All Aboard!

Hello again, welcome to the blog!  I spent today watching one of my favorite movies Master and Commander: The Far Side of the World; can’t get enough of it, best movie ever!  So, this translates into creating the navy of the “most powerful” of the Porphyran world, ready to travel for the service of the Twenty-Seven Gods (but really, only the one…)

Ships of the Line- The Kamaarian Naval Service (K.N.S)

The nation of The Middle Kingdoms still acts much like the “police force” of Porphyra, and the sea needs patrolling as much as the land.  What follows is a summary of the naval forces of this powerful Deist nation, which allies with its Deist partners whenever possible.

Ship Combat simplification: A ship’s weapon breaks down with a roll of natural “1”, an ordinary miss with a 2 or 3; range increments are -2 for each increment.  GM can rule on environmental factors such as fog, smoke, rough conditions and the like, which impose -2 penalties.  Ship’s cannon are -6 to hit in any case, but have a long range.  Critical hits are indicated with a “20” or “19-20” for ballistae.  Barrages aimed at stern or bow impose a further -4 penalty.  A hit that penetrates hardness and does damage removes from hull points 70% of the time, damages crew 20% of the time, and weapons 10% of the time.  This can be further simplified by the GM to speed combat play.

“Captain #” is the assigned captains “Profession (sailor)” modifier.

Flagship of the Deist/Middle Kingdoms Fleet

The current flagship of the Deist (Middle Kingdoms) fleet is the intimidating galley Treaty of Siwath, resplendent with precious metals dressing its flanks and sails.  Captain +15

K.N.S. Treaty of Siwath

Enormous flagship of the fleet, typically circles the island of Calopia; normally armed with 8 heavy ballistae, 4 firedrakes and 3 naval ship’s cannon on firing platforms.  Modified with: bronze ram, extended keel, magically treated hull, oars and sails

Territorial Flagships

Heavy war-galleys crewed by natives of the four kingdoms; typically armed with 40 heavy ballistae, acid treated to bypass 2 hardness.  Modified with rams and sturdy hulls.  One territorial  flagship  leads the Southern Guard fleet in the Eastern Cold sea, watching possible Elementalist activity. Captain +12

K.N.S. Geranland- currently with the Southern Guard fleet.

K.N.S. Rotwald

K.N.S. Pium –captained with clerical officers, stays within flag distance of the Treaty of Siwath.

K.N.S. Vinterre – currently with the Pyramid Fleet.

Warships of the Line

Versatile warships that prowl the seas of Porphyra representing the might and power of the Middle Kingdoms and the Deist cause.  They frequently cooperate with foreign fleets in joint operations and always contain at least 50 troops that can act as marines. Typically armed with 6 light ballistae and 4 light catapults on each side, with a variety of purposed shot. Captain +10

K.N.S. Arbitress –with the Southern Guard Fleet

K.N.S. Belle Ville

K.N.S. Codion- typically stays with the home fleet in the northern Bay of Sphinxes.

K.N.S. Gerana’s Dawn- stationed off the Rainbow Isles, with the so-called Pyramid fleet.

K.N.S. Justice- with the Southern Guard Fleet.

K.N.S.  Nachtburg

K.N.S. Regent- old and decrepit, the “punishment duty” of the fleet, currently running prisoners to Gulag Black

K.N.S. Thame


Sailing Ships of the Line

These third-rated ships are the workhorses of the Kamaarian Naval Service, replaced on a regular basis if needed and of various configurations.  Most are built in Klemt, from the endless forests of Rotwald; all are made with sturdy hulls. Captain +10

K.N.S. King Arturus- assigned to the Pyramid Fleet

K.N.S. City of Gold –fleet tender for the home fleet

K.N.S. Port of Kamaar- well known to be a company ship of the Purple Hands intelligence service.

K.N.S. Port of Klemt

K.N.S. Sea of Ithreia- permanently assigned to the Sea of Ithreia, protecting Deist interests.

K.N.S. Silent Monastery

K.N.S. Serenity Guard- with the Southern Guard Fleet.

K.N.S.  Three Rivers

K.N.S. Vindictine- assigned to the Pyramid Fleet.

Royal Trading Frigates

Sometimes dubbed the “merchant fleet”, these semi-independent vessels are free to ply a mercantile trade under the auspices of an auxiliary fleet of the Kamaarian Naval Service.  Through an onboard magical message service, they can be called into service at any time to serve the needs of the Deist cause.  Royal frigates have the statistics of a ‘junk’ vessel, armed with ship’s cannons fore and aft, and banks of six light ballistae on each side of these fierce traders.  It is an old tradition that the R.T.F. be given names of flying monsters, regardless of their intent.  Captain +10

R.T.F. Chimera- currently crewed by Purple Hand intelligence operatives, trading between Erkusaa and Sharira.

R.T.F. Cockatrice

R.T.F. Dragonnel

R.T.F. Hippogriff- in drydock for repairs in Freeport; crew not behaving themselves

R.T.F. Manticore

R.T.S. Pegasus- currently engaged, with Peryton and Phoenix, blockade running to New Karkoon

R.T.F. Peryton

R.T.F. Phoenix                                      

R.T.F. Sphinx- crewed entirely by non-humans, a common strategy in the Naval Service

R.T.F. Wyvern

Glerps of Porphyra

A glerp is a class of sentient oozes that is easily affected by elemental energies. They seem to have sprung naturally from the elemental chaos of the NewGods War.

Languages one elemental tongue
Environment any
Organization solitary or pool (2-5)
Treasure 1d3 glerp fragments
Special Abilities
Acid (Ex) A glerp’s acid does not harm metal or stone.
Coalescence (Ex) Glerps rest in an inactive form, and undetectable, of miniscule droplets expressed over a large area. When a creature approaches into its blindsight, the glerp coalescences into an active form as an immediate action.
Death Throes (Su) When killed, a glerp pops in a 10-foot-radius burst that deals 1d6 points of glerp damage per 4 HD (DC 10 +1/2 Hit Dice + Con modifier; Reflex half).
Glerp Damage (Ex) Glerps deal acid damage but can become attuned to any other type of energy damage (cold, electricity, fire, force, radiation, or sonic). Glerps gain the damage type of any energy damage they receive. This attunement lasts 1d6+2 rounds.
Leaping Charge (Su) Glerps can leap 30 ft. as a charge action that draws no attacks of opportunity.

Medium Glerp (CR 3; XP 800)
N Medium ooze
Senses blindsight 60 ft.; Perception +9
AC 7, touch 7, flat-footed 7
(-3 Dex)
hp 50 (4d8+32)
Fort +10, Ref -2, Will +3
Defensive Abilities blind, coalescence; Immune ooze traits
Speed 20 ft.
Melee slam +5 (1d8+3 plus 1d4 glerp)
Special Attacks death throes (W-DC 19), leaping charge
Str 14, Dex 4, Con 24, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +5; CMD 12 (can’t be tripped)
Feats Great Fortitude, Toughness
Skills Perception +9, Survival +9

Large Glerp (CR 5; XP 1,600)
N Large ooze
Senses blindsight 60 ft.; Perception +13
AC 8, touch 6, flat-footed 8
(-3 Dex, +2 natural, -1 size)
hp 116 (8d8+80)
Fort +13, Ref -1, Will +6
Defensive Abilities blind, coalescence; Immune ooze traits
Speed 30 ft.
Melee slam +11 (2d6+9 plus 1d6 glerp)
Space 10 ft.; Reach 5 ft.
Special Attacks death throes (W-DC 23), leaping charge
Str 22, Dex 4, Con 28, Int 10, Wis 14, Cha 10
Base Atk +6; CMB +13; CMD 20 (can’t be tripped)
Feats Great Fortitude, Iron Will, Power Attack, Toughness
Skills Perception +13, Survival +13

Huge Glerp (CR 7; XP 3,200)
N Huge ooze
Senses blindsight 60 ft.; Perception +17
AC 10, touch 5, flat-footed 10
(-3 Dex, +5 natural, -2 size)
hp 198 (12d8+144)
Fort +13, Ref -1, Will +6
Defensive Abilities blind, coalescence; Immune ooze traits
Speed 30 ft.
Melee slam +18 (2d8+15 plus 2d4 glerp)
Space 15 ft.; Reach 10 ft.
Special Attacks death throes (W-DC 27), leaping charge
Str 30, Dex 4, Con 32, Int 10, Wis 14, Cha 10
Base Atk +9; CMB +21; CMD 28 (can’t be tripped)
Feats Bloody Assault, Great Fortitude, Iron Will, Power Attack, Toughness, Weapon Focus (slam)
Skills Perception +17, Survival +17

On Porphyra
Within the Trade Consortium of Blix there is an active market for glerp fragments that can be used as supplemental spell components for spells that deal energy damage. A glerp fragment is worth roughly 25 gp.

Codionic Offsets in the Middle Kingdoms

Hello again, welcome to my second installment of the blog.  Campaign-wise, the iconic Middle Kingdoms are a good place to start in regards to Porphyra, as they are a mostly-safe, stable land that nonetheless has a plethora of rules and regulations that the typically free-wheeling party of adventurers will have trouble obeying. They are:  no gratuitous use of the “elements”; varying degrees of racism towards non-humans (except half-outsiders, who are usually treated with awe); and implied monotheism, in spite of the collective victory of the Gods as a plurality- with the “True” god being Gerana the Arbitress.  Add in an observant population and the vigilant ‘police’ force that is the para-palatinate Codionic Knights, and you have a minefield of social niceties that will try role-playing skills on many levels.

The introductory adventure The Ruins of Greencastle in the Lands of Porphyra campaign setting is a great place to start a party adventuring in Porphyra, especially if the GM wants to begin a 20-level campaign to bring At’f’aal, the Rainbow Child to the Material Plane and heal the rift of faith factions- but we’ll speak more on that in later blogs!

The Middle Kingdoms

Whereas the four principalities called by Porphyrans The Middle Kingdoms consist of Vinterre, an agricultural land steeped in lively arts; Geranland, of varied terrain and industry supported by a powerful wizard’s guild; Rotwald, a heavily forested land with wild and monster-haunted corners; and Pium, seat of Sanctus Templum, the Golden City and headquarters of the vast Church of Gerana, and its leader and potentate, the Codion.  This quadripartite confederacy is bound by their world of origin, their faith, and their common cause in the NewGods War, which had an effect of solidifying what was once drifting apart in the World-that-Was.

 So know that The Middle Kingdoms has an overarching law, the Code of Four, which precludes overuse or overdependence on the four classic elements, so revered by their enemies, the Elementalists.  Earth alone is casually utilized, as Gerana is deity of that element, and so farming, mining and stone-work are performed with little comment. Dependence on fire is frowned upon, as is flight and swimming.   The Kamaarian Navy is titled for its port, not its nation or faith for this reason, though they are as pious as most, if a little rough.

Midlanders, as they are so yclept, tend to remain in their villages and cities and wax industrious there, so there are opportunities to explore little-frequented regions of the Middle Kingdoms, perhaps to seek ruins abandoned during the turbulent years after The Calling, or old battlefields from the NewGods War, of which there are, sadly, many.    The Sowmoors in the south, the central Moonwood of Rotwald, and the sad environs of Greencastle are all places ignored or abandoned by the Codionic Knights- though they have every right to do so, as I acknowledge as a historian sanctioned by the Codion’s Inner Council, long may he preside.”

-Gazetteer I, Lands of the East, Odulaki the Seer

Mundane Item

Codionic Offset

These small metallic tickets cannot be counterfeited, as they are manufactured by the Hall of Sanctions in the Iron Basilica of Sanctus Templum.  They are sold or granted in four different colors: white, brown, red and blue, and allow the bearer a dispensation to engage in ‘elemental’ activity in the eyes of the authorities and populace, temporarily bypassing the regulations of the Code of Four.  Thus, a white offset holder could cast a fly spell without sanction, dig a deep trench for non-commercial use or cast an expeditious excavation spell, burn off a section of scrubland or cast a fireball spell, or dig a well or cast a control water spell.  Though not magical, the bearer gains a +1 morale bonus to concentration checks when using a codionic offset.  Offsets are licensed by date or duration, with a sliding scale of cost according to the task or tasks described to the attending cleric-bureaucrat.

Cost: 5 gp per spell level or day-length worth of activity (0-level = 1 gp/ day)

Spell-in-a-Can Items

Some designers have a severe aversion to spell-in-a-can type magic items. I understand the thinking behind that aversion, but there are so many good spells created for Pathfinder that I think we could benefit from a few more spells-in-a-can like the following items for warrior classes.

Bracers of Heavy Shots

Aura faint transmutation; CL 1st

Slot wrists; Price 8,000 gp; Weight 1 lb.


Each of these purple bracers is marked with an image of a basllista. After being worn for 24 hours, these bracers place the wearer under a constant gravity bow effect in which the weight and density of arrows or bolts fired by the wearer is increased. All shots deal damage as if the weapon were one size larger.


Prerequisites Craft Wondrous Item, gravity bow, crafter must be proficient in bows or crossbows; Cost 4,000 gp

Bracers of Mighty Strikes

Aura faint transmutation; CL 1st

Slot wrists; Price 8,000 gp; Weight 1 lb.


Each of these blue bracers is marked with an image of a great sword. After being worn for 24 hours, these bracers place the wearer under a constant lead blades effect in which the momentum and density of melee weapon strikes is increased. All melee weapon attacks deal damage as if the weapon were one size larger.


Prerequisites Craft Wondrous Item, lead blades, crafter must be proficient in bows or crossbows; Cost 4,000 gp

Both of these items are fairly low cost and can provide a noticable advantage to martial classes in terms of damage.

When we are talking about design aversions, I personally hate recursive spells.

Dragon Thanes of Porphyra

Dragon Thanes of Porphyra- bow down or perish!

In the hidden places of the Patchwork Planet of Porphyra, powerful godlike beings known as Dragon Thanes collect the most precious dragon-hoards of all- whole cultures.  Moon-dwellers revere Dervayi the Outer Thane, secluded militant elves follow Ohla Pasom the Metallic Thane, demidragon converts fanatically obey The Porphyrite Wyrm, and a host of other mystical metareptiles for your perusal.  Written in the style of Purple Duck Games’ faith books, Aaron Hollingsworth and Perry Fehr bring you Dragon Thanes of Porphyra, detailing the intriguing cults of these most favorite of tabletop gaming beings.

Eight dragon thanes are intricately detailed, with tables displaying all information, and included are powerful demi-artifact magic items and new and interesting spells for each dragon-thane faith.   Also included are great new rules for dragon growth, dragon-cults, and the intricacies of dragon worship, so that all may join the ranks of the truly reverent of Scalykind!

So if you want to discover the mysteries of dragon-dom, get Dragon Thanes of Porphyra today from the reptilian reprobates at Purple Duck Games, where our games are what you want!

Available Exclusively From Rpgnow.

This file also includes a bonus monster called the Lavalantula!

Lands of Porphyra – Global Traits

Welcome to the Lands of Porphyra blog! My name is Perry Fehr and I am part of Purple Duck Games, in my role as writer and editor.  I will be blogging weekly here, talking about the nations of our campaign setting, the Lands of Porphyra!  I hope to impart some interesting tales about the various lands in the Lands, and I will try to include some crunchy bits for those that are adventuring there and want more flavor for their setting- I hope you enjoy!

“For the Patchwork Planet of Porphyra is a celestial body, in that it spins in the vastness of the Vacuum that contains, presumably, other worlds, such as the Femanx and the Xenarthan, among others, have spoken of.  Porphyra is a small planet, as such bodies go (again, compared only to tantalizing bits from ‘extraterrestrials) though it has two moons, colloquially called Vaar’s Eye and Shakhil’s Chair- but they are called many other names by many other peoples…”

-from Of the Patchwork Planet by Odulaki the Seer, samsaran mystic

Global Traits

This is a new category of traits that can be taken by any being born on the Patchwork Planet of Porphyra.  Beings that have the extraplanar or extraterrestrial type cannot take global traits.

Faction Savvy: You can easily tell whether a community is pro-Deist, or pro-Elemental, a good survival strategy on Porphyra. You can perform a Sense Motive and a Knowledge (religion) check as an immediate action once each per day.  You gain a +1 bonus to one of these skills.

Globetrotter: You were able to travel the breadth of Porphyra as a child, and have seen many of the wondrous lands therein. You gain +1 to Knowledge (geography) checks, and that skill is a class skill for you.  You start play with a flake of porphyrite.

Neo-Porphyran: You wish, foolishly perhaps, for a time when all peoples shall be together in brotherhood, regardless of nation or race. You can, one time only, cast the spell rainbow promise* as a spell-like ability; thereafter, you gain +1 to Diplomacy checks with races other than your own.

Porphyrologist: The porphyrite borders of Porphyra fascinate you, and the magical crystal element itself is worth more to you than gold. You gain +1 to your Knowledge checks when within sight of a porphyrite border or large (1 ton or more) deposit of porphyrite.  You start play with a flake of porphyrite.

Pre-Calling Heritage: You are from a Landed territory, and can trace your lineage back to the World-that-Was, and woe to the “Porphyran” that plucks your beard. Pick one subtype other than “human”; you gain either +1 to hit against that type, or +1 to saving throws required by attacks that type makes other than spells.

Wanderlust: You yearn to travel to all the Lands of Porphyra, Landed and native, and you know that someday you will do so. You gain access to the world map* of Porphyra, though without descriptive data at present.  You may add 1 mile to overland travel for any small (<10) group that you are part of.


*found in Lands of Porphyra

Spell Components (For Advanced Players)

Spell components have lost of their luster over the years. According to the rules:

Material (M): A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.

That said, I think “negligible” does not necessarily mean easy to obtain (I’m looking at you polymorph spells). The spell component pouch (see below) was created to remove one difficulty of managing a spellcaster but it has also removed a lot of the flavor.

Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.

Within these pages you will find a complete list of material spell components and spell focuses organized by spell level. This list is designed for players to use to add more description back into their game without having to reference Guides for Advanced Players at the table, or for gamemasters who are mindful of the fact that spell components pouches do not contain things with specific costs nor things that wouldn’t fit into the pouch. It is also a handy list for obsessive compulsives who have not made their own list yet. The spells are listed by their lowest sorcerer/wizard level or barring that cleric, druid, or bard level.

Focus Items

Focuses are not consumed during spellcasting, however many of them are too bulky for a spell component pouch or carry a cost.

Material Components

On the other hand, material components are consumed in the casting of the spell. It is a good idea to track how often a character casts a certain spells because although some items are easy to get like a pinch of dirt, I think we really need to question how many live spiders (see spider climb), how many pieces of different monsters (see the assorted beast shapes), how much squid ink mixed with black dragon blood (see mnemonic enhancer), or even how many different pieces of crystal they carry.

1st Level (Focus)

Beguiling Gift                  the object to be offered

Crafter’s Fortune            a tool

Dancing Lantern            a lantern

Stumble Gap                   miniature shovel costing 10 gp


2nd Level (Focus)

Create Pit                         miniature shovel costing 10 gp

Sacred Bond                    a pair of worn golden bracelets worth 100 gp


3rd Level (Focus)

Spiked Pit                      miniature shovel costing 10 gp


4th Level (Focus)

Threefold Aspect                             silver crescent worth 5 gp


5th Level (Focus)

Hungry Pit                      miniature shovel costing 10 gp


6th Level (Focus)

Pied Piping                     pan pipes


1st Level (Material)

Ant Haul                              a small pully

Break                                    a twig

Cloak of Shade                    a leaf from a shade tree

Crafter’s Curse                    a broken tool

Expeditious Excavation    tiny shovel

Ill Omen                               hair from a black cat

Keen Senses                      a hawk’s feather

Mask Dweomer                a piece of gauze

Negate Aroma                   a pinch of alum

Rejuvenate Eidolon, Lesser               a drop of your blood

Residual Tracking             a bit of plaster

Restful Sleep                      a pinch of sand

Sculpt Corpse                     lump of wax

Stone Fist                            a chip of granite

Tireless Pursuit                 a hard biscuit broken into pieces

Touch of the Sea               a fish scale

Unfetter                              a broken chain

Wrath                                 a thorny vine


2nd Level (Material)

Accelerate Poison            thorn

Allfood                               a pinch of salt and pepper

Arrow Eruption               an arrow or a crossbow bolt

Burning Gaze                   eye of a mundane salamander

Cacophonous Call            a scrap of sheet music

Create Treasure Map      powdered metal and rare inks worth 100 gp

Dust of Twilight               coal dust

Elemental Speech            iron filings

Elemental Touch             a bit of the chosen element

Evolution Surge, Lesser a chameleon scale

Feast of Ashes                  a pinch of ash

Fester                                rotted meat

Fire Breath                      a chili pepper

Ghostbane Dirge            an old reed from a wind instrument

Glide                                 a leaf

Hidden Speech               a cipher written on a piece of parchment

Honeyed Tongue             a drop of honey

Lockjaw                            sticky tree gum

Natural Rhythm              a handful of pebbles dropped one by one onto the ground

Perceive Cues                  a drop of water

Pox Postules                     leaves from a toxic plant

Scent Trail                        a queen ant

Share Language              a page from a dictionary

Slipstream                        a few drops of oil and water

Summon Eidolon            a silver coin


3rd Level (Material)

Aqueous Orb                  a drop of water and a glass bead

Arcane Concordance    a spent wand

Blood Biography            a scrap of parchment

Bloodhound                    a drop of blood and a pinch of cinnamon

Campfire Wall                ash made from burnt thorns

Cup of Dust                     a pinch of dust

Devolution                      a chameleon scale

Draconic Reservoir       a scale from a dragon that produces the energy you seek to absorb

Enter Image                    a drop of paint and a ball of clay

Evolution Surge             a chameleon scale

Guiding Star                   a spool of thread or string

Hide Campsite                   a sprig of mistletoe and a vial of quicksilver

Lily Pad Stride                    a frog’s leg

Nap Stack                            a little silk pillow worth 100 gp

Rejuvenate Eidolon           a drop of your blood

Seek Thoughts                    a handful of copper coins

Shifting Sand                      a handful of sand

Tireless Pursuers               a hard biscuit broken into pieces

Twilight Knife                    a small knife

Versatile Weapon              iron filings


4th Level (Materials)

Acid Pit                                      drop of acid

Ball Lightning                          a small iron ring

Detonate                                   vial of acid, alkali flask

Dragon’s Breath                      a dragon scale

Evolution Surge, Greater      a chameleon scale

Firefall                                      one fire source

Grove of Respite                     a leaf or blade of grass and a drop of water

Moonstruck                             a pinch of powdered moonstone

Purified Calling                      a stick of incense

Rest Eternal                            ashes and vial of holy or unholy water

Share Senses                          a hair, scale, or feather from your familiar

Shared Wrath                        a thorny vine

Sleepwalk                               a sprig of belladonna worth 100 gp

Spite                                         rare inks worth 250 gp

Transmogrify                         a flask of quicksilver worth 1,000 gp

Universal Formula                quicksilver and powdered platinum worth 100 gp

Wandering Star Motes         a sprinkle of flash powder


5th Level (Material)

Banish Seeming                    a cold iron nail

Bard’s Escape                        pieces of a smashed fiddle

Cacophonous Call, Mass     a scrap of sheet music

Elude Time                   powdered diamond, emerald, ruby, and sapphire dust worth 500 gp

Fire Snake                             a snake scale

Geyser                                    a piece of lava rock

Ghostbane Dirge, Mass       an old reed from a wind instrument

Life Bubble                         a bit of eggshell

Rejuvenate Eidolon, Greater              a drop of your blood

Resurgent Transformation                 a pinch of meteoric iron worth 100 gp

Snake Staff                         a knife suitable for whittling

Suffocation                        a vial containing a bit of the caster’s breath

Swarm Skin                       a crushed insect hive

Treasure Stitching          a piece of embroidered cloth no larger than 10 ft. square [100 gp]


6th Level (Materials)

Cloak of Dreams               a rose petal and a drop of perfume

Enemy Hammer                puppet strings

Fester, Mass                        rotten meat

Fluid Form                          a mixture of oil and water

Fool’s Forbiddance            a ring of keys

Getaway                              a brass doorknob

Sirocco                                 handful of fine sand cast into the air

Twin Form                          a blend of soil and the caster’s blood

Unwilling Shield                ruby dust worth 250 gp


7th Level (Materials)

Deflection                           a piece of rubber dipped in glue

Expend                                miniature broken hourglass

Fly, Mass                             a wing feather

Rampart                             a handful of earth

Vortex                                 a stirring spoon


8th Level (Material)

Euphoric Tranquility        a poppy flower

Seamantle                           a cup of water

Stormbolts                          a copper rod

Wall of Lava                        a chunk of dried lava


9th Level (Material)

Suffocation, Mass              a vial containing a bit of the caster’s breath

Wall of Suppression          powdered adamantine worth 1,000 gp