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Eä d20
Magic in Middle-earth
Developed by Hawke.
Early draft preview
Revision: 2006.01.22.a
Table of Contents
Chapter
Page
Tables
Page
- 0 Introduction to Magic in Middle-earth
- 1 Ideas & Rules sources
- 2 Formulae overviews
- 0 Spell Points and fatigue
- 1 Spell points “overuse”
- 0 Spell casting DC & risks
- 1 Spell casting fortitude failure
3-1 Spellcasting Failure Results Table
3-1 Spellcasting Critical Success Table
- 0 Spell Broadcasting & Residue Overview
- 1 Broadcasting
- 2 Residue
- 3 Residue Fading Versus Location
4-3 Residue Fading Versus Location Table
- 0 Spell Alignment & Taint Risks
- 0 Spell casting & Sanity risks
- 0 Nature magic
- 0 Song, Music, and the Song of Creation
- 0 Psionic/Mental Powers
- 0 Examples in action
- 0 Updated Core Spell Lists Summary
- 1 Bard Spells
- 2 Cleric Spells
- 3 Druid Spells
- 4 Paladin Spells
- 5 Ranger Spells
- 6 Sorcerer/Wizard Spells
- 0 Complete Arcane Spell Lists Summary
- 1 CA Assassin Spells
- 2 CA Sorcerer/Wizard Spells
- 3 CAWarmage? Spells
- 4 CA Wu Jen Spells
- 5 CAWarlock? Invocations
- 0 Divine Magic
- 1 Eä Deities & Domains
- 0 Complete Divine Spell Lists Summary
- 1 CD Bard Spells
- 2 CD Blackguard Spells
- 3 CD Cleric Spells
- 4 CD Druid Spells
- 5 CD Paladin Spells
- 6 CD Ranger Spells
- 7 CD Shugenja Spells
- 8 CD Sorcerer/Wizard Spells
Magic in Middle-earth is different in many ways than most typical D&D campaigns based on the standard D&D rules.
For some great discussions and essays on Magic in Middle-earth, a website dedicated to role playing gaming and Magic in Middle-earth has been setup by the community of Middle-earth Role Playing gamers at www.merp.com, an entire section of their site is there for handling just this hotly debated topic. You can view those resourced at: http://www.merp.com/magic/
For the purpose of Eä d20, we'll try to minimally change how magic is interpreted with the d20 rules, rather than the complete overhaul recommended by most Tolkien purists.
Magic in Middle-earth is less prevalent as the flashy-fireball-casting-wizard type, but is much more present and pervasive in a more subtle and “natural” way. The entire Tolkien Universe, Eä was brought into being through the Song of Creation by Eru Illuvatar and the lesser deities, the Valar and their subservients the Maiar. To a lesser individual impact, but no lesser value, all the Free Peoples of Middle-earth – Men, Dwarves, Elves – play an important part in adding the notes, refrains, melodies, and choruses to the Music of the Ainur.
Magic is more dangerous to use unnaturally, especially in the later ages, not only because of it's difficulties, but also because it can be felt by others attuned to magic at great distances. Evil magic corrupts. Minds can be broken, driving a magic user insane. Powerful magic leaves traces that can be sensed by some, for hours, days, even many years, afterwards.
The vast majority of humans and Hobbits in Middle-earth, especially in the Third and Fourth Ages, go through life blissfully unaware of the magic that pervades the very fabric of the world, and usually shy away from, or even condemn those that use “obvious” magic. There is “magic” in the power of words, oaths, curses, and most especially in music and song. This comes very much from the Song of Creation's influence.
The terms Sorcery and Sorcerers are considered evil in Middle-earth by Tolkien's standards. Tolkien was a master wordsmith, and so every word has meaning, and frequently a long history behind it. It depends on the level of “purity” you want to undertake in your Middle-earth campaign whether you will allow the class “Sorcerer” to be a good aligned character or not. For some GM's this is more only a semantics issue than a system issue. It would seem more that Necromantic type magic would fit what Tolkien referred to as “Sorcery” in the evil sense. So, for most GMs?, rather than modifying the Sorceror class per se, just a name change for good or neutral aligned sorcerer-type casters, maybe just the generic term “Mage” or “Magician” or some other more creative and colorfully apt a name. And then any evil casters would be called “sorcerers” or necromancers.
Necromantic and “evil” magic taps into the powers of the Shadow and Morgoth and the parts of the Song of Creation “tainted” by Morgoth before his imprisonment.
See the “Spell Tainting” section for information on casting “Evil” magic, taint, insanity, and the consequences thereof.
This document (will eventually) contains complete abridged spell lists from D&D 3.5 Players Handbook, Dungeon Masters Guide 3.5, Unearth Arcana 3.0, Complete Arcane 3.5, Complete Divine 3.5, Decipher's LotR?, ICE's Middle-earth Role-Playing, & ICE's Rolemaster Spell Law, with the modifications of these rules by each spell. These will only be summary lists, all spell details will have to be referenced from the original source books accordingly.
For it's initial draft however, this document will merely set the rules and formulas for modifying D&D revision 3.5 Core Rules magic to fit Tolkien's world more appropriately.
Thanks for play testing and help from: Allen, Anthony, Brennan, Brian, Drake, Jeff, Jon, Justin, Rob, Robert, Scott, William many others.
- 0 Introduction to Magic in Middle-earth What is Eä d20? It is an attempt to modify d20 to more closely fit the “feel” of J.R.R. Tolkien's Middle-earth, Arda, Endor, and entire Universe of his creation in which those lands are set during different “Ages”. This is NOT the Eä RPG System. That system is undergoing separate development and follows a completely different system in all areas. The Eä d20 is just an attempt at getting a little closer, without a completely new system. Look at the Eä d20 books the same as you would other “Campaign Setting” books such as Robert Jordan's Wheel of Time, or The Green Ronin's Thieves' World, campaign settings and rules modifiers. It is hoped that many will prefer the Eä RPG System for role playing in J.R.R. Tolkien's universe, when it is finally available, since it's primary goal will be to fit Tolkien's world better than any other existing system. But until then, since d20 is the dominant system, the hope is that players will get an incremental step closer while still staying with a game system they are familiar and “comfortable” with.
- 1 Ideas and rules sources Many of the ideas in this document were gleaned from combining rules and ideas from: WotC? D&D 3.5 WotC? D&D UA 3.0 Green Ronin Publishing's OpenD20? 3.5 Thieves' World PH Decipher LotR? WotC? The Wheel of Time D20 3.5 Swords & Sorcery ICE MERP (all version) ICE Rolemaster (All versions) Various House Rules Articles from Michael Martinez Articles from Chris Seeman Discussions on the http://www.merp.com forums and merp@merp.com e-mail list Discussion on the http://eagroup.merp.com forums and ea@merp.com e-mail list Use the Spell Points Option in D&D 3.0 Unearthed Arcana, Page #153. Also followed the “House Rule: Daily Spell List” on the same page. Zero level spells (cantrips) = do not use any spell points but are limited to normal “Spells per day” as listed in the D&D 3.5 Players Handbook
- 2 Formulas overview Below is a list of the formulas uesd for determining spell usage:
Base Spell cast DC = (10 + (3 X Spell Level ) ).
So, a first level spell has a DC of 13. A first level caster, without any bonuses, would need to roll a 13 or higher on a d20 to succeed in casting the spell. Fortunately, a number of modifiers can help the caster to make it easier to overcome this DC.
Spell Cast Check = d20 roll + Spell caster level + Racial Modifier + Intelligence Modifier + any other modifiers.
See the “Ea d20 10.0 Magic In Middle-earth Base DC Chart” for a detailed listing of BASE DC modified by bonuses for every caster level up to 30th level, and all spell levels up to level 9.
Spell casting DC Failed Fortitude DC Check = Base Spell cast DC. Spell casting DC Failed Fortitude DC Check = d20 roll + Spell caster level + Spell casters Fortitude Modifier
Example: Using the information from the Eä Races book, a 1st level Dunedain (racial spell caster DC modifier of +1) Wizard with an Intelligence of 18 (INT mod= +4), casting a 1st level spell would have the following: Base Spell DC = 13 Total Spell Casting DC Roll Modifiers = +1 (level), +1 (race), +4 (INT) = +6 This means the caster would only need to roll a 7 or higher to successfully meet the Base Spell DC of 7. Rolls a 7 + 1 for level, +1 for race, +4 for INT = 13.
Spell Broadcasting & Residue Base Points= Spell Level (multiplied by Location Alignment Chart)
Optional rule – fumbles and critical success: A natural 20 roll = critical success, typically doubles the success (duration, damage, range, etc.) see spell descriptions for detailed benefits and/or refer to Spell Critical chart. A natural 1 roll = fumbled, spell fails to cast and/or backfires, spell points lost. Refer to Spell casting Failure chart(s).
Spell Points required for casting = Spell Level.
Spell Points Cost = Spell Level (1st level = 1 SP, 2nd level = 2 Sp, 3rd level = 3 SP, etc.)
Spell casters must make additional Fatigue checks when casting while Spell points are at or below 25% of total SP but greater than 10% of total possible SP's. An additional check when SP's fall at or below 10% total possible SP is also required. This means, that whether they succeed or not on their Spell Cast DC, they have to make a Spell Failure check based on Fortitude, to see if they become fatigued or exhausted. This check does NOT require a consulting the Spell casting Failure Chart. If the character fails, and was not already fatigued, then the character becomes “Fatigued” as per the rules in D&D P.H. 3.5 page 308: “... -2 penalty to STR & DEX...” . If the character is already fatigued and fails this check, then the character becomes exhausted as per the rules in D&D P.H. 3.5 page 308: “... -6 penalty to STR & DEX...”.
Optional Rule for “more realistic fatigue effects”: It would seem to some Gms, that fatigue affects all stats, not just STR & DEX. When you are tired, do you not make poorer decisions? Thus Wisdom should be impacted. Whenyou are fatigued do you not have difficulty with memory, recall, analysis, and logical thought process? Thus Intelligence should be impacted. When you're tired, don't you tend to be a little more grouchy and snappish, or less patient, or maybe a little less “on your game” during speeches and leadership situations? Thus Charisma should be impacted.
So, with those presumptions, a failed Fatigue Check causes the spell caster to be fatigued at -2 on all stats (instead of just STR & DEX). If already fatigued, either by magic or as per fatigue rules in PH 3.5, or the preceeding rule, then the spell caster becomes exhausted and is at -6 to all stats and can not cast any more spells until recovered as per PH 3.5 Exhaustion and Fatigue rules on page 308.
- 3 Spell points usage and fatigue
Spell casting DC check failure and consequences.
If a spell caster fails the Spell Casting DC check, but succeeds with their Fortitude check, they only lose the spell and related spell points. However, if they fail their (second roll) Fortitude check as well, then they must consult the consequences listed in section 3.1.
Some spell casters, most notably Elves, will be likely tempted to “overuse” the spell points option. For example, since an Elf only needs 3-4 hours meditation to be fully rested and “recharged”, they may rest from 2 am to 6 am. Go adventuring, sling a lot of spells and exhaust their spell points, Then by 8 am ask the party to take a 4 hour break while the caster rests again to “recharge” before going on to the next encounter. Assuming the other players don't mind the slow-down, in preference for having their spell caster ready and raring to go, the caster could potentially play the system this way almost 6 times a day!
Even “normal” spell casters needing 8 hours of sleep could do it 2-3 times in a day. Giving them effectively 200%-300% more SPs? (Spell Points) in a 24 hour period than normal!
If this seems an issue with your players, then the following rule can be applied to increase the risks and likelihood of exhaustion when casting more than 100% of their daily SP.
For every 50% over the spellcaster's “normal” Spell Points allotment, add +4 to the Spell Casting DC. Thus: 0-100% SP in 24 hour day period = +0 spellcasting DC 101-150% SP = +4 to spellcasting DC 151-200% SP = +8 to spellcasting DC 201-250% SP = +12 to spellcasting DC etc.
So, a 1st level caster with 6 SP, casts enough spells to use up all 6. The caster then rests a second time within the 24 hours from the first rest period ending, and wants to cast 3 more spells. The first spell puts him at 1 SP overage, so in the 101-150% range that gives him/her a +4 penalty to the base DC of any further spells cast. Example: The 1st level caster, casting a 1st level spell has a DC before "overusage of SP" of DC 12. Adding the “over casting” penalty of +4 to the DC increases the 12 to a 16. Not impossible, but certainly riskier. The caster can even still be at the 16 for the second SP, and even push it to the 3rd SP. But the 4th puts the caster into the 151-200% range. Thus the DC becomes 12 + 8 = 20 - (racial and INT mods). Still not impossible, but the risks for fatigue, exhaustion, or worse, increase appropriately, while still giving the caster a chance in a real pinch, it also dissuades the caster from overtly “abusing” their Spell Points.
- 0 Spell points usage and fatigue
- 1Spell Points “overusage”
Note that a “natural” roll of 1 ALWAYS results in a Spellcast DC failure check against Fortitude Save.
Optional rule for cantrips: Normally cantrips don't require a DC roll, but some GMs? might prefer that cantrips are automatically DC 2. The spell caster just needs to NOT roll a 1 and all is well when casting cantrips. If under duress (hands ties, hanging from a precipice, etc.), the GM may state that a higher DC is required, maybe starting around 10.
These rules apply to ALL types of “spell casters”, Arcane, Divine, Nature, etc. A failure of the Spellcasting DC followed by a failure of the Spellcasting Fortitude Save DC requires consulting the Spellcasting Failure Results Chart 3-1.
- 0 Spellcasting DC & Fatigue risks Manipulating magic to a desired result is difficult. Thus, checks against difficulty based on the task at hand, versus the abilities and experience of the manipulator, should be made. For all “spells” difficulty check (DC) rolls need to be made EVERY time they attempt to “cast” a “spell”. The only exception to this, is in relation to “cantrips” aka zero-level spells. These are the little “tricks” and simple magics learned during apprenticeship, and have become so routine, that they can be cast without the need for a difficulty check, provided the situation is “normal”. Normal constitues not having hands tied, or dangling from a cliff by one hand, etc. Otherwise, there will need to be a base 10 DC performed, modified by GM's judgment appropriately. A spellcaster may cast as many cantrips per day as is listed for their profession normally.
- 1 Spellcasting DC, if failed, Fortitude Save DC The Spellcasting DC is in addition to the usual Concentration checks when appropriate as per the standard D&D 3.5 rules. No matter what the circumstances are, the spellcaster has to roll to see if the spell casts properly. Magic is exceedingly difficult to utilize and control. These rules modifications should more accurately reflect the risks. Only with many years of development (and levels) do the risks become somewhat reduced.
- 1 Spellcasting Failure Results
The Spellcasting Failure Table “DC missed by” is the number of the difference between what was needed to succeed, vs. fail on the Fortitude Saving throw.
For example, if Blathor first rolled a 3 on the Spellcasting DC (Failed), then rolled only a 5 (plus Fortitude bonus) +1 = 6, he'd fail by 9-6=3. And the first row effects would apply.
If a spellcaster rolls a natural 20 when casting a spell (all levels except cantrips/zero level spells), then the caster did astoundingly well and manages to greatly increase the normal benefits of the spell cast. The spellcaster makes a second d20 roll and consults 3-2 Spell Critical Success Table.
Table 3-1 Spellcasting Failure Results DC missed by Result 1 – 4 The spell caster suffers a severe headache and fatigue. As a result, she suffers a -2 penalty on all stats and ability checks, and -2 on attack rolls, and saves. She recovers when she is able to rest for at least six hours. 5 – 10 The spell caster suffers headache and fatigue resulting in a -4 penalty on all stats rolls and -2 penalty on all attack rolls and saves. She is stunned by the pain and can not take any action for 1 round. She also takes 1d6 points of damage and cannot cast any spells for 1 hour. If the hit points of damage would put the character lower than zero hit points, then the character is only at zero hit points and passes into unconsciousness for 1 hour. 10 – 12 The spell caster suffers headache and fatigue resulting in a -6 penalty on all stats with additional -4 to all attack rolls and saves. She is dazed and confused and can not take any action for 1 turn. She also takes 2d6 points of damage and cannot cast spells at all for 24 hours. This damage could be fatal if character drops below zero hit points from this damage, unless the character becomes “stabilized”. 12 – 14 The spell caster suffers headache and fatigue resulting in -8 penalty on all stats and -6 to all attack rolls and saving throws. She collapses, is conscious but stunned and disoriented and can not move or take any other action for 1 minute. She also takes 3d6 points of damage and cannot cast any spells for 48 hours. This damage could be fatal if character drops below zero hit points from this damage, unless the character becomes “stabilized”. 15 – 19 The spell caster suffers headache and fatigue resulting in -5 penalty on all rolls. She collapses and becomes unconscious for 1d20 hours. She also takes 4d6 points of damage and cannot cast any spells for 1 week. 20+ The spell caster suffers excruciating agony from head to toe and a horrible headache. She collapses and lapses into a coma for 1d20 days. She is completely exhausted resulting in -6 on all rolls which does not begin any recovery during comatose period. She also takes 4d6 points damage, and can not cast any spells for 1 month after regaining consciousness. This damage could be fatal if character drops below zero hit points from this damage, unless the character becomes “stabilized”.
Spellcasting DC, critical success (Optional Rule)
Spell Broadcasting & Residue Base Points= Spell Level (multiplied by Location Alignment Chart)
CHART 3-2 Spell Critical Success (Optional House Rule) D20 roll Result 1 – 11 The spell caster only uses one SP less than the spell normally requires (for 1st level, no SP used) 12 – 14 The spellcaster only uses one half of the SP normally required for the spell (for 1st and 2nd level, no SP used) 15 – 17 The spell effect is as though 1 level higher than normal for all variables. 18 – 19 The spell spell effect is as though 1.5 levels higher than normal for all variables. 20 (natural) The spell effect is as though double the level of normal for the caster for all variables.
- 0 Spellcasting Broadcast & Residue Overview 4.1 Broadcasting Some spells can “broadcast” that magic is being used to other parties. For example using some types of magic when the Nazgul are near, is likely to draw them nearer. Spell “alignment” affects how much a spell broadcasts, as well as the spell level. Neutral spells have a broadcast level equal to the level of the spell being cast. This is however, cumulative in a geographic area. If a spellcaster casts multiple spells. The broadcasting and residue points accumulate. Evil Spells have a broadcast level equaling from 3 to 10 times the spell level depending on the location. If in a neutral area, the broadcast is fivefold. If in an evil area, it is only threefold. This is because evil magic is meant in spite of the Song of Creation (though of course it is always able to eventually weave any such discord into what is on the whole a more beautiful song than would have been otherwise), and so all evil magic leaves a stronger residue and broadcast than neutral and good magic, even in an evil place. Also since evil magic is linked to Melkor/Morgoth those creatures are more sensitive to each other's magic. Sauron will certainly notice even an evil spell if cast in Mordor. If in a blessed/holy/good place, it is at least 10 times the spell level and can be higher based on DMs? judgment. Good spells only broadcast 2x the spell level in neutral areas. This is based on the idea that the “Song of Creation” is basically “Good” and so good spells don't stand out as much from the “Background noise” of the Song of Creation, as much as evil spells do (See exceptions in evil locations). Good spells in a good location only broadcast at normal spell level. Good spells cast in an evil location broadcast at 10 times (or more depending on GM's judgement) the spell's level. This is because it stands out so strongly in opposition to the evil location in contrast.
- 2 Magic Residue Magic residue is the lingering effect after a magic of power has been used, detectable even hours, days, months, years, centuries, or even eons later. The residue is calculated by the broadcast points accumulated in an area, and then slowly subtracting based on the following:
- 3 Residue Fading versus Location
Spell residue can be detected by Detect Magic and similar spells. Spell broadcasts can be detected by Detect Magic and similar spells. And also if strongly opposite in alignment, can be sensed by some creatures and persons. For example Nazgul, Maiar, Elves have a strong sense of magic, especially when in opposite alignment. A spot check for broadcast for some races and classes, will indicate roughly if opposite aligned magic has occurred and roughly the direction or distance. If underground, only good to about 500'. If in the open, can be scores of miles. More information provided in the “Races” Section.
Spell Broadcast Residue fading versus location chart Spell Alignment Location Alignment Residue loss rate Neutral spell Neutral location Location loses 1 residue point per day Neutral spell Good location Location loses 1 residue point per day Neutral spell Evil location Location loses 1 residue point per day Good spell Neutral location Loses 1 point per week Good spell Good location Loses 1 point per day Good spell Evil location Loses 1 point per month Evil spell Neutral location Loses 1 point per week Evil spell Good location Loses 1 point per month Evil spell Evil location Loses 1 point per day
Use MERP 2nd Edition chart for geographical mods.
- 0 Spell Alignment & Taint risks See UA 3.0 Pages 189-190 for explanation of taint, points, cleansing, and effects.
Spell Taint Points = 1d3 x Spell Level (for any “evil” type spells – see charts)
- 0 Sanity & Spellcasting risks Sanity see UA 3.0 pages 194-210
Sanity Check = Yes (see relevant charts) Sanity Points Lost for failed Sanity Check = 1d6-1 x Spell Level (see charts)
- 0 Nature Magic
Tolkien had a strong appreciation of, and respect for nature. His works are constantly imbued with this perspective, and strongly so with giving “awareness” and “power” to nature nature. Using song, music, dance, and natural items, in special locations are shown throughout his works. Much of nature is “intelligent”, “aware”, and in some cases even mobile (e.g. Ents).
Magic using or manipulating nature, for those that specialize in it's use (such as Druids), has to be used in a very responsible way and strong consideration for the possible impacts on nature.
More information coming to this section soon.....
More details on this area are pending...
- 0 Song, Music, and the Song of Creation
Song is powerful as well, so Bards have a very special, and more powerful role than they might in your typical non-Middle-earth D&D campaign.
More information coming to this section soon....
The spells in this document are formatted to fit the OpenD20? and D&D 3.5 description formats as closely as possible, with some fields added: Spell casting DC Spell Alignment/Taint Points Sanity Check (yes or no) Sanity Points Loss Spell Broadcasting & Residue Base Points Ages (Time Periods) Allowed Spell Cast DC
- 0 Psionics (mental abilities) There are many examples in Tolkien's works of “Psionic Ablities”. These include such abilities as “Telepathy”, “Prescience”, “Clairvoyance”, “Clairaudience”, etc. Here are some examples from Tolkien's works....
- 0 Examples in Action
For example: Blathor a 1st level Wizard, with +1 Fortitude Save Bonus casts the 1st level Arcane Spell, Magic Missile. This is a Spellcasting DC of 12 ((10+ (3 X 1) )-1=12). If he fails the DC, then he must now roll a Fortitude Save at the same DC as the spellcast DC (DC 12) was plus the spellcasters Fortitude Saving Throw Bonus. In this example he would need to roll an 11 or higher because of his +1 Fortitude bonus. If succeeds, the spell merely misfires and he loses the spell point(s). If he fails the Fortitude saving throw however, he must cross reference the spell backfire chart.
Sample Spell: Acid Fog Conjuration (Creation) [Acid]? Level: Sor/Wiz 6, Water 7 Spellcast DC: (10 + (3 * 6)) = 28 Fortitude DC: 28 Spell Points Cost: 6 Spell “Alignment”:Neutral Spell Taint points: None Sanity check: None Spell “Broadcasting & Residue Level”: 6 Components: V,S,M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) .....
Sample Spell: Animate Dead Necromancy [Evil]? Level: Clr 3, Death 3, Sor/Wiz 4 Spellcast DC: Clr/Death=19, Sor/Wiz=22 Fortitude DC: as Spellcast DC Spell Points Cost: Clr/Death=3, Sor/Wiz=4 Spell Alignment: Evil Spell Taint points: Clr/Death=1d3 x 3, Sor/Wiz=1d3 x 4 Sanity Check: Yes Sanity Points Loss for failed Sanity Check: Clr/Death=1d6-1 x 3 Sor/Wiz=1d6-1 x 4 Spell Broadcasting & Residue Base Points: Clr/Death=3, Sor/Wiz=4 Components: V,S,M ....
- 0 Updated Core Spell Lists Summary Below you will find a list based on the D&D Player Handbook 3.5. For details on the spells, simply consult the relevant book. Each spell has the added fields of: Spellcast DC Spell Alignment/Taint Points Sanity Check (yes or no) Sanity Points Loss Spell Broadcasting & Residue Base Points Ages (Time Periods) Allowed Notes (anything else that may differ from PH listing) All other factors remain the same as in the PH listing of the spell.
- 1 Bard Spells
- 2 Cleric Spells
- 2 Cleric Spells
- 3 Druid Spells
- 4 Paladin Spells
- 5 Ranger Spells
- 6 Sorcerer/Wizard Spells
Lvl School Spell Base Cast DC Al Taint Pts SanChk? Sanity points Loss Broadcast & Residue Base Points Ages Notes 1 Abjur Alarm 13 N - N - 1 All - 1 Abjur Endure Elements 13 N - N - 1 All - 1 Abjur Hold Portal 13 N - N - 1 All - 1 Abjur Protect from Chaos / Evil / Good / Law 13 V V N - 1 All 1,2 1 Abjur Shield 13 N - N - 1 All - 1 Conj Grease 13 N - N - 1 All - 1 Conj Mage Armor 13 N - N - 1 All - 1 Conj Mount 13 N - N - 1 All 1 1 Conj Obscuring Mist 13 N - N - 1 All - 1 Conj Summon Monster I 13 V V 1d3 V 1d6-1 1 All 3 1 Conj Unseen Servant 13 N - N - 1 All - 1 Div Comprehend Languages 13 N - N - 1 All - 1 Div Detect Secret Doors 13 N - N - 1 All - 1 Div Detect Undead 13 N - Y 1d6-1 1 All - 1 Div Identify 13 N - N - 1 All - 1 Div True Strike 13 N - N - 1 All -
- Necro Cause Fear 13 E 1d3 N - 1 All - 1 Necro Chill Touch 13 E 1d3 N - 1 All - 1 Necro Ray of Enfeeblement 13 E 1d3 N - 1 All -
- Necro Blindness / Deafness 16 E 1d3 x2 N - 2 All - 2 Necro Command Undead 16 E 1d3 x2 Y 1d6-1 x2 2 All - 2 Necro False Life 16 E 1d3 x2 Y 1d6-1 x2 2 All -
- Conj Dimension Door 22 N - Y 1d6-1 x4 4 1,2 -
- Ench Crushing Despair 22 E 1d3 x4 N - 4 All - 4 Ench Geas, Lesser 22 E 1d3 x4 N - 4 All -
- Necro Animate Date 22 E 1d3 x4 Y 1d6-1 x4 4 All -
- Trans Polymorph 22 N - V 1d6-1 x4 4 All 4
- Conj Teleport - - - - - - None 5 5 Div Contact Other Plane 25 N - Y 1d6-1 x5 5 2,3 -
- Ench Dominate Person 25 E 1d3 x5 Y 1d6-1 x5 5 All -
- Conjuration Acid Fog 28 N -
- All -
- Transmutation Animal shapes 31 N - Y
- All -
- Enchantment (Compulsion) [Mind-Affecting]? Antipathy 34 V V
- All -
- Necromancy Astral projection 37 N - V
- 1, 2 Some changes to what the “Astral Plane” covers
Base Cast DC = 10+ (3 X Spell Level) Al. = Spell Alignment (Affects risk of aqcuiring Taint Points) San Chk = Sanity Check (“Y” yes or “N” no or “V” varies (see notes section of spell for V listing)) Sanity Points Loss Spell Broadcasting & Residue Base Points Ages (Time Periods) Allowed Notes (anything else that may differ from PH listing) V= Varies, see Notes Notes: 1. If protect from Evil, then spell is Good Aligned, If Protect from Good, then Evil Aligned Spell, etc. 2. Taint points if used to protect against good. 3. If summon any variant Evil Creature then Taint points and Sanity Check (and points) apply. 4. Recipient of spell must roll sanity check 5. This spell not allowed at for use by anyone
Formulas for determining spell modifiers: Spellcast DC= (10 +(3 X Spell Level) – Spellcaster level. Spellcast DC Failed Fortitude DC Check= Spellcast DC + Spellcasters Fortitude Bonus Spell Points Cost= Spell Level Spell Taint Points= 1d3 x Spell Level Sanity Check= Yes for any Evil aligned spells Sanity Points Loss for failed Sanity Check= 1d6-1 x Spell Level Spell Broadcasting & Residue Base Points= Spell Level (multiplied by Location Alignment Chart)
- 0 Complete Arcane Spell Lists Summary
- 1 CA Assassin Spells
- 2 CA Sorceror/Wizard Spells
- 3 CA Warmage Spells
- 4 CA Wu Jen Spells
- 5 CA Warlock Invocations
The Deities (and Demigods) of Eä and Middle-earth are detailed in the separate book, Eä d20 Deities of Eä (Eru, Valar, and Maiar). However, it is useful for “Divine” casters to have a summary of the deities here, and their related “domains”. So a short summary of each is provided here. You will have to consult the Deities of Eä book for far more details than this brief list.
- 0 Divine Magic
The “rankings” of deity types are as such: Eru Illuvator (The One) | Valar (The Greater of the Ainur in Eä) | Maiar (The Lesser of the Ainur in Eä) | Free Peoples (Elves, Dwarves, Men, Hobbits, etc.)
- 1 Deities of Eä Overview
The Greater Powers (Aratar)
The greatest deity in Eä is Eru Illuvatar (The One). There is no other on the same level of power as he, and no other can truly threaten Eru's will, but some (Melkor) attempt to thwart the plans of Eru in the material world.
- 2 Deities of Eä and related Domain lists Overview
Manwe Overview: King of the Valar, Husband of Varda, Brother of Melkor (Morgoth). Other names and Titles: Sulimo, The Elder King Color: Blue Domains: Sky, Wind, Weather, Sight, Empathy, Wisdom
Varda Overview: Queen of the Valar, Chief of Valier, Star-queen, wife of Manwe. Other names and Titles: Elentari, Elbereth Gilthoniel, Star-kindler Color: White Domains: Stars, Light (of Arda), hearing insight
Ulmo Overview: King of the Sea Other names and Titles: Ocean Lord, Master of Waters, spirit of the Veins of the Earth Color: Sea-green Domains: Water, sea, rain, water springs
Aule Overview: The Smith, Husband of Yavanna Other Names and Titles: Mahal, Lord of Crafts, Master of the Earth, Make (of Dwarves) Color: Brown Domains: Earth (non-living), crafts, creativity, insight, materiality
Yavanna Overview: Mistress of the Earth, Wife of Aule, older sister of Vana Other Names and Titles: Giver of Fruits, Keeper of Plants Color: Deep-green Domains: Earth (living)
Namo Overview: Keeper of the Dead Other Names and Titles: Mandos, Feantur (Spirit-master), Doomsmaster, Lord of the Halls of Awaiting Color: Black Domains: Spirit, Death (positive, not negative)
Nienna Overview: Other Names and Titles: Color: Domains:
Orome Overview: Other Names and Titles: Color: Domains:
The Lesser Powers
Vana Overview: Other Names and Titles: Color: Domains:
Tulkas Overview: Other Names and Titles: Color: Domains:
Nessa Overview: Other Names and Titles: Color: Domains:
Irmo Overview: Other Names and Titles: Color: Domains:
Este Overview: Other Names and Titles: Color: Domains:
Vaire Overview: Other Names and Titles: Color: Domains:
Melkor Overview: Other Names and Titles: Color: Domains:
- 0 Complete Divine Spell Lists Summary
- 1 CD Bard Spells
- 2 CD Blackguard Spells
- 3 CD Cleric Spells
- 4 CD Druid Spells
- 5 CD Paladin Spells
- 6 CD Ranger Spells
- 7 CD Shugenja Spells