<page>
   <title>Horses and Magic</title>
   <summary>Details of the interactions between horses and magic</summary>

   <p>Horses are the ever-present companions of heroes great and
   small, and, as such often get magically enhanced so they can keep
   up with their heroic owners and partners.</p>

   <p>In the following chapter, a number of magicical items and spells
   affecting horses are described.  Use and enjoy.</p>

  <head>Enchanted Brands</head>

    <p>Creatures (usually horses and similar mounts) may have
    permanant magical enchantments placed upon them in the form of
    magical brands.</p>

    <p>These brands can imbue mystic auras into the posessing creature
    that enhance it in some way: making it more effective in battle,
    or able to perform magical feats</p>

    <head2>New Feat: Scribe Enchanted Brand [Item Creation]</head2>

    <p><strong>Prerequisite:</strong> Spellcaster level 3rd+.</p>

    <p><strong>Benefit:</strong> The character can scribe a creature
    with any enchanted brand whose prerequisites the character
    meet.</p>

    <p>Scribing an enchanted brand takes 1 day for each 1,000 gp in
    its price, in preparation.  Actually scribing the brand is
    performed during a ceremony that takes one hour per each 1,000 gp
    in its price.</p>

    <p>To scribe an enchanted brand, the spellcaster must spend 1/25
    of the brand's price in XP and use up raw materials costing half of
    this price.</p>

    <p>Some brands incur extra costs in material components or XP as
    noted in their descriptions. These costs are in addition to those
    derived from the brand's base price. The character must pay such a
    cost to scribe the brand.</p>

  <head>Brand Descriptions</head>

    <head2>Blinking</head2>

    <p><strong>Caster Level:</strong> 7th</p>
    <p><strong>Prerequisites:</strong> Scribe Brand, <em>blink</em></p>
    <p><strong>Market Price:</strong> 30,000 gp</p>

    <p>On command, this brand makes the creature blink, as with the
    <em>blink</em> spell.</p>

    <head2>Chameleon Power</head2>

    <p><strong>Caster Level:</strong> 3rd</p>
    <p><strong>Prerequisites:</strong>
       Scribe Brand, <em>change self</em>, <em>invisibility</em></p>
    <p><strong>Market Price:</strong> 12,000 gp</p>

    <p>As a free action, the creature can gain the ability to
    magically blend in with the surroundings. This adds a +15 bonus to
    the creature's Hide checks. As a standard action, the craeture can
    also command the brand to utilize the spell change self as often
    as he or she wants.</p>

    <head2>Counterspells</head2>

    <p><strong>Caster Level:</strong> 11th</p>
    <p><strong>Prerequisites:</strong> Scribe Brand, <em>spell turning</em></p>
    <p><strong>Market Price:</strong> 4,000 gp</p>

    <p>This brand allows a single spell of 1st through 6th level to be
    cast into it.  Should that spell ever be cast upon the creature,
    the spell is immediately countered, as a counterspell action,
    requiring no action (or even knowledge) on the creature's
    part. Once so used, the spell cast within the brand is gone. A new
    spell (or the same one as before) may be placed in it again.</p>

    <head2>Elemental Command</head2>

    <p><strong>Caster Level:</strong> 15th</p>
    <p><strong>Prerequisites:</strong>
       Scribe Brand, summon monster VI, all appropriate spells</p>
    <p><strong>Market Price:</strong> 200,000 gp</p>

    <p>All four types of elemental command brands are very
    powerful. Each has certain other powers as well as the following
    common properties:</p>

    <ul>

      <li><p>Elemental of the plane to which the brand is attuned
      can't attack the creature, or even approach within 5 feet of him
      or her. If the creature desires, he or she may forego this
      protection and instead attempt to charm the elemental (as
      <em>charm monster</em>, Will save DC 17). If the charm attempt
      fails, however, absolute protection is lost and no further
      attempt at charming can be made.</p></li>

      <li><p>Creatures from the plane to which the brand is attuned
      who attack the creature suffer a -1 penalty to their attack
      rolls. The brand creature makes applicable saving throws from
      the extraplanar creature's attacks with a +2 resistance
      bonus. The creature gains a +4 morale bonus to all attacks
      against such creatures. Any weapon the creature uses bypasses
      the damage reduction of such creatures, regardless of any
      qualities the weapon may or may not have. </p></li>

      <li><p>The branded creature is able to converse with creatures
      from the plane to which the brand is attuned. These creatures
      recognize that he or she wears the brand. They show a healthy
      respect for the creature if alignments are similar. If
      alignments are opposed, creatures fear the creature if he or she
      is strong. If the creature is weak, they hate and desire to slay
      him or her. Fear, hatred, and respect are determined by the
      DM. </p></li>

    </ul>

    <p>The possessor of a brand of elemental command suffers a saving
    throw penalty as follows:</p>

    <table>
       <tr><th>Element</th><th>Saving Throw Penalty</th></tr>
       <tr><td>Air</td>
           <td>-2 against earth-based effects</td></tr>
       <tr><td>Earth</td>
           <td>-2 against air- or electricity-based effects</td></tr>
       <tr><td>Fire</td>
           <td>-2 against water- or cold-based effects</td></tr>
       <tr><td>Water</td>
           <td>-2 against fire-based effects</td></tr>
    </table>

    <p>In addition to the powers described above, each specific brand
    gives its creature the following abilities according to its
    type.</p>

    <head3>Brand of Elemental Command (Air)</head3>

    <ul>
      <li><p>Feather fall (unlimited use, creature only) </p></li>
      <li><p>Resist elements (electricity) (unlimited use, creature
      only) </p></li>
      <li><p>Gust of wind (twice per day) </p></li>
      <li><p>Wind wall (unlimited use) </p></li>
      <li><p>Air walk (once per day, creature only) </p></li>
      <li><p>Chain lightning (once per week) </p></li>
    </ul>

    <head3>Brand of Elemental Command (Earth)</head3>

    <ul>
      <li><p>Meld into stone (unlimited use, creature only) </p></li>
      <li><p>Soften earth or stone (unlimited use) </p></li>
      <li><p>Stone shape (twice per day) </p></li>
      <li><p>Stoneskin (once per week, creature only) </p></li>
      <li><p>Passwall (twice per week) </p></li>
      <li><p>Wall of stone (once per day) </p></li>
    </ul>

    <head3>Brand of Elemental Command (Fire)</head3>

    <ul>
      <li><p>Resist elements (fire) (as a major brand of elemental
      resistance [fire]) </p></li>
      <li><p>Burning hands (unlimited use) </p></li>
      <li><p>Flaming sphere (twice per day) </p></li>
      <li><p>Pyrotechnics (twice per day) </p></li>
      <li><p>Wall of fire (once per day) </p></li>
      <li><p>Flame strike (twice per week) </p></li>
    </ul>

    <head3>Brand of Elemental Command (Water)</head3>

    <ul>
      <li><p>Water walk (unlimited use) </p></li>
      <li><p>Create water (unlimited use) </p></li>
      <li><p>Water breathing (unlimited use) </p></li>
      <li><p>Wall of ice (once per day) </p></li>
      <li><p>Ice storm (twice per week) </p></li>
      <li><p>Control water (twice per week) </p></li>
    </ul>


    <head2>Elemental Resistance, Minor</head2>

    <p><strong>Caster Level:</strong> 5th</p>
    <p><strong>Prerequisites:</strong> Scribe Brand, <em>protection from elements</em></p>
    <p><strong>Market Price:</strong> 16,000 gp</p>

    <p>This brand continually protects the creature from damage from
    one type of energy-fire, cold, electricity, acid, or sonic. When
    the creature would normally take such damage, subtract 15 points
    of damage per round from the total to account for the brand's
    effect.</p>

    <head2>Elemental Resistance, Major</head2>

    <p><strong>Caster Level:</strong> 7th</p>
    <p><strong>Prerequisites:</strong> Scribe Brand, <em>protection from elements</em></p>
    <p><strong>Market Price:</strong> 24,000 gp</p>

    <p>This brand continually protects the creature from even greater
    damage from one type of energy-fire, cold, electricity, acid, or
    sonic. When the creature would normally take such damage, subtract
    30 points of damage per round from the amount before
    applying. This amount is enough to survive even on the Elemental
    Plane corresponding to the energy type (if applicable), but it
    still won't completely absorb powerful spells or special
    attacks.</p>

    <head2>Evasion</head2>

    <p><strong>Caster Level:</strong> 7th</p>
    <p><strong>Prerequisites:</strong> Scribe Brand, <em>jump</em></p>
    <p><strong>Market Price:</strong> 25,000 gp</p>

    <p>This brand allows the creature to avoid damage as if he or she
    had the evasion ability. Whenever the creature makes a Reflex
    saving throw to determine whether he or she takes half damage from
    an attack, a successful save results in no damage.</p>

    <head2>Feather Falling</head2>

    <p><strong>Caster Level:</strong> 1st</p>
    <p><strong>Prerequisites:</strong> Scribe Brand, <em>feather fall</em></p>
    <p><strong>Market Price:</strong> 2,200 gp</p>

    <p>This brand acts exactly like a <em>feather fall</em> spell,
    activated immediately if the creature falls more than 3 feet.</p>

    <head2>Freedom of Movement</head2>

    <p><strong>Caster Level:</strong> 7th</p>
    <p><strong>Prerequisites:</strong>
       Scribe Brand, <em>freedom of movement</em></p>
    <p><strong>Market Price:</strong> 40,000 gp</p>

    <p>This brand allows the creature to act as if continually under
    the effect of a <em>freedom of movement</em> spell.</p>

    <head2>Jumping</head2>

    <p><strong>Caster Level:</strong> 1st</p>
    <p><strong>Prerequisites:</strong> Scribe Brand, <em>jump</em></p>
    <p><strong>Market Price:</strong> 2,000 gp</p>

    <p>This brand continually allows the creature to leap about as if
    a <em>jump</em> spell had been cast upon him or her, adding a +30
    bonus to all Jump checks and eliminating the usual maximum
    distances.</p>

  <head>Magical Items</head>

    <head2>General</head2>

      <p>There are some magical items that are created especially for
      horses.  By and large, however, magical equipment is made for
      the humanoid races.  Fortunately, many items not specifically
      made for horse can be used by horses.</p>

      <p>There are, of course, restrictions.  (Note that the following
      restrictions only apply to horses that are not intelligent,
      cannot speak, and/or cannot cast spells.  Horses that break some
      or all of these assumptions may have fewer restrictions.)</p>

      <p>Horses may in general only operate <em>use activated</em>
      magical items, and then, only those items that a horse can
      actually use.  An oil could be applied, magical armor could be
      worn, but a sword could not be wielded, and no item requiring a
      command word could be used.</p>

      <p>Also, horses may not use any magical items that require
      spellcasting ability, such as items requiring <em>spell
      completion</em> or <em>spell trigger</em> activations.</p>

    <head2>Armor</head2>

      <p>Magical armor must be either specially made for horses, or
      have the special quality <em>reshape</em>.</p>

      <p><em>reshape</em> (new armor special quality) - the armor will
      automatically resize and reshape itself to fit any creature up
      to two size categories larger and smaller.  This quality will,
      for example, allow magical armor made for a human fit a dog, or
      that made for a elf to fit a mule.  (Caster level ??
      Prerequisites ?? Market Price ??)</p>

    <head2>Artifacts</head2>

      <p>Artifacts are, by design and necessity, unique and powerful
      magical items.  It is not possible to state general rules that
      apply to all artifacts with respect to horses.</p>

      <p>The best thing to say here is: if it works in your campaign,
      then go for it.  It would certainly be <em>interesting</em> to
      have Our Hero's Noble Steed pick up and swallow an Orb of
      Dragonkind, and slowly be corrupted by it while displaying
      profound powers.</p>

    <head2>Potions and Oils</head2>

      <p>Potions are spells stored in liquid form, to be activated
      when imbibed.  Oils are similar, but must be rubbed into the
      creature to be affected.</p>

      <p>There are no particular barriers to corporeal (non-ghostlike)
      horses using either of these forms of magical items.  Oils, in
      particular, are easy to apply to horses.</p>

      <p>It can be difficult to get a horse to consume a potion.
      Horses do not normally drink from small vials, and it is
      difficult to get a trench filled with potion for the horse to
      drink from.  This lead innovative spellweavers to develop
      alternate forms for potion delivery.  The form that works out
      the best is that of Magical Tidbits (XXX change the name!).</p>

    <head2>Rings</head2>

      <p>Rings, of course, cannot be used by horses.  Magical
      horseshoes, below, fulfill much the same role.</p>

    <head2>Rods, Staves, Wands</head2>

      <p>None of these items can, in general, be used by horses.  If a
      horse got one in its mouth, and started waving it around, who
      knows what could happen, but this is more generally comic relief
      than a lifting of a restriction.</p>

    <head2>Scrolls</head2>

      <p>As horses cannot be spellcasters, they cannot use scrolls.</p>

    <head2>Weapons</head2>

      <p>In general, most magical weapons cannot be used by horses.</p>

      <p>Magical horseshoes may be enchanted to enhance hoof attacks.
      Most of the special weapon qualities may be applied to magical
      horseshoes.  For example, one could have <em>+4 ghost touch
      horseshoes</em>.</p>

    <head2>Wondrous Items</head2>

      <p>As a catch-all, there are no hard and fast rules for horse
      use of wondrous items.  Some items, such as <em>horseshoes of a
      zephyr</em> may clearly be used by a horse, whereas others, such
      as a <em>horn of valhalla</em> clearly cannot.  Use your best
      judgement.</p>



    <head>Magical Bridles</head>

      <head2>Bridle of breathing</head2>

        <p>A <em>bridle of breathing</em> allows a mount to breath in
        environments where there is no air, such as a vacuum, or
        underwater.  Note that this does not enable the mount to
        survive environments that are dangerous for other reasons
        (such as magma), and that it grants no special abilities to
        the rider.</p>

        <p>(Caster level: ??; Prerequisites: ??; Market Price: ??)</p>

      <head2>Bridle of control</head2>

        <p>A <em>bridle of control</em> grants a +5 competency bonus
        to all Riding checks made while using it.</p>

        <p>(Caster level: ??; Prerequisites: ??; Market Price: ??)</p>

      <head2>Bridle of speaking</head2>

        <p>A <em>bridle of speaking</em> enables the creature to speak
        as though under the influence of <em>speak with animals</em>.
        XXX ISSUE: this isn't exactly right, as a <em>speak with
        animals</em> spell only allows the caster to understand the
        animal, whereas this allows the mount to speak in an
        understandable language.</p>

        <p>Each <em>bridle of speaking</em> is keyed to a particular
        language.  That is, there may be dwarven <em>bridles of
        speaking</em> that enable mounts to speak in dwarven.</p>

        <p>Note that this item does not grant the mount any additional
        mental capabilities, and doesn't make the animal any more
        friendly or cooperative than normal.  Furthermore, wary and
        cunning animals are likely to be terse and evasive, while the
        more stupid ones make inane comments. If the animal is
        friendly, it may do some favor or service for the character
        (as determined by the DM).</p>

        <p>(Caster level: ??; Prerequisites: ??; Market Price: ??)</p>


    <head>Magical Saddles</head>

        <p>XXX ISSUE: some of these saddles may be better as
        barding/trappings?</p>

      <head2>Saddle of disguise</head2>

        <p>When a command word is uttered, this saddle will cause the
        horse and everything it is carrying to look like something
        else.  Each <em>saddle of disguise</em> is keyed to a
        particular image.  The image is complete: it smells, feels,
        sounds, and moves like whatever it seems to be.</p>

        <p>For example, our hero Omar finds a magical saddle that
        makes him and his horse look like a small child.  While he is
        riding his horse, and the effect is in place, he and his mount
        appear to <em>be</em> a small child.</p>

        <p>Note that this is illusion only, and that as a small child,
        Omar and his mount would not be able to crawl into a small
        hole, etc.</p>

        <p>(Caster level: ??; Prerequisites: ??; Market Price: ??)</p>

      <head2>Saddle of invisibility</head2>

        <p>When a command word is uttered, this saddle will render the
        mount and all that the mount is carrying invisible.</p>

        <p>(Caster level: ??; Prerequisites: ??; Market Price: ??)</p>

      <head2>Saddle of stickiness??</head2>

        <p>This magical saddle provides a rider a +20 enchantment
        bonus to his riding proficiency check when in danger of being
        thrown from the mount.</p>

        <p>(Caster level: ??; Prerequisites: ??; Market Price: ??)</p>

    <head>Magical Horseshoes</head>

      <p>Magical horseshoes may be enchanted with a wide array of
      special qualities.  Most of the special properties of weapons
      can also be used for horseshoes.  In addition, the following new
      special qualities may be applied.</p>

      <head2>Constitution</head2>

      <p>Horseshoes of constitution grant the mount a +2 enhancement
      bonus to its constitution. (Caster level: ??; Prerequisites:
      Craft Wondrous Item, ??; Market Price ??)</p>

      <head2>Deception</head2>

      <p>Horseshoes of deception cause all tracks made by the horse to
      appear to be travelling in the opposite direction than the horse
      actually travels.  A wilderness lore check by an expert travel
      can discern the deception with a successful tracking check (DC
      25). (Caster level: ??; Prerequisites: ??; Market Price ??)</p>

      <head2>Dexterity</head2>

      <p>Horseshoes of dexterity grant the mount a +2 enhancement
      bonus to its dexterity. (Caster level: ??; Prerequisites: Craft
      Wondrous Item, cat's grace; Market Price ??)</p>

      <head2>Endurance</head2>

      <p>Horseshoes of endurance allow the mount to travel twice as
      far before becoming fatigued. (Caster level: ??; Prerequisites:
      ??; Market Price ??)</p>

      <head2>Flying</head2>

      <p>Flying horseshoes allow a horse to fly as though the fly
      spell were cast upon it.  Some horses will panic when flying,
      throwing the rider (Riding Check DC 15?), and perhaps injuring
      themselves. (Caster level: ??; Prerequisites: ??; Market Price
      ??)</p>

      <head2>Free Motion</head2>

      <p>Horseshoes of free motion allow a mount a +5 competency bonus
      to escaping from bonds. (Caster level: ??; Prerequisites: ??;
      Market Price ??)</p>

      <head2>Jumping</head2>

      <p>Horseshoes of jumping allow the mount to jump with a +10
      competency bonus to Jump checks, and the jumping distance is not
      limited by the mount's height. (Caster level: 3rd;
      Prerequisites: Craft Wondrous Item, jump; Market Price ??)</p>

      <head2>Rock Avoidance</head2>

      <p>Horseshoes of rock avoidance allows a mount to completely
      ignore small rocks, holes, and the like in any terrain it is
      travelling over.  (Caster level: ??; Prerequisites: ??; Market
      Price ??)</p>

      <head2>Silence</head2>

      <p>horseshoes of silence allow a mount to move silently in
      nearly all situations, granting a +10 circumstance bonus to Move
      Silently checks (Caster level: 5th; Prerequisites: Craft
      Wondrous Item, silence; Market Price ??)</p>

      <head2>Solid Earth</head2>

      <p><em>Solid earth</em> horseshoes allow a mount to walk across
      any surface (including water) as though it were a
      well-maintained road.  XXX issues: what about stones, walls,
      etc?? (Caster level: ??; Prerequisites: ??; Market Price:
      ??)</p>

      <head2>Swimming</head2>

      <p>Horseshoes of <em>swimming</em> grant a +10 competancy bonus
      to any Swimming checks made by the horse.  (Caster level: ??;
      Prerequisites: ??; Market Price: ??)</p>

      <head2>Icewalker</head2>

      <p><em>Icewalker</em> horseshoes allow a mount to walk at half
      normal speed across the most slippery ice (horizontal surfaces
      only, not vertical or sharply slanted ones), without slipping or
      falling. (Caster level: ??; Prerequisites: ??; Market Price:
      ??)</p>

      <head2>Speed</head2>

      <p>Horseshoes of speed double a mount's normal movement rate
      (Caster level: 5th; Prerequisites: Craft Wondrous Item, Haste;
      Market Price ??)</p>

      <head2>Strength</head2>

      <p>Horseshoes of strength add a +2 enhancement bonus to a
      horse's strength (Caster level: 6th; Prerequisites: Craft
      Wondrous Item, bull's strength; Market Price ??)</p>

      <head2>Zephyr</head2>

      <p>Horseshoes of the Zephyr allow a horse to travel without
      actually touching the ground. The horse must still run above
      (always around 4 inches above) a roughly horizontal
      surface. This means that nonsolid or unstable surfaces, such as
      water or lava, can be crossed, and that movement is possible
      without leaving tracks on any sort of ground. (Caster level:
      3rd; Prerequisites: Craft Wondrous Item, Levitate; Market Price
      ??)</p>

  <head>New Spells</head>

    <head2>Stop excrement</head2>

      <p>This spell removes the need to excrete from the target
      creature.  No harm will come to the creature.  Excrement will be
      stopped for XXX days...</p>

</page>
