Sutenlund     
Sutenlund   |   Sutenlund Maps   |   Campaign Creations   |   The Near East   |    Near Eastern Maps   |   Indian resource Manual
Campaign Creations

  CONTENTS


Sutenlund Spells

Al Qadim

Near East

Domains
PRESTIGE
&

New Skills

New feats

Monsters
MAGICAL ITEMS & ARTIFACTS

Adventures Sutenlund

Adventures Near East
FIREARMS & FIREARM RULES LINKS






   Sutenlund Spells

Neva Kruchenski


Major Electrify Metal

Transmutation ( electricity )
Level: sor/wiz 5
Components: V, S,
Casting Time: 1 action
Range: close ( 25ft +5ft / 2 levels )
Target: one metal object
Duration: 1 round per level of caster (max. 20 rounds)
Saving Throw: will negate
Spell Resistance: yes ( object )

This spell will electrify one metal object chosen by the caster. The object can not be more than 2000lbs. Initial damage is unavoidable, and will result in d6 per two levels of the caster, maximum damage is 5d6. On the following rounds of the spell's duration, victims ( those touching the affected metal object ) must make a Fort Save( DC 17 + caster level) to break free of the electrified object, failure of the save will result in another round of electrical damage. If a creature fails its save it can take no other actions in that round other than a 5 foot step.

Material components: cup of water and a piece of wood from a tree that has been struck by lightning.

Minor Electrify Metal

Transmutation ( electricity )
Level: sor/wiz 3
Components: V, S,
Casting Time: 1 action
Range: close ( 25ft +5ft / 2 levels )
Target: one metal object
Duration: 1 round per level of caster (max. 20 rounds)
Saving Throw: will negate
Spell Resistance: yes ( object )

As Major Electrify Metal with the exception that all damage dealt with this spell is subdual damage only.


Blunderbus

Evocation/Transmutation
Level: sor/wiz 3
Components: v, s, m
Casting Time: 1 action
Range: close ( 25ft )
Effect: blast of tiny projectiles, cone 10ft wide
Duration: inst.
Saving Throw: ½
Spell Resistance: yes

A handful of gravel is transformed into a powerful projectile weapon. The caster throws the gravel towards the desired target, and mutters the word boom. The spell will begin with a thunderous crackle, then the handful of gravel will speed towards its target with great speed. Damage is d6 per caster level ( Maximum of 10d6 ) to all creatures in the area of effect, in addition to this, each creature must make a ref save ( DC 10 + caster level ) to avoid being knocked down and stunned for d4 rounds.
  Material Components: handful of gravel, broken glass, or bits of metal, and a  pinch of sulphur.


Aces High

Divination
Level: sor/wiz 3
Components: v, s, m
Casting Time: 1 full round
Range: touch
Target: 1 creature
Duration: 1 round/3 levels of caster
Saving Throw: none
Spell Resistance: no

The caster creates a dice pool for one creature for the duration of the spell, or until the pool is expended. The pool will have d4 + 2/casters level in “pips” to spend. These “pips” can be added to the following rolls for the duration of the spell, or until the pool is expended: damage rolls, saving throws, and to hit rolls. A maximum of 6 pips may be spent per round. the pips may be spread out amongst the three permitted rolls.

Material components: Ace from a deck of cards, pair of gold dice, and a clover.


Magnus Beinleichen’s Dull Blade

Transmutation
Level: sor/wiz 1
Components: v, s, m
Casting time: 1 action
Range: touch
Target: 1 edged weapon +1 every 3 levels of caster
Duration: 1 round/level of caster
Saving Throw: none
Spell resistance: yes

Caster enables edged weapons to do full damage to creatures unaffected by or receive lower damage from edged weapons.
  Material components: whetstone, and an edged weapon

Ritterschreck

Evocation
Level: sor/wiz 9
Components: v, s
Casting Time: 1 action
Range: long ( 400ft + 40ft/level )
Effects:  destruction of 1 metal target
Duration: inst.
Saving Throw: Reflex save to negate
Spell Resistance: no

Developed by Olaf Der Ritterschreck, a powerful warmage that specialized in anti armor spells.
Ritterschreck simply detonates one metal target of the casters choosing. The target can weigh no more than 150lbs, and may be of any non magical metal. The spell begins as a streak of blue flame that originates from the casters left pinky finger. Once the object is struck, it will shatter, causing 1 point of damage per pound of the item struck, with an area of effect of  50ft. This spell will not affect contructs or outsiders.

Black Wall

Abjuration
Level: Sor/Wiz 3
Components: V,S
Casting Time: 1 action
Range: close ( 25ft +5ft/2 levels )
Effect: Wall 10ft x 10ft
Duration: 1 round per level
Saving Throw: na
Spell Resistance: No

Black Wall is a 10 x 10ft  shimmering, black barrier that obscures vision on one side and allows for clear vision on its opposite side. The dark side of the wall is always opposite of the caster, while the side facing the caster is clear. Those on the clear side of the wall may fire through it without penalty due to obscured vision. Those firing missile weapons through the dark side of the wall will do so as if firing blind. The wall does not provide a physical barrier, and may be passed through on either side without hindrance.

Der Gross Wazoo

Evocation
Level: Wiz/Sorc 9
Components: V, S, M
Casting Time: 1 full round
Range: 300ft
Target: 50ft area
Duration: Inst
Saving Throw: yes ( Ref. save for 1/2 damage )
Spell Resistance: yes ( negated )

With the upward swing of a clenched fist, and a frown, the caster mumbles the trigger for the Big Wazoo. The spell is a blast of bluish energy that inflicts 10d10 points of damage to all within it's area of effect. All creatures and objects in the area of effect take the spells damage.


Magnus Jager's Hunt

Illusion (Phantasm )
Level: 8
Components: V, S, M
Casting Time: 1 action
Range: Medium ( 100ft = 10ft/level )
Target: 1 creature
Duration: 1 hour/ 2 levels of caster
Saving Throw: See below
Spell Resistance: Yes

The caster creates a pack of 4-12 shadowy, vicious phantasmal mastiffs to hunt down a target creature chosen by the caster. The caster must have sight of the target when casting the spell, or the spell is lost. The phantasmal pack will relentlessly hunt the target creature through any terrain and in any climate until they or the target are destroyed, or the spell ends.
Only the target creature will be able to hear, see, and even smell the pack. A successful Wil save by the target will negate the spell and the pack will disolve into nothingness.
Failure to save will result in damage by the phantasmal hunters. Each mastiff makes a touch attack roll using the casters BAB, doing 1 point of bite damage per mastiff. Mastiff AC is 12, and a Wil save is permitted by the target, each time one of the hounds is hit. If the save is successful, the struck hounds dissolves.
Until the spell's duration is reached, the hounds will follow the fleeing target creature, always being right behind it. Flying creatures, and creatures that have access to transportation spells will be able to avoid the pack, thus negating the spell. Constructs, undead, and outsiders are not affected by the spell. The mastiffs will also be immune to any spells cast upon them by the target creature.
Arcane/Material Component(s): Wishbone encased in a diamond box of atleast 500 gp value, and a piece of the targets clothing or an item carried. The wishbone is consumed upon casting of the spell.



  Al Qadim Spells

AQ Spell Download
The complete Al Qadim Spell list
Coverted to 3e
by Derek Lane


  Near East Spells


Waterball
Near East Spell

Evocation ( water )
Level: Sor/Wiz 4
Components: v,s,m
Casting Time: 1 action
Range: long ( 400ft + 40ft/level )
Area: 40ft radius spread
Duration: Instantaneous
Saving Throw: Reflex half + Fortitude special
Spell Resistance: Yes

The opposite of the commonly used fireball. Waterball is a burst of water that deals 1d8 points of impact damage per caster level ( maximum 10d8 ) to all creatures less than colossal in size, within the  area of effect. The explosion creates great pressure, requiring all within the area of effect to make a fortitude save in addition to the reflex save for ½ damage. Those that fail the fortitude will be knocked down and  stunned for d4 rounds ( creatures greater than large size, and less the colossal size, will only be  stunned for 1 round ) Colossal creatures are immune to the knockdown effects of the waterball, unless they are a fire based creature.  Fire based creatures will take double damage ( ½ if fortitude save is successful ). Water based creatures, such as water elementals, and some genie kind for example, are immune to the effects of this spell.
 As with the fireball, the caster points a finger and determines the range and height at which the waterball will burst. A glowing, pea sized blue bead will streak from the casters finger towards the detonation point. If obstructed before reaching its designated point, the waterball will burst at the point of obstruction. The waterball can be aimed through narrow openings, and arrow slits, but a hit roll must be made to clear the opening. A failed to hit roll will result in early detonation.
  Material components: a glass of water and an empty, unbroken eggshell

Wall of Biting and Stinging Insects
Near East Spell
Creates a wall of insects that deals damage and poisons those within its confines.

Conjuration (summoning)
Level: Drd 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 full round
Range: Medium (100 ft + 10 ft/level)
Area: One five foot cube per caster level.
Duration: 1 round per level of caster.
Saving Throw: Special, see text.
Spell Resistance: No.

This spell summons a swarm of insects that forms a formidable defesive barrier. Creatures within the wall who take no other actions than fighting off the insects takes one point of damage per caster level on its turn. A creature within the wall that takes any action other than fighting off the insects, including entering or leaving the wall, takes 1d4 points of damage per level of the caster. Further, any creature damaged by the insects in the wall must make a fortitude save vs. the spell, or be poisoned. The primary and secondary effect of the poison is 1d4 Con damage. Any creature who dies within the confines of the wall will be consumed by the insects in 1d4 rounds. Spellcasting or concentrating on spells within the swarm is impossible.
The swarm cannot be fought off effectively with weapons, but fire and damaging area effects can force it to disperse. Each 5-foot cube can be dispersed by inflicting a total of 4 hit points per level of the caster to that area. The wall is stationary once summoned.

The material component for this spell is a handfull of powdered insects and a pinch of sugar.

Pashem Hamad's Immolation
Near East Spell

Evocation [Fire]
Level: Sor/Wiz 5
Casting Time: 1 action
Range: Personal
Duration: Inst.
Target: 1 creature
Components: V,S,M
Saving Throw:Yes
Spell Resistance: Yes

The caster causes one creature to burst into flames. The caster must have a clear line of sight to the target. Once the target is chosen, the caster mumbles the word " Hariq!! " (  pronounced Hareek, Which means burn ) and points at his intended target. A successful Fort save negates the spell.
Once ingnited, the creature will suffer d6 per caster level of damage, max  15d6 damage.
The most troublesome effect of this spell is not the damage inflicted upon the creature, but possibly the damage that is inflicted upon any flamable items the creature may be carrying. Every flamable item on the creature will suffer damage as well.
Material component is a wooden doll coated in alchemist's fire. It is consumed upon casting.

Martyr's Glory
Near East Spell

Universal
Level: Sor/Wiz 7
Components: V,S,M
Casting time: 1 action
Range: medium ( 100ft + 10ft level )
Area: 30ft
duration: 1 round/level
saving Throw: Negates
Spell resistance: Yes

The caster rings a small silver bell with a small silver tuning fork, while chanting " Arsun Dim Dim A lan'te " three times. The spell will temporarily negate the EFFECTS of  all physical damage received for the duration of the spell, for all within the area of effect. Hitpoint loss is still recorded, but the damage suffered will not take effect until the end of the spells duration. At the end of the spells duration, all creatures affected by the spell that have 0 or less hp must save vs massive damage. Fort save DC + casters level. Failure to save results in immediate death ( -10 hp ). Success means that  healing spells and items may be used to restore lost hp. It also means that the recipient will be stabilized at -9 hp, no matter how far into the negatives the recipient may have been.
An unfortunate side effect of the spell, perhaps from a dash of negative energy from somewhere, healing spells and items will not benefit the " martyrs " for the duration of the spell.
This spell will not affect constructs, outsiders, undead, or inanimate objects.

back to top

  New Domains
Prosperity Domain
Deities: Jauhar, Jisan
Granted Power: Appraising, Bluff, and Sense Motive are class skills for you. You may cast Prosperity spells at +1 cast level.
Domain Spells:
Divine Favor: You gain attack, damage bonus, +1 / three levels.
Create Food and Water: Feeds three humans (or one horse) / level.
Minor Creation:  Creates one cloth or wood object.
Major Creation: As minor creation, plus stone and metal.
Fabricate: Transforms raw materials into finished items.
Heroes' Feast: Food for one creature/level cures and blesses.
Sequester: Subject is invisible to sight and scrying.
Limited Wish: Alters reality - within spell limits.
Miracle: Requests a deity's intercession.

Beauty Domain
Deities: Selan
Granted Power: You add your Charisma modifier to the DC of any spells you cast in the Enchantment school. Once per day per cleric level, you may cast the Arcane spell Daze.
Domain Spells:
Charm Person:  Makes one person your friend.
Enthrall: Captivates all within 100 ft. + 10 ft./level
Suggestion:  Compels subject to follow stated course of action.
Lesser Geas: Commands subjects of 7 HD or less.
Charm Monster: Makes monster believe it is your ally.
Geas/Quest: As lesser geas, plus it affects any creature.
Mass Suggestion: As suggestion, plus one/level subjects.
Mass Charm: As charm monster, but all within 30 ft.
Sympathy: Object or locations attracts certain creatures.

Music Domain
Deities: Bala
Granted Power: Performance is a class skill for you. Your Music domain spells are always chanted or sung. Once per day you may use a "Bardic Music" effect of your choice.
Domain Spells:
Ghost Sound: Figment sounds.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Sculpt Sound: Creates new sounds or changes existing ones.
Emotion: Arouses strong emotion in subject.
Shout: Deafens all within cone and deals 2d6 damage.
Power Word, Stun: Stuns creature with up to 150 hp.
Holy Word: Kills, paralyzes, weakens, or dazes nongood subjects.
Power Word, Blind: Blinds up to 200 hp worth of creatures.
Power Word, Kill: Kills one tough subject or many weak ones.

Blood
Granted Power - You may cut yourself while casting a domain power, each time you do this take one point of damage per spell level and the duration of the spell is doubled as per extend spell metamagic feat.
Domain Spells:
1. Cause Fear
2. Bulls Strength
3. Magic Vestment
4. Summon Monster IV
5. Scrying
6. Wind Walk
7. Repulsion
8. Unholy Aura
9. Time Stop

Corruption
Granted Power - Once per day you can target one creture and know exactly what it wants most in the world.
Domain Spells:
1. Charm Person
2. Enthrall
3. Suggestion
4. Dominate Person
5. Mind Fog
6. Geas/Quest
7. Limited Wish
8. Demand
9. Wish

Darkness
Granted Power - Darkvision
Domain Spells:
1. Obscuring Mist
2. Darkness
3. Deeper Darkness
4. Invisibility
5. Invisibility Sphere
6. Mislead
7. Mass Invisibility
8. Power Word Blind
9. Gate

Disease
Granted Power - Immunity to Disease, in addition you may add your Spellcaster level to any save vs. Magical Disease.
Domain Spells:
1. Curse Water
2. Infllict Minor Wounds
3. Contagion
4. Poison
5. Slay Living
6. Circle of Death
7. Destruction
8. Horrid Wilting
9. Energy Drain

Lust
Granted Power - Your Charisma is considered one point higher per level for Bluff and Diplomacy Checks involving humans/humanoids.
Domain Spells:
1. Charm Person
2. Enthrall
3. Emotion
4. Dominate Person
5. Feeblemind
6. Geas/Quest
7. Refuge
8. Mass Charm
9. Wish

Pain
Granted Power - Once per day can use the power Excruciate as a spell like ability. After a successful touch attack, the target is tunned (as per stunning blow) by excruciating pain. The creature may make a fort save each round to act normally (DC = 10 +cleric level +wis bonus)
Domain Spells:
1. Inflict Light Wounds
2. Inflict Moderate Wounds
3. Inflict Serious Wounds
4. Inflict Critical Wounds
5. Circle of Doom
6. Harm
7. Blasphemy
8. Horrid Wilting
9. Bigby's Crushing Hand

Fear
By Law @ ROE
Granted Power: +2 bonus on saving throws against fear. (This stacks with other bonuses vs. fear.)
Fear Domain Spells
1 Cause Fear
2 Scare
3 Fear
4 Emotion*
5 Modify Memory
6 Nightmare
7 Seeming
8 Powerword Stun
9 Symbol*

*Fear effects only

Shadow
By Law @ ROE
Granted Power: You cast shadow spells at +1 caster level.
1 Lesser Shadow Wings*
2 Blend into Shadow*
3 Shadow Conjuration
4 Shadow Evocation
5 Shades
6 Greater Shadow Wings*
7 Shadow Walk
8 Greater Shadow Conjuration
9 Greater Shadow Evocation


back to top


Sutenlund
  Prestige Classes
Ur Thark
Mother Father Superior
Dwarven Champion


Near Eastern
Prestige Classes

The Desert Master
Caravaneer
Diplomat
Gladiator
Holy Slayer
Prophet



  Near Eastern
Core Classes

Rogues

Download Rogues
Tinker


Fighters & Barbarians

Download Fighters


  Monks

Download Bengali Monks

Wizards

Download Wizards
Sha'ir

Clerics

Download Clerics
Hakima





  The Prophet

    The prophet is a character who has an abnormal link to his or her deity.  They have received the notice of their deity and are granted with powers that allow them to contact their God and pray for assistance.  
    Clerics and some druids usually become prophets due to their divine magic and the powers that are granted to them from their deities, becoming a prophet just strengthens the bond even more.
    Hit Dice: d8

Requirements:
   To qualify to become a Prophet, a character must fulfill the following criteria.  
    Knowledge (Religion):  6 ranks
    Spellcasting:  Must be able to Cast level 3 divine spells
    Special:  Can not be previously multi-classed, Prophets must be a pure Druid or Cleric, and they must have done such a great deed as to catch their deities attention and receive a vision from their deity.  (DM's discretion is used here to decide the type of deed that the Cleric/Druid has done).  For multi-classing, a cleric and druid may be multiclassed and still become a Prophet, any other combination is not allowed.

Class Skills:  
The Prophets Class Skills and key abilities for each are, Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), Ride (Dex), and Knowledge (arcana) (Int).

Skill Points at Each Level:  4 + Int. Modifier

Class Features:

    Spells:  A Prophet receives the same spells a druid or cleric might receive.  They do not stray from their original path, they just become more aware of their deity.
    Divine Insight:  Starting at level 1, a Prophet may make a Divine Insight roll (DC 10) on a successful roll a Prophet may ask his or her deity for a hint about a current endeavor they are undertaking, this hint may be a vague, simple answer to an elaborate answer in detail (depending on what they got on the DC).  They may do this once per day at level 1, 2 times a day at level 4, 3 times a day at level 8, and 4 times a day at level 10.  (This works similar to the Commune spell (page 186 of Players Guide, though it is altered somewhat, look at the spell for a general idea).
    Divine Intervention:  Starting at level 2, a Prophet may call upon their deity for more than just a flash of insight, they may ask their deity to intervene with a situation and allow them to score an automatic 20 on any dice roll, but only 1 time per day.  This automatic 20 counts as a natural 20, and therefore if used for a hit counts as an automatic critical.  Other uses are for a skill or DC check where they receive an automatic, natural 20, then add their modifiers.  This can be used 1 time per day at level 1, 2 times a day at level 5, 3 times a day at level 8, and 4 times a day at level 10.
    

    Divine Power:  Starting at level 4 Prophets can use Divine Power (same as spell).  Granting the Prophet divine power from his or her deity.  This ability can be used 1 time a week at level 4, 2 times a week at level 6, 3 times a week at level 8, and 4 times a week at level 10.  Calling upon the divine power of their deity, this allows the prophet to imbue their self with strength and skill in combat.  This gives the Prophet the base attack bonus of a fighter equal to their level and a strength bonus which raises their strength to 18, if its not already that, and finally it imbues the Prophet with 1 temporary hit point per level.
    Prophetic Reputation (and Extended Prophetic Reputation):  At level 6 the prophet gains a reputation among those that worship his or her deity.  This reputation grants the Prophet +4 to all social rolls involving devout followers of his or her deity, and a +2 social rolls to those who respect the deity.  At level 9 Prophets gain an extended reputation which grants them a +8 to all social rolls involving devout believers of their deity and a +6 social bonus to all who respect their deity in one way or another, this only effects the social rolls.
   Divine Body:  At level 10, a prophet is so tuned in with his deity that he or she takes on certain characteristics of that deity.  For example, if the deity is a god of war, then the Prophet will receive combat bonuses, for a list of bonuses, its best to talk to the DM, they can come up with the bonuses based on the Deity the Prophet worships.


   The Prophet

  Hakima

And so the old man continued his tale, "I have come," my herdsman said, "to tell you some news which I think you will like to hear. I have a daughter who can see things that we cannot. Yesterday, when I was leading back the calf which you refused to sacrifice, I noticed that she smiled, and then directly afterwards began to cry. I asked her why she did so."
    "Father," she answered, "this calf is the son of our master. I smile with joy at seeing him still alive, and I weep to think
of his mother, who was sacrificed yesterday as a cow. These changes have been wrought by our master's wife, who hated the mother and son."
    "At these words, of truth," continued the old man, "I leave you to imagine my astonishment. I went immediately with the herdsman to speak with his daughter myself. First of all I went to the stable to see my son, and he replied in his dumb way to all my caresses. When the herdsman's daughter came I asked her if she could change my son back to his proper shape."
    "Yes, I can," she replied, "on two conditions. One is that you will give him to me for a husband, and the other is that you will let me punish the woman who changed him into a calf."
    "To the first condition," I answered, "I agree with all my heart, and I will give you an ample dowry. To the second I also agree, I only beg you to spare her life."
    "That I will do," she replied; "I will treat her as she treated your son…" - from the Thousand and One Nights.

  Adventures: Hakimas are the "keepers of the home fires, the protectors of the family, and the unifier of tribes."
  They serve their visions, righting what they see to be wrong and bringing the truth out into the light. The Thousand and one Nights are filled with situations where one of these mysterious individuals just happened to be around.
  
Table 3-1: The Hakima
Level Base Attack Bonus Fort Save Ref  Save Will  Save Special Spells per Day
0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Detect Truth of Spoken Word 3 1 -- -- -- -- -- -- -- --

2 +1 +3 +0 +3 Detect True Station 4 2 -- -- -- -- -- -- -- --

3 +2 +3 +1 +3 Reveal Concealed Objects 4 2 1 -- -- -- -- -- -- --

4 +3 +4 +1 +4 5 3 2 -- -- -- -- -- -- --

5 +3 +4 +1 +4 5 3 2 1 -- -- -- -- -- --

6 +4 +5 +2 +5 Detect Illusions and Mirages 5 3 3 2 -- -- -- -- -- --

7 +5 +5 +2 +5 6 4 3 2 1 -- -- -- -- --

8 +6 +6 +2 +6 Detect Illusions of Genie Kind 6 4 3 3 2 -- -- -- -- --

9 +6/+1 +6 +3 +6 6 4 4 3 2 1 -- -- -- --

10 +7/+2 +7 +3 +7 6 4 4 3 3 2 -- -- -- --

11 +8/+3 +7 +3 +7 Reveal Enchantments 6 5 4 4 3 2 1 -- -- --

12 +9/+4 +8 +4 +8 6 5 4 4 3 3 2 -- -- --

13 +9/+4 +8 +4 +8 6 5 5 4 4 3 2 1 -- --

14 +10/+5 +9 +4 +9 6 5 5 4 4 3 3 2 -- --

15 +11/+6 +9 +5