Pockets full of bat guano, incomprehensible speech, and twisted hands making bizarre gestures—it sounds crazy, but in the Dungeons & Dragons game, these are the earmarks of power (as written in the 3.5 Premium Spell Compendium), for they are the signs of spellcasting.
As further written (back in the 1st Edition Dungeon Master's Guide), all magic and cleric spells are similar in that the word sounds, when combined into whatever patterns are applicable, are charged with energy from the Positive or Negative Material Plane. When uttered, these sounds cause the release of this energy, which in turn triggers a set reaction. The release of the energy contained in these words is what causes the spell to be forgotten or the writing to disappear from the surface upon which it is written.
Spells and spellcasters form a cornerstone of fantasy, and the Spell Compendium builds on that cornerstone by presenting over a thousand spells in one place.
In today's excerpt, we look at the contents of the book, including a sample of its spells.
Using This Book
As mention this book puts over a thousand spells at your fingertips, which works just like Chapter 11: Spells in the 3.5 Player’s Handbook. When selecting spells for your character, simply open and place Spell Compendium next to your Player’s Handbook and use both books’ spell lists for your character’s class to make your spell selections. Use the same spellcasting rules presented in the Player’s Handbook when casting spells from Spell Compendium, and look to Chapter 10 of the Player’s Handbook for explanations of elements of the spell’s descriptions.
Other Spellcasting Classes
The Spell Compendium deals exclusively with spells used by the classes and prestige classes introduced in the 3.5 Player’s Handbook and Dungeon Master’s Guide, but even if you’re playing a different spellcasting class, you can still use this book. The Spell Compendium offers advice (included in the following excerpt) to help you decide how to adopt spells for your character.
Sample Spells: Calling Inevitables
Hailing from the lawful neutral plane of Mechanus, inevitable are constructs whose sole aim is to enforce the natural laws of the universe. Each type of inevitable is designed to find and punish a particular kind of transgression, hunting down a person or group that has violated a fundamental principle, such as “The guilty should be punished,” “Bargains should be kept,” or “Everyone dies eventually.”
When an inevitable is created, it receives its first mission, then finds the transgressors and metes out appropriate punishment. The sentence is usually death, although some inevitable insist on compensation to the wronged party instead, using geas and mark of justice to ensure compliance. From its first step, an inevitable focuses totally on its target. It continues its efforts no matter how cold the trail or hopeless the task. If unable to cross an ocean any other way, inevitables have been known to walk into the waves, traversing the seabed to emerge on another continent months later.
In the following spells, you can ask the kolyarut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.
Call Zelekhut (level 5)
You make the necessary conjurations and the powers of Mechanus respond. The zelekhut fades into view, its centaur form accompanied by the sound of rattling silver chains. “Who seeks to escape justice?” it asks with the solemn tones of a judge’s gavel.
Call Kolyarut (level 7)
As you complete the spell, the powers of Mechanus respond. The kolyarut does not manifest before you as much as assembles itself in your presence, a single whirling cog unfolding until the construct stands complete. “Who is to be punished?” it asks in the flat voice of a clock mechanism.
Call Marut (level 9)
You call across the boundaries of the multiverse, and the powers of Mechanus respond. The marut warps into place in an eyeblink with a whirling throb of thunder. “Who denies death?” it asks with the voice of an avalanche.