000.
can teleport at any point instantly 120,000 gp. EXP: 18,000.
(even interrupting an attack) within PRYSMAL ARMOR
10 minutes of drinking the potion
Prysmal armor is a form of full plate
per level of the brewer. All normal
armor, complete with a monstrous eye-
location familiarity effects as per the
shaped great helm, constructed from
teleport spell are in effect. Unfortunately,
the tough silicate skin of a prysmal
1 in 8 of these potions adds 15 points
eye. Specially treated and forged with
to the target location roll!
the formula included in the Eldritch
Materials: The formula requires Compendium, the armor provides the
the use of 1/8th of the vitreous wearer a total non-magical AC bonus of
humor of the Second Eye of a +12 (i.e., it never loses this base AC
Prysmal Eye as well as 250 gp bonus, even if hit by a successful dispel
WILDERLANDS OF HIGH ADVENTURE 11
12 AENDRYTH S ELDRITCH COMPENDIUM


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