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17 Paladin Spells Author: Tony DiGerolamo Layout: The Le
TABLE OF CONTENTS Welcome to the 17 Paladin Spells, the third book in the new 17 series from The Le Games. This book has 18 Magic Spells, dedicated to the almighty Paladin (yea, we said 18. In bold text too!).
The Tome of the Crusader 1st Level Spells • Hide the Innocent • Righteous Strike • Blessed Favor • Shared Sacrifice • Martyr’s Shield
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2nd Level Spells • Rapid Rescue • Endless Endurance • Create Holy Water • Paladin Mind Trick • Sword Dance
FREELANCERS Our freelance author is Tony DiGerolamo, who can be contacted at
[email protected] 3rd Level Spells • Rally the Righteous • Avenging Angel • Sleep of the Wicked • Disarmament
SHAMELESS PLUGS Coming soon from The Le Games: 17 Cloaks, 17 Magic Shields, 17 Magic Items, 17 Magic Gloves & Boots, 17 Magic Rings & Amulets, 17 Ranger Spells, 17 Bard Spells, Unorthodox Pirates, Unorthodox Sorcerers, Unorthodox Paladins, Unorthodox Wizards, Unorthodox Modern Mimes,
4th Level Spells • Light of Purity • Martyr to the Cause • Sword of the Crusader • Vow of Justice
17 Paladin Spells: The Tome of the Crusader
The Tome of the Crusader
each level per day as long as he spends at least ten minutes studying the tome.
The Tome of the Crusader is leather, bound over wooden covers and filled with bright white parchment. The book is enchanted to appear worthless to anyone of evil alignment; even when placed in their hands, the book’s true form will never be revealed to them. It is rumored that several copies of this grand tome exist, some with all 17 spells and some with less. Although clerics of good alignment will recognize the book and the spells for what they are, only Paladins can actually benefit from the tome’s teachings. Paladins that are normally unable to cast spells can cast one 1st level spell per day from the tome. It is possible to find only a page or two, which has been torn out from the book. A Paladin may place this torn page within the book and pray for 1 hour, which causes the page to mend itself into the book. A spell page that is not a part of the book is of no use to the Paladin. •
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GM’s option: Any Paladin that studies the tome and spends a week in meditation and prayer immediately gains 10,000 experience points. The Paladin can only gain the experience from a tome of this type once. If the character ever ceases to be a Paladin, he loses these 10,000 experience points immediately. GM’s option: If the Paladin is high enough level to cast spells, he can cast an additional spell of
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17 Paladin Spells: The Tome of the Crusader bearings if it intends to pursue the “innocents”. The Paladin cannot cast this spell on an evilly-aligned target. If the Paladin is unaware that the target is evil, the spell will automatically fail. This spell will function on an unlimited amount of non-intelligent creatures, including undead ones, as long as they are in the caster’s radius.
1st Level Spells Hide the Innocent Illusion (Glamer) Level: Paladin 1 Components: V, S Casting Time: 1 standard action Range: Close (25 feet + 10 feet every 2 levels) Target: 10 + Paladin’s level (int)* Duration: 5 rounds + 2 rounds per level after 1st Saving Throw: Will Spell Resistance: No *This spell can affect an unlimited amount of creatures as long as their intelligence does not exceed this score. The spell can target a portion of a crowd of creatures.
Righteous Strike Evocation Level: Paladin 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 round/level Saving Throw: None Spell Resistance: No This is spell allows the Paladin to channel his holy power into a weapon. For the duration of this spell, the weapon will be able to strike evil creatures and do normal damage, even if the target creature can only be hit by magic, holy, silver or iron weapons. The spell also grants the Paladin a +1 bonus attack rolls and damage rolls with the weapon. Additionally, for undead creatures such as skeletons, the weapon damage is not halved, even for bladed weapons. The spell does not function against evil clerics that are higher level than the Paladin and this spell only works for weapons wielded by the Paladin. If the spell is still active and the Paladin is forced to switch weapons or pick up a
When successfully cast, this spell draws the attention away from innocent targets to that of the Paladin. The Paladin must engage at least one of the targets in combat for one action. However, he needn’t cause damage or be very effective. (Even throwing a pebble and shouting would be enough.) Targets that fail their saving throw will pursue the Paladin for the duration of the spell intent on harming him. (Although the target may engage in non-lethal combat if the target so desires.) While under the affect of this spell the target or targets will not see those that the Paladin wishes to hide with the spell. The distraction is so complete that the target will have to spend 1d4 rounds getting its The Le Games
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17 Paladin Spells: The Tome of the Crusader new one, the spell will continue to work for the new weapon for the remainder of the duration of the spell. The affect of the spell is not cumulative with magic weapons. However, if a +1 (or greater) weapon is enchanted, it will be able to strike and deal damage to creatures that can normally only be hit by +2, +3, +4 and +5 weapons for the duration of the spell.
skill check. The Paladin may never cast this spell more than once per day. Additionally, after casting this spell the Paladin must pray for an additional one-hour some time in the future and, if it is appropriate, make an extra sacrifice to his god. • GM’s option: Rather than granting an automatic “20”, simply give the caster a +10 to the skill check.
Blessed Favor Evocation Level: Paladin 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: instantaneous Saving Throw: None Spell Resistance: No By saying a brief prayer to his god, the Paladin asks for his deity’s blessing in making a skill check. The check cannot be made for personal gain on the part of the Paladin, but for some other appropriate third-party or his church. In dire life-or-death circumstances, the Paladin may use the spell for himself. The Paladin must invoke the prayer as he is performing the skill. Additionally, the Paladin must have at least a slim chance of success. If all these conditions are met the Paladin casts the spell and he automatically succeeds in the skill check as if he rolled a “20”. The affect is instantaneous and only takes as long as the Paladin needs to make the The Le Games
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17 Paladin Spells: The Tome of the Crusader The material component of this spell is a vial of holy water which must be splashed on both the Paladin at the beginning of the spell and the recipient at the end of the spell. The recipient must also be wearing a copy of a holy symbol from the Paladin’s religion. The symbol can be drawn on by the Paladin if need be. If the recipient of the spell is injured while the spell is in affect the hit points are subtracted from the Paladin instead. The Paladin can absorb up to one strike per level of experience. A “strike” needn’t cause lethal damage, but must cause at least one point of non-lethal damage. The damage absorbed only applies to physical damage: crushing, puncturing and slashing. The Paladin cannot absorb damage caused by disease, poison, level draining or magic. The only exception to this rule is magic that causes physical damage through physical objects (for instance, hurling objects for damage with Telekinesis or the explosion caused by a Fireball). The Paladin can be blinded if the target is physically blinded, but he cannot be blinded by magic in this way. If the recipient wipes off the Paladin’s holy symbol or loses contact with it, the spell is immediately broken. Damage that is normally ignored by the Paladin through magic items does not protect the recipient unless he is wearing the same magic items. However, if the recipient is immune to certain physical attacks, the same immunity is granted to the Paladin regarding the damage aimed at the recipient. (For instance, if the recipient is protected by a Protection from Arrows spell, the Paladin would not take damage if the recipient is hit by an arrow. However, the
Shared Sacrifice Transmutation Level: Paladin 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Injured good or neutral creature Duration: instantaneous Saving Throw: Will Negates Spell Resistance: Yes This spell will only function against living good or neutral creatures. If the Paladin touches the target and speaks the appropriate prayer, he takes on part of the injured creature’s wounds. He may take up to half of the lost hit points onto himself to heal the creature by the same amount. He cannot take an amount of damage that would reduce him to less than 1 hit point.
Martyr’s Shield Abjuration Level: Paladin 1 Components: V, S, M Casting Time: 2 standard actions Range: Touch Target: Good or neutral creature Duration: one strike per level (maximum of two rounds per Paladin level) Saving Throw: None Spell Resistance: No The Le Games
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17 Paladin Spells: The Tome of the Crusader Paladin would still take damage from an arrow that struck him directly unless he is protected in some way as well.)
cannot stop on these surfaces or they will suffer the normal affects. On standard surfaces, the Paladin and steed can stop and start as much as they want until the spell is over.
2nd Level Spells
Endless Endurance Transmutation Level: Paladin 2 Components: DF Casting Time: 1 standard action Range: Touch Target: one creature Duration: 1/hour per level Saving Throw: None Spell Resistance: No This spell can only be used to save a good or neutrally aligned creature (this may include the Paladin). During the duration of the spell the recipient will automatically make Fortitude checks and any checks involving Strength or Constitution or skills based on these traits. The recipient cannot be knocked unconscious except through magical means. Even then, spells 2nd level and lower that would knock out, slow, or weaken the recipient have no affect as long as this spell is working. The recipient gains +4 to saves on spells that would knock out, slow, or weaken him if there is a saving throw. If there is no saving throw, the recipient gets one (DC 20). While the spell is working, the recipient does not require to sleep, eat or rest. Even if he was on the verge of exhaustion and collapse when the spell was cast, he will become energized
Rapid Rescue Transmutation Level: Paladin 2 Components: V, S Casting Time: 1 standard action Range: Personal or Touch Target: You Duration: 3 rounds per level Saving Throw: None Spell Resistance: No This spell can only be used to save a good or neutrally aligned creature (this may include the Paladin herself). During the duration of the spell the Paladin’s movement is tripled. He may also cast the spell on a willing steed – it doubles the movement of a standard animal, but triples the movement of a Paladin’s regular steed and quadruples the movement of a Paladin’s Warhorse. Additionally, the Paladin or steed move as if completely unencumbered and the burst of speed does not tire the Paladin or the steed. If the Paladin or steed gets one round worth of movement on a flat surface they can traverse across water without penalty. If the Paladin or warhorse gets two rounds of movement on a flat surface they can also traverse vertical surfaces. However, the Paladin or steed The Le Games
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17 Paladin Spells: The Tome of the Crusader inadvertently push themselves too far. It is often a good idea for the Paladin to slowly bring the animal down during the last few rounds of the spell. Elderly recipients that overestimate their abilities may, at the DM’s discretion, have to make a second Fortitude check or suffer a massive coronary. Elderly Paladins are immune to this.
and well-rested for the during the duration of the spell. When the spell is over, he immediately reverts to his former state of readiness before the spell began and must make a Fortitude check (DC 15). If he succeeds the check, he is winded, but fine. If he fails the check, he suffers from exhaustion and must rest for an hour to regain his former strength. Animals and elderly recipients of this spell may
Create Holy Water Conjuration (Creation) Level: Paladin 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. +5 ft. per 2 levels) Target: Two gallons per level Duration: Instantaneous Saving Throw: Special Spell Resistance: No This spell generates pristine Holy Water. This holy water can be created in a small area or in an area three times as large - oftentimes creating a downpour. To cast the spell, the Paladin must be in the process of turning undead creatures. The holy water will be directed at these creatures whether or not they are successfully turned. Unless the undead creatures are intelligent or non-corporeal, they are immediately bathed in the holy water and suffer a minimum of 1d6 points of damage per round for one round per level of the Paladin. Noncorporeal undead get a Will check; if the check fails, The Le Games
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17 Paladin Spells: The Tome of the Crusader the creature takes the damage. If the check succeeds, the creature is unaffected, but must leave the radius of the holy water before it can attack. Intelligent undead get a Reflex check to avoid the water altogether – if they succeed, they must leave the area of the holy water to avoid it. This may drive the creature away or merely cause it to attack from the edge of the radius. The water can douse one undead creature per gallon and the Paladin may target creatures in large groups. The material component for the spell is the Paladin’s holy symbol which must be prominently displayed as he is turning the undead.
target, speaking calmly and gently gesturing with his hand, the Paladin causes the target to see something in the immediately vicinity as something other than it is. The trick is limited to what the target must reasonably expect to see and it cannot force him to see something or do something he would not normally see or do. The trick cannot cause the target to harm himself or others – it is merely a powerful distraction. Examples include:
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
“These people are harmless and aren’t worth your valuable time”
Paladin Mind Trick
The target will not think he is listening to the Paladin. The distractions often appeal to the targets’ ego. If the Paladin or his allies attack the target, the spell is immediately broken. If the Will check is failed and the spell is allowed to run its course, the recipient will not even remember encountering the Paladin when the spell was cast. He’ll only remember encountering someone vague and akin to what the Paladin suggested. Paladins often use the trick to bypass guards so they might free innocents ahead of deadly combat. Paladins may not use the trick to gain an advantage in lethal combat. Evil clerics that are higher level than the Paladin are immune to the Paladin Mind Trick. It is
“You deserve a break. It’s time for a drink.” “Everything’s fine, move along”
“These aren’t the halflings you’re looking for”
Enchantment (Charm) (Mind-Affecting) Level: Paladin 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. +5 ft. per 2 levels) Target: One person per two levels of Paladin Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes Paladins don’t often have use for subterfuge, but in the rare instances of necessity the Paladin’s Mind Trick can be used. By looking into the eyes of the The Le Games
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17 Paladin Spells: The Tome of the Crusader considered especially insulting for evil clerics to be the victim of such a trick.
can continue to make the sword dance for the duration of the spell. The Paladin may start the sword dance spell as long as he can see his weapon.
Sword Dance Transmutation Level: Paladin 2 Components: DF, M Casting Time: 1 standard action Range: Close (25 ft. +5 ft. per 2 levels) Target: One weapon Duration: 1 round per 2 levels Saving Throw: None Spell Resistance: No The material component for this spell is the Paladin’s primary weapon. Through sheer force of will, the Paladin can cause his weapon to fly back into his hand as a free action or hurl it to strike a target within the radius of the spell. The sword can continue to fight by itself as long as the Paladin remains conscious and can maintain minimum concentration. He cannot cast other spells or draw another weapon, but he can fight with his fists, shield punch, move up to five feet and perform any other free actions. He must keep his weapon in his line of sight to maintain concentration, if he does not he has one round to bring the sword back into his hand or it falls to the ground. As long as he is in the radius of the spell and the spell is still active, he can bring the sword back into his hand as a free action at any time. If a barrier comes between the Paladin and his sword he has one round to get it back in his hand. If the barrier is clear, the Paladin The Le Games
3rd Level Spells Rally the Righteous Transmutation Level: Paladin 3 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. +50 ft. per 2 levels) Target: All allies in range Duration: 1 round per level Saving Throw: None Spell Resistance: Yes Any ally of the Paladin that can see or hear him when this spell is cast will feel positive energy flow through him. For the duration of the spell, these allies gain the following: • Allies gain a +1 bonus melee attack rolls and melee damage rolls • Any unconscious ally gets an immediate Fortitude check to regain consciousness; allies gain a bonus to this check equal to the Paladin’s Charisma bonus (if any). • Allies are immune to fear • Allies under the affects of fear may attempt an immediate Will check to overcome it. • Allies gain a +2 bonus to all initiative checks. 9
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17 Paladin Spells: The Tome of the Crusader The Paladin that casts this spell immediately draws attention to himself and will likely become the target of addition attacks from the opposing forces of evil.
attacker and screaming to get the attacker’s attention. Once the spell is cast, the Paladin gains a +2 bonus his melee attack rolls and a +4 bonus to his melee damage rolls against the attacker. The Paladin will attack the target until he or it is dead or unconscious. Unless the target immediately
If the Paladin is knocked unconscious or slain during this spell, the spell immediately ends. The Paladin must remain in combat for the duration of the spell or else it immediately ends. He can stop to heal allies and perform other actions but he cannot leave the field of battle.
Avenging Angel Enchantment Level: Paladin 3 Components: V, DF Casting Time: 1 standard action Range: Personal Target: one creature Duration: Special Saving Throw: None Spell Resistance: No This spell can only be cast when a Paladin’s ally is slain, knocked into negative hit points or is about to be slain with the next blow. The Paladin need not be intimately familiar with the victim for him to consider the victim an ally. If the victim is clearly an innocent, the Paladin can consider the victim an ally. Even if the victim is an illusion, the Paladin can cast the spell if he thinks an innocent has been slain. The Paladin starts the spell by charging the
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17 Paladin Spells: The Tome of the Crusader surrenders, the Paladin will attack the victim with an unbridled righteous fury. No magic will be able to hide the target from the Paladin. If another creature gets in the way of the Paladin and his target, the Paladin gets an immediate attack of opportunity against the new target. If the Paladin is successful, the target is knocked to the side and must make a Reflex check to stay on his feet.
Spell Resistance: Yes This spell on affects evil or neutrally aligned creatures. Any creature in the radius can be affected up to the Paladin’s limit. Any target creature that misses his Will check for this spell will fall into a deep, relaxed sleep for 3d4 rounds. If the target creature is tired before the spell is cast, he may sleep even longer. The Paladin may not willingly let the creatures affected by the spell come to harm during their sleep. The purpose of the spell is to allow the Paladin to bypass low-level guards and guard animals, not to gain an advantage in combat against them. It is acceptable for the Paladin to capture the sleeping creatures without harming them. The spell only affects living creatures.
The Paladin will continue to strike against his target until the target is dead. The Paladin can continue to fight with no penalty up to –15 hit points. If the victim is a personal friend of the Paladin, relative or intimate ally, he can fight up to –20 hit points or more at the GM’s discretion. If the Paladin is at –10 hit points or below, he drops dead as soon as the creature is slain or unconscious.
Disarmament
In the unlikely event that the target is teleported out of the range of the Paladin, the spell immediately ceases, but it is likely the Paladin will go on a quest to hunt the killer.
Transmutation Level: Paladin 3 Components: S Casting Time: 1 standard action Range: Close 25 ft. + 5 ft./level Target: All targets in range half the level of Paladin Duration: instantaneous Saving Throw: None Spell Resistance: No With a wave of his hand, the Paladin causes weapons to fly from the hands of those in the radius of the spell unless the targets make a Reflex check (DC equal to the Paladin’s level + the Paladin’s Charisma bonus). The only creatures
Sleep of the Wicked Enchantment (Compulsion) (Mind-Affecting) Level: Paladin 3 Components: S, DF Casting Time: 1 standard action Range: Close 25 ft. + 5 ft./level Target: 1 hit die of creature per level Duration: Special Saving Throw: Will Negates The Le Games
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17 Paladin Spells: The Tome of the Crusader affected by this spell are ones with hit die less than or equal to half the Paladin’s level. The weapons will land 1d6 feet away from the wielder and the weapons cannot be made to hit targets for damage. Paladins cannot use this spell to gain an advantage during combat. It is most often used to give a lesser enemy a chance to surrender or the even the odds against a foe with superior numbers. Enemies that attack the Paladin with another weapon, or without a weapon to begin with, forgo any protection.
of damage. If the creature has a connection to the negative material plane (wights, wraiths, ghosts, etc.), then this damage is doubled. Undead creatures get no saving throw against this spell and their spell resistance is useless. In addition to double damage, all vampires must make an immediate Fortitude check (DC 20 + the Paladin’s charisma bonus) or be forced to 0 hit points and transform itself into a gaseous state. Non-Undead evil aligned creatures take 1d6 points of damage – this damage is doubled if the creature has a connection to the negative material plane. These creatures may use their spell resistance to negate the damage.
4th Level Spells Light of Purity Evocation (Light) Level: Paladin 4 Components: V, S, DF Casting Time: 1 standard action Range: Close 25 ft. + 5 ft./level Target: Personal Duration: instantaneous Saving Throw: None Spell Resistance: Yes* When this spell is cast, a light of pure goodness emanates from the Paladin. All undead creatures touched by the light take 2d6 points The Le Games
Martyr to the Cause Transmutation Level: Paladin 4 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: Special Saving Throw: None 12
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17 Paladin Spells: The Tome of the Crusader only the gods can approve of its use. At the end of the spell the Paladin is delivered to his god by avatars and welcomed into the afterlife a great hero. At the Paladin’s request or at the god’s discretion, he may be returned to continue his good works. But doing so will have unique consequences to his body (GM’s discretion). Should the Paladin have a true love left on the Prime Material Plane, then his chances of returning are greatly increased.
Spell Resistance: No This spell is the ultimate Paladin ability and has not been used in several centuries. Only Paladins of 20th level or high can use it and due to its earthshattering consequences it’s secrets are closely guarded. The spell can only be cast when there is something very grave at stake and the odds of the Paladin surviving are very slim: Nothing less than the lives of hundreds of innocents, the fate of his church or the very fate of the world can this spell be cast. Without the divine help of the Paladin’s god, the spell will not function.
Sword of the Crusader Enchantment (Compulsion) Level: Paladin 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Touch Target: one weapon Duration: 1 round per level Saving Throw: None Spell Resistance: No By calling forth the righteous power of his god, the Paladin enchants his blade so that it becomes extremely powerful – whenever it is used in a melee attack, it gains a +1d4 bonus to it’s attack roll and +1d4 bonus to it’s damage roll; this is in addition to any other bonuses the sword may already have. Evil creatures that are struck with this weapon take an additional 1d4 points of damage. Evil aligned magic items that are struck must make a successful save vs. magic or be destroyed. Undead creatures that are struck are disrupted if they have fewer hit dice than the Paladin has levels –
The material component of this spell is the Paladin himself. The spell increases the Paladin’s Armor Class by 10, heals all lost hit points and disregards all other spells and affects that might stop or hinder the Paladin. He will fight until the day is won regardless of how many hit points he loses. Only the complete disintegration of the Paladin by a godlike force, artifact or relic can stop him from achieving victory. The Paladin effected by this spell may fight normally up to –30 hit points. If the Paladin is reduced to less than –30 hit points, his body explodes, dealing 10d10 points of damage to all enemies and evil creatures in a 100-foot radius; the explosion will also heal 10d10 hit points to all allies in that same radius. Only protection from the gods can stop this affect. This spell may have campaign-altering consequences, so the GM must approve its use. The Paladin cannot be tricked into wasting this spell as The Le Games
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17 Paladin Spells: The Tome of the Crusader intelligent undead creatures get a Fortitude check at –4 to resist the affect. Only Paladins of 15th level or higher can cast this spell.
their location. Only godlike magic can hide the perpetrators from the Paladin’s vision. If they are already dead, the spell will reveal this. Until the perpetrators are brought to justice, the Paladin will always know what direction to travel to find them. No disguise, magical or otherwise, can hide the targets from the Paladin. The Paladin will see his target even if it is hidden, invisible or in the Ethereal plane. The Paladin can target multiple perpetrators of the same event, but cannot take another vow or quest until the previous vow is finished. If the perpetrators die before the Paladin finds them, he will immediately know and the spell will be broken. For every year after the fist that the Paladin chases the perpetrators, he gains an additional +1 to hit and +1 damage against them.
Vow of Justice Enchantment (Compulsion) Level: Paladin 4 Components: V, S, DF Casting Time: 10 rounds Range: Special Target: Personal Duration: Special Saving Throw: None Spell Resistance: No When a wrong needs to be a righted, where injustice reigns and justice is needed, where evil lurks in the dark and a light of goodness needs to be shined: the Vow of Justice spell will be there! A Paladin can only cast this spell on himself under appropriate circumstances. When innocents are slain or there is a grave injustice, the Paladin vows to right the wrong. At the end of the spell, the Paladin’s god gives him a vision of the perpetrators and The Le Games
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17 Paladin Spells: The Tome of the Crusader OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
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Tony DiGerolamo
17 Paladin Spells: The Tome of the Crusader
'D20 System' and the 'D20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the D20 System License version 3.0. A copy of this License can be found at www.wizards.com/d20. Product Identification: • The following is a listing of Open Game Content: All game text, not including the introduction page. Copyright information • Pocket Sourcebooks, © 2005 The Le. Published by The Le Games, www.TheLeGames.com • 17 Paladin Spells, © 2005 The Le. Published by The Le Games, www.TheLeGames.com • Images: Some images © 2003-2005 www.clipart.com • Images: Image Portfolio: Anthology Volume 1 © 2005, Louis Porter Jr. Design • Images: Clip Art collect, © 2005, Sacrosanct Games, www.sacrosanctgames.com
The Le Games
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Tony DiGerolamo