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C R E D I T S

Visit our website at www.wizards.com/dnd

D E S I G N E R S

MATTHEW SERNETT, ARI MARMELL, DAVID NOONAN, ROBERT J. SCHWALB

D E V E L O P M E N T T E A M

ANDY COLLINS, JESSE DECKER, MIKE DONAIS, STEVE SCHUBERT, ROB WATKINS

E D I T O R S

CHRIS THOMASSON, M. ALEXANDER JURKAT, PENNY WILLIAMS

E D I T I N G M A N A G E R

KIM MOHAN

D E S I G N M A N A G E R

CHRISTOPHER PERKINS

D E V E L O P M E N T M A N A G E R

JESSE DECKER

D I R E C T O R O F R P G R & D

BILL SLAVICSEK

P R O D U C T I O N M A N A G E R S

JOSH FISCHER, RANDALL CREWS

S E N I O R A R T D I R E C T O R R P G R & D

STACY LONGSTREET

A R T D I R E C T O R D & D

KARIN JAQUES

C O V E R A R T I S T

TODD LOCKWOOD

I N T E R I O R A R T I S T S

ED COX, CARL CRITCHLOW, DAARKEN, WAYNE ENGLAND, CARL FRANK, BRIAN HAGAN, MICHAEL KOMARCK, HOWARD LYON, CHRIS MALIDORE, RAVEN MIMURA, LUCIO PARRILLO, MICHAEL PHILLIPPI, ERIC POLAK, STEVE PRESCOTT, SCOTT ROLLER, JOEL THOMAS, FRANCIS TSAI, FRANZ VOHWINKEL, JAMES ZHANG

C A R T O G R A P H E R

MIKE SCHLEY

G R A P H I C D E S I G N E R

KARIN JAQUES

G R A P H I C P R O D U C T I O N S P E C I A L I S T

ANGELIKA LOKOTZ

I M A G E T E C H N I C I A N

CHRISTINA WYLIE

Some information in this book is taken from or derived from “Lord of Darkness” by Nicholas J. Thalasinos and “Shadow’s City” by Phillip Larwood, both originally presented in issue #322 of Dragon Magazine.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS

game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This product uses updated material from the v.3.5 revision.

This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any

form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.

DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Tome of Magic, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2006 Wizards of the Coast, Inc.

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9 8 7 6 5 4 3 2 1ISBN-10: 0-7869-3909-5 First Printing: March 2006 ISBN-13: 978-0-7869-3909-1

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CONTENTSIntroduction . . . . . . . . . . . . . . . . . . . . . . . . 4

Pact Magic . . . . . . . . . . . . . . . . . . . . . . . . . . 7Lesser Pact Magic . . . . . . . . . . . . . . . . . . . . . . .7The Methods of Pact Magic . . . . . . . . . . . . . .7Learning Pact Magic . . . . . . . . . . . . . . . . . . . . .9

The Binder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9

The Vestiges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Choosing a Vestige . . . . . . . . . . . . . . . . . . . . .16Making a Pact . . . . . . . . . . . . . . . . . . . . . . . . . .17Multiple Vestiges . . . . . . . . . . . . . . . . . . . . . . .17Vestige Descriptions . . . . . . . . . . . . . . . . . . .17Acererak, the Devourer . . . . . . . . . . . . . . . . .19Agares, Truth Betrayed . . . . . . . . . . . . . . . . .20Amon, the Void before the Altar . . . . . . . .21Andras, the Gray Knight . . . . . . . . . . . . . . . .22Andromalius, the Repentant Rogue . . . . .23Aym, Queen Avarice . . . . . . . . . . . . . . . . . . . .24Balam, the Bitter Angel . . . . . . . . . . . . . . . . .25Buer, Grandmother Huntress . . . . . . . . . . .26Chupoclops, Harbinger of Forever . . . . . .26Dahlver-Nar, the Tortured One . . . . . . . . .27Dantalion, the Star Emperor . . . . . . . . . . . .28Eligor, Dragon’s Slayer . . . . . . . . . . . . . . . . . .29Eurynome, Mother of the Material . . . . . .30Focalor, Prince of Tears . . . . . . . . . . . . . . . . .31Geryon, the Deposed Lord . . . . . . . . . . . . . .32Haagenti, Mother of Minotaurs . . . . . . . . .33Halphax, the Angel in the Angle . . . . . . . .34Haures, the Dreaming Duke . . . . . . . . . . . .35Ipos, Prince of Fools . . . . . . . . . . . . . . . . . . . .36Karsus, Hubris in the Blood . . . . . . . . . . . .37Leraje, the Green Herald . . . . . . . . . . . . . . . .38Malphas, the Turnfeather . . . . . . . . . . . . . . .39Marchosias, King of Killers . . . . . . . . . . . . .40Naberius, the Grinning Hound . . . . . . . . .41Orthos, Sovereign of the Howling Dark .42Otiax, the Key to the Gate . . . . . . . . . . . . . .43Paimon, the Dancer . . . . . . . . . . . . . . . . . . . .43Ronove, the Iron Maiden . . . . . . . . . . . . . . 44Savnok, the Instigator . . . . . . . . . . . . . . . . . .45Shax, Sea Sister . . . . . . . . . . . . . . . . . . . . . . . . .47Tenebrous, the Shadow That Was . . . . . . . .48Zagan, Duke of Disappointment . . . . . . . .48

Pact Magic Prestige Classes . . . . . . . . . . . . . . . .50Anima Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50Knight of the Sacred Seal . . . . . . . . . . . . . . . . . .54Scion of Dantalion . . . . . . . . . . . . . . . . . . . . . . . .59Tenebrous Apostate . . . . . . . . . . . . . . . . . . . . . . .63Witch Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67

Pact Magic Feats . . . . . . . . . . . . . . . . . . . . . . . . . . .72

Pact Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . .76Chime of Suppression . . . . . . . . . . . . . . . . . .76Implements of Binding . . . . . . . . . . . . . . . . .76Soul Lens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76Seal of the Spirit . . . . . . . . . . . . . . . . . . . . . . . .77

Teeth of Dahlver-Nar . . . . . . . . . . . . . . . . . . .77Vestige Phylactery . . . . . . . . . . . . . . . . . . . . . .79

Pact Magic Monsters . . . . . . . . . . . . . . . . . . . . . 80Deadly Dancer . . . . . . . . . . . . . . . . . . . . . . . . . . . .80Deathshead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81Horned Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82Karsite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84Roving Mauler . . . . . . . . . . . . . . . . . . . . . . . . . . . .86Swarm, Murder of Crows . . . . . . . . . . . . . . . . . .87Tooth Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88

Pact Magic Organizations . . . . . . . . . . . . . . . . 90The Order of Seropaenes . . . . . . . . . . . . . . . . . .90Theurgian Society . . . . . . . . . . . . . . . . . . . . . . . . .94

Pact Magic Adventure Sites . . . . . . . . . . . . . . . .97The Hidden Library . . . . . . . . . . . . . . . . . . . . . . .97Tower of Woe . . . . . . . . . . . . . . . . . . . . . . . . . . . 100

Shadow Magic . . . . . . . . . . . . . . . . . . . . 109The Plane of Shadow . . . . . . . . . . . . . . . . . 109The Methods of Shadow Magic . . . . . . . 109Lesser Shadow Magic . . . . . . . . . . . . . . . . . .110Learning Shadow Magic . . . . . . . . . . . . . . .110

The Shadowcaster . . . . . . . . . . . . . . . . . . . . . . . 111

Shadow Magic Prestige Classes . . . . . . . . . . 117Child of Night . . . . . . . . . . . . . . . . . . . . . . . . . . 117Master of shadow . . . . . . . . . . . . . . . . . . . . . . . 121Noctumancer . . . . . . . . . . . . . . . . . . . . . . . . . . . 125Shadowblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129Shadowsmith . . . . . . . . . . . . . . . . . . . . . . . . . . . 132

Shadow Magic Feats . . . . . . . . . . . . . . . . . . . . . 136

Mysteries and Paths . . . . . . . . . . . . . . . . . . . . . 138

Shadow Magic Items . . . . . . . . . . . . . . . . . . . . . 154Spell Completion and Spell Trigger Items . . . . . . . . . . . . . . . . . . . 154Other Standard Magic Items . . . . . . . . . . 154New Armor Special Material: Shadow Silk . . . . . . . . . . . . . . . . . . . . . . . . . . 155New Weapon Special Ability: Shadow Striking . . . . . . . . . . . . . . . . . . . . . 155Rings and Wondrous Items . . . . . . . . . . . 156

Shadow Magic Monsters . . . . . . . . . . . . . . . . . 158Dark Creature . . . . . . . . . . . . . . . . . . . . . . . . . . . 158Ephemeral Hangman . . . . . . . . . . . . . . . . . . . .161Genie, Khayal . . . . . . . . . . . . . . . . . . . . . . . . . . . .162Shadow Elemental . . . . . . . . . . . . . . . . . . . . . . 164

Shadow Magic Organizations . . . . . . . . . . . 167Nightshade Covenant . . . . . . . . . . . . . . . . . . . .167Tenebrous Cabal . . . . . . . . . . . . . . . . . . . . . . . . .169Votaries of Vecna . . . . . . . . . . . . . . . . . . . . . . . . 172

Shadow Magic Adventure Sites . . . . . . . . . . 175Fark’s Road . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175Nightwatch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179Black Spire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185

Truename Magic . . . . . . . . . . . . . . . . . . 191Lesser Truename Magic . . . . . . . . . . . . . . 191

The Methods of Truename Magic . . . . . . . . 191Truenames at the Table . . . . . . . . . . . . . . . . . . 192Incorporating Truenames . . . . . . . . . . . . . . . 193Truename Glossary . . . . . . . . . . . . . . . . . . . . . . 193Learning Truename Magic . . . . . . . . . . . . . . 194

Speaking a Truename . . . . . . . . . . . . . . . . . 195Truespeak (Int; Trained Only) . . . . . . . . 195Truename Research . . . . . . . . . . . . . . . . . . 196Discovering a Personal Truename . . . . . 197

The Truenamer . . . . . . . . . . . . . . . . . . . . . . . . . . 198

Truename Magic Prestige Classes . . . . . . . 204Acolyte of the Ego . . . . . . . . . . . . . . . . . . . . . . . 204Bereft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208Brimstone Speaker . . . . . . . . . . . . . . . . . . . . . . 212Disciple of the Word . . . . . . . . . . . . . . . . . . . . .216Fiendbinder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221

Truename Feats . . . . . . . . . . . . . . . . . . . . . . . . . . 228Recitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231

Utterances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232Speaking an Utterance . . . . . . . . . . . . . . . 232Utter Defensively . . . . . . . . . . . . . . . . . . . . 232Spell Resistance . . . . . . . . . . . . . . . . . . . . . . 232Personal Truename . . . . . . . . . . . . . . . . . . . 233Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233Duration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233Effective Spell Level . . . . . . . . . . . . . . . . . . 233The Laws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233Counterspeaking and Dispelling . . . . . . 234

Lexicons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234Lexicon of the Evolving Mind . . . . . . . . . . . 234Lexicon of the Crafted Tool . . . . . . . . . . . . . . .247Lexicon of the Perfected Map . . . . . . . . . . . . 250

Truename Spells . . . . . . . . . . . . . . . . . . . . . . . . . 253

Truename Magic Items . . . . . . . . . . . . . . . . . . 262Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262Spell Trigger or Spell Completion Items . 262Wondrous Items . . . . . . . . . . . . . . . . . . . . . . . . 262

Amulet of the Silver Tongue . . . . . . . . . . 263Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263

Book of True Binds . . . . . . . . . . . . . . . . . . . 263Tome of Truenaming . . . . . . . . . . . . . . . . . 264

Truename Monsters . . . . . . . . . . . . . . . . . . . . . 264Archon, Word . . . . . . . . . . . . . . . . . . . . . . . . . . . 264Devil, Logokron . . . . . . . . . . . . . . . . . . . . . . . . . .265Garbler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267Loquasphinx . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268Painspeaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269

Truename Organizations . . . . . . . . . . . . . . . . 270Collectors of the Lexicon . . . . . . . . . . . . . . . . 270Kingmakers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273

Truename Magic Adventure Sites . . . . . . . 276Vault of Catharandamus . . . . . . . . . . . . . . . . . .276Shrine of Gath-Mal . . . . . . . . . . . . . . . . . . . . . . 282

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agic creates fantasy. Strange creatures and unusual characters can move a tale a step away from reality, but it takes magic—the dragon’s fi ery breath, the wizard’s powerful spell, or some other element beyond reality—to make the leap to truly fantastic tales. The DUNGEONS

& DRAGONS game provides countless ways for players and DMs to experience fantasy through magic, but it offers relatively few means by which characters can employ this essential element of the game. Tome of Magic presents three new forms of magic that are unlike any previously offered in the D&D game, and each provides tremendous opportunities for DMs to infuse more fantasy into their campaigns. These new forms of magic can be introduced by incorporating them into ongoing plots and existing characters, or they can form the basis for whole new adventures that would have been impossible using only the standard forms of magic. This introduction describes the features of this book and explains how to use them. After reading it, you can begin your exploration into the new forms of magic with any chapter.

USING THIS BOOKThis book introduces three new types of magic, each of which is supported by a new standard class, plus prestige classes, feats, magic items, monsters, and effects similar to spells. In this way, Tome of Magic is similar to Expanded Psionics Handbook, but instead of revisiting a concept introduced in previous editions of the game, this book expands upon the topic of magic in brand-new ways. Each of the three types of magic examined in these pages has a long history in fantasy fi ction and has occasionally found its way into the DUNGEONS & DRAGONS game in the past. Taking its inspiration from real-world mythology and fantasy fi ction, Tome of Magic revamps these tantalizing tidbits from the game’s history into exciting new magic systems for your game. The new forms of magic are presented in three chapters, one dedicated to each type. The following paragraphs sum-marize their contents. Pact Magic: Characters who use this form of magic gain power by making pacts with powerful creatures. In real-world legends and literature, evil or foolish mortals usually make such pacts with fi ends, gaining power in exchange

for either their souls or unnamed services. This treatment, though intriguing, is rather limited. In particular, the need for practitioners of pact magic to be either evil or very unwise effectively negates its use by player characters and relegates it to NPCs. Thus, the pact magic chapter takes a different approach, providing an enjoyable and balanced way for virtually any character to become involved in pact magic while remaining true to its roots in legend and maintaining its taboo feel. Shadow Magic: Shadow magic exists in the D&D game as a subschool of illusion magic. The FORGOTTEN REALMS Cam-paign Setting took the concept further with the creation of the Shadow Weave and the corrupt magic it produces. Tome of Magic presents a wholly different option for shadow magic that connects it more deeply to the Plane of Shadow and fully embraces that realm’s true nature as a dark mirror to the Material Plane. Truename Magic: Truenames have been mentioned in D&D rulebooks and fi ction since the fi rst edition of the game. In this concept of magic, every creature has a truename in addition to its normal name, and anyone who knows its truename gains a measure of power over it. In fantasy fi ction, this concept often takes a broader form, in which even objects possess truenames. The presentation of truename magic in this book takes its cues from both concepts and provides an easy way for both players and DMs to use the concept of truenames in play.

ADVICE FOR DMSThe prospect of assimilating new forms of magic into your campaign might seem daunting, but the process isn’t as diffi cult as it might seem. First of all, you don’t need to adopt all three forms of magic at once. You could review the material and introduce the one you like best fi rst. Alternatively, you could add just one or two new forms of magic and not use the rest in your campaign at all. But if you do want to introduce all three forms of magic at once, you can do so quite easily. Unlike the relatively common magic of wizards, sorcerers, druids, and clerics, each new form of magic presented in this book is a secret undiscovered by most people. Thus, you can adopt one or all of them on the sly. The PCs might fi nd a book in a treasure hoard or a hidden library that describes a new

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form of magic, or they might discover tantalizing hints about it in a mural on the walls of a ruin. Alternatively, they might face a monster that utilizes one of the new forms of magic, or fi nd a magic item related to it. Better still, the PCs could meet a new NPC who practices the magic in question so that they can see it in action before they know much about it. You can even subtly work the magic types into the history of your campaign world—great heroes and villains of legend might have been practitioners, but history ascribed their powers to normal spellcasting or magic items. You can also take a more direct route and introduce the new magic types by allowing players to create new characters using the material presented in this book or add levels in these classes to existing characters. Indeed, giving the players the opportunity to create unique PCs and to have characters who possess more knowledge about the magic types than most NPCs do allows them to feel accomplished and powerful. In addition, being the ones “in the know” gives the players ownership over these concepts. For more specifi c ideas about incorporating these new forms of magic into your game, check out the beginning of each chapter.

ADVICE FOR PLAYERSYou can get a lot of use from this product as a player. By creating a character that uses one of the new forms of magic presented in these pages (or having your PC take a level in one of the standard classes from this book), you can bring a

host of new ideas, tactics, and roleplaying opportunities to the gaming table. You can surprise friends and foes alike with your new abilities, and plumb new depths of the campaign world in the process of seeking out more information about your chosen type of magic. As with any new game element, you should consult your DM before you start using this material. Your experience using your chosen form of magic will be greatly enhanced if the DM understands the rules and builds a place for it in her game. For more specifi c ideas about how your character can use the new forms of magic, check out the beginning of each chapter. The sections describing the new standard classes and prestige classes also provide a wealth of sugges-tions about roleplaying, character background, tactics, and advancement choices.

WHAT YOU NEED TO PLAYTome of Magic makes use of the information in the three D&D core rulebooks—Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Though no other books are strictly necessary, certain ones might increase your enjoy-ment of this product. Most notably, Manual of the Planes and Planar Handbook provide cool material about the Plane of Shadow that adds value to the chapter on shadow magic, and Draconomicon, Libris Mortis, and Savage Species offer feats that might prove useful to certain practitioners of pact magic.

SWIFT AND IMMEDIATE ACTIONSThe Miniatures Handbook introduced the concept of a new action type: the swift action. Likewise, the Expanded Psionics Handbook introduced another new action type: the immediate action. Some of the class features, feats, granted abilities of ves-tiges, shadow magic mysteries, and truename magic utterances described in Tome of Magic use these concepts. A description of how they work follows. Swift Actions: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. You can take a swift action any time you would normally be allowed to take a free action. Since swift actions usually involve magic or psionics, or the activation of magic or psionic items, many characters (especially those who don’t use magic or psionics) will never have an opportunity to take a swift action. Casting a quickened spell or a quickened shadow magic mystery, or speaking a quickened truename magic utterance, or manifesting a quickened psionic power, is a swift action. In addition, casting any spell or manifesting any power with

a casting time or manifesting time of 1 swift action is a swift action. Casting a spell or manifesting a power with a casting or manifesting time of 1 swift action does not provoke attacks of opportunity. Immediate Actions: Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. Unlike a swift action, an immediate action can be performed at any time—even if it’s not your turn. Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are currently flat-footed. Under these rules, casting a feather fall spell is an immediate action (not a free action, as stated in the spell description in the Player’s Handbook). Magic Items and Potions: Activating a spell completion item, activating a spell trigger item, or drinking a potion is a standard action, even if the spell or mystery from which the scroll, potion, or item is made can be cast as a swift action.

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