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©2007 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, SIEGE engine,
Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are
Trademarks of Troll Lord Games. All Rights Reserved.
We offer this book as an ode to the years of fun in game and play
and to the creative might and best of friendships
bound within the very person of E. Gary Gygax,
for whom none of what came before,
nor any that must come after, would be possible.
Thank you Gary.
†
ACKNOWLEDGEMENTS
n the immortal days of our youth we found high adventure and fought many a campaign against all manner of villainy and evil. We slew dragons, brought
I down corrupt tyrants, explored uncharted territories and freed the world of grotesque creatures of mythical proportions.
We were heroes on a crusade. These youthful adventures were brought to us by Gary Gygax through the medium of role play and the fantastic game that made
it all possible. We bring you our own game now, one that we hope captures those early days of grand quests and exploration. The Castles & Crusades role playing
game pulls on those early experiences and makes them real again.
First and foremost, we would like to thank E. Gary Gygax for sharing his wonderful vision with the rest of us, for without it, none would have followed. Our hats
are off to you good sir.
It is impossible to thank every person who has helped see this project through and insure that it was finally completed. The Troll Lords are personally indebted
to a great many members of the Castles and Crusades Society for such unflagging support and help over the past year. There are no words which can suffice to
express our heartfelt appreciation. So let us just say Thank You!
A SPECIAL THANKS TO
Casey (Fiffergrund) Canfield, Josh (Cheeplives) Chewning, Mike (Sir Sieg) Stewart, Robert (Serleran) Doyel, Colin Chapman, Kenneth J. (Banabus) Ruch,
Chris (epochrpg) Rutcowsky, Steve (Bloodymage) Willet, David (DCAS) Smith, David (Grubman) Bezio, Mark (Gutboybarrelhouse) Bittinger, Hiryu, Mike
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(Maharvey) Harvey, Gabor (Melan) Lux, J. Mance (Melkor) Haines , Robert (SirUlfric) Fisher, William (WDSmith) Smith
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PLAYERS HANDBOOK
run my games fairly consistently. All of my games combine intense interaction between the players and myself with quick-moving, heart-stopping combats.
IThese many moments, actions, and interactions must be woven together over a night’s play through exciting storytelling and player involvement. When
the tale is woven tightly, emotions are awakened, creating unforgettable moods. This is where “roll playing” and “roleplaying” meet, and the result is an
electrifying evening of gaming.
Capturing a mood is difficult. It is a challenge to create the intricate interplay between a bartender who is bought and paid for by a thieves guild and a character
seeking to pry information from him. The task involves descriptive text, acting, accents and a great number of things. The sounds of sword clashing upon shield,
of flesh and bone grinding against metal, all this against a background of a field awash in blood and combat are all demanding to capture in narrative. How does
one help players imagine the sound of a bow creaking as the arrow is drawn back? How does one make them fear that sound? The tale in the game must cascade
over the players, engulfing them in a wash of emotions: fear, rage, courage, elation. Once you’ve captured everyone’s emotions, the game is won! At that point,
the game is pure fun, like a good movie – one where you forget you’re in a theater.
The core of any game’s philosophy has to have the goal of creating and capturing a mood charged with excitement. Anything that detracts from that objective
detracts from the game. How does one capture that mood? Foremost, the rules guiding game play must be easily understood. Ideally, the basic rules of the game
should be easily grasped within about fifteen minutes. A player should be able to sit down with another player, create a character, and have the basics of the game
explained to them in just that time. As a foundation, the rules must be kept simple and logical, easy to comprehend and easy to enact. Expanding the game comes
later, much like adding stories to a building. Start with a firm, square foundation and everything else follows.
The game must be adaptable as well. Gamers are diverse people, all with different imaginations, different tastes, and different desires. They all want to play a
game that suits their tastes. Those playing should be able to add, discard, and change rules and ideas to fit their needs without worrying about the effects those
changes have on the workings of the rest of the game. There should only be a few hard and fast rules. Everything else is extra.
The main impediment to these objectives is an overabundance of rules. A glut of rules unnecessarily restricts the flow of the story, and even worse, the flow
of the game. Rules do serve a purpose—they codify actions and reactions during game play. However, rules can also impede the imagination. They can reduce
the element of uncertainty and the emotions that come with it. They can describe too much, and thus hinder the capacity for narrative development for all
participants. At its worst, codifying too much into game rules reduces emotion and mood. This misses the goal of capturing the emotions of the participants, and
then, you’ve lost the heart of the game! An efficient and concise set of rules allows an ease of play and adaptability, and is a necessary ingredient.
A rules-light, adaptable game naturally engenders a gaming environment where one is bound only by imagination. When so unleashed, one can act without
restraint to create a gaming environment that is fun for all. That is the core of this game’s philosophy. That was the core of the original game. At its heart, it was
intended to be a fun game to play and this game adheres to the same philosophy. Castles & Crusades is not a realistic-simulation game! Castles & Crusades is a
fantasy game where imagination rules.
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TABLE OF CONTENTS
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INTRODUCTION
A
world of heroism and epic adventure lives inside each of our
A very important player of the game guides these stories, adventures,
minds. We can all imagine a world where stalwart knights
and campaigns. This player acts as author and referee and assumes
battle ancient dragons, powerful wizards duel one another with
the roles of all the monsters and persons that the characters meet. In
mighty magics, and the brave-of-heart rescue mystic artifacts
Castles & Crusades, this player is called the Castle Keeper.
from the clutches of evil villains. These are the kinds
of adventures many of us create in our minds on lazy
The Castle Keeper’s authorial role involves creating a
afternoons, reading through our favorite novels. A pair
setting and designing a plot for each adventure. The Castle
of nefarious rogues make their way through serpentine
Keeper also assumes the role of all the other individuals who
alleys and rambling cities, seeking fortune and fame. A
populate the story setting, such as supporting characters,
band of desperate heroes battle against an inevitable
villains, or monsters. As the players describe what their
apocalypse, standing for justice and honor as the
characters do during the game, the Castle Keeper paints
world succumbs to chaos and evil. A fellowship of
a verbal picture of the environment and conveys the
brave adventurers descends into dungeons deep
action through flavorful storytelling.
beneath the earth in search of treasure and glory
or undertakes the eternal struggle against evil, Throughout their adventures, characters are
battling foes across wasted and barren plains. constantly challenged and must overcome
We imagine other worlds and mystical places obstacles of all types. These perils could include
fraught with danger. In these worlds of fantasy, fighting monsters, disarming traps, or outwitting
magic is real and heroes abound. villains. In some cases, the management of these
obstacles is covered in the rules and the outcome is
With the Castles & Crusades roleplaying game,
determined by chance. But just as often, no dice are necessary
these imaginings come to life as you play the role of a
to decide what happens. Roleplaying can be used as a medium
hero seeking adventure in a fantastic world populated by
to determine the outcome of situations as well. As a player
mythic creatures and legendary beasts. Or, as the Castle
describes the actions of his or her character, the Castle Keeper
Keeper, you can design the worlds and stories that make up the
fairly assesses the meaning of those actions, and can often simply use
game, guiding friends and fellow gamers through epic adventures in
judgment, rather than dice, to determine the result.
wondrous settings of your own making.
Thus, an RPG is a game in which players assume the roles of characters and
WHAT IS A ROLEPLAYING GAME? undertake fantastic adventures, the outcomes of which are partially determined
by chance. Unlike traditional games, there is no clearly defined winner. Even if
A roleplaying game, or RPG, is a game in which the participants assume the a character dies, or an adventure meets with disaster, there will always be more
role of a character such as a knight or a wizard or the Castle Keeper, and create characters and more adventures. The goal of the game, for all participants, is
a story based upon the actions the character takes. Castles & Crusades is a
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to have fun developing characters, telling stories, and pursuing adventure. The
classic-style RPG in which all of the action and conflict occurs through verbal true treasure is a well-played character and a well-crafted adventure.
description. Roleplaying games were originally extrapolated from the miniature
wargaming hobby, and have been described by some as mature versions of Roleplaying games are a unique form of storytelling entertainment, and the
children’s games like “Cops and Robbers.” More recently, some have described Castles & Crusades rules are designed to be simple and fast, allowing the
RPGs as impromptu theater. However one describes it, the players of an RPG players to explore those mythic worlds inside our imagination through a
develop fantastic stories and adventures through interaction with one another memorable and fun gaming experience.
and the person running the game. The story’s content and nature is only
limited by the flow of the participants’ collective imagination. WHAT DO YOU NEED TO PLAY?
Most players in RPGs create a fictional character as one of the protagonists Unlike many other games, Castles & Crusades requires only this book of rules
of the story. Each player envisions the character they would like to play, for those playing the characters, a pencil or pen, some paper, and a set of dice:
and creates the character using the game’s rules, recording information d4, d6, d8, d10, d12, d20. The Castle Keeper will need the Castles & Crusades:
about that character onto paper. While the characters exist only on paper, Monsters and Treasure rulebook and will find the Castles & Crusades: Castle
each player helps to propel the story forward by imaginatively and actively Keeper’s Guide very handy as well. With these, a few friends and a healthy
roleplaying a character’s persona. In Castles & Crusades, players assume the imagination, you are set to begin.
role of a character that might be typical of medieval fantasy or sword-and-
sorcery stories. Each character is defined, in part, by a series of die rolls that There are other gaming aids that might make play more interesting and
indicate various strengths and weaknesses of the character. Other aspects of manageable, and we would be remiss not to make you aware of them. There are
a character, such as chosen profession, background, personality, abilities or published adventures, world settings, and reference screens that make the job of
knowledge are determined by the player’s choices or simply made up to best the Castle Keeper easier. There are source books that aid players in developing
suit the concept of the character. characters and enhancing game play, and there are useful items such as pre-
printed character sheets. Miniature figures can be used to visually represent
The player guides the character through the story or adventure presented characters and monsters. Vinyl mats offer a surface for placing miniatures and
in the game. Like any story, adventures have a beginning, middle and end, drawing settings, and three-dimensional representations of dungeon or castle
and the characters involved have a goal to achieve. Adventures can take scenery can also be used to aid visualization during the game. All of these are
the characters (and thus the players) from lost cities of magic and wealth to optional, of course, but they may help enhance game play. As you read these
the dankest of dungeon deeps, battling fearsome creatures and performing rules and play through adventures, you will be able to decide for yourself if
heroic acts along the way. As in any good story, a character’s actions have additional gaming aids would make your game more fun to play.
consequences: they may have an immediate effect on the adventure, or
perhaps they are simply the planting of a seed that may affect the future of
the character or story. An adventure may take one gaming session of several
hours to complete, or it may last the course of several gaming sessions. A
series of adventures involving the same characters is called a campaign, and
can potentially last for years.
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DICE given goal, while allowing each player to develop and play their character as
they wish. For the Castle Keeper, cooperation with the players is essential to
To play Castles & Crusades, several different types of dice are necessary. running a rewarding game. It is important for the Castle Keeper to remember
Dice with 4, 6, 8, 10, 12 and 20 sides are used in Castles & Crusades. All that the tale belongs, in great part, to the players as well as to himself.
can be found at many local game stores. There are various notations in the
rules telling what type and how many dice should be rolled during game play. A vivid imagination is vital to being a good Castle Keeper, as is a good grasp
These notations may appear cryptic to first-time roleplayers, but they are of the game rules. Castle Keepers need to develop the ability to improvise,
easily learned: d4 = four-sided die; d6 = six-sided die; d8 = eight-sided die; and also need to exercise impartial judgment. The rules in this book help the
d10 = ten-sided die; d12 = twelve-sided die; d20 = twenty-sided die; d100 Castle Keeper decide what is possible in the game and what effects character
= the result of 2 ten-sided dice (before rolling, one die is designated the ‘tens’ actions can have. Yet, it should be remembered that the rules are guidelines.
and the other is designated the ‘ones’). In the end, the Castle Keeper has the ultimate authority in determining what
happens in the game and its story. This is a great responsibility. Care must be
It is also possible to generate random scores for which no die exists. The taken to avoid abusing this authority.
most common are d2 and d3, both of which can be made by rolling a d6 and
dividing by 2 or 3 and dropping the fraction. To It is not fun for one player to allow another to win
roll a d2 by using a six-sided die, the results 1-3 in a traditional game, nor is it good sport for a
would be a score of 1, while 4-6 would equal 2. more skilled player to beat another in an arrogant
fashion. Likewise, a good Castle Keeper makes the
When the rules require it, rolls of more than game challenging for the players by not allowing
one die will be expressed in the following them to easily overcome opponents and gather
format: [# of dice] die type [+/- any modifiers]. treasure. At the same time, a skilled Castle Keeper
For example, an instruction to roll 3d6 means always allows for the possibility that the players
that 3 six-sided dice are rolled, and the results have a chance of success. The Castle Keeper
are added together. A notation to roll 3d6+3 should apply the rules of the game fairly, but should
means that 3 six-sided dice are rolled and added also know when to break them to make the game
together, then 3 is added to the total. more enjoyable.
Sometimes, the rules might require rolling two Recognition of each participant’s involvement
different die types, adding the results together, in the game is likewise important. Players and
and then dividing by a set number. For example, the Castle Keeper should always strive to create
the rules might require the results of 1d4 and opportunities for everyone at the gaming table to
1d6 to be added together and then divided by be involved in the story of the game. Of course,
2. Always drop the fraction unless the rules there will be times when the story dictates that a
specify otherwise. If, in this case, you rolled a player sit quietly at the table, his or her character
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the fraction gives a final result of 3. Exceptions action. However, no one should be consistently
to this are rare and are noted in the rules. One pushed to the rear of the party, never given the
common exception, for example, is that certain chance to make the perfect arrow shot or to
rules have a minimum result of 1. rescue the helpless victim.
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ith the exception of the Castle Keeper, each person playing Castles The Cleric is avowed to a deity and dispenses divine justice.
W & Crusades creates a character to use during the game. To create
this character, the player begins by simply imagining the type of character he The Druid owes allegiance to the elemental powers of the world.
or she desires to play, be it a wandering barbarian, reclusive wizard, traveling
dwarf, noble elf, a dastardly villain or virtuous knight. The player begins The Knight is a natural leader and strong combatant.
by generating attribute scores with dice rolls. Attribute scores define the
character’s physical and mental traits. Next, the player chooses a class, or The Paladin is a warrior blessed by divinity, a paragon of good.
profession, for the character that best fits how the character is imagined. In
The Bard influences others through the power of words.
the same manner, the player chooses a race which best fits both the persona
and class desired. Lastly, the player fills in the details: examples include
CHOOSE A RACE: Select a race that best fits your imagined character
technical game-related aspects of the character, such as combat bonuses, as
concept. In Castles & Crusades, one can choose the versatile human, a
well as the character’s persona and history. These steps are outlined below
long-lived elf, a wilful dwarf, a curious gnome, a quick-footed halfling, a
and detailed in their appropriate sections.
forlorn half-elf, or a pernicious half-orc. Each race is unique and has its own
special abilities, capacities, culture and personality. Closely examine each
IMAGINE A CHARACTER: Decide, in a general manner, the type of race prior to making a selection. In particular, ensure that the race selected
character desired. Is the character a noble dwarf fighter, a haggard half-orc does not have cultural or personality characteristics that conflict harshly
barbarian, or a disdainful elf knight? Literature, film, theater and comic with the persona of the character you wish to create.
books are rife with examples of heroes and villains that players can draw
upon for inspiration for their characters. Yet, as the creator of your own FLESHING OUT THE CHARACTER: The most important step in
character, you can build upon these examples to create complex villainous character generation comes last: detailing the character’s persona. The
montages or even more profoundly heroic and noble characters. Stretch player fleshes out the details of the character’s personality, physical
your imagination! Create the character as you imagine him or her to be. In description, world view, background, goals and motivations – including
the end, imagination is the only limit when creating a persona. the moral “alignment” best suited to the character’s personality. Then
the character’s starting money is determined and the player equips the
ROLL ATTRIBUTES: Each character has six attributes, generated by rolling character with clothing, armor, weapons and other adventuring gear.
dice. The attributes are: strength, dexterity, constitution, intelligence, The player also determines the character’s hit points – that measure of a
wisdom and charisma. Each attribute has an impact on the game and can character’s ability to survive damage.
significantly influence class selection. After rolling the dice to generate
these scores, you can choose how those scores are placed. Naturally, it
is important to place the scores in a manner that reflects your character ATTRIBUTES
concept, desired class and desired race. Attributes represent a character’s physical and mental traits.
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CHOOSE A CLASS: A class is a basic concept upon which the character All characters in Castles & Crusades have six attributes:
is modelled. This is one of the more difficult aspects of character creation
because each class represents an archetype found in literature, film or within Strength (Str) Intelligence (Int)
roleplaying games themselves. Each class should be very broadly interpreted. Dexterity (Dex) Wisdom (Wis)
It is possible to have wildly diverse characters that are members of the same
class. Classes should be considered examples or technical extrapolations of Constitution (Con) Charisma (Cha)
archetypes that provide a broad representation for the type of character
desired. This is necessary in order to accommodate the needs of the player Each attribute has a numeric score ranging from 3 to 18. Each attribute score also
and the setting where the character’s adventures occur. has a corresponding modifier, which is a bonus or penalty added to or subtracted
from certain die rolls during the game as detailed throughout the rules.
Each of the thirteen classes has unique abilities and specialized areas of There are two types of attributes: primary and secondary. Of the six attributes
knowledge: each character has, the player selects a few to be primary attributes. The
remaining attributes are secondary. The distinction is important when
determining the outcome of many actions in Castles & Crusades. When a
The Fighter is a warrior with great prowess on the battlefield.
character uses a class ability, such as a rogue attempting to pick a fat giant’s
The Ranger is an extraordinary woodsman and warrior. pocket or a ranger tracking a brigand through a dark forest, an attribute check
is rolled to determine if the action is successful. Each class ability has an
The Rogue is a rapscallion and an opportunist. attribute check associated with it. If the class ability’s associated attribute is
one of the character’s primary attributes, the character has a greater chance of
The Assassin is an expert at killing and eliminating targeted enemies. successfully performing the task. The same principle holds true for the other
aspects of the game in which an attribute check is required.
The Barbarian draws upon vestigial, primal will in combat.
Attribute checks are explained in greater detail later (see The Castle
The Monk’s body is conditioned to withstand the rigors of war and the Keeper and the Game - Attributes and the Game). For now, just remember
elements. that the selection of primary and secondary attributes significantly affects
the possibility of success for many actions in the game. Attribute checks
The Wizard is a practitioner of powerful arcane magics. associated with a primary attribute are significantly more likely to succeed
than those actions performed with a secondary attribute.
The Illusionist magically distorts the perceptions of others.
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STRENGTH: This attribute reflects physical strength, including the ability There are two types of attributes in Castles & Crusades: primary and
to lift or move heavy objects and make powerful attacks. The modifier secondary. Primary attributes are those physical or mental abilities in which a
affects melee combat and damage, and all checks for which strength is the character is particularly well trained or very experienced in using. Secondary
primary influence. Characters can military press 10x their strength and attributes are those the character uses with only average skill. A player selects
dead lift 15x their strength score. the character’s primary attributes after choosing a class and race.
DEXTERITY: This attribute represents a character’s reflexes, manual Human characters have three primary attributes. Demi-human races (dwarf,
dexterity and hand-eye coordination, including the ability to dodge and elf, gnome, half-elf, halfling and half-orc) have only two primary attributes.
defend against attacks. The modifier affects armor class, ranged combat Each class has one primary attribute associated with it that cannot be
and all checks involving dexterity. changed. The player selects the others. So, a human character receives one
primary attribute designated by the class and the other two are selected by
CONSTITUTION: This attribute reflects overall health, and also represents the player. If playing a demi-human character, the player can select only one
a character’s ability to withstand pain, suffer physical damage, avoid fatigue additional primary attribute. For example, the primary attribute for the ranger
and fight off sickness or poison. The modifier affects hit points, and it class is strength. If the player chooses to play an elf, he or she selects one of
applies to all checks involving constitution as the prime influence. the five remaining attributes as the other primary attribute. If it were a human
ranger, the player would select two more primary attributes rather than just
INTELLIGENCE: This attribute reflects mental aptitude. It represents a one. The remaining attributes are considered to be secondary.
character’s ability to learn quickly, apply that learning effectively and use
deductive reasoning. The modifier affects the number of arcane spells a ATTRIBUTE CHECKS
character can cast each day, the number of languages a character can learn
and all checks involving intelligence as the prime influence. As mentioned before, the distinction between primary and secondary
attributes is important. Almost all non-combat actions in Castles & Crusades
WISDOM: This attribute reflects depth of personal experience, the ability for which the Castle Keeper deems a roll is necessary to determine success or
to make well-considered decisions or judgments, and represents a spiritual failure are resolved by an attribute check.
connection to a deity. The modifier affects the number of divine spells that
can be cast each day, attempts to turn the undead and all checks involving Every check has an associated attribute. Whenever one of these checks is
wisdom as the prime influence. made, a d20 is rolled by the player. Attribute and level modifiers are added
to this roll, if applicable. If the result is equal to or greater than a number
CHARISMA: This attribute represents strength of personality, willpower, generated by the Castle Keeper, called the challenge class, then the attribute
leadership and attractiveness. It is the degree to which a character is check is successful.
able to influence others. The modifier affects other creatures’ loyalty and
reactions to the character, the number of undead the character can turn The challenge class is a number generated by the Castle Keeper that
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class is generated in two steps. The first is ascertaining the challenge base.
GENERATING ATTRIBUTE SCORES This is determined by whether or not the associated attribute is a primary or
secondary one. If the associated attribute is a primary attribute, the challenge
Attribute scores are generated by rolling 3d6. The player adds the results of base is 12 and if it is a secondary attribute, the challenge base is 18. Next, the
the three dice together to create a total score that ranges between 3 and 18. Castle Keeper adds or subtracts the challenge level to the challenge class. The
This process is repeated six times. Once the six scores are generated, each challenge level represents the degree of difficulty the Castle Keeper believes
score is assigned to one attribute, in any order the player chooses. When appropriate for the action being taken. This usually ranges between 0 and 10,
assigning attribute scores, the player should consider the race and class of the but can go higher. The sum total is the challenge class, and the player must
character being created. A character’s race may raise or lower an attribute roll higher than that to successfully perform the action.
score, and certain attribute scores may affect a character’s class abilities.
Normally, attribute scores only increase or decrease during the course of For example, a 3rd level elf ranger with a 15 wisdom as a primary
a game as a result of magic, poison, curses or other extraordinary events. attribute attempts to track a pair of wily kobolds through a mountain
Should an attribute score change during game play, the modifier changes to pass. The player rolls a d20 and adds the ranger’s level (+3), attribute
correspond to the new score, if applicable. It is possible for an attribute score modifier (+1) and racial bonus (none) to the roll. If the number
to fall below 3 or exceed 18 during game play. However, attribute scores for generated is equal to or higher than the challenge class determined
characters that fall outside of this range are rare, and are usually associated by the Castle Keeper, the attempt is successful and the ranger is
with monsters, powerful magical items or other entities controlled by the able to track the kobolds to their secret lair. The challenge class is
Castle Keeper. the combination of the challenge base (12) and the challenge level
(assume a 3 as the trail is a few days old) for a total of 15. The player
ATTRIBUTE MODIFIERS rolls a 13 and adds 4 for a total of 17. This is greater than the 15
necessary so the ranger successfully tracks the kobolds to their dark
Each attribute score has a corresponding modifier that can alter die rolls in and foreboding lair atop craggy hill.
the game. The modifier is a number added to (or subtracted from) a roll of
the dice when a character uses an attribute to take an action, make a saving A more thorough discussion of the rules and use of checks, called the SIEGE
throw or use a class ability. For example, a character attempting to bend the engine™, is located in the Castle Keeper’s section of the rules. For now, it is just
bars of a prison cell would have his or her strength modifier applied to the roll. important to understand that checks involving the use of a primary attribute are
The amount of damage delivered to a foe is likewise affected by the attribute far more likely to be successful than checks involving secondary attributes.
modifier. A positive modifier is called a bonus and a negative modifier, a
penalty. Higher attribute scores have higher bonuses, and lower attribute ATTRIBUTE MODIFIERS
scores have larger penalties. So, whether fighting a nasty troll, a hungry
1 2-3 4-5 6-8 9-12 13-15 16-17 18-19
wyvern or avoiding the gaze of a gorgon, attribute modifiers play a decidedly
important role in the game. -4 -3 -2 -1 0 +1 +2 +3
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CLASSES
CLASSES
HIT DICE (HD): This is the die type rolled, at each level, for the character’s
bodies into lethal weapons.
hit points. The constitution bonus is added to the result whenever hit
Wizards delve into the mysterious worlds of the arcane and wield magic like points are rolled. The results are cumulative, so a 5th level barbarian has
a weapon of war. They are often possessed of an overwhelming thirst for 5d12 hit points.
knowledge and, as often as not, power.
ALIGNMENT: The suggested alignment for the class.
Illusionists study the arcane and the nature of man and beast, using powers of
oration and sorcery to twist the minds of those around them. They conjure WEAPONS: All members of the class are proficient in the use of every weapon
manifestations and dreams, making the unreal real to all but the canniest on this list. If a character uses a weapon that does not appear on this list, the
of observers. character suffers a –4 penalty on all the “to hit” rolls with that weapon.
Clerics are spiritually bound to a deity. They are usually members of religious ARMOR: All members of the class are proficient in the use of every armor type
orders, though some choose to live as wandering hermits. They wield the on this list. A character may also wear any armor, but if the armor type does
magic of the divine and, fortified with the armaments of war, become not appear in the list, the character cannot use any of their class abilities while
powerful emissaries for their causes. the armor is worn unless the description of the ability states otherwise. Several
of the classes have restrictions on the type of armor they can wear. These are
Druids are called to a primeval spirituality. They turn to the world shaped by listed in each class description. However, Class Reference Table 1 is supplied as
nature, and not men, for their guidance and wisdom. Often unconcerned a quick reference for all the classes.
with the needs of man, they simply follow the principles of the natural order.
The armor use restrictions reflect that class’s training and experience and
Knights are members of warrior-castes. As born leaders, they use their social the limitations of it. Classes with no familiarity with certain types of armor
standing, charisma, gallant actions and honorable codes to set the tone of cannot be expected to wear them and act without their abilities being
behavior for those around them. Through their actions, they often inspire hampered. For example, the rogue Felthing has grown up on the streets of
people to great deeds. Margleburg and has never before worn any armor other than leather and
Paladins are the holiest of warriors, living lives of purity and good while padded. When Felthing puts on his first set of full plate mail, it is likely that a
serving the religious precepts of their deity. They are dreaded by their foes certain amount of discomfort and restriction would hamper Felthing’s ability
for they serve as the martial arm of religious justice. to pick a pocket. This being the case, armor is restricted to reflect that class
archetype’s background.
Bards are found in all cultures and societies. Through song, oration and
action they inspire men, pass on knowledge of history and tradition and This does not mean that the rogue would be unable to wear plate mail.
influence the beliefs and behaviors of others. Any class can wear any armor. If they do, their abilities may be affected.
For example, if a wizard wears any armor they can not cast spells. Similar
The class descriptions define the parameters and abilities of each class. It may restrictions apply to many of the classes and in several cases only restrict
be beneficial for a player to consult other chapters for details about saving the use of certain class abilities. The rogue and assassin have variable
throws, combat or spell use before selecting a class. Each class description effects as described in their class descriptions.
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adjust their thrusts and parries when wearing it. Once trained, a fighter knows
FIGHTER (Strength) how to adjust his or her fighting style to the weight and load of any armor in
order to use it effectively.
ABILITIES
WEAPON SPECIALIZATION: At 1st level, the fighter can choose one weapon
with which to specialize. All weapons are eligible, including ranged weapons
such as the bow or sling. The weapon with which the fighter specializes is
usually common to the fighter’s culture or society, but it need not be. The Castle
Keeper and player should consult to determine which weapons are available for
specialization, bearing in mind culture, location and availability.
The fighter can only choose one weapon with which to specialize. Once
chosen, the weapon cannot be changed. For fighters between 1st and 6th
level, this specialization imparts a +1 bonus to hit and a +1 bonus to
damage when being used. At 7th level and above, the bonuses increase to
a +2 to hit and +2 to damage.
and brutish slaughter by depraved spirits and malignant desires. Found in attack, the fighter is allowed three swings against the kobolds; one swing 402971
all societies and amongst all peoples for whom battle is a constant, these for the class and two swings for the Combat Dominance ability. The
are those who turn to the sword and might of arm to defeat their foes and fighter can choose to attack one kobold three times or three different
fulfil their desires. Kings and tyrants, warriors and brigands, foot soldiers and kobolds one time each.
raiders, adventurers and treasure hunters; these are all fighters.
EXTRA ATTACK: At 10th level, the fighter gains one additional attack
The fighter is the archetypical warrior, superior to all other classes in armed each combat round with any weapon. This ability does not combine with
combat. Fighters come from every geographic region and occupy all social Combat Dominance. When in a combat where both abilities could be
strata. They are born with a strength of will and spirit that leads them to used, the player must choose to use either the Extra Attack or Combat
seek the field of battle. They find the clash of metal and the ring of steel Dominance ability during each round. The Extra Attack ability is useable
invigorating at times, and necessary at others. Fighters do not live in fear of with melee and ranged weapons.
the melee; they face their foes with gritted teeth and steely determination,
longingly anticipating the next test of their strength and skill. All fighters, PRIME ATTRIBUTE: Strength
regardless of background, are characterized by the will and ability to use their ALIGNMENT: Any
brute strength and swift sword to solve problems or overcome foes. Fighters HIT DICE: d10
are a unique breed and make their own way in the world, for ill or good.
WEAPONS: Any
Fighters depend on heavy armor and weaponry that require great strength and ARMOR: Any
skill to wield properly. Whether sallying forth with a massive double bladed ABILITIES: Weapon specialization, combat dominance, extra attack
battle axe, or a delicately balanced saber of the finest steel while sheathed in
plates of shiny metal, or hefting only a shield on the blood washed fields of Level HD BtH EPP
combat, the mighty arm of these warriors rise and the weak fall beneath it.
1 d10 +1 0
And it is the strength that carries fighters through the laborious contests of
2 d10 +2 2,001
steel that mark their daily lives.
3 d10 +3 4,001
Many cultures have unique weapons, and warriors in those cultures are often 4 d10 +4 8,501
trained in their use, wielding them as if extensions of their bodies. However, 5 d10 +5 17,001
all weapons, regardless of make, function to the same end and the well-trained
6 d10 +6 34,001
and highly skilled fighter intuitively knows the best manner in which to use
7 d10 +7 68,001
them. Fearsome with any weapon, the fighter is an opponent that only the
foolish underestimate and the weak regret offending. 8 d10 +8 136,000
9 d10 +9 272,001
As with weapons, the use of heavy armor is demanding upon the body. When 10 d10 +10 500,001
worn by those unfamiliar with its weight and bulk, armor can be a hindrance
11 +4 HP +11 750,001
to movement. It requires great strength and knowledge to properly wear
12 +4 HP +12 1,000,001
any armor and maintain one’s skill of hand while so donned. Fighters are
accustomed to the bulk and weight of armor, knowing how to manage and 13+250,000 per level
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Rangers are found in the service of many disparate types of people and causes,
RANGER (Strength) whether good or evil, lawful or chaotic. Knowledge of subterfuge and combat
prowess are not restricted to those who are of a noble nature, and some are
desperate outlaws confounding local authorities and merchants alike.
The ranger’s ability in combat is renowned. They take up armor and shield
to stride stone battlements and fight alongside the best of warriors. However,
a ranger’s true expertise lies elsewhere and requires skills of a nature wholly
unknown to others; hunting, interdiction, escape and evasion are often the
ranger’s most powerful weapons. Compound this with a ranger’s focus on
their foe’s weaknesses, and it makes them a truly fearsome enemy.
Rangers must be able to move quickly through a variety of terrains. Heavy or
bulky armor can seriously impair mobility, and so some restrictions apply to
the armor types available for use by rangers. A ranger may utilize any medium
shield or helmet. However, the use of any shield larger than a medium shield,
or the wearing of a helmet larger than a normal helm, may limit mobility and
restrict the use of abilities as the Castle Keeper deems fit.
ABILITIES
conceal themselves and move silently at the same time until they reach 5th
very king, prince, general or mercenary captain needs specialized
E warriors whose skills go beyond sword and shield. It is knowledge of a
foe, including their strengths weaknesses, movements, encampments and
level. At this level and beyond, a ranger can attempt both but must make
a successful conceal and move silent check at -5. In this case, movement is
reduced to one quarter the normal movement rate.
intentions, that is often vital to defeating an enemy. A ranger specializes in
gathering this information and often fulfills this need for prince and king. Rangers cannot conceal themselves if being observed, even casually, before
Rangers are also inspired by causes or creeds, whether noble or ignoble, to the conceal check is attempted. If the observer is momentarily distracted,
battle enemies along the frontiers of their civilization, keeping in abeyance the the ranger can attempt to use this ability. While the observer averts its
vile depredations of evil marauders or mean beasts. They spend their lives in attention, the character can attempt to get to a hiding place of some kind.
the trackless wastes and wilderness of the world traveling barren escarpments The attribute check, however, is at a -10 penalty because the character has
and dense forests in search of their foe, while studying, tracking and gaining an to move quickly to the hiding place.
intimate knowledge of their manners and ways. This ability cannot be used if armors other than those allowed are worn.
The ranger occasionally finds employment with a lord, baron, or other leader,
DELAY/ NEUTRALIZE POISON (Wisdom): A knowledge of flora and
and is usually commissioned to guard large tracts of land against interlopers
fauna enables a ranger to identify dangerous toxins and their symptoms,
or to serve as a scout for large armies. As often, rangers have committed
and rangers can apply remedies to slow or even nullify their effects. This
themselves to a forsaken, bloody, yet noble cause – defending civilization, at
ability can only be used with natural poisons (animals, plants, fungus,
all costs, against those creatures that would overrun them. The willingness of
etc.) familiar to the ranger – usually those found in the region where the
most rangers to take extreme measures in this defense ostracizes them from
ranger spends most of their time, be it forest, desert or mountain. The only
their more urbane brethren.
manufactured poisons with which a ranger is familiar are those produced by
Often waylaying and combating these enemies alone or in small groups, with their favored enemy (see below). To succeed at this task, the ranger must
or without the knowledge or permission of their liege lords, the ranger can be have access to herbs and antidotes. The Castle Keeper must decide if the
driven by a cause greater than that of feudal loyalty. These brave and stalwart herbs are available or antidotes can be produced.
souls often live lonely and brutal lives far from the places they deem worthy
of their protection. This isolation occasions skepticism and distrust from those On a successful delay poison roll, the ranger can temporarily delay the
who benefit from their vigilance. effect of poisons. The onset or continuation of the effects of the poison are
delayed for one hour per level of the ranger. This does not cure any damage
The ranger is a warrior skilled at combating particular creatures which pose the poison may have already caused. It takes one round to perform this
the greatest threats to the lands they protect. They have honed their skills action and the ranger may make only one attempt at this task.
at combating these foes through years of constant surveillance and combat
– their knowledge extending well beyond fighting their enemies. Rangers can If the delay poison roll exceeds the total score needed for success by 6 or
track their enemies, speak their tongues when possible, and learn their ways. more, the ranger has successfully neutralized the poison in the victim. The
The ranger’s distance from cities and towns requires them to be dependent afflicted creature suffers no additional damage or effect from the poison,
upon the land for sustenance and excellent outdoorsmen and are capable of and any temporary effects are ended, but the neutralization of the poison
living off land others may find barren or empty. does not reverse any damage or effects that have already occurred.
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MOVE SILENTLY (Dexterity): The ranger is able to move silently in A successful track check may also impart information about the creature(s)
wilderness areas with a successful dexterity check. The ranger can move up being tracked. Once a trail is found, a track check can determine the
to one-half the character’s normal speed at no penalty. At more than one- general number and type of creatures being tracked. The number of
half and up to the character’s full speed, the character suffers a -5 penalty. creatures tracked should be disclosed to the player by using one of the
It’s practically impossible (-20 penalty) to move silently while running or following categories: individuals (1-6), band (6-30), troop (20-100), or
charging. Rangers cannot perform this ability indoors. See conceal above for army (100+), and also one from the following categories: beast, fey,
information on moving silently while attempting to conceal oneself. giant, humanoid, plant, vermin, or other (aberration, construct, dragon,
elemental, magical beast, ooze, outsider, shapechanger, or undead). For
This ability cannot be used if armors other than those allowed are worn.
many creatures, the ranger can not identify its exact type; only that it is
SCALE (Dexterity): This extraordinary ability allows a ranger to climb up, a creature of such nature until some experience has been gained tracking
down, or across a dangerous natural slope or inverted incline that others it. A ranger can identify specific animal tracks with no effort. After having
would find impossible to climb. When doing so, the ranger moves at one-half tracked a particular type of creature several times, the ranger can later
the character’s normal speed. A failed scale check means that the character identify its tracks. At 5th level, a ranger can identify the specific type of
makes no progress. A check that fails by 5 or more means that the character creature(s) being tracked if belonging to one of the following categories
falls from the currently attained height and must suffer falling damage. and with which the ranger has had some interaction: beast, fey, giant,
Nothing can be carried in the ranger’s hands while climbing. When climbing humanoid, plant or vermin.
typical natural slopes and inclines, such as steep but rocky hillsides, a ranger At 3rd level, a ranger can ascertain distinguishing characteristics about the
need not make an attribute check to scale the surface. creatures tracked, such as whether they are wounded, exhausted, carrying
This ability cannot be used if armors other than those allowed are worn. heavy objects or wearing certain armor. The ranger might even be able
to determine if a spellcaster is in the group being tracked. The marks or
TRAPS (Wisdom): A ranger is able to detect and build simple traps in a characteristics determined are limited only by the Castle Keeper’s imagination
wilderness environment. When passing within 25 feet of a wilderness trap, and desire to provide or enhance story elements during game play.
a ranger is entitled to an attribute check to spot it. When actively searching
for traps, the ranger receives a +2 bonus to the check. It takes one round to FAVORED ENEMY: At 6th level, a ranger chooses one specific type of
locate a trap in a 5 x 5 foot area, or one turn spent searching to locate a trap creature as a favored enemy. For example, a ranger might choose goblin, or
in a 25 x 25 foot area. A ranger cannot find magical traps with this ability. gnoll or hill giant. The Castle Keeper should require the player to choose
an enemy that is consistent with the past history and storylines involving
A ranger can set simple traps in a wilderness environment. These include the character; ideally, a type of creature that the character has encountered
snares, pit traps and similar devices. Rangers cannot set complicated and fought on several occasions in past adventures.
mechanical traps such as those found on treasure chests or on doorways.
On a successful traps check, the ranger successfully builds and conceals a Knowledge of the favored enemy confers numerous bonuses to the
snare or pit trap. Snares can capture and hold creatures of up to medium ranger’s ability checks. When combating a favored enemy, the ranger gains
height, and pit traps can be dug to deliver 1d4 points of damage (halved if additional combat bonuses due to an advanced fighting style developed
the creature falling in it makes a successful dexterity saving throw). Rangers through the experience of repeatedly fighting that type of creature. The
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little or no effort. No traps check need be made to do this. receives a +2 bonus to armor class when fighting a favored enemy. Further,
when tracking the favored enemy, the ranger receives a +2 bonus to the
SURVIVAL (Wisdom): In wilderness environments, rangers can provide tracking check. The ranger is also able to neutralize poisons of the favored
shelter for themselves and others, and can provide decent food and water enemy, whether manufactured or natural.
for several people, all without the need for an attribute check unless it is a The combat bonus’ of this ability cannot be used if armors other than those
large number of people. The ranger can forage and hunt for food and water. allowed are worn.
The ranger must spend 8 hours hunting and gathering to produce enough
food and water to feed 2-8 people for a day. If the ranger wishes to feed or PRIME ATTRIBUTE: Strength
shelter a larger group of people than the die indicate, a successful wisdom HIT DICE: d10
check is necessary. If successful, the ranger must spend an additional 8 ALIGNMENT: Any
hours gathering food to feed and water an additional 2-8 people. This
WEAPONS: Any
additional effort allows the ranger to gather food and water for up to 4-16
ARMOR: Breastplates, chainmail hauberk & shirt, cuir bouille, greek
creatures. The ranger can only hunt and forage for food twice per day.
ensemble, leather, chain coif, leather coat, padded, ring mail, scale mail,
studded leather
For example, a ranger is attempting to feed 12 people. For 8 hours of effort,
ABILITIES: Combat marauder, conceal, delay/ neutralize poison, favored
the ranger feeds 2-8 people automatically. The result is a 6, so the ranger
enemy, move silently, scale, traps, survival, track
has to feed 6 more people. On a successful wisdom check, the ranger can
forage for another 8 eight hours and feed 2-8 more people.
Level HD BtH EPP
In addition to the ability to provide food and shelter in the wilds, a ranger 1 d10 0 0
can automatically determine where true north lies in relation to the 2 d10 +1 2,251
character in normal wilderness environments. 3 d10 +2 4,501
4 d10 +3 9,001
TRACK (Wisdom): The ranger can successfully track any creature in a 5 d10 +4 18,001
wilderness setting that leaves a discernable trace. They can also determine 6 d10 +5 40,001
characteristics about the creature being tracked. With a successful wisdom
7 d10 +6 75,001
check, a ranger can find and follow a creature’s tracks or trail for 5 hours.
8 d10 +7 150,001
The ranger can also hide tracks at the same level of ability.
9 d10 +8 250,001
When tracking or hiding tracks from humanoids or giants, a ranger receives 10 d10 +9 500,001
a +2 bonus to the attribute check. The Castle Keeper may apply bonuses or 11 +4 HP +10 725,001
penalties for varying conditions, such as the length of time elapsed since the
12 +4 HP +11 950,001
tracks were made, weather conditions, the number of creatures tracked and
whether the tracked creature moved through water or a secret door. 13+ 225,000 EP per level
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SPECIAL: Rogues favor light armor, as it allows them to better ply their
stealth abilities. Rogues may wear leather armor, a leather coat, or padded
armor, and can employ small shields without any penalty to the use of
their abilities. They may also wear leather helmets. A rogue may wear any
other type of armor, but the character may suffer a penalty when using
class abilities and wearing these armors as noted in the ability description.
The penalty is equal to -1 for each point above armor class 12 that the
armor confers. Restricted helmets and shields cause the rogue to suffer a –1
penalty to all abilities. All penalties are cumulative.
find their skills best suited to plundering dungeons, unraveling riddles in dark This ability is affected by wearing armor not on the armor list for the rogue.
caves, and stealing treasure from the forgotten places of the world, avoiding
CANT: Rogues often use a street language known only to those in the trade,
the laws and the lawmen of the more civilized areas of the world.
called cant. Code words, hand signals, demeanor, and other signs comprise
To perform their many acts of daring rogues manage on a routine basis, they the cant. The cant can be used to convey complex ideas. The language
must be exceedingly dextrous. A rogue must be nimble of hand and foot. They may vary to some degree both geographically and culturally, making cants
must be quick of wit and mind. When these traits are perfectly combined into unique to each region, city, or even within a city.
a seamless coordination of mental acumen and hand-eye coordination, the
This ability is affected by wearing armor not on the armor list for the rogue.
rogue becomes a foe to be feared and friend never to be trusted.
It is true that there is no honor among these rogues. Every valuable is a potential CLIMB (Dexterity): This extraordinary ability allows a rogue to climb up,
source of income, and every circumstance an enticement to misdeed. They are down, or across a slope, wall, steep incline (even a ceiling with handholds),
driven by an anarchic soul and the outcast’s disdain for common ethics where few or unusually angled natural or man made slope or incline that others would
laws are considered sacred and no oath is made that is not to be broken. Their find impossible to climb. When doing so, the rogue moves at one-half the
only brotherhood is that of their confederations and guilds of like minded thieves, character’s normal speed. A failed climb check means that the character makes
who are as loyal to one another as they are to anything else. These guilds provide no progress. A check that fails by 5 or more means that the character falls from
protection and organized rackets, but have little more staying power than the the currently attained height, and must suffer falling damage. Rogues can not
carry anything in their hands while climbing. When climbing typical natural
strength of their leadership to manage an unruly and rebellious membership.
slopes and man made inclines, such as a cliff faces or steep steps, a rogue does
There are the rare exceptions to this generally dispiriting lot. There are burglars not need to make an attribute check to climb the surface.
who steal only from wealthy and evil overlords, rob dragon’s hordes, or pilfer the
This ability is affected by wearing armor not on the armor list for the rogue.
treasuries of malicious and cruel tyrants. However, they too are driven by the same
forces that inspire other rogues, for it takes a wily and wilful individual to crawl DECIPHER SCRIPT (Intelligence): This ability allows a rogue to decipher
down dark forbidding corridors and face down dragons for a peek at their hordes. writing in an unfamiliar language, a message written in an incomplete
Rogues try to avoid combat as much as possible. Though not cowardly, they or archaic form or a message written in code. If the check succeeds, the
simply find the phrase “better to live and fight another day” more meaningful and character understands the general content of a piece of writing. It takes
applicable than anything to do with honor, pride or recognition of their martial 2d8 turns to decipher each page of a script. The attempt may be made only
prowess. Further, one might actually die in combat, and that has little value to once per writing.
anyone, especially to the rogue in question. As such, their weapons are generally of A rogue may use this ability to decipher arcane script if a successful check
the smaller variety and not very impressive, being knives, daggers, saps and such, or is made at a penalty of -10. This ability may not be used to decipher divine
those that can be used from a great distance such as bows, slings and darts. scrolls.
Neither do rogues have much regard for shields and armor as these hinder
HIDE (Dexterity): Rogues use this ability to conceal themselves from others. A
movement and make even simple tasks difficult. And, since rogues avoid successful check means that the rogue is hidden so well as to be almost invisible.
combat as much as possible, armor becomes a useless accouterment in most The rogue can move up to one-half normal speed and remain hidden. Hide
cases and in a city, attracts more attention than most rogues desire.
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checks suffer no penalty in this circumstance. At more than one-half and up to To find a trap, a rogue spends time intently studying and searching an area
full speed, the character suffers a -5 penalty to the check to remain hidden. It’s to deduce possible trap locations. It takes one round to locate a trap in a
practically impossible (-20 penalty) to hide while running or charging. specific area such as a lock or a doorknob, and one turn to locate a trap in
a 10 by 10 foot area. A successful check indicates the rogue finds one trap,
If the character is being observed, even casually, they cannot hide. If
if any are present. The trap discovered is the simplest or most obvious trap
observers are momentarily distracted, though, the character can attempt
in the area. If multiple traps are in an area, multiple successful checks are
to hide. While the observer averts its attention from the character, the
required to find them all. A rogue can find magical traps with this ability,
character can attempt to get to a hiding place. This check, however, is at a
although it may be much more difficult than finding mundane traps. The
–10 penalty because the character has to move quickly to the hiding place. A
Castle Keeper determines any penalties to the check basing those penalties
rogue cannot hide if there is nothing to hide behind or conceal oneself with.
on the level or hit dice of those who set them.
Deep shadows can count as concealment at the Castle Keeper’s discretion.
To disable a trap, a rogue must first know its location. Once a trap is located, a
Rogues cannot hide and move silently at the same time until they reach 3rd
successful check means the rogue has disarmed the trap. The attempt can only
level. At this level and beyond, a rogue can attempt both but must make
be made once and failure indicates that the rogue set off the trap. A rogue can
a successful conceal and move silent check at-5. In this case, movement is
disarm a magic trap, although it may be much more difficult than disarming
reduced to one quarter the normal movement rate.
a mundane trap. In most cases, rogue’s tools are needed to disarm a trap.
This ability is affected by wearing armor not on the armor list for the rogue. Generally, it takes 1d4 rounds to disarm a trap, depending on its complexity.
LISTEN (Wisdom): A rogue can use this ability to listen intently and hear To set a trap, or to reset a previously disabled trap, a rogue must make a
noises that others might not detect, even through an obstacle such as a successful traps check. If a rogue is resetting a trap that was previously disabled,
door. Generally, a successful check indicates that the rogue has detected the rogue gains a +5 bonus to the check. The amount of time required to set or
some sort of noise. Success indicates the rogue can hear soft sounds, like a reset a trap depends on the complexity of the trap, typically taking 1d4 rounds.
whisper or cat stalking, while outside or in the open and up to a range of Locating traps is not affected by the armor worn. However, disabling and
30 feet. It also indicates success if the rogue is listening for sounds on the setting traps is affected by wearing armor not on the armor list for the rogue.
other side of a door, but the rogue must be adjacent to the door. However,
exactly what is heard is up to the Castle Keeper’s discretion as each case is SNEAK ATTACK: At 4th level, a rogue has learned to adapt back attack skills
unique. If listening through a stone wall, the rogue suffers a -10 penalty to to more general situations. When an opponent or victim is aware of the rogue,
the check. For other materials, vary the penalty as appropriate. A rogue can but unsuspecting of an attack, a rogue can use the sneak attack ability. For
retry this ability once a round. example, a rogue could be having a conversation with a potential victim while
hiding a poisoned stiletto up his sleeve, intending to strike once a piece of vital
Only wearing a metal or large helmet affects this ability negatively. information is learned. Or, a rogue could be perched in the shadows of a tree,
MOVE SILENTLY (Dexterity): This ability allows a rogue to move so
waiting for the perfect opportunity to fire a crossbow. Unlike the back attack,
silently that others cannot hear the movement. The rogue can use this sneak attack situations do not necessarily require a previously successful hide
ability both indoors and outdoors. A rogue can move up to one-half the or move silently check, although the Castle Keeper could require success in
character’s normal speed at no penalty. At more than one-half and up to one or both, depending upon the circumstances if necessary.
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impossible (-20 penalty) to move silently while running or charging. to damage. Ranged weapons can be used for sneak attacks if the target is
To move silently and hide, see the hide ability. This ability is affected by within 30 feet. A rogue cannot aim with deadly accuracy from beyond that
wearing armor not on the armor list for the rogue. range. A sneak attack cannot be combined with back attack.
This ability is affected by wearing armor not on the armor list for the rogue.
OPEN LOCK (Dexterity): A rogue can use this ability to open any sort of
mechanical lock that would normally require a key to open. A successful PRIME ATTRIBUTE: Dexterity
check indicates the lock has been opened. This ability requires the use of a
HIT DIE: d6
set of rogue’s tools, including picks, blank keys, wires or other appropriate
tools. A rogue may only make one attempt per lock. If that attempt fails, ALIGNMENT: Any
the rogue cannot try to open the same lock again until gaining one more WEAPONS: Blowpipe, broadsword, cat-o-nine-tails, cestus, club,
level as it is beyond the current ability of the rogue to pick it. dagger, dart, light hammer, hand axe, hand crossbow, javelin, knife,
light crossbow, longsword, mace, main gache, quarterstaff, rapier, sap,
Only wearing a metal or large gloves affects this ability negatively.
shortbow, short sword, sickle, sleeve tangler, spiked gauntlet, sling, whip
PICK POCKET (Dexterity): A rogue can use this ability, on a successful ARMOR: Leather armor, leather coat, and padded (see special rule
dexterity check, to remove the contents of a pocket or pouch (or otherwise above)
take something from a person) without being noticed. Success may require ABILITIES: Back attack, cant, climb, decipher script, hide, listen, move
the rogue to cut the purse or pouch from the target. A penalty to check is silently, open lock, pick pockets, traps, sneak attack
equal to the level or hit dice of the targeted victim.
This ability also allows the rogue to perform “sleight of hand” maneuvers. A Level HD BtH EPP
successful dexterity check indicates the rogue has hidden or moved an item 1 d6 0 0
in such a manner so that observers are not aware of where the item has been 2 d6 +1 1,251
hidden. Such typical maneuvers are hiding a coin, sliding a card up a sleeve, 3 d6 +1 2,501
performing the shell game, and the like. A penalty to the check may be applied 4 d6 +1 6,001
if there is an observer present that is determined to note where an item is
5 d6 +2 12,001
moved. This penalty is equal to the wisdom attribute bonus for the observer.
6 d6 +2 24,001
This ability is affected by wearing armor not on the armor list for the rogue. 7 d6 +2 48,001
TRAPS (Intelligence): A rogue may use this ability in three manners: 8 d6 +3 80,001
finding, disabling or setting traps. Each use requires a separate attribute 9 d6 +3 120,001
check and each check may be made only once in a given circumstance. 10 d6 +3 175,001
The player must also describe how the actions are being performed to use 11 +2 HP +4 325,001
this ability. 12 +2 HP +4 450,001
13+ 125,000 per level
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However, the most important and valuable weapons in the assassin’s arsenal
are guile, deceit, patience, will power, swift action and cunning movements. check secretly so that the character is not sure of its success. The following
With these, the assassin becomes the most lethal killer in all the world, and penalties are applied to a disguise check when appropriate: sex difference -2,
the most feared and dreaded of foes. race difference -2, and a -2 for an age difference of more than ten years.
A successful disguise does not fool an observer in all instances. Success
ABILITIES
indicates that the assassin is disguised well enough to fool normal, non-
suspicious observers. If a suspicious individual observes the assassin, the
SPECIAL: Assassins must be prepared to wait in hidden places for long
Castle Keeper may allow the observer an intelligence check to see through
hours and move swiftly and quietly when attacking. Heavy armor that
the disguise. If an assassin is impersonating a particular individual, all who
is uncomfortable, noisy or bulky precludes optimum performance. An
know that individual are permitted to make an intelligence check to detect
assassin may wear leather armor, a leather coat, or padded armor, and
the disguise. If the observer would recognize the impersonated individual
can employ small shields without any penalty to the use of the character’s
on sight, the check is made at -4. If the observer is a friend or close
abilities. They may also wear leather helmets. An assassin may wear any
associate, the check is made at -8 and if intimate, the check is at -12.
other type of armor, but the character may suffer a penalty when using
class abilities and wearing these armors as noted in the ability description. HIDE (Dexterity): Assassins use this ability to conceal themselves from
The penalty is equal to -1 for each point above armor class 12 those armors others. A successful check means that the assassin is hidden so well as to
confer. Restricted helmets and shields cause the assassin to suffer a –1 be almost invisible. The assassin can move up to one-half normal speed
penalty to all abilities. All penalties are cumulative. and remain hidden. Hide checks suffer no penalty in this circumstance. At
more than one-half and up to full speed, the character suffers a -5 penalty
CASE TARGET (Wisdom): Using this ability, the assassin can determine
to the check to remain hidden. It’s practically impossible (-20 penalty) to
information and weaknesses about a potential opponent or target through
hide while running or charging.
detailed observation and deductive reasoning. An assassin must spend 1d3x10
minutes observing an opponent before a check is allowed. A successful check If the character is being observed, even casually, they can’t hide. If observers
results in knowledge of the approximate level or HD of the opponent within are momentarily distracted, though, the character can attempt to hide.
10%, alignment, hidden weapons or unusual items, distinguishing habits and While the observer averts its attention from the character, the character can
mannerisms, and any other details that might not be apparent to normal attempt to get to a hiding place. This check, however, is at a –10 penalty
observation. The Castle Keeper must decide what the assassin can learn about because the character has to move quickly to the hiding place. An assassin
the target and deems appropriate to convey. This check can be adjusted by the cannot hide if there is nothing to hide behind or conceal oneself with. Deep
level or hit dice of the creature being observed. shadows can count as concealment at the Castle Keeper’s discretion.
This ability is not affected by wearing armor not on the assassin’s armor list. Assassins cannot hide and move silently at the same time until they
reach 3rd level. At this level and beyond, an assassin can attempt both but
CLIMB (Dexterity): This ability allows an assassin to climb up, down or must make a successful conceal and move silent check at -5. In this case,
across a slope, wall or unusually angled natural slopes or inclines. When movement is reduced to one quarter the normal movement rate.
doing so, the assassin moves at half normal speed. A failed climb check
This ability is affected by wearing armor not on the armor list for the assassin.
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LISTEN (Wisdom): An assassin can use this ability to listen intently and SNEAK ATTACK: Assassins are capable of quick and deadly strikes upon
hear noises that others might not detect, even through an obstacle such unsuspecting targets. When an opponent or victim is aware of the assassin,
as a door. Generally, a successful check indicates that the assassin has but unsuspecting of any attack, this ability can be used. For example, an
detected some sort of noise. Success indicates the assassin can hear soft assassin could casually walk next to a target, quickly stabbing him with a
sounds, like a whisper or cat stalking, while outside or in the open and up poisoned blade. These situations do not necessarily require a previously
to a range of 30 feet. It also indicates success if the assassin is listening for successful hide or move silently check, although the Castle Keeper could
sounds on the other side of a door, but the assassin must be adjacent to the require success in one or both skills, depending upon the circumstances.
door. However, exactly what is heard is up to the Castle Keeper’s discretion The opponent is not allowed to roll for initiative until the round following
as each case is unique. If listening through a stone wall, the assassin the attack.
suffers a -10 penalty to the check. For other materials, vary the penalty as An assassin making a sneak attack gains a +2 bonus to hit and a +4 bonus
appropriate. An assassin can retry this ability once a round. to damage. Ranged weapons can be used for sneak attacks if the target is
Only wearing a metal or large helmet affects this ability negatively. within 30 feet. An assassin cannot aim with deadly accuracy from beyond
that range.
MOVE SILENTLY (Dexterity): This ability allows an assassin to move so
This ability is affected by wearing armor not on the armor list for the
silently that others cannot hear the movement. The assassin can use this
assassin.
ability both indoors and outdoors. A assassin can move up to one-half the
character’s normal speed at no penalty. At more than one-half and up to TRAPS (Intelligence): An assassin may use this to do one of the following:
the character’s full speed, the character suffers a -5 penalty. It’s practically find, disable or set traps. Each use requires a separate attribute check and
impossible (-20 penalty) to move silently while running or charging. each check may be made only once in a given circumstance. The player
To move silently and hide, see the hide ability. This ability is affected by must also describe how the actions are being performed to use this ability.
wearing armor not on the armor list for the assassin. To find a trap, an assassin spends time intently studying and searching an
area to deduce possible trap locations. It takes one round to locate a trap
POISONS (Intelligence): An assassin can identify and make poisons and in a specific area such as a lock or a doorknob, and one turn to locate
antitoxins. An assassin can identify a poison or antitoxin on a successful a trap in a 10 by 10 foot area. A successful check indicates the assassin
check. To make a poison or antitoxin, the assassin needs some finds one trap, if any are present. The
alchemical equipment and raw materials costing one third of trap discovered is the simplest or most
the street value of the poison or antitoxin to be made. An obvious trap in the area. If multiple
assassin’s training in the use of poison means that an assassin traps are in an area, multiple successful
never risks accidental poisoning when applying poison to a checks are required to find them all.
blade. Moreover, assassins train with poisons of all types, An assassin can find magical traps with
and they slowly grow more resistant to their effects. This is this ability, although it may be much
reflected by a +1 bonus to saving throws versus poisons gained. more difficult than finding mundane
This saving throw is gained at 3rd level. Some common poisons, their traps. The Castle Keeper determines
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To set a trap, or to reset a previously disabled trap, an assassin must make a use blessed weapons, magical droughts and other magical items in dire
successful traps check. If an assassin is resetting a trap that was previously circumstances.
disabled, the assassin gains a +5 bonus to the check. The amount of time
A barbarian’s self-reliance and solitary nature does not, however, lead them to
required to set or reset a trap depends on the complexity of the trap,
abhor the company of others. They may be insular and suspicious of outsiders,
typically taking 1d4 rounds.
but when a barbarian comes to trust others and call them friends, no stronger
Locating traps is not affected by the armor worn, however, disabling and setting ally can be found in all the world.
traps is affected by wearing armor not on the armor list for the assassin.
Barbarians are born and raised in the wilderlands, outside the influences of
civilization. They are found in every climate and every terrain, and have an
PRIME ATTRIBUTE: Dexterity
acute knowledge of the environment in which they are raised, possessing a
HIT DIE: d6 general knowledge of its plants and animals in order to survive the rigors of
ALIGNMENT: Any non-good life in the wilderness.
WEAPONS: Any
Living in the wilds and at the whims of uncaring nature takes great fortitude,
ARMOR: Leather armor, leather coat, and padded armor (See special) and barbarians are inured to the physical demands of this life, and suffer its
ABILITIES: Case target, climb, death attack, disguise, hide, listen, inflictions and its pains with steely determination. Possessed of staggering
move silently, poisons, sneak attack, traps constitution, they are capable of absorbing damage that would kill their more
civilized cousins.
Level HD BtH EPP
Barbarian adventurers are generally free of the bonds and fetters that tie
1 d6 0 0 down most peoples, even the brethren in their own tribal nations. Above
2 d6 +1 1,751 all else, barbarians value their independence and often maintain their own
3 d6 +1 3,501 codes or beliefs. Many have died from voicing opposition to tribal leaders,
4 d6 +1 7,001 but are respected all the more, for they spoke or acted upon their beliefs. This
5 d6 +2 14,001 cultural background fosters a wilful nature and temperament that many view
6 d6 +2 25,001 as chaotic and ill disciplined.
7 d6 +2 50,001 Utilitarian by nature, most barbarians rarely carry more than necessary and
8 d6 +3 90,001 accumulate little in the way of treasures and properties – preferring instead
cold steel blades, light armor and items of little bulk.
9 d6 +3 15,0001
10 d6 +3 200,001 ABILITIES
11 +2 HP +4 350,001
12 +2 HP +4 500,001 COMBAT SENSE: A barbarian has an uncanny sense for the presence of
13+ 150,000 per level foes when in a threatening environment, which reduces the effectiveness
of rear attacks against them. Attacks from the flank receive no bonus to hit
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BARBARIAN (Constitution) are halved. For example, a rogue may use the back attack ability against a
barbarian, but with only a +2 bonus to hit, instead of +4.
eyond the walls of cities and towns, and well
B beyond the bounds of civilization, dwell the
barbarians. From windy steppes to mountain tops,
PRIMAL FORCE: A barbarian’s innate toughness and ability to
withstand pain and punishment imparts a +1 bonus to all saving
from deep jungles to arid plains, barbarians live in throws versus paralysis, polymorph, petrification and death attacks.
freedom – a part of their environment rather than The bonus increases to +2 at 3rd level, +3 at 6th level, +4 at 10th
a slave to it. Banded together in family clans level, and +5 at 15th level.
or tribal nations, barbarians are a free
PRIMAL FURY: At 3rd level, the barbarian gains the ability to call
people ruled by strength and custom
upon a reserve of strength and rage. Barbarians can direct this rage
alone, subject to no state or empire.
and do so with devastating effect in combat. This ability manifests
They judge others by action and
itself differently across barbarian cultures and societies, and bears
deed, not by the more corrupt
different names in each culture. It is commonly known as “the fury”
standards of civilization. Neither
or the “berserker rage.” The origins of it are unclear, and the different
ignorant nor savage, barbarians
manifestations between tribes are unexplained. Some barbarian cultures
are masters of their own destiny.
believe there is a mystical or divine connection at the root of the primal
Barbarian characters are fury ability, and in certain tribes, barbarians assume near-animalistic shapes
fearsome tribal warriors. when the fury erupts. Other barbarian tribes train their warriors from birth
They spend their time to call upon and control the fury. The Castle Keeper’s campaign setting
making war to protect may specify how a barbarian’s fury manifests, or the player and Castle
their people. Renowned Keeper might work together on how this ability will manifest when used.
for their ability to enter In all cases, a barbarian undergoes a frightening physical transformation
berserk rages and ignore while under its effects.
pains and damages that would
fell lesser men, barbarians When using this ability, the barbarian enters a state of fury and rage
make fearsome opponents and directed at their enemies. The uncontrollable nature of the fury has even
stalwart allies in battle. led barbarians to attack their own allies before it subsides. It takes 1 round
for the barbarian to manifest the primal fury, and a it can only be done once
Barbarians rely upon their per day. The character temporarily gains a +2 bonus to damage die rolls,
individual skills and instincts to carry them and a +2 bonus to wisdom saving throws. While in the rage, barbarians
through difficult tasks or demanding ventures, drawing upon primeval suffer a -2 penalty to armor class and a -2 penalty on all intelligence checks.
instincts and powers to overcome foes. Their cultures are usually uneasy All of these effects cease at the end of the fury.
with the supernatural. Barbarians generally distrust the use of magic, whether
divine or arcane, and those who employ it – although some barbarians Primal fury lasts for a number of rounds equal to 1 plus the character’s level.
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When in a fury, barbarians are berserk and have little control of their faculties.
They focus first on their foes, but can mistake friends for enemies when no MONK (Constitution)
opponents remain alive. If the barbarian is in a fury and no enemies remain
to fight the barbarian turns to the nearest individual to attack. The barbarian
must make a successful wisdom saving throw to avoid attacking that individual.
This check does receive the +2 bonus mentioned previously.
A barbarian may not prematurely end a fury. While raging, a barbarian cannot
use abilities that require patience or concentration, such as determining direction.
They cannot, or will not, engage in conversation, limiting their communication
to battle cries. Combat sense is unaffected. At the end of a fury, a barbarian is
fatigued and suffers a -2 to strength, a -2 to dexterity, a -10 feet to movement, and
can’t run at full speed for four hours. At 10th level, this ability can be used twice
per day and at 17th level it can be used three times per day.
by a weapon or other physical blow, the damage from that attack is reduced only disdain for religion, but look to training and personal perfection to bring
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by one hit point. At 12th level, the damage reduction rises to 2 hit points their lives meaning. While there is no standard that a monk must follow, they
of damage per blow, at 16th level to 3 hit points and at 20th to 4 hit points. are all devoted to the use of the body as the best of weapons on the field, and
Primal will can reduce damage to 1, but never below 1. This ability does not the mind’s control of the body as the best weapon of all.
reduce damage taken from spells, spell-like abilities, illusions, magic items,
magically enhanced weapons, poisons or other non-physical attacks. Monks must attain a perfect balance between physical strength, body mass
and mental state. When these are in union, the monk has achieved the
PRIME ATTRIBUTE: Constitution perfect, unbeatable weapon; but the path to attain this state is difficult and
exhausting, and only those with great stamina and fortitude achieve it.
HIT DIE: d12
ALIGNMENT: Any To achieve a harmonious balance of mind and spirit, the monk must not be
WEAPONS: Any susceptible to wild urges, emotions or other distracting mental and physical
conditions. A physical and mental harmony must be constantly maintained in
ARMOR: Chain shirt, cuir bouille, hide, laminar leather, leather, leather
order to function at a peak ability. To manage this, they must strictly adhere to
coat, padded, ring mail, studded leather their codes, master the routines necessary to train the body and mind to work
ABILITIES: Combat sense, primal force, primal might, primal fury, together and undertake strict physical and mental regimens of purification
primal will required to achieve perfect control of the body.
Level HD BtH EPP The monk generally prefers to engage only in unarmed combat and prefers to
use simple or mundane weapons that appear innocuous, but when mastered
1 d12 +0 0 become deadly extensions of the body. The choice of weapons reflects a
2 d12 +1 2,101 philosophy common to all monks; the desire to take that which is commonly
3 d12 +2 4,701 perceived as weak and harmless and mold it into something strong and
4 d12 +3 9,401 lethal.
5 d12 +4 20,001 To achieve that control of the body necessary to forge it into a weapon, monks
6 d12 +5 40,001 cannot wear bulky and weighty armors or objects that weigh them down and
7 d12 +6 80,001 restrict their movement. Instead, they rely upon their speed and skill at
8 d12 +7 170,001 predicting a foes movements and attacks to deflect and avoid blows that may
inflict mortal harm.
9 d12 +8 340,001
10 d12 +9 600,001 ABILITIES
11 +5 HP +10 800,001
12 +5 HP +11 1,000,001 MIND OVER BODY: The monk’s mental mastery over their body imparts
13+ 200,000 per level a +1 bonus to all saving throws versus paralysis, polymorph, petrification
and death attacks. The bonus increases to +2 at 3rd level, +3 at 6th level,
+4 at 10th level and +5 at 15th level.
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STUNNING ATTACK: A foe successfully struck by the monk’s stunning attack STILL MIND: At 9th level, a monk gains a +2 bonus to saving throws
must make a constitution saving throw or be stunned and unable to act for 1d4 against confusion, charm, fear, and spells that affect the mind. The bonus
rounds. Those struck by a stunning attack always take normal unarmed attack increases to +4 at 11th level. At 13th level the bonus is +5 and increases
damage. The monk can use this ability once per round, and no more than once by +1 every other level attained thereafter.
per level per day. The monk must declare its use before making an attack roll. A
missed attack roll ruins the attempt and counts against the monk’s limitation. QUIVERING PALM: At 12th level, a monk gains a fearsome and fabled
attack, the quivering palm. The monk can use the quivering palm attack
UNARMED ATTACK: A monk specializes in unarmed, hand-to-hand once per week. The attack must be announced before an attack roll is
combat. Monk’s gain attacks and improve in the amount of unarmed made. The monk must be of higher level than the target or have more
combat damage inflicted as shown on the table. The monk also gains the levels than the target’s hit dice. If the monk successfully deals damage with
ability to make an off-hand attack at 6th level. The monk may choose an unarmed attack, the quivering palm succeeds. Thereafter, the monk can
whether the attacks inflict normal damage or subdual damage. choose to try to slay the victim at any later time within 1 round per level of
the monk. The monk merely wills the target to die, and the victim makes
When monks gain the extra off-hand attack, they do not incur the
a constitution check. If the victim fails, it dies. For example, a 10th level
penalties to their ‘to hit’ die rolls as described in the combat section as long
monk successfully strikes a 5th level fighter. The monk can then attempt to
as both attacks are unarmed attacks. A monk fighting with a one-handed
will the character to die any time within the following ten rounds. Should
weapon can make an unarmed attack as an off-hand attack, but the monk
the fighter fail a constitution saving throw, the fighter dies.
suffers the standard penalties for two-weapon fighting. Likewise, a monk
with a weapon in his or her off-hand gets an extra attack with that weapon, This attack has no effect on the undead or creatures that can only be struck
but suffers the usual penalties for two-weapon fighting. by magic weapons, unless the monk is able to hit the creature with the ki
strike ability.
UNARMORED DEFENCE: A monk knows how to use his or her body for
defence, and gains an armor class bonus that increases with experience as
MONK SPECIAL ABILITIES
indicated on the Monk Special Abilities table.
Primary Secondary
DEFLECT MISSILES: At 2nd level, monks gain the ability to deflect arrows Unarmored Unarmed Unarmed Fast
and other non-magical missiles, including but not limited to, arrows, axes, Level Armor Class Attack Attack Movement
bolas, bolts, bullets, clubs, daggers, darts, hammers, harpoons, javelins,
1 10 1d4
nets, rocks, and spears. The monk must have at least one hand free to use
this ability. When a character would normally be hit with a ranged weapon, 2 11 1d6
the character can make a dexterity check. If the check succeeds, the monk 3 12 1d6 40
deflects the weapon and suffers no damage. This can be done once per 4 12 1d6 40
round for levels 2-6, twice per round for levels 7-11, three times per round 5 13 1d8 40
for levels 12 to 16 and four times per round for levels 17-20. 6 13 1d8 1d4 50
The monk must be aware of the attack to use this ability. An attempt to 7 13 1d8 1d4 50
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a monk is high enough level to have a secondary unarmed attack, the 9 14 1d10 1d6 50
monk may still make the secondary attack if the deflect missile ability has 10 14 1d10 1d6 60
only been used once or twice. If three or more missiles are deflected, the
11 14 1d10 1d6 60
secondary attack is considered used. This ability cannot be used against
siege weapon ammunition. 12 15 1d10 1d6 60
FAST MOVEMENT: At 3rd level and higher, a monk moves faster than normal
PRIME ATTRIBUTE: Constitution
members of his race. A monk carrying a medium or heavy load loses this extra
speed. See the Monk Special Abilities Chart for the increase in speed. HIT DIE: d12
ALIGNMENT: Any
KI STRIKE: At 3rd level, a monk’s unarmed attack is empowered with ki. WEAPONS: Aclis, blowpipe, bola, bows, brass knuckles, cat-o-nine-
This attack can deal damage to a creature as if from a +1 magic weapon. tails, cestus, club, dagger, dart, dirk, hand axe, hatchet, javelin, light flail,
This ability improves as the monk rises in levels as follows: +2 at 5th, +3 at mace, pole arms, sickle, scythe, sling, spear, spiked gauntlet, staff, whip
8th, +4 at 12th and +5 at 17th. ARMOR: None
SLOW FALL: At 4th level, a falling monk takes damage from a fall as if the fall ABILITIES: Mind over body, stunning attack, unarmed attack,
were 20 feet shorter than it actually is. The monk must be within 10 feet of a unarmored defence, deflect arrows, fast movement, ki strike, slow fall,
vertical surface that he or she can use to slow the descent to use this ability. purity of body, still body, fast healing, still mind, quivering palm
PURITY OF BODY: At 5th level, a monk gains +1 to all saving throws Level HD BtH EPP
versus disease and poison. This saving throw bonus increases by one for 1 d12 +0 0
every level past 5th. For example, a 10th level monk receives a +6 bonus. 2 d12 +1 1,751
After 10th level, the +1 bonus is gained once every other level to a 3 d12 +2 4,001
maximum bonus of +10 at 18th level. 4 d12 +3 8,501
STILL BODY: At 6th level, a monk has mastery over vital bodily functions, and
5 d12 +4 20,001
can slow them until he or she appears to be dead. The monk may maintain this 6 d12 +5 40,001
state of feigned death for a number of turns equal to the character’s level. 7 d12 +6 80,001
8 d12 +7 160,001
FAST HEALING: At 7th level, a monk’s body naturally heals faster than 9 d12 +8 325,001
normal. Each day, a monk heals 1d4+1 hit points per level as long as 10 d12 +9 550,001
rest, sleep and meditation is possible. The monk must be in a serene 11 +5 HP +10 750,001
environment, under no physical duress or mental stress, must be able to
12 +5 HP +11 1,250,001
sleep undisturbed for 12 hours, and meditate undisturbed for 6 hours. Food
and water should be plentiful. 13+ 250,000 per level
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BONUS SPELLS: With a high intelligence score, a wizard gains bonus spells.
WIZARD (Intelligence) If the character has an intelligence of between 13-15, they receive an extra
1st level spell. If the intelligence score is 16 or 17, the wizard receives an
in common. They are intelligent, observant, diligent and have an exacting eye
for detail. Their unyielding search and thirst for knowledge of the eldritch SPELL BOOK: The number of spells that a wizard or illusionist has in their spell
powers often generates a self-serving egomania in the most powerful of wizards. book at the beginning of play is equal to the number of spells they can cast
And, as they become ever more competent in harnessing eldritch sorceries and at first level. For example, a 1st level wizard or illusionist with 14 Intelligence
bending the world about them to their will, they suffer little distraction and can cast four 0 level spells and three 1st level spells (2 + 1 bonus). So, the
afford interlopers little forgiveness when their work is interrupted. character would begin play with a spellbook containing four 0 level and three
1st level spells. The spells in the spell book can either be chosen by the Castle
Woe to the foes of these powerful magic-users. Incurring their wrath can
Keeper, the player, agreement between the two or randomly (use the Spell List
mean the unleashing of horrid and terrible magics few can comprehend, and
Charts starting on page 54 for wizards and page 57 for illusionists).
fewer still are capable of combating. A wizard’s enemies are laid waste by
balls of blue flame and bolts of lightning called from elemental planes or even
WIZARD AND ILLUSIONIST SPELLS PER DAY
by servants of the rulers of the nether worlds, conjured forth to act on the
wizard’s behalf. They can make objects disappear and transport themselves Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
many miles away, see into the darkness and build walls of force no man can 1 4 2
pass. The greatest of wizards are powerful beyond measure. 2 4 3
A wizard’s pursuits and studies, along with their intense focus upon the 3 4 3 1
arcane, mean a life of laboring over ancient tomes of knowledge. This leaves 4 4 3 2
wizards little time to learn and become proficient in any but the most common 5 5 4 2 1
6 5 4 3 2
of weapons, and not at all capable of using armor that hinders the intricate
7 5 4 3 2 1
somantic movements needed to cast some of their most powerful spells. Yet
8 5 4 3 3 2
this matters little to them, as wizards realize their wits and arcane powers are
9 5 5 4 3 2 1
far more powerful than any sword, and that conjured servants offer far more
10 6 5 4 3 3 2
protection than any armor could possibly manage.
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
ABILITIES
13 6 5 5 4 4 3 2 1
14 6 6 5 4 4 3 3 2
SPELLS: A wizard casts arcane spells. Wizards can only cast a limited number
15 6 6 5 5 4 4 3 2 1
of spells, from each spell level, per day. The Wizard and Illusionist Spells Per 16 7 6 5 5 4 4 3 3 2
Day Table lists the number of spells per day a wizard may cast of each spell 17 7 6 5 5 5 4 4 3 2 1
level. For example, a 5th level wizard can cast five 0 level spells, four 1st level 18 7 6 6 5 5 4 4 3 3 2
spells, two 2nd level spells and one 3rd level spell per day. 19 7 6 6 5 5 5 4 4 3 2
A wizard must prepare spells before casting them by studying from a spell book. 20 7 7 6 6 5 5 4 4 3 3
While studying, the wizard decides which spells to prepare. Spell memorization
and spell descriptions are covered in detail in the Magic (Pg 46).
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DISGUISE (Charisma): Using magic and props, the illusionist can disguise
himself and impersonate others. The effort requires 1d3x10 minutes of
n a profession where skill is measured by power, there are those magi who
I
work. A disguise can include an apparent change of height or weight
use their powers to make a mockery of reality itself. Rare indeed are the of no more than one-tenth the original. The Castle Keeper makes the
illusionists. These are those who use the arcane to blend and blur and twist character’s check secretly, so that the player is not sure if the disguise
what is, with what may be. They ply the minds of others and twist desire is successful. Illusionists can use spells, like change self, to augment
and perception into deceptive and often deadly illusions. Faced with the their disguise and give them a greater chance of success. The following
27075812 illusionists’s spells and incantations, few can unravel the truth from their own modifiers are applied to a disguise check when appropriate: sex difference 402982
fears or desires. Greatly feared for their mind influencing spells, the illusionist -2; race difference -2; age difference -2 per 10 years.
is heralded as one of the greatest and most mysterious of the magi.
Success indicates a disguise good enough to fool normal observers. The
An illusionist uses magic to alter the perceptions of others and even reality Castle Keeper may allow a suspicious observer an intelligence check to
itself. This magic deceives the senses, creates false images and sounds, see through the disguise. If the observer is familiar with the person being
changes sensory qualities, affects the mind’s perceptions, and in some cases impersonated, they gain a bonus of +4 to the intelligence check. If the
fashions arcane energies into something real. The illusionist is an uncommon person being impersonated is a close associate or friend of the observer,
and, more often than not, underestimated type of wizard. They are greatly the check is made at +8. Additionally, disguises must be occasionally
valued for their understanding of the mental caprices of most intelligent changed to remove suspicion
races. Illusionists are often found in high places of government using their
skills to enchant those of both high and low birth, twisting the desires of any PRIME ATTRIBUTE: Intelligence
that may be of use. Powerful illusionists make loyal soldiers out of brigands, ALIGNMENT: Any
and fools out of professional military men and can, with their magic, empower HIT DICE: d4
rabble to sweep trained armies from the field.
WEAPONS: Club, dagger, dart, staff
A keen intelligence and a depth of perception unknown to most men are ARMOR: None
required for the illusionist to master the complex relationships between ABILITIES: Disguise, spell casting, sharp senses
magic, the mind and the mundane. Further, an empathy for those around the
illusionist is indispensable for the illusionist to create masterful illusions and Level HD BtH EPP
to warp another’s perception of reality. 1 d4 0 0
An illusionist may choose any alignment. They are not bound to follow any 2 d4 +1 2,601
particular creed, culture or religion. They come from all walks of life and, 3 d4 +1 5,201
due to their meddling in the minds of others, they frequently have a greater
4 d4 +1 10,401
empathy for all castes of people than any of the other classes.
5 d4 +1 20,801
llusionists are generally untrained in martial warfare, and are thus limited in 6 d4 +2 42,501
their choice of weapons. In any case, most illusionists view the use of weapons
7 d4 +2 85,001
as vulgar. It takes little intelligence, so they have convinced themselves, to
wield a weapon in combat, so eschew them. 8 d4 +2 170,001
9 d4 +2 340,001
Almost all spells require somatic and verbal actions and these complex
10 d4 +3 500,001
gestures and intonations cannot be performed unless the illusionist is free to
move and speak. Indeed, any use of armor or shield prevents the illusionist 11 +1 HP +3 750,001
from casting spells. 12 +1 HP +3 900,001
13 + 150,000 per level
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CLASSES
SPELLS: A cleric casts divine spells. The spells available are listed on the cleric
spell list. A cleric is limited to a certain number of spells of each spell level per
day. The Cleric and Druid Spells Per Day Table shows the number of spells per
day a character of the class may cast. Clerics prepare spells each day through
prayer to their deity or deities, followed by contemplation and study.
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and the grasses of the wild steppe wave ceaselessly: none knows a motive.
CLERIC AND DRUID SPELLS PER DAY
Druids must be able to relate to this balance and neutrality in nature. From
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th this closeness to their surroundings, druids possess specialized knowledge of
1 3 1 wilderness environments, particularly those in which the druid lives or was
2 4 2 trained.
3 4 2 1 A druid may use weapons crafted from nature’s raw materials, such as wood,
4 4 3 2 leather, stone and cold-forged metal. Traditionally forged weapons are
5 4 3 2 1 antithetical to druidism. Some druids prefer to use a weapon identical to that
6 5 3 3 2 wielded by the deity whom they worship. In war and combat, druids often
7 5 4 3 2 1
wield cold-forged pure metal weapons fashioned of beaten iron or copper, but
8 5 4 3 3 2
not of beaten steel or bronze.
9 5 4 4 3 2 1
10 5 4 4 3 3 2 Likewise, a druid prefers armor crafted from items found in nature, such as
11 6 5 4 4 3 2 1 leather and wood. They view armors forged by advanced metal-smithing
12 6 5 4 4 3 3 2 techniques as tainted and impure. These impure items make one dependent
13 6 5 5 4 4 3 2 1 upon them and, in consequence, weak.
14 6 5 5 4 4 3 3 2
Should a druid cease to revere nature, or ignores their code, the wrath and
15 6 5 5 5 4 4 3 2 1
fury of the spirits of the wild descend upon the errant druid in vengeance.
16 6 6 5 5 4 4 3 3 2
17 7 6 5 5 5 4 4 3 2 1
ABILITIES
18 7 6 6 5 5 4 4 3 3 2
19 7 6 6 5 5 5 4 4 3 2
BONUS LANGUAGES: Druids have a secret language used for
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communicating with one another. They are forbidden from teaching this
language to any but their brethren.
Additionally, if a druid has a high enough intelligence to learn an additional
DRUID (Wisdom) language, the following languages are available to them: aquan, auran, elf,
fey, giant, gnome, sylvan and terran. The druid must have lived in or near
eyond the confines of walls and city battlements, within the vast
B expanse of the wilderness areas of the world are many folk who live with
contentment outside of civilization. Those who push aside material culture to
a community of those whose language they seek to learn.
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CLASSES
SPELLS: A druid casts divine spells. The spells available are listed on the druid
spell list. Each druid can cast a limited number of spells from each spell level KNIGHT (Charisma)
per day. The Cleric and Druid Spells Per Day Table shows the number of spells
pon windswept battlefields where armies struggle for supremacy, there
per day a druid may cast for each spell level. Druids prepare and cast spells
by praying for them. This process is covered in greater detail in the Magic Uare those who make war their daily bread. They are the professional
soldiers who lead and guide in war and in peace. They serve kings, emperors,
section.
lords, nobles, merchants and guild houses. War is their vocation, the
BONUS SPELLS: High wisdom indicates a greater divine or spiritual battlefield their home, and death is their constant companion.
connection to their deities, so druids with high wisdom gain bonus spells. If The knight is the archetypical military leader. They are trained from an
the character has a wisdom of between 13-15, they receive an extra 1st level early age in the use of weapons, armor, siege engines, tactics, strategy and
spell. If the wisdom score is 16 or 17, they receive an extra 2nd level spell and horsemanship. They live by a code of behavior that sets them apart from
if 18 or 19, they receive an extra 3rd level spell. Bonus spells are cumulative. normal warriors. Though this code may vary from culture to culture, it
Bonus spells can only be acquired if the druid is at a high enough level to follows several basic tenets: courage in the face of battle, service to one’s
cast them. For example, a 4th level druid with an 18 wisdom receives four 0 lord, honor, faith, humility, generosity and loyalty. Knights are not necessarily
level spells, four 1st level spells and three 2nd level spells. No bonus 3rd level nobles, though they may be of noble birth. They are a caste of professional,
spell is acquired until the druid reaches 5th level. mounted warrior-leaders. They do not judge another’s wealth in terms of land
or money, but rather by action and deed. To a knight, a pauper who unseated
RESIST ELEMENTS: At 2nd level, druids gain a +2 bonus to saving throws forty foes in a tournament is wealthier than a potentate whose foot has never
against fire, water, earth, air, cold and lightning attacks. touched a field of battle. By the same token, a knight able to supply his fellows
with fresh mounts, armor and weaponry is respected far more than one who
WOODLAND STRIDE: At 3rd level, druids gain the ability to move hoards wealth. The knights’ ability on the field of battle makes them leaders
through natural thorns, briars, overgrown areas and similar terrain at in almost any situation.
normal speed and without suffering damage or other impairment. When
A knight’s power flows from their strength of will, leadership and individual
doing so, druids leave no trail in the natural surroundings and cannot be
charisma. The latter is the most salient characteristic of all knights. They
tracked. However, thorns, briars and overgrown areas that are enchanted
are men and women of great bearing and powerful demeanor. Knights are as
or magically manipulated to impede motion still affect druids.
constant and unyielding in their codes as they are upon the field of battle.
TOTEM SHAPE: At 6th level, druids gain the spell-like ability to change into Knights follow codes of conduct and honor, dictated by culture and
a small or medium-size animal and back again once per day. This ability environment. These can vary in many aspects, and the details of a knight’s
operates like the spell polymorph self. Upon attaining this ability, a druid must patterns of behavior, acceptable battlefield conduct and use of weapons are
choose a totem shape. The selection is permanent, and cannot be changed. unique to their culture and caste; but a knight’s virtues stem from certain
Each time a druid uses this ability, the character regains 1d4 hit points. universal values—strict adherence to their code, bravery, honor and faith.
They serve both evil lords and good kings, but all must follow the tenets of
At 7th and 8th levels, the druid gains a new totem shape. Each shape can be their code, or risk losing their knighthood. An example of the typical virtues
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shape of a large version of one of the previously chosen totem forms. This large this strict code-of-conduct, known as courtesy, at all times.
form can be assumed once per day, and the druid can decide between the three
forms each time this ability is used. When assuming the large version of a totem A knight’s selection of weapons is limited by the knightly code of conduct. A
form, the druid heals 5d8 hit points. At 15th level, the druid can take a totem knight may use any melee weapon except whips, the sap, chains or the like. In
shape twice per day and at 18th level, three times per day. general, they cannot use weapons associated with cowards or cowardly deeds.
Bows are rarely used by knights, though occasion does permit their use in siege
PRIME ATTRIBUTE: Wisdom warfare or at tourney. The Castle Keeper should make that determination.
HIT DICE: d8 From an early age, knights are well trained in all aspects of war. Practised in
ALIGNMENT: Neutral (any) all manner of armor and with many weapons, they inure themselves to the
WEAPONS: Bows, club, dagger, dart, hand axe, hammers, scimitar, trials and tribulations of battle, becoming virtually fearless in combat. Knights
scythe, sling, sickle, spears, sword, staff prefer an honorable death in combat to a long life lived as a coward.
ARMOR: Cuir bouille, laminar leather, padded, leather, leather coat, As a member of a caste of warriors, the knight may expect noblesse oblige,
hide or hospitality, from any other knight. At times, even knights in conflict will
SPECIAL: Bonus languages, nature lore, resist elements, woodland extend this hospitality to one another. The knight, however, is expected to
stride, totem shape, spells return such courtesy in kind, even to an enemy.
At least 10% of a knight’s income must be given as scutage to the knight’s
Level HD BtH EPP
superior lord or order as soon as possible after it is acquired.
1 d8 +0 0
2 d8 +1 2,001 ABILITIES
3 d8 +1 4,251
4 d8 +2 8,501 BIRTHRIGHT MOUNT: A trained and healthy mount is important to a
5 d8 +2 17,001 knight’s station and status. In addition to their starting money, knights
begin play with a fully outfitted riding horse (saddle, blankets, saddlebags,
6 d8 +3 35,001
bit and bridle, harness, horseshoes, and meal). The mounts are hardier
7 d8 +3 70,001 than most, having 2d8+2 hit points. A riding horse is not trained for
8 d8 +4 180,001 combat, and a knight has some difficulty fighting from a riding horse (see
9 d8 +4 275,001 mounted combat).
10 d8 +5 400,001 Riding Horse (Their vital stats are HD 2d8+2, AC 13, MV 60. Their primary
11 +3 HP +5 525,001 attributes are physical. They attack with 2 hooves for 1d4+1 points of damage.)
12 +3 HP +6 650,001 Light War Horse (Their vital stats are HD 3d10, AC14, MV 60. Their primary
13 + 175,000 per level attributes are physical. They attack with 2 hooves for 1d4+2, or a bite for 1d4 points
of damage.
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HORSEMANSHIP (Dexterity): Knights are trained in mounted combat and Fall Softly: A knight can attempt to take no damage after falling from a
are familiar with all types of horses, from mounts used for riding to heavy war mount, by rolling to the side or leaping off, including when the mount
horses. Without the need for an attribute check, knights can saddle, mount, itself falls. A character takes 1d6 points of falling damage on any failed
ride and dismount; perform simple leaps and obstacle maneuvers (no more attribute check.
than 3 feet in height and move around small items such as barrels); fight from
Leap: The knight may direct a mount to leap obstacles as part of its
a mount during combat (melee and ranged) without penalty; control the
movement. The obstacles jumped can be no taller than 2/3rds. the height
mount in combat; guide a mount with the knees; and stay in the saddle when
of the horse.
a mount rears or bolts. When viewing a horse or a group of mounts, knights
can determine the strengths and weaknesses of each horse, and can generally Charge: A knight is well trained in the use of a lance. When fighting from
pick out the strongest, fastest or all-around best horse. When fighting from a a mount and charging, a knight inflicts triple damage upon a successful
war-trained mount (light to heavy war horse), a knight can direct the mount hit when wielding a lance.
to attack and still make his or her attack normally.
INSPIRE: The mere presence of a knight upon the field of battle can alter
With a successful check, and by foregoing any attack or other action, the mood of armies and change the tide of combat. This gives the knight
knights may direct their mounts to perform the following actions while the ability to inspire companions and followers. Any person friendly to a
mounted: cover, deflect, fall softly, leap and charge. knight’s immediate endeavor gains a bonus to hit equal to the knight’s
charisma modifier. This ability can be used once per day and lasts a
Deflect: This entails the mount being moved between the opponent and
number of rounds equal to the knight’s level. The number of persons that
the knight or positioned to offer maximum cover for the knight, while at
are affected increases as the knight gains levels. At 1st level, the knight
the same time allowing the mount to avoid blows. This maneuver gives
can affect up to 12 creatures. The ability affects up to 25 creatures at 3rd
a +4 bonus to the knight’s armor class and a +2 bonus to the mount’s
level, up to 50 creatures at 5th level, up to 250 creatures at 7th level, up to
armor class.
1000 creatures at 9th level, up to 5,000 creatures at 12th level and 20,000
Cover: A knight can drop and hang alongside a mount, using it as three- creatures at 16th level. This ability cannot be used in conjunction with
fourth’s cover. embolden or demoralize.
This grants a +6 bonus to the knight’s armor class from those on the
EMBOLDEN: At 3rd level, the knight’s confidence and fearlessness in the
opposite side of the horse. The knight cannot attack or be holding
face of danger instills courage in their companions and followers. Any
anything while using this ability.
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use ranged weapons, though some of them are not averse to using them if
PALADIN (Charisma) absolutely necessary.
Paladins never knowingly associate with evil characters under any
circumstances. A paladin ends all associations with those who consistently
offend their moral code or refuse to help in the causes the paladin considers
worthy.
A paladin who ceases to perform his duties or strays from the path of
righteousness, who wilfully commits an evil act or who grossly violates the
code of conduct loses all abilities, including the service of the paladin’s divine
mount. The character is outcast and cursed, and no longer advances in
strength or power. Only by atoning for these violations of the code may such
a paladin regain the status and powers.
ABILITIES
CURE DISEASE: At 1st level, the paladin can cure any disease, no matter
the origin, once per week. This ability improves as the paladin rises in
levels. At 6th level, the paladin can cure disease two times per week, and at
12th level, three times per week.
DETECT EVIL: Beginning at first level, paladins have the ability to detect
evil in the same manner as the spell. However, this ability is innate and no
spell casting is involved. A paladin simply concentrates for one round on
an area or individual within 60 feet to use the ability. The paladin must
face toward the area or individual being examined. The paladin can do this
as often as desired, but must be able to concentrate for at least one round
to do so.
evil creatures, and inspire others to greater good. The paladin consistency and DIVINE HEALTH: The paladin is immune to all diseases, whatever their
strength knows only the limits of their deity and code. origin.
The paladin is a holy warrior chosen for adherence and absolute devotion
LAY ON HANDS: A paladin can cure 2 hit points per level once per day.
to a deity or similar holy cause. Some are trained in all the arts of combat,
serving in the vanguard of many wars and movements. Their belief in the This ability can be used on the paladin or on others, but the healing cannot
tenets of their deity gives them strength and divine powers beyond those of be divided among multiple recipients.
other warriors. A paladin’s code requires them to respect legitimate authority,
TURN UNDEAD (Wisdom): At 3rd level, the paladin gains the ability to
act with honor, help those in need and punish those that harm or threaten
turn undead as a cleric of 1st level. When making a wisdom check to turn
innocents. They can serve priests, temples, religious houses or other religious
undead, a paladin adds his “turning level” to the roll, not the character’s
authorities, but obey only one calling.
actual level. This ability improves with each level, so a 5th level paladin
The paladins serve their code alone. They are defined by their actions, and turns undead like a 3rd level cleric, etc.
their actions are dictated by their code. These holy warriors are driven by
virtue, courage, nobility and the quest to combat evil in all forms. They ride DIVINE MOUNT: At 4th level, the paladin gains the ability to call a divine
for no master but their deity or cause. The greater good guides their actions, warhorse or other mount. A paladin’s deity confers this grace upon the
and victory is its own honor. Paladins fight on lonely battlefields and protect paladin as a reward for faithful service. The divine mount is unusually
the weak. These warriors, these noble ronin, fight and die for the greater intelligent, strong, loyal, and ready to serve the paladin in his or her crusade
good; often unsung, alone and beyond the reach of succor. against evil. The mount is usually a heavy warhorse (for a medium-sized
paladin) or a war pony (for a small-sized paladin). Should the paladin’s
Though paladins are often maligned for their zealous actions, or feared for
mount die, a year and a day must pass before another can be called. The
their powers, all hold them in high regard, for they wage an unflagging war
Castle Keeper provides information about the mount that responds to the
against evil. A paladin’s power flows from strength of will and the ability to
paladin’s call.
project divine power against the enemy.
Their purpose, if misunderstood by many, is quite clear to them, and always AURA OF COURAGE: At 6th level, a paladin is immune to fear (magical or
guides their actions. They are servants of the law, and are bound to their code otherwise). Allies within 10 feet of the paladin gain a +4 bonus on saving
forever. They serve the greater good and always place it above all else. throws against fear effects.
Every deity or pantheon has a moral code that dictates what is acceptable SMITE EVIL: Once per day, a paladin of 9th level or higher may attempt
on the battlefield. A paladin’s weapons of choice are generally those of the to smite evil with one normal melee attack. Smite evil adds the paladin’s
paladin’s deity or of a knightly sort, for paladins eschew cowardly combat charisma modifier (if positive) to the attack roll, and deals 1 extra hit point
and believe facing one’s enemy in battle is the highest honor. They never of damage per level of the paladin. This ability can be used once per day,
use weapons associated with thieves or the cowardly, and generally refuse to and only on creatures of evil alignment.
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CLASSES
DIVINE HEALING: At 12th level, a paladin can call upon his deity to aid Whether weaving tales or delivering odes, bards can effect changes in
those in need of healing. Divine healing enables the character to wipe away individuals and small groups, inspiring them to great deeds in combat or to
disease and injury. It completely cures all diseases, blindness, deafness, hit humble behavior. They give voice to history, and weave tales establishing
point damage and all temporary ability damage. It neutralizes poisons in the ethics and morals, reinforcing the frameworks of societies. They possess a
subject’s system, so that no additional damage or effects are suffered. It dispels tremendous knowledge of events great and small, of legends and the nature
the effects of a feeblemind spell. It cures those mental disorders caused by of magics. Most bards teach much of what they know, but all bards keep some
spells or injury to the brain. Only a single application of the ability is needed knowledge to themselves, considering it a source of power and prestige only to
to simultaneously achieve all these effects. The ability does not remove be dispensed with in the most extraordinary of circumstances.
negative levels, restore permanently drained levels or restore permanently
The bard’s role as historian and storyteller requires a bending and twisting
drained ability scores. The paladin can use the ability once per week.
of fact and a weaving of fiction to tell their tales well. They must be free of
mind and spirit, with agile and active imaginations. Bards are not bound by
PRIME ATTRIBUTE: Charisma
the often moribund and strict interpretations of academics and others who
HIT DICE: d10 depend on the separation of fact and fiction.
ALIGNMENT: Lawful good
Though bards are known to inspire others to greater deeds, their lifestyle
WEAPONS: Any
often leads them into conflict and combat, where they often perform deeds of
ARMOR: Any valor. In life they prefer not to be encumbered by worldly goods. They rarely
ABILITIES: Cure disease, detect evil, divine aura, divine health, lay on take up permanent residence and are always ready to move on. Usually, their
hands, turn undead, divine mount, aura of courage, smite evil, divine most prized possessions are the instruments they carry, scrolls with great tales
healing writ upon them, or items to which they have attached great value and though
which they recall tales and tales of tales.
Level HD BtH EPP
1 d10 +0 0 ABILITIES
2 d10 +1 2,701
3 d10 +2 5,501 DECIPHER SCRIPT (Intelligence): Bards often need to decipher and
4 d10 +3 12,001 interpret legends and secret writings to acquire more knowledge. This
ability allows the bard to decipher writing in an unfamiliar language, a
5 d10 +4 24,001
message written in an incomplete or archaic form or a message written in
6 d10 +5 48,001 code. If the check succeeds, the character understands the general content
7 d10 +6 95,001 of a piece of writing. It takes ten turns to decipher each page of a script.
8 d10 +7 180,001 A decipher script check may be made only once per writing. A bard may
9 d10 +8 360,001 use this ability to decipher and then use an arcane scroll, as a wizard or
10 d10 +9 700,001 illusionist would, if a successful check is made at a penalty of -10. This
ability may not be used to decipher divine scrolls.
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12 +4 HP +11 1,300,001 EXALT (Charisma): This is the bard’s ability to inspire companions and
13 + 300,000 per level listeners, allowing them to surpass their normal level of performance.
Some bards invoke this ability through song and music, while others do
so through oration, battle cries or sheer acting and demeanor. With a
BARD (Charisma) successful attribute check, a bard can help allies succeed at a task. The ally
gets a +2 bonus on any action requiring an attribute check, including class
very age and people has a voice. That voice finds its measure in story,
E expressed in legend, tale, song, poem, battle cry or speech. From wild
barren steppes to the frozen lands at the tips of the world, from taverns to
ability checks, saving throws and standard attribute checks. This ability
does not affect attack rolls. The allies must be able to see and hear the
bard, and must be within 60 feet. The Castle Keeper may rule that certain
town squares, and from city streets to imperial residences, there are those uses of this ability are infeasible. The bard can use this ability once per day
blessed with the ability to artfully weave story and legend, moving the heart per level, and can maintain the effect for a number of rounds equal to the
to great feats. In recounting epic deeds of ages past, bards inspire listeners bard’s level. As the bard rises in levels, the bonus imparted increases as
to greater deeds as if by magical incantation. They captivate hearts, cause well. It rises to +3 at 6th level, +4 at 12th level and +5 at 18th level.
tears to flow, and invigorate individuals and crowds. These storytellers are
historians and lore masters with oratorical skills guided by the muses. Some LEGEND LORE (Charisma): Bards are lore masters of myth and archaic
are powers behind thrones, weaving future events through tales of the past. knowledge. With a successful attribute check, a bard gains or remembers
Others are the backbone for troops of soldiers, inspiring courage in times of some relevant information about local notables, a legendary item, a
distress. But the most renowned are the warrior-poets, whose adventures and noteworthy place or any other relevant bit of information. Gaining
escapades are legendary. These ply their skills across the wide world, and are the information may entail speaking to local inhabitants and/ or doing
known as bards. research. The information might prove useful in diplomacy, entertaining,
Bards can lead by example or deed, but they primarily influence others with or otherwise influencing others. The ability also might impart a full or
story, art or argument. Their skill of recitation borders on the magical, so much partial understanding of local or secret languages, including rogue’s cant,
so that they are often able to charm listeners with their tales. Many also possess the secret druidic language or ranger signs.
training in feats of arms, whether intentionally acquired for a greater poetic The check will not reveal the powers of a magic item, but may give a hint
understanding of valor and mortal combat or learned accidentally when they to its history, general function or activation. The Castle Keeper gauges
have found themselves in dire straights and amongst dangerous foes. the challenge level of the check based on whether the knowledge is: 1.
Bards possess artistic skills that are needed to convince an audience that what Common known by at least a substantial minority of the local population;
they see is more than what is shown. They gain access to the various strata 2. Uncommon but available, known by only a few people in the area; 3.
of society, both low and high, walking among them to acquire knowledge and Obscure, known by few, and hard to come by; 4. Extremely Obscure,
power. The bard pays heed to the moods and tales of all, whether noble or known by very few scholars and sages, possibly forgotten by most who
villain, realizing the importance of even the meanest of peoples. They are once knew it, or possibly known only by those who don’t understand the
skalds, minstrels, troubadours, lore masters, poets, chroniclers, schemers, significance of the knowledge.
sages, musicians and orators, blending fact and fiction to great effect.
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FASCINATE: At 4th level, a bard gains the ability to place a single creature must use song, poetry or some sort of oration. The creature to be inspired
into a trance. The creature to be fascinated must be able to see and hear must be able to hear the bard, and must be within 30 feet for the effect to
the bard, and the bard must also see the creature. The creature must be take place. A creature inspired with greatness gains temporary hit points
able to pay attention to the bard. The distraction of a nearby combat and attack bonuses for as long as the bard is within its hearing and the
or other danger will prevent the ability from working. The bard can use bard continues to sing or orate. This effect lasts for one turn, or six rounds,
song or poetics to produce the intended effect on the creature, through at 9th level, and the duration increases by one additional round for every
music, poetry, chanting, speech, whistling, playing an instrument or any level beyond 9th. The creature can move out of the 30 foot radius once
combination of the above, as long as some verbal performance is included. the exhortation has begun, but it must still be able to hear the bard at all
Bards can use this ability three times per day, and can maintain the effect times.
for a number of rounds equal to their level.
The target creature gains a +2 bonus on all ‘to hit’ rolls, and gains
When a bard uses this ability, the target makes a charisma saving throw to temporary hit points as if two hit dice (or levels) higher. Apply the
resist the bard’s spellsong. If the saving throw fails, the creature sits quietly creature’s constitution modifier, if any, to each bonus hit point roll. See the
and listens to the bard for up to the full duration of the effect. While combat section for a detailed explanation of temporary hit points.
using this ability, a bard must concentrate, as if casting or maintaining a
spell. While fascinated, the target is treated as if prone and also suffers PRIME ATTRIBUTE: Charisma
a -4 penalty to all saving throws and a -5 to armor class. If the creature’s HIT DICE: d10
saving throw succeeds, the bard cannot attempt to fascinate that creature ALIGNMENT: Any
again for 24 hours. Any threat that is obvious to the fascinated creature,
WEAPONS : Broadsword, bows, club, dagger, dart, hand axe, hammers,
such as the casting of a spell, drawing of a sword or aiming of a weapon
javelin, longsword, rapier, scimitar, short sword, sling, spear, staff
automatically breaks the effect.
ARMOR: Breastplates, chain shirt, cuir bouille, greek ensemble, hide,
As the bard rises in levels, the power of the fascination increases as well, laminar leather, leather, leather coat, padded, ring mail, studded leather
allowing the bard to further influence the listener through suggestion. These ABILITIES: Decipher script, exalt, legend lore, fascinate, exhort greatness
specialized uses of the fascinate ability can only be performed on creatures
who are under the influence of the bard’s fascinate ability. At 5th level, a Level HD BtH EPP
bard may attempt a charm person on a fascinated creature. At 8th level,
a bard may attempt to implant a suggestion into a fascinated creature. At 1 d10 +0 0
12th level, a bard may attempt antipathy/ sympathy on a fascinated creature. 2 d10 +1 1,501
At 18th level, a bard may attempt a mass suggestion on fascinated creatures. 3 d10 +2 3,251
In each case, the creature receives a saving throw to attempt to resist the 4 d10 +3 7,501
spellsong. 5 d10 +4 15,001
As the bard gains experience, the number of creatures that can be affected 6 d10 +5 30,001
by the fascination, or one of its specialized uses, increases. The number of 7 d10 +6 60,001
creatures is equal to two fewer than the level of the bard. For example, a 8 d10 +7 120,001
4th level bard can fascinate 2 creatures, a 6th level bard can fascinate 4
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9 d10 +8 240,001
creatures, and a 12th level bard can fascinate 10 creatures.
10 d10 +9 450,001
EXHORT GREATNESS: At 9th level, a bard can inspire greatness in one 11 +4 HP +10 625,001
other creature. For every two levels the bard attains beyond 9th, the bard 12 +4 HP +11 800,001
can inspire greatness in an additional creature. To inspire greatness, the bard 13+ 175,000 per level
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RACES
RACES
here are seven races: human, dwarf, elf, gnome, half-elf, halfling, and MOVEMENT: The movement rate is provided in feet. It refers to the
T half-orc. Choosing a race is a vital part of character creation. Race
establishes a character’s abilities and weaknesses. In a more literary sense, the
distance a character can normally move in one round. Jogging doubles
the listed movement rate, and running or sprinting quadruples the normal
character’s race helps to define the character’s identity. Where attributes and movement rate.
class answer very important questions about the character, race is an equally
if not more important defining factor in a character’s TYPICAL CLASSES: Each race is most commonly associated
persona. Imagine a short, stocky, dour- faced, bearded with the listed classes. This list of preferred classes can
warrior girded in iron, with a fearsome axe and be changed at the Castle Keeper’s discretion, but
rimmed shield – you could very well be both Castle Keeper and player should confer
imagining a dwarf. Imagine a character prior to making a decision.
that is tall and lithe, clear of vision,
has golden hair, and is wrapped ATTRIBUTE MODIFIERS: This
in the mysticism of the fey, and refers to the modifications that
you could be imagining an elf. are applied to the attributes of
Characters that are small and all members of a given race.
nimble, with strong hearts,
might just be halflings. CLASS MODIFIERS:
If your image is of a tall Several of the races have
bearded man, wrapped in modifiers that apply to
the shimmering folds of class abilities.
a vermilion robe while
The races described in
leaning on a staff, it’s
the Players Handbook
probably a human. A
all age at differing rates.
broadly built character
Elves and humans have
of grim countenance,
significantly different
brutish lineage, and
life spans. These are
mean disposition may
described below. Ages
be a half-orc. These
are given in years. The
are a few of the many
ages listed below denote
possibilities that the
the age at which that race
player can select. The races
enters that age category. For
are designed to have some
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Each race has certain physical characteristics that make it unique. These RACIAL AGES
characteristics are not only reflected in their various abilities, but also in
their basic attributes. Each race, except humans and half-elves, requires RACE MIDDLE OLD VENERABLE AGE LIMIT
adjustments to certain attributes. The modifications listed below are the Human 35 53 70 +2d20
modifications made to a character’s attribute score.
Dwarf 225 350 550 +2d%
For ease of reference, each race has a standard descriptive block that briefly
Elf 500 1000 1500 +6d%
describes the racial appearance, society and culture, and other racial traits.
Gnome 175 260 350 +3d%
LANGUAGES: This is a list of languages that members of the race are likely
to learn in typical circumstances. The languages on this list can change Half-Orc 30 45 60 +2d10
at the Castle Keeper’s discretion. Characters with high intelligence have Half-Elf 100 150 200 +1d%
the potential to learn a number of additional languages. The number of
Halfling 50 75 100 +5d20
additional languages is equal to the intelligence modifier.
SIZE: Each race varies in size, but all fall into the broad categories of medium
or small. Small indicates a height of between 3’6” and 4’5”. Medium refers
to a height of between 4’5” and 6’9”.
Dwarves bear great enmity for goblins, orcs and their kin, for they are
DWARF locked in a timeless struggle beneath the earth. With these creatures,
dwarves have few dealings other than by the sharp edge of a
warves hail from the depths of the earth, and have
D lived there for ages beyond count. Much like the
stone they resemble, dwarves possess great fortitude and
sword or axe. Another hated enemy of the dwarves are the
ogres and giants often found in mountainous passes. Giants
treat dwarves as a tasty food source, and ogres prey upon
an indomitable will of granite. They are a proud, loyal, tempting dwarven caravans. Dwarves are always wary of
and honorable people, with lives said to be as long as these enemies, and war with them constantly.
the tunnels they delve beneath wind-scoured mountains.
Reknowned for their stonework and metal crafting, ENVIRONMENT: Most often, dwarves live beneath the
dwarves expend much of their lives perfecting their skills earth in great halls of stone, stretching for miles under
and mining ever deeper for rare ores and gems. There, in expansive mountain chains. These dwarven kingdoms
those dark recesses, the dwarves have unearthed many often extend deep into the bowels of the earth as
abominations and clashed with ferocious enemies, they mine ever further for precious metals
for the underworld is home to innumerable, and and stones. Some clans, however, spend
usually baneful creatures, who consider dwarves much of their lives above ground, building
their mortal foes. tunnels only for mining, and not as abodes.
These dwarves live in areas where massive underground
DESCRIPTION: Dwarves resemble the stoneworks are difficult to build, due to lack of proper stone
rock and stone they so love. or simple impracticality. Small dwarven communities
They are short, stocky and can be found in even the most remote of environs, for
muscled from years of labor dwarves explore the world’s borderlands, ever searching
at the forge, or from tunnelling for new veins of ore.
through the earth. Dwarves grow long
beards and moustaches that are considered a symbol of RACIAL TRAITS AND ABILITIES
maturity and honor; the most renowned dwarves have great,
thick beards sweeping to their feet. From hours at the forge and ANIMOSITY (Elves): The disparate personalities of dwarves and
difficult work at the mines, dwarven skin is dark, ruddy, and fissured, elves have resulted in eons of misunderstandings, squabbles and even
even at an early age. Their deep-set eyes tend to be blue, hazel or gray wars between the two races. Dwarves consider elves to be disloyal and
and sharp enough to pierce the gloom of the underworld. untrustworthy partners in war or trade. As a result, dwarves suffer a -2
penalty to charisma checks when dealing with elves to whom they are not
PERSONALITY: Dwarves feel bound by codes of honor that obligate them
closely associated.
to kin and kingdom. They consider themselves eternally beholden to their
parents and immediate kin, for their parents brought them into the world. DEEPVISION: Ages spent beneath the earth in the dark and quiet places
Likewise, the dwarven kingdom serves as both guardian and a source of of the world have imbued dwarves with the ability to see in darkness
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homeland. These are debts many dwarves consider irredeemable. At its feet in even the darkest of nights and deepest of tunnels. Colors tend to
most extreme, the code obliges dwarves to sacrifice all in the name of kith, erode with deepvision, and objects appear in many shades of gray. It is
kin and kingdom, even if the cause is unjust or hopeless. otherwise like normal sight, and dwarves can function well with no light
at all. Bright lights, such as from a lantern or other light source, spoil
The dwarves are also bound to another code that, at its simplest, requires
deepvision. A dwarf requires one turn to adjust his or her eyes when a
just compensation to be paid for service dutifully rendered. This code
light source is extinguished before gaining full use of deepvision.
guides all of their business and interpersonal dealings.
DETERMINE DEPTH AND DIRECTION: The world beneath
Dwarves place high value on their skills both as craftsmen and warriors
mountains and in the deeps of the earth is the natural home of the dwarf.
– and rightly so. Dwarves are meticulous and patient. All possess an expert’s
Dwarves can sense their approximate depth underground as naturally as
attention to detail, and granite determination, regardless of the undertaking
a human can sense which way is up. The dwarf can determine direction
at hand. Their expertise in the crafting of metal is without equal in the world,
underground just as easily.
and their steadfastness in battle is as certain as a mountain is strong.
ENMITY (Goblins/Orcs): Eternal wars against goblins and orcs have
Dwarven stubbornness is nothing more than an expression of the codes of
created an undying crucible of hatred for these vile creatures. When in
loyalty, debt, obligation and the determination they project into their daily
combat against goblins or orcs, this fury and hatred allows dwarves a +1
lives. Dwarves are slow to shift loyalties and loathe breaking oaths, doing
bonus to hit these creatures. Dwarves have a similar distrust of half-orcs.
so only in dire circumstances. The word of a dwarf is as valuable as gold
Dwarves find inter-breeding with goblinoids to be the worst of all sins,
and gems, flowing from generations of tradition and belief. Many mistake
and their powerful antipathy towards pure goblinoids negatively affects
the dwarven disposition for greed and avariciousness, and some believe
dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks
dwarves simply take advantage of all they can in both business and war. In
when interacting with half-orcs, goblins and orcs.
reality, the dwarven personality stems from a sense of duty, loyalty and just
compensation enforced by centuries of tradition. DEFENSIVE EXPERTISE (Giants/Ogres): Long regarded as a food
source by many giants, dwarves have developed considerable expertise
RACIAL AFFINITIES: Dwarves associate with many demi-humans and
in fighting them. Combined with their small size, this tactical expertise
humanoids, though their relations are poor with almost all of them. Relations
allows dwarves to offer resistance to the powerful giants. When fighting
with elves are often strained – dwarves do not understand elven psychology,
giants or ogres, dwarves receive a +4 bonus to armor class.
and do not consider their codes of honor to be particular or reliable. Dwarves
work well with halflings in business matters, but tend to limit interactions RESISTANT TO ARCANE MAGIC: As unshakeable as granite or iron,
to commercial relationships. Human cultures and society vary widely, so dwarves are particularly resistant to arcane magic. They receive a +3
dwarven relationships with humans vary widely as well. To dwarves, humans bonus to all saving throws against arcane spells and spell-like effects.
can appear as honorable as any dwarf, or as loathsome as a goblin. Dwarves
RESISTANT TO FEAR: Dwarven loyalty, duty, stubbornness and honor
often consider gnomes to be their friends and allies. Gnomish culture most
lend them courage where other races might falter. Dwarves receive a +2
closely mirrors dwarven social and cultural mores. However, certain gnomish
bonus to all saving throws against fear.
characteristics can ignite a dwarf’s short temper, particularly if gnomes and
dwarves find themselves coveting the same resources.
RACES
RESISTANT TO POISONS (Constitution): Dwarves are imbued with the same attention is given to the crafting of weapons and armor, to spells,
great constitutional fortitude. Poisons that might fell a normal human and even to the care of beasts. All things flourish under an elf’s care if given
are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison time and safety from the world’s interruptions.
saving throws.
An elf’s shaping of the world is accomplished with time. Time is the
STONECRAFT (Wisdom): Dwarves spend much of their lives carving essential element in creating any item of beauty and time is something
halls, castles and underground fortresses out of solid rock, so they possess an many elves have. The same applies to an elf’s use of magic. When magic is
extensive knowledge of stoneworking and construction. They possess almost crafted by an elf, it is treated with the same care and patience that the elves
a sixth sense in this regard which gives them various bonuses and abilities. apply to all things. Time is the forge upon which arcane forces are shaped
and bent to perfection. Flawless and powerful magical spells and items are
Dwarves are capable of spotting unusual or unique construction or
greatly valued and coveted by the other peoples of the world and by elves as
stonework features including new construction, unfamiliar architecture,
well. When complete, elven magics are of divine perfection and immense
sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and
power; but more than this, their beauty is beyond comparison and oft times,
secret or concealed doorways constructed or disguised as stone. A dwarf
beauty is the source of its magical power.
passing within 10 feet of one of these features is entitled to a wisdom
check at +2 to recognize the feature, as if actively looking for it. Should a This love for beauty and the desire to shape the world brings elves their
dwarf actively search for these features, the bonus to the wisdom check is greatest joy and greatest sorrow. Their timeless vision allows them to see
+4. When examining a feature, a successful wisdom check reveals other both the beauty and the tragedy in all things, so that elves are filled with
bits of knowledge, such as which race created the feature, its approximate overflowing joy and limitless sorrow. Looking into their future, they see
age, and if applicable, the approximate value of a stone or metal object. their lives and creations becoming marred and spoiled by others, be they
dwarf, human, orc or even the ravages of time.
LANGUAGES: Common, Dwarven, Gnome, Goblinoid, Halfling,
Elven, Ogrish, Giant, Troll These qualities imbue most elves with a fatalism of surpassing depth. Their
near-immortality creates a peculiar unease with death for their attachment
SIZE: Small MOVEMENT: 20 feet
to the living world is more profound and deeply felt than that of most other
TYPICAL CLASSES: Fighter, Rogue, Barbarian, Cleric, Bard
races. Together, these conflicting notions of time create a burgeoning and
ATTRIBUTE MODIFIERS: +1 Constitution, -1 Dexterity even contradictory desire to control and even stop the advancement of
ROGUE AND ASSASSIN MODIFIER: +2 find traps in structures only time, the forge of their life’s creation and the crucible of their doom. In
many ways, elves become mired in their history, and change little as the
world changes around them. At times, this leads elves to avoid many
ELF
situations that don’t directly threaten them, or that they feel would bring
unnecessary harm to their creations.
Egrace and beauty of the natural world: as well as its strength,
lves are an ancient, almost timeless, race. They embody the
RACIAL AFFINITIES: Most elves prefer the company of other
and at times, its unremitting wrath and fury. Elves live exceedingly elves. They associate well with halflings and gnomes, but
long lives, giving them a degree of patience unknown to other races, generally do not live in close proximity to settlements of those
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the world and its history. This makes elves well informed and sage-
like in their depth of knowledge and perspective. This, combined Humans present interesting dilemmas for elves to ponder,
with their natural dexterity and lithe movement, makes them appear for humans combine the most noble and ignoble aspects of
almost ethereal to those who behold them for the first time. all creatures. As such, elves are very selective about their
human associations and have a guarded approach to their
DESCRIPTION: Elves vary in size and coloration, depending on their interactions with humans. Dwarves are treated with an
nature. Generally, elves are light skinned and pale in color, although aloofness bordering on disdain; for elves find them nearly
light green skin hues are not unknown. At maturity they average unfathomable save for one commonality. Elves, like dwarves,
5 feet 6 inches in height, and weigh around 115 lbs. Their also dislike and distrust all goblinoid races.
“ethereal” nature lends them an unnatural grace and beauty. Elves ENVIRONMENT: Elves prefer living in serene
have thin, sharp facial features with large, searching eyes that can vary environments, far from turbulent, troubled lands.
widely in color. Their ears are long, tapering to a point at the ends, Often associated with forests and wilderness areas,
and they often wear their hair long and unrestrained. elves will also live in open savannah or dense
PERSONALITY: Elves, being long-lived, possess urban environments of their own making.
tremendous patience. An overriding sense of near- Elvish cities are different from human
immortality affects an elf’s every thought and action. Other settlements, having more in kin with
races misinterpret this patience as indolence, laziness and an uncaring dwarven settlements – both races tend
attitude, since other races cannot afford to wait decades to act on a matter. to incorporate natural surroundings into
Elves know that they have time to act, for the centuries stretch before both their architecture and living spaces
them where other races have mere decades. When pressed, however, elves in their communities.
are capable of quick deliberation and speedy action, though usually not as
quick as their shorter-lived allies might prefer. RACIAL TRAITS AND ABILITIES
Elves relish beauty, both natural and crafted. Their farsighted vision allows
them to see the shapes of things to come, and more, they can see the ENHANCED SENSES: Elvish physiology is blessed with enhanced vision
shapes of things that could be. Where others might see a young sapling and hearing. Elves can see farther than humans in just about every
that one day must grow into a great oak, an elf sees a sapling that, molded circumstance, including torchlight, and can see clearly enough to read
with care and patience, can grow into a tree of great trunk and arching a road sign or spot a shield device up to two miles distant when outside
branch that will lord over the forest. This sight grants them the patience during the day. They can also hear very well, and receive a +2 bonus to
to make a craft of their natural environment. They shape the rocks where all checks involving listening.
they dwell, and cultivate trees and gardens over many years, thus molding TWILIGHT VISION: Even under starlight, moonlight or torchlight, elves
their surroundings to create a garden of beauty in the natural world. They have exceedingly good vision. They can distinguish color and detail under
apply this same care to shaping and drawing out the natural beauty in all these conditions for up to one mile but only if they are outside.
things, from simple stones and gems to gardens, forests and hills. Likewise,
MOVE SILENTLY (Dexterity): This ability allows an elf to move silently information from their guests, whether their guests intend to reveal it or
in wilderness areas. The elf can move up to one-half normal speed at no not. These skills are not limited to civil conversation, but are as often used
penalty. At more than one-half, and up to the character’s full speed, the to glean secrets and even concessions from others. Conversely, gnomes are
character suffers a -5 penalty to the check. It’s practically impossible (-20 loath to give up information and rarely do so without a price. Knowledge
penalty) to move silently while running or charging. gained in this manner is rarely used for evil purposes, but is tucked away for
the proverbial rainy day. At such times it is brought forth to the immense
SPELL RESISTANCE: Elves are particularly resistant to spells and spell-
enjoyment of the gnome and often to the embarrassment of the victim.
like abilities that charm or unnaturally cause sleep. When making saving
throws against these types of spells, an elf receives a +10 bonus. Gnomes tend to be clannish, living in extended, though tightly knit family
units. These families are not restricted to blood relations or even to the
SPOT HIDDEN DOORS (Wisdom): Elvish vision and keen senses allows
race of gnomes. Once trust is given or earned, gnomes welcome friends of
them to spot secret, hidden and concealed doorways. An elf merely
almost any race into the inner confidence. Their love of gatherings and
passing within 5 feet of a secret, hidden or concealed doorway is entitled
the skills in story telling help to bind these clans together through shared
to a wisdom check to spot the door, as if the elf were actively looking for
folklore and public exchanges of appreciation.
it. When an elf actively searches for such doorways, the bonus to the
wisdom check is +2. Gnomes are accounted as great craftsmen and they take pride in the
creation of all manner of objects, from musical instruments, exotic papers,
WEAPON TRAINING: Elves are taught the ways of combat at a young
and colorful inks to noisy clocks and other such goods. But their greatest
age, and their long lives allow them to become skilled in weapons favored
craftsmen focus on religious edifices. These are large stone menhirs shaped
by their society. Elves begin play with a +1 bonus to hit with one of the
and carved over decades, and placed within sacred groves or upon windy
following weapons: composite longbow, composite shortbow, longbow,
heights. At these spots, gnomes gather on summer and winter solstices to
shortbow, longsword or shortsword.
offer tidings unto their deities and thanks for lives well lived.
LANGUAGES: Common, Elf, Dwarf, Gnome, Goblin, Halfling, and Orc RACIAL AFFINITIES: Preferring a simple and static world, gnomes are
SIZE: Medium MOVEMENT: 30 feet friendly with most of the benign peoples with whom they come into
TYPICAL CLASSES: Fighter, Ranger, Rogue, Wizard, Druid, Knight, contact. Gnomes, however, have contentious relations with those who are
Bard destructive and aggressive. They particularly abhor goblins and kobolds.
ATTRIBUTE MODIFIERS: +1 Dexterity, -1 Constitution Gnomes consider elves to be distant and elitist cousins. They find dwarves
RANGER MODIFIER: +2 move silent, +2 to find traps
marginally acceptable, but wish they would quit digging so many holes in
the earth before it collapses. As for halflings and humans, gnomes consider
ROGUE AND ASSASSIN MODIFIER: +2 listen, +2 move silent,
one just a shorter, more polite and better-fed version of the other. They
+2 Find traps
typically relate well with both.
ENVIRONMENT: Gnomes prefer wild regions that are peripheral to urban
GNOME
or settled lands, including high mountains, hills, deserts, forests or, more
rarely, marshes.
G
nomes are often mistaken for offshoot species of dwarves or halflings.
In fact, gnomes have more in common with elves, for they are closely
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bonded to nature and its essence as much as elves are. Even the most RACIAL TRAITS AND ABILITIES
renowned sages can only say that gnomes emerged long ago from primordial
forests and from under the deep roots of massive trees. Small even by dwarven ANIMAL EMPATHY: The gnomish relationship with nature and its
standards, gnomes have the potential to be powerful friends and deadly foes creatures allows them to communicate with burrowing mammals
despite their size. Although partial to forests and mountains, gnomes can be (badger, fox, mole, rabbit, etc.). The communication is more telepathic
found living in other remote locations as well. Afflicted with wanderlust, and empathetic than it is conversational, though posture and sounds
many gnomes are world travellers and enjoy visiting strange, foreign lands in can communicate emotions such as stress and fear. The information
search of new information about the world in which they live. communicated must be relatively simple, taking place on the animal’s
level of understanding and comprehension, not the gnome’s.
DESCRIPTION: The gnome is small in stature, averaging 3 feet 6 inches tall. COMBAT EXPERTISE (Goblins, Kobolds): Gnomes have battled goblins
They have ruddy, earthy skin that appears dry and cracked with age, like and kobolds in the forests and mountains since the dawn of their race.
an ancient mud flat. Gnomes have large, long noses and wide, gleeful eyes. Because of these frequent and bloody encounters, gnomes have developed
Gnomes prefer dark, earthy-colored clothing, mixing browns and greens special techniques for fighting goblins and kobolds. Gnomes receive a +1
with the occasional deep-hued blue. They dress more extravagantly during bonus to hit kobolds and goblins in melee combat (this bonus does not
festivals or celebrations, in clothes of a wide array of colors and styles. apply to missile weapons).
PERSONALITY: Considered pranksters or mischief-makers in many circles, DARKVISION: In a similar manner to dwarves, gnomes can see in complete
gnomes are generally more concerned with relaxation and mirth than darkness for up to 60 feet. Darkvision produces images that are in shades of
with most other matters. The gnome is occasionally serious, although this gray, but it is otherwise like normal sight. Gnomes can function well with no
demeanor is normally reserved for times of war and great stress. Even in light at all. Bright lights, such as from a lantern or other light source, spoil
these grave situations, gnomes remain light of heart compared to the other darkvision. A gnome requires one turn to adjust his or her eyes when a light
races. Keenly intelligent, curious and observant, gnomes involve themselves source is extinguished before gaining full use of darkvision.
in all manner of travels and experiments to fulfil an unremitting curiosity.
ENHANCED HEARING: Gnomes have keen ears, often likened to those
This thirst for knowledge often brings gnomes and their friends together in of a fox. No one knows whether this is due to gnome physiology, or if it is
great concourse. Individuals, families and clans gather from time to time because gnomes are such close observers of their environment. Gnomes
to feast and make merry, and pass the news of the day. All are welcome at receive a +3 bonus to all listening checks.
these gatherings and it is not odd to see elves, halflings, dwarves or even
humans sitting amongst the gnomes and sharing in stories and tales of great SPELLS: Gnomes have an innate ability to cast the following spells once
escapades. Gnomes are famous for their songs, dances, drinks, speeches and per day as a 1st-level caster: dancing lights, ghost sound, and prestidigitation.
many other disparate forms of entertainment. These innate spells are in addition to any spells available to gnomes of
spellcasting character classes.
In fact, gnomes encourage others to sit at tables with them as they struggle
to glean information from all and sundry folk. For this reason, gnomes are
careful in their speech and possess great skills in extracting all manner of
RACES
LANGUAGE: Common, Dwarf, Elf, Gnome, Goblin, Kobold RACIAL TRAITS AND ABILITIES
SIZE: Small MOVEMENT: 20 feet
TYPICAL CLASSES: Rogue, Illusionist, Druid, Bard The mixed lineage of half-elves effects the specific traits that a half-elf
ATTRIBUTE MODIFIERS: +1 Intelligence, -1 Strength inherits. Players choose a human or elf lineage that dominates their character.
Racial abilities modifiers are based on which lineage the player chooses.
ROGUE AND ASSASSIN MODIFIER: +3 listen
All half-elves possess the following three abilities:
HALF-ELF
EMPATHY: A half-elf’s uncanny ability to empathize with others is reflected
in a +2 bonus to all charisma checks. This ability can be combined with
Tarising from unique circumstances or events. Elves are very guarded in
he pairing of human and elf is an extraordinary and rare occasion,
attribute check modification.
their approach to humans, for they deem them strange in thought and deed. MOVE SILENTLY (Dexterity): This ability allows silent movement in
For love to be born of the two races, an elf must find a human of great renown wilderness areas. Half-elves can move up to one-half the normal speed
and surpassing beauty. Thus the half-elf is the rarest of all races. Indeed, each at no penalty. At more than one-half and up to the character’s full speed,
half-elf differs so markedly in origin, background and physiology from others the character suffers a -5 penalty to the check. Any faster movement is
that generalizations are near impossible to make. practically impossible (-20 penalty).
DESCRIPTION: Half-elves vary greatly in appearance, acquiring SPOT HIDDEN DOORS (Wisdom): This ability allows half-elves to spot
characteristics from both parents. One commonality among half-elves, secret, hidden and concealed doorways. A half-elf passing within 5 feet
however, is that each significantly favors either the human parent or the elf of a secret, hidden or concealed doorway is entitled to a wisdom check.
parent, inheriting many more characteristics from one than the other. In Success means that the half-elf notices the door as if actively searching
some cases, the dominance of one lineage is so strong that these half-elves for it. When a half-elf does actively search for such doorways, the bonus
can pass as a full member of that lineage unless closely observed. to the wisdom check is +1.
Half-elves also vary greatly in height, ranging from that of the shortest Half-elves with a human lineage possess these abilities:
elves to that of the tallest humans. Likewise, any variety of body style, hair ATTRIBUTE CHECK MODIFICATION: The human lineage is reflected
color or eye tint found in humans or elves can occur in a half-elf, in any in a greater versatility than their elven kin, but not quite as their human
combination. The single consistent physical feature shared by half-elves is relatives. Half-elven characters are allowed to choose one secondary
a natural balance and ease of movement inherited from the elven parent. attribute for which they gain a +2 bonus to all attribute checks.
PERSONALITY: Half-elves are intelligent, perceptive and possess quick SPELL RESISTANCE (Wisdom): Half-elves of human lineage are
minds. They are able to master many crafts and skills, be these as mundane somewhat resistant to spells and spell-like abilities that charm or
as cabinet making, or as extraordinary as the wielding of magic. They unnaturally cause sleep. When making saving throws against these types
exhibit an almost supernatural empathy for the world around them giving of spells, a half-elf of human lineage receives a +2 bonus.
them an uncanny understanding of people. Their shared lineage also grants
Half-elves with a elven lineage possess these abilities:
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HThey share many of the mannerisms and habits of their larger cousins,
favored lineage, but often have problems adapting and existing in either human alflings appear, upon first sight, to be small, well-nourished humans.
or elf societies. Half-elves tend to be solitary, preferring not to congregate with
other half-elves. A group of half-elves always attracts an enormous amount but a closer look reveals they have large, hairy feet and rather wide eyes
of attention, and tends to highlight their status as misfits. Perhaps because of displaying the temperament of wily farmers. Halflings are generally an
their exposure to discrimination, half-elves harbor few prejudices. They freely agrarian people, preferring open pastures and lush farmlands to cities or other
associate with dwarves, halflings, gnomes and others. Their unique position places crowded with tall folk. They get along well with most peoples, but
occasionally allows them to act as intermediaries between groups and races. rarely leave the safety of their homes and communities. Even when they do, it
is generally only at the behest of others. Meticulous and prosperous, halflings
ENVIRONMENT: Half-elves can be found anywhere, from human cities to
enjoy good food, relaxation and a quiet life.
elven strongholds. They live in all types of rural areas as well. Social ostracism
tends to make them natural wanderers; many half-elves make no home, DESCRIPTION: Halfings average 3 feet in height and have wide, round
moving about the world looking for a place to fit in, at least for a time. eyes and large feet, which are well padded and hairy. Halflings seldom need
to wear shoes except in very cold weather. Long days in the sun give a dexterity check, halflings can move silently. They can move up to one-half
halfling’s naturally light skin a ruddy brown tan every summer. This, their their normal movement rate with no penalty to this check. For moving at
curly hair, and their thick hands all fit their agrarian lifestyle like a well- one-half of their normal rate up to the character’s full speed, the character
worn frock coat. Most halflings prefer dull-colored clothing so they won’t suffers a -5 penalty to the check. It’s practically impossible to move silently
attract attention to themselves, but the wealthy or prideful wear finer, while running or charging, so this type of action incurs a -20 to the check.
brightly colored clothes to denote their status.
DUSKVISION: Halflings, with their large and piercing eyes, can see in
PERSONALITY: Halflings are jovial, friendly and hospitable, yet they prefer starlight and moonlight just as a human can at dusk. They retain the
their own culture to those of others. They typically eat too much and develop ability to distinguish color and some detail under these conditions, though
paunches early in life. Indeed, to have a great paunch is considered a sign of everything is cast in shadows. They have no enhanced vision underground,
good breeding and wealth. Normally, halflings eat often during the day. They in torchlight, or under similar conditions of poor illumination.
start the day by enjoying a breakfast, followed by a brunch and then lunch.
RESISTANT: A lifetime of good food, when combined with hard work
This often precedes an afternoon snack of cake and tea, to be followed by
and a self-reliant spirit, makes for a healthy people. Halflings are more
supper and then a late dinner. It is said that halflings can keep time by the
resistant to the ills of life than most other races, so they receive a +1
grumbles and rumbles of a hungry belly. Halflings also work diligently on their
bonus to all constitution saving throws.
farms, houses, gardens, fences and other projects pertaining to their needs;
“Relaxing requires a lot of work,” many halflings are wont to say. LANGUAGES: Halfling, Common, Dwarven, Gnome, Elvish, Sylvan,
Slow to anger, halflings prefer to settle disputes through legal means Goblinoid
whenever possible, by appropriate compensation when necessary and SIZE: Small MOVEMENT: 20 feet
through other measures only if unavoidable. TYPICAL CLASSES: Fighter, Ranger, Rogue, Cleric, Druid, Bard
A halfling’s desire for quiet and safety carries over to their personal lives, ATTRIBUTE MODIFIERS: +1 Dexterity, -1 Strength
with only the occasional adventurous halfling leaving home to travel in the RANGER MODIFIER: +2 conceal, +2 move silent
world. A mystery to their brethren, these halflings often find themselves ROGUE AND ASSASSIN MODIFIER: +2 hide, +2 move silent
in the most unusual of escapades and adventures. These situations can
reveal one of the least known qualities of halflings: a heart as stout as the
HALF-ORC
strongest warrior and a courage unflagging to the point of foolhardiness.
Hothers. Half-orcs are the offspring of a pairing between an orc (or other
RACIAL AFFINITIES: Halflings are insular, and generally prefer only the alf-orcs exist on the edges of society, little cared for by humans, orcs or
company of fellow halflings. Of the other races, halflings prefer humans most
of all, for they do much business with them, and they find that human farmers goblinoid) and a human, and are generally a dispirited and angry lot, accustomed
and herdsmen often share similar values. They are also favorably disposed to doing dangerous jobs for others. Indeed, most half-orcs only make consistent
towards gnomes, whose temperament resembles that of halflings more than contact with others when their famed fighting skills are needed.
any of the other races. Elves fascinate halflings, but they are far too ‘magical’ to
Half-orcs can be found in many regions of the world, haunting the periphery
be considered respectable. Halflings grudgingly admire dwarves, but find them
of settled lands. They often find orc tribes and kingdoms to their liking, as
a bit too gruff, hard-headed and clannish for their personal tastes. Halflings do
those humanoids are an easy group to dominate. Within human communities,
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not relate well to goblins and their kind, whom they passionately dislike.
their roles range from hunted outcasts to elite warrior castes.
ENVIRONMENT: Most halflings prefer lush, green lands with fertile soil,
abundant water and mild seasons, and they strive to dwell in areas far
removed from the troubles of the world. Yet, the world is broad, and some
must live in proximity to other peoples and the troubles they create. There
are halflings who make their homes in the coarser areas of the world,
including towns or even cities, though these halflings are rare. Halfling
houses tend to be small and made of brick when built above ground, while
others live beneath the earth in expansive underground houses built into
the tops of hills and underneath large mounds.
FEARLESS: Halflings, for the most part, lead sequestered lives and are
often considered naive. This is not entirely accurate; halflings are not
raised with fears and trepidation imparted to them by myth and fancy, but
are reared on tales of self-dependence and the overcoming of life’s many
hurdles. For either or both reasons, halflings possess stout hearts and are
not easily frightened, even in dire circumstances. This trait imparts a +2
bonus on all saving throws against fear.
HIDE (Dexterity): Halflings are practised at avoiding the prying eyes of others
in outdoor settings. A successful check allows the halfling to hide making
him or her almost invisible. If a halfling decides to move while attempting
to remain concealed, he or she can still hide, but will suffer a penalty to the
check. At up to one-half their movement rate, halflings suffer a -5 penalty
to the check. At one-half their normal movement rate to full speed, they
suffer a -10 to the check. It is impossible for a halfling to move faster than
normal speed while hiding. If the halfling is being observed, even casually,
the character cannot hide. If the observers are momentarily distracted, DESCRIPTION: Half-orcs combine the worst features of humans and orcs.
however, the halfling can attempt to hide. This check, however, has a -10 Most have an unpleasant demeanor, and some are repulsive and even
penalty because the character has to move quickly into hiding. hideous to look at. They typically have massive jaws, coarse hair and dark,
MOVE SILENTLY (Dexterity): Halflings, being naturally small and dexterous, penetrating eyes. Their skin tends to be a ruddy, dark color, and resembles
can move as quietly as a breeze upon a summer morn. With a successful the rough textured skin common among orcs. Physiologically, however,
RACES
half-orcs combine the best features of both their parent races. Half-orcs LANGUAGE: Common, Goblin, Orc
mirror humans in height, or stand even taller. They are naturally muscular
SIZE: Medium MOVEMENT: 30 feet
and agile, and do not suffer from light sensitivity as orcs do.
TYPICAL CLASSES: Fighter, Ranger, Rogue, Assassin, Barbarian,
PERSONALITY: Half-orcs are unsavory and contentious individuals. As Monk, Cleric, Knight
outcasts, they have few friends or allies, and often live miserable and lonely ATTRIBUTE MODIFIERS: +1 Constitution, +1 Strength, -2 Charisma
lives, wary of all. Even amongst themselves, there is little trust and great
RANGER MODIFIER: +2 track
fear, as they jockey for positions of acceptance and status as mercenaries or
in more nefarious professions. The social stigma that half-orcs encounter
throughout their lives, when combined with the militant aggressiveness of HUMAN
orcs and the competitiveness of humans, produces a nearly fearless warrior
umans are the most diverse of the races. Their strength and power
H
and a relentless foe.
derives from their adaptability to different environments, cultures
As outcasts, half-orcs find themselves in a constant search for like-minded and societies. Where the other races are tied to the world around them in
individuals and others in whom they can place their trust and faith. As one manner or another, humans alone have no innate affinity for the world,
such, they are occasionally found in the company of travellers, mercenary beyond that of a master craftsman to his tools and creations. Their ability
bands, adventurers and others who, either willingly or by accident, to adapt allows humans to maintain close contact, and even intermingle
are ostracized from their society. Friendly relations with half-elves are, with demi-humans and humanoids, if they deem it necessary, expedient, or
uncannily, not uncommon for the two share similar social stigma. Half-orcs desirable. Diversity is a hallmark of this race and humans can be any class.
are a breed apart.
Half-orcs are unswervingly loyal to those they trust and in whom they place DESCRIPTION: Humans range greatly in height and weight, and in other
their faith. On the other hand, to those who break that faith, half-orcs physical features such as skin and hair color. Males typically stand between 5
have an undying enmity and no effort will be spared in righting a wrong feet 6 inches and 6 feet 2 inches, with females being slightly shorter, although
and taking revenge upon their enemies. Half-orcs can be both a friend and both sexes occasionally exceed the average height. Humans tend to adapt
companion of immense value or a foe of terrible power. physically to their environments, leaving some with pale skin coloration in
cold climates and others with darker skin coloration in warmer climates.
RACIAL AFFINITIES: Half-orcs typically care for themselves and Since humans are exceedingly migratory, however, these generalizations do
themselves alone, avoiding even their own kind. No race finds them not always apply. Human weight also varies extraordinarily and is as much
likeable, and they return the favor. Half-orcs are often found with orcs dependent on diet as culture.
or smaller goblinoids, as those are the least discerning of the races, and
are easily dominated. Other half-orcs tend to be found in larger human PERSONALITY: As with their physical traits, humans range greatly in
settlements, where, if they are lucky, they can find a certain degree of temperament. They seem to the longer-lived races to move through life
anonymity. with a speed born of desperation. Their short lives give them a burning
desire to create and control the world around them and their own
ENVIRONMENT: Half-orcs are found in most climes. They have no mortality. This causes humans to see the world in a unique fashion. All
preference for any one environment and adapt well to any climate. They things are tools to humans in their quest for immortality.
tend to live alone, even in larger cities, where they are often found in
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ghettos, slums and other areas where officials rarely patrol and thieves Humans lack empathy for the other races, especially elves. Their short
wander the night. lifespans create an awareness of the importance of things few others
understand. Life is precious, and the wealth of it must not be wasted on
RACIAL TRAITS AND ABILITIES frivolous things. In the passage of history, death marks one’s life and can
give it meaning and only through a life well spent can one gain immortality.
DARKVISION: In a similar manner to dwarves, half-orcs can see in complete Oft times the world’s greatest heroes are humans, who consider themselves
darkness for up to 60 feet. Darkvision produces images that are in shades of to be in conflict rather than harmony with the world, and willingly lay their
gray, but it is otherwise like normal sight. Half-orcs can function well with lives low in that eternal struggle.
no light at all. Bright lights, such as from a lantern or other light sources,
spoil darkvision. A half-orc requires one turn to adjust his or her eyes when Humans are born with an innate spirit of competition that configures itself
a light source is extinguished before gaining full use of darkvision. into a race for grand achievements, and a constant striving to rise above
their circumstances. Whether to the benefit or detriment of those around
ENHANCED SENSE OF SMELL: This ability allows half-orcs to detect the them, many humans act only with regard to their own needs and from a
presence, but not the specific location, of creatures within 30 feet or within sense of superiority over all other races and beasts.
60 feet if the other creature it is upwind. Strong scents, such as smoke
or rotting garbage, can be detected at twice those ranges. Overpowering RACIAL AFFINITIES: Humans interact well with most other races. They
scents, such as skunk musk, can be detected at three times these ranges. If have no innate prejudices, but are often taught at a young age who is an
a half-orc becomes familiar with an individual, he can learn the individual’s enemy and who is a friend. A human’s enemies and friends are determined
scent and recognize it. It should further be noted that false, powerful odors more by expediency and mutual benefit rather than any innate prejudice.
can easily mask other scents and completely spoil this ability. ENVIRONMENT: Humans can be found in any environment or climate,
MARTIAL PROWESS: Half-orcs come from very violent societies in though they usually prefer to live above ground.
which fights and contests of strength are common and necessary for
survival. This has inured them to great amounts of pain and given most RACIAL TRAITS AND ABILITIES
a great capacity to fend off blows and fight unarmed. As such, half-orcs
receive a +1 to their armor class whenever they are not wearing armor of PRIMARY ATTRIBUTES: Because of the unique nature of humankind,
any type. This ability combines with magical rings, robes and other similar humans choose an additional primary attribute, for a total of three.
devices that confer an armor class bonus but are not armor. This bonus
adds to the unarmored armor class of half-orc monks. LANGUAGE: Common
SIZE: Medium MOVEMENT: 30 feet
RESISTANT TO DISEASE: Half-orcs possess a resistance to disease passed
TYPICAL CLASSES: Any
down from their goblinoid parent. They receive a +2 bonus to all disease
saving throws. ATTRIBUTE MODIFIERS: None
he last and most important step in character creation is to create the Alignment categories are fairly general and there is much room for
T character’s persona. Attributes, class and race are the framework of the
character. Finishing the character requires adding detail to the characters that
interpretation within each category of alignment. A lawful good character
may be a wandering knight devoted to the service of his liege lord or some
dice or rules have little impact on. The character’s persona is made up by higher calling, intent upon stamping out evil in the land. On the other hand,
their motivations and fears, their looks and alignment, their deity, name and a lawful good wizard may devote himself to acquiring ancient arcane magic
purchasing equipment, etc. This can be done in great detail or more generally, in order to create a library for the benefit of all. A chaotic evil rogue may
according to players preference. be a bandit robbing whomever and wherever he can for his own personal
hedonistic desires, or a cleric devoted to the wanton destruction of man’s
After generating the final statistics related to class and race, the player should
accomplishments and eradication of those with whom the cleric disagrees.
determine the character’s physical description, decide on any particular
There is great variation within each of the nine alignment categories
mannerisms and at least get in mind the basics of a personality. Some
described below. They should be used as a general guideline for motivations,
players may want to go further and develop a world view, background and
actions, ethos and worldview.
motivations. Some of the character’s traits are quantified in game terms such
as alignment, which summarizes the character’s overall worldview. Finally, the There are nine possible alignments: lawful good, neutral good, chaotic good,
player equips the character with clothing, armor, weapons and adventuring lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.
gear, and then chooses spells. Each alignment, except true neutral, is composed of two aspects.
The list of personality traits is inexhaustible. It is worth bearing in mind that ideas over tradition and do what they promise only if they feel like it. Yet, 402998
personality traits may be influenced by both the character’s race and class: chaotic characters can still be honorable and trustworthy. “Neutral” implies a
a roguish character of halfling ancestry is likely significantly different than a normal respect for authority, with neither a compulsion to obey nor to rebel.
roguish character of elven ancestry. Neutral characters are honest, but can be tempted into lying or deceiving
others. Animals and other creatures incapable of moral action are neutral.
It is easy to become dependent on abilities and magical items to distinguish
the personalities of two characters of the same class and race. This usually GOOD AND EVIL
results from a lack of persona development, and can lead to a lack of interest
The second aspect of alignment – good, neutral or evil – generally represents
in the character. A weakly developed character persona can moribund a game,
behavior and how characters express or impose their ideals, whether lawful,
as statistics and abilities become the defining characteristics of the character
neutral or chaotic. Again, these are broad categorizations. The following are
and the rolling of dice takes pre-eminence over the game’s narrative. So,
general traits of each aspect. Good implies altruism, respect for life and a
some amount of attention should be given to this step. Develop a character’s
concern for the dignity of sentient beings. Good characters make personal
history and personality, complete with desires, goals, dreams and fears.
sacrifices to help others. Good characters and creatures protect innocent
Players will also develop some of a character’s personality traits as the game life. Evil implies hurting, oppressing, killing others and selfishness. Some evil
progresses. Beginning play with only a basic idea of the character can be creatures simply have no compassion for others and kill without qualms if
beneficial, in that it allows the player to develop the character within the doing so is convenient. Others actively pursue evil, killing for sport or out
framework of the game. As the character survives, they accumulate a history. of duty to some evil deity. Evil characters and creatures debase or destroy
This enhances the overall development of the character’s personality. And, innocent life, whether for fun or profit. Neutral characters fall somewhere
of course, spending countless hours laboring over a first level character’s in between, but most are committed to others by personal relationships.
personality, motivations and background can be time poorly spent if death A neutral person may sacrifice himself to protect his family or even his
follows hard on the heels of the game’s beginning! homeland, but he would not do so for strangers who are not related to him.
In finalizing a character’s persona, imagine how the culture and environment Some neutral characters are simply selfish. Animals and other creatures
in which the character was raised may have affected them. The interaction of incapable of complex relationships are neutral.
culture and persona converge into a world view, or alignment as discussed below. The combination of the lawful, neutral or chaotic axis with good, neutral or
evil creates nine possible character alignments. Although characters of the
ALIGNMENT same alignment possess the same general world view and behave similarly,
each will be unique and vary in terms of psychology and life experiences.
Alignment represents the basic and most essential aspects of a character’s
worldview and moral outlook. Alignment is a description for the fundamental LAWFUL GOOD
moral outlook of every sentient creature. Is the character good or evil, chaotic,
Characters of this alignment are dedicated to following the strictures of
lawful or even neutral? Alignment is a very basic description and acts as an ethical
society, respecting law and order. They act for the benefit of others and
and motivational guide for characters, non-player characters and monsters.
society, placing great value on truth, honor and life.
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PLAYERS HANDBOOK
LAWFUL NEUTRAL but they sacrificed and even called upon Poseidon before they crossed the
Characters of this alignment place primary importance on ultimate order, sea. Polytheistic societies tend to be open in their religious devotion, with
structure and regulation of behavior. Good and evil are largely irrelevant for gods rising and waning in power. In monotheistic societies, one deity reigns
characters of this alignment because everything flows from the order of law. supreme. Animistic societies turn to a host of spirits for their explanations
of the world. In short, take into consideration the kind of religious society
LAWFUL EVIL the character comes from. Consult with the Castle Keeper to work out what
Characters of this alignment value structure and order, and they place no is best for the theme of the game and the idea of the character, and choose
limit on attaining it, especially if the goal is to their own benefit. They do not accordingly. Garnok, a half-orc fighter, might call upon Kain, the god of war,
value life or concern for others. Ultimately, they seek to impose their ideals on whilst he wades with sword and shield through a howling pack of iron clad
others through strict regulation. goblins; when he must choose whether to leap across a 60 foot bottomless
chasm while wearing iron mail, he seeks inspiration from Finarkin, the god
NEUTRAL GOOD of wisdom; all the while, he’ll still be carrying a small pouch around his neck
with iconographic figures of his totems in it.
Characters of this alignment have a healthy respect for both law and freedom,
typically choosing a road betwixt the two in order to achieve benefits and Clerics and druids draw their power from the deity, pantheon of deities or
mercy for all. whatever supernatural forces they have allegiance to. In choosing a deity,
consultation with the Castle Keeper is necessary to learn more about a
NEUTRAL particular deity or pantheon and what benefits they can give a cleric as well
Characters of this broad alignment typically believe in a balance between law as what is required of that cleric. Though clerics are restricted in their choice
and chaos, and between good and evil. Some seek to maintain existing social of weapons, it is not uncommon for this restriction to be ignored, allowing
institutions, while others simply wish to keep to themselves. Some neutral the character to wield a weapon similar to that of their deity or from the
characters disdain the perceptions of other sentient beings, finding that truth pantheon worshiped. Odin bore a spear in his battles with the giants and Kali
lies in nature and its animals. Others follow their own code, which changes and is often seen with a bow. His devoted followers might likewise accouter
with the situation, tending to favor those that benefit them the most. themselves. Castle Keepers may allow cleric’s to use a weapon associated with
a patron deity.
NEUTRAL EVIL
The cleric and druid must hold true to the common belief system of their
Characters of this alignment mirror those of neutral good, but they typically deity. They must be the same alignment as their deity and possess the same
follow a road that benefits themselves instead of others. world view. A cleric who pays homage to a goddess of wisdom should not
approach problem-solving with unreasoned violence, but rather with calm
CHAOTIC GOOD and wisdom. A druid who needlessly destroys flora and fauna is certainly
Characters of this alignment view the greatest good as being attainable breaking a covenant with their deity. Clerics and druids who break with their
through freedom. Thus they place primary importance on individuality and deity or act against them are denied their spells and abilities.
liberty of action over that of any law or societal structure.
Clerics, and even some druids, require holy symbols or icons representing
CHAOTIC NEUTRAL their deities or the supernatural powers. These symbols serve as a conduit
between the deity and the character. They range in size, shape and form, and
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EQUIPMENT
It is difficult to accommodate the player and Castle Keeper with every piece
of equipment that might be desired. However, the Castle Keeper should be
able to determine if an item the players are seeking is available based upon
technology, location and the skills of local inhabitants. If it is to be available,
estimate the price of the item by comparing it to similar items on the
equipment list considering weight, material and technology.
So, it is very important to have a wide variety of equipment to accommodate
many needs. In this game, we do not work under the assumption that characters
carry a standard pack of equipment. Nothing is given! If an item is not listed
on the character’s sheet, then the character does not have that particular item.
There is much sorrow in the demise of an ill-equipped character.
STARTING COIN
Every character begins the game with some coin of the realm. The amount
depends upon the character’s class and is listed below. However, that can be
amended to fit the needs of the campaign. Less coin should be made available in
grittier or low fantasy campaigns and more coin made available in high fantasy
campaigns. Social standing can also affect the amount of coin available.
The following equipment list contains the cost, effects, weight and encumbrance
value for each item. It is not an exhaustive list, so the Castle Keeper should
expand it as needed, basing prices on comparable items in this list.
STARTING GOLD
Fighter, Ranger 30-240gp (3d8x10)
Rogue, Assassin, Bard 30-120gp (3d4x10)
Barbarian, Monk 20-80gp (2d4x10)
Wizard, Illusionist 10-100gp (1d10x10)
Cleric, Druid 20-200gp (2d10x10)
Knight, Paladin 60-240gp (6d4x10)
Coins exchange at the rate 10gp = 1 Platinum piece (pp)
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Gold (gp)
listed to the right. All coins 10 sp = 1 gold piece (gp)
erhaps one of the most enjoyable aspects of character creation is Silver(sp)
P purchasing equipment before beginning play. This step is often
overlooked in terms of its ability to personalize a character. When purchasing
equate to about one ounce
in weight. Copper(cp) 10 cp = 1 silver piece (sp)
equipment, characters are, in part, constrained by their class, race and persona. ARMAMENTS
A wizard would not look like a fighter, nor would a dwarf appear as an elf.
ARMORS COST AC WEIGHT EV
When developing a character, the class and race and persona should differ from
character to character, and this should be reflected in the items they carry. Padded Armor 5 gp +1 10 lbs. 2 (w)
Another consideration is the culture in which the character lives. All societies Leather Coat 7 gp +1 10 lbs. 2 (w)
have their peculiarities and own identifying types of equipment, weapons and Leather Armor 10 gp +2 15 lbs. 2 (w)
armors. Lanterns purchased in medieval Bavaria were of significantly different Ring Mail 30 gp +3 20 lbs. 3 (w)
appearance than those purchased in Baghdad bazaars. Equipment should also Hide 20 gp +3 25 lbs. 4 (w)
range in appearance and structure (though not function) from one culture Studded Leather 25 gp +3 20 lbs. 3 (w)
and society to the next. Personalizing equipment in this manner goes a long Laminar, Leather 55 gp +3 25 lbs. 2 (w)
way in establishing milieu and context. Mail Shirt 100 gp +4 25 lbs. 3 (w)
As such, when equipment is purchased, consider the character’s personality, Scale Mail 50 gp +4 30 lbs. 4 (w)
background, goals, culture and social status. All these aspects should play a Cuir Bouille 45 gp +4 25 lbs. 4 (w)
role in purchasing decisions. The equipment needs to reflect the character. Breastplate, bronze 95 gp +4 20 lbs. 3 (w)
Brigadine 85 gp +4 25 lbs. 4 (w)
Regarding this, a certain degree of latitude should be taken in the actual Breastplate, steel 300 gp +5 30 lbs. 3 (w)
appearance of the items purchased. The equipment list is generic for a
Mail Hauberk 150 gp +5 35 lbs. 4 (w)
reason: it allows the players to develop and describe for themselves what the
Coat of Plates 100 gp +5 45 lbs. 4 (w)
items purchased look like, to conform with campaign and character needs.
Ensemble, Greek 1 120 gp +5 40 lbs. 4 (w)
For example, swords come in many shapes, with different guards, hilts and
ornamentation, though all perform similarly in combat. The same may be Banded Mail 250 gp +6 40 lbs. 4 (w)
said of items such as clothing, armor and weapons. In sum, individualize the Splint Mail 200 gp +6 45 lbs. 4 (w)
equipment purchased through description rather than associated statistics. Ensemble, Greek 2 230 gp +6 50 lbs. 4 (w)
Ensemble, Roman 3 240 gp +6 30 lbs. 4 (w)
Characters should also keep in mind that they are attempting to prepare Full Chain Suit 200 gp +6 45 lbs. 4 (w)
themselves for whatever should befall them and should equip themselves
Plate Mail 600 gp +7 45 lbs. 4 (w)
accordingly. A foray into a dungeon is much different than a trek across a frozen
Ensemble, Roman 4 650 gp +7 45 lbs. 4 (w)
plateau. Combine the two and equipping a character becomes a challenge.
Full Plate 1000 gp +8 50 lbs. 4 (w)
Polish Hussar 1750 gp +8 50 lbs. 3 (w)
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1 Greek, bronze leg greaves, bronze arm greaves, bronze breastplate and bronze Gauntlet, Spiked 5 gp 1d3 — 2 lbs. 1 (w)
medium helm Glaive* 8 gp 1d8 — 15 lbs. 5
2 Greek, iron leg greaves, iron arm greaves, iron breastplate and iron medium helm. Glaive Guisarme* 15 gp 2d4 — 8 lbs. 5
3 Roman Scale body armor, copper leg and arm greaves, copper helmet. Godentag 15gp 1d6+3 — 7 lbs. 3
4 Roman Segmented body armor, iron leg and arm greaves, iron helmet. Guisarme* 10 gp 2d4 — 15 lbs. 5
Halberd * 10 gp 1d10 — 15 lbs. 5
SHIELDS COST AC WEIGHT EV
Hammer, Light 1 gp 1d4 20 ft. 2 lbs. 2
Buckler 2 gp +1 1 2 lbs. 2 Hammer, War 6 gp 1d8 — 8 lbs. 4
Shield, Small Steel 9 gp +1 1 5 lbs. 2 Hatchet 1gp 1d4 — 2lbs. 2
Shield, Small Wooden 3 gp +1 1 3 lbs. 2 Hook Sword 6 25gp 1d4+1 — 4 lbs. 3
Shield, Med. Steel 15 gp +1 2 10 lbs. 3 Hook, hafted 5gp 1d6 — 3 lbs. 4
Shield, Med. Wooden 5 gp +1 2 6 lbs. 3 Katar 3gp 1d4+1 — 1 lbs. 2
Shield, Large Steel 20 gp +1 3 15 lbs. 4 Knife 3sp 1d2 10 ft. 1 lbs. 1
Shield, Large Wooden 7 gp +1 3 10 lbs. 4 Lance, Heavy 10 gp 1d8** — 10 lbs. 7
Pavis 55 gp +6 4 90 lbs. 12 Lance, Light 6 gp 1d6** — 5 lbs. 5
1 Armor class bonus is applicable against one foe in a round. Lucerne Hammer* 60gp 1d12 — 8 lbs. 5
2 Armor class bonus is applicable against two foes in a round. Mace, Heavy 12 gp 1d8 — 12 lbs. 4
3 Armor class bonus is applicable against three foes in a round. Mace, large7 25gp 1d10 — 10 lbs. 4
4 Made to be rested on the ground and fired over, like a mobile wall. The AC Mace, Light 5 gp 1d6 — 6 lbs. 3
bonus applies to all foes in front of the shield. Main Guache 3 25gp 1d4+1 — 1 lbs. 2
Man Catcher* 4 45gp 1d4 — 6 lbs. 4
HELMS COST AC* WEIGHT EV
Maul* 12gp 1d10 — 15 lbs 5
Armet 10 gp +6 7 lbs. 1 (w) Morningstar 8 gp 2d4 — 8 lbs. 3
Bacinet 15 gp +4 7 lbs. 1 (w) Nine Ring Broadsword 30gp 1d10 — 10 lbs 3
Benin 8 gp +2 5 lbs. 1 (w) Partisan * 10 gp 1d8 — 5 lbs. 5
Casquetel 10 gp +2 8 lbs. 1 (w) Pick, Heavy 8 gp 1d6 — 6 lbs. 4
Coif, Chain Mail 15 gp +4 5 lbs. 1 (w) Pick, Light 4 gp 1d4 — 4 lbs. 3
Coif, Leather 4 gp +1 2 lbs. 1 (w) Pike* 8 5 gp 1d8 — 14 lbs. 6
Helm, Great 20 gp +7 8 lbs. 2 (w) Poniard 25gp 1d4+1 — 1 lbs. 1
Helm, Normal 10 gp +5 4 lbs. 1 (w) Ranseur* 8 gp 2d4 — 15 lbs. 5
Helm, Norman 8 gp +3 7 lbs. 1 (w) Sap 1 gp 1d3 — 1 lb. 1
Helm, Pot 5 gp +2 6 lbs. 1 (w) Scimitar, Great* 55gp 2d6 — 14 lbs. 4
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6 This weapon can be used for melee, to disarm or overbearing. The wielder EQUIPMENT COST WGT. EV CAP.
must decide beforehand which attack will be used. In the case of disarming and
overbearing, use normal attack procedures but add +3 to the to hit roll. Armor and Weapon Oil 1 gp 1 lbs. 1 —
7 Deals double-damage if used from a charging mount. Awl 1 gp 0.5 lbs. 1 —
8 Deals double-damage if firmly set to receive a charge. Backpack 2 gp 2 lbs. 2(w) 8
Bagpipe 35gp 8lbs. 4 —
Bandages (2 wounds) 1 sp 0.5 lbs. * —
MISSILE & RANGED COST DMG. RNG. WGT. EV
Barrel, Large 4 gp 45 lbs. 9 9
Aclis 1 gp 1d4 20 ft. 1 lb. 2 Barrel, Small 2 gp 30 lbs. 6 6
Arrows (20) 2 gp as bow — 3 lbs. 2 Basket 4 sp 1 lbs. 2 2
Arrows (12) 15 sp as bow — 2 lbs. 1 Bedroll 1 sp 5 lbs. 3 —
Arrow, Silver (2) 2 gp as bow — 0.2 lb. 1 Belt Pouch, Large 1 gp 1 lbs. 1(w) 2
Blowpipe 1 gp 1 10 ft. 1 lb. 3 Belt Pouch, Small 5 sp 0.5 lbs. * 1
Bolas 5 gp 1d4 20 ft. 2 lbs. 2 Belt Pouch, Spell Component 1 10 gp 0.5 lbs. 1 —
Bolts (12) 1 gp as x-bow — 1 lb. 1 Blanket, Winter 5 sp 3 lbs. 2 —
Bow, Long 75 gp 1d6 100 ft. 3 lbs. 4 Bottle 2 gp 0.5 lbs. 1 1
Bow, Long Composite 100 gp 1d8 110 ft. 3 lbs. 4 Broom 5 cp 1 lbs. 3 —
Bow, Short 30 gp 1d6 60 ft. 2 lbs. 3 Bucket 5 sp 2 lbs. 2 3
Bow, Short Composite 75 gp 1d8 70 ft. 2 lbs. 3 Candle (5 sticks) 5 cp 0.1 lbs. 1 —
Crossbow, Light 35 gp 1d6 80 ft. 6 lbs. 4 Canteen (1⁄2 gallon) 2 gp 2 lbs. 11 1⁄2 gallon
Crossbow, Hand 100 gp 1d4 30 ft. 3 lbs. 2 Case, Map or Scroll 1 gp 0.5 lbs. 11 10 sheets
Crossbow, Heavy 50 gp 1d10 120 ft. 9 lbs. 5 Casket 2 gp 15 lbs. 4 6
Dart 5 sp 1d3 20 ft. 0.5 lb. 1 Chain (20 feet) 30 gp 4 lbs. 12 —
Harpoon 1 gp 1d6 20 ft. 4 lbs. 5 Chalk (per piece) 1 cp 0.5 lbs. 1 —
Javelin 1 gp 1d4 30 ft. 2 lbs. 3 Chest, Large 5 gp 40 lbs. 12 8
Rock — 1d2 30 ft. — — Chest, Small 2 gp 25 lbs. 4 6
Sling — 1d4 50 ft. — 1 Chisel 1 gp 0.5 lbs. 1 —
Whip 1 gp 1d2 15 ft. 2 lbs. 2 Cord (50 feet) 5 gp 8 lbs. 2 —
Crowbar / Prybar 2 gp 5 lbs. 2 —
Diggery-do 1gp .25 lbs. — —
TRANSPORT AND TACK COST WGT. EV Drum 9 gp 8 lbs. 5 —
Dust, Bag of — 1 lbs. 1 —
Barding, Chain* 500 gp 125 lbs. 6 (w)
Fife 2 gp . 1.5 lbs. 1 —
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Belt 6 sp 1 lbs. *
Belt, Baldric 2 sp 3 lbs. *
Boots, Heavy 1 gp 4 lbs.. 1 (w)
Boots, Soft 4 sp 2 lbs. *
Caftan 3 sp 2lbs. 1 (w)
Cap/Hat 4 sp — *
Cape 8 sp 1 lb. *
Cloak 5 sp 3 lbs. 1 (w)
Cowl 2 sp 1 lb. 3 (w)
ENCUMBRANCE
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For example, the ancient and wizened priest of Thoth, Memnon, has
strength of 7 and a -1 strength modifier. He also has constitution as one
of his three primes. As such, his ER is 11, due to the 10 base, modified
by -1 for his strength modifier and +2 for his constitution prime. On a
trip to an ancient burial ground to lay a soul properly to rest, Memnon
expects trouble so he is carrying a lot of material with him. His equipment’s
encumbrance values add up to 17. Memnon’s categories for encumbrance
are: none: 0 to 11, light: 12 to 22, moderate: 23 to 33, heavy: 34 to 44,
and overburdened: 45 to 55. With an EV total of 17, Memnon is lightly
encumbered and suffers the penalties for that category.
AD HOC ENCUMBRANCE
Encumbrance is a function of the size, weight and bulk of an object.
Encumbrance values for some common items are provided in the following
equipment list. But, it might come up during a game session that the Castle
Keeper must quickly determine the EV of an object that isn’t listed on the
equipment list. Due to that, rules of ad hoc EV determination are provided.
To ad hoc the EV for an item, a relatively quick system has been developed.
First, get a general idea of the dimensions of the object in feet and use the
largest of the dimensions as the starting EV. So a statue that was 5’x2’x1’ would
have an EV base of 5. After determining the EV base, add a +2 to that number
for every dimension that is greater than 1’. So, the 5’x2’x1’ statue would add
a +2 for the 2 feet dimension, giving it a final EV base of 7. If the item has
The easiest manner to determine how much a character can carry is simply all of its dimensions as less than a foot, use a base EV of 1. Finally, the weight,
to imagine what is being carried and decide whether or not it makes sense to balance and materials the items are made up of should be factored in.
have that much equipment and how that potentially affects the character’s
movement and ability to perform certain actions. Having a player describe WEIGHT Modifier Weight Note (example)
where the many items being hauled are located on the character’s body and
Very Light -2 EV Under 1 lbs. total (feathers)
then have them imagine it should suffice to maintain control over the amount
Light -1 EV Under 6 lbs. (cloth)
of material being carried and players eventually begin setting their own limits.
Heavy +3 EV Under 24 lbs. (steel)
However, situations inevitably arise which require a concrete determination Very Heavy +5 EV 25 lbs. and up (marble)
of a character’s encumbrance and the affects these have on the ability to
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For example, a dagger would have a base EV of 2 (most daggers are about one
or two feet long and a few inches wide and deep), –1 EV due for their weight
(they usually don’t weigh more than a couple of pounds) giving them an EV of
1. Meanwhile, a 5’x5’x1’ marble statue that weighs around 100 lbs. would have
a base EV of 5 (five feet tall), +2 EV (five feet wide), +5 EV due to its weight,
and x2 EV for being so bulky. Therefore the statue has a total EV of 24, which
is quite impressive. Finally, a fine silk tablecloth would have a total EV of 3: Its
base of 6 (it’s about six feet long), +2 for being about 4 feet wide, –2 EV for
being very light, and –1 EV for being formless. This gives a total EV of 5, which
is then multiplied by 1⁄2 due to it being narrow, giving it a final EV of 3.
for the backpack since it is being worn). EXPERT WEAPONS AND ARMOR
EFFECTS OF ENCUMBRANCE Skilled blacksmiths are able to create exceptional weapons and armor. These
The effects of carrying too much equipment are potentially hazardous to items are rare and expensive. Crafting them is time consuming, requires a
characters. Much care needs to be given to how much is being hauled around. Master Smith who usually must employ a number of journeymen smiths and
The penalties to movement and attribute checks are listed below. use finely tempered metals. For these reasons expert items cost ten times that
of a normal item. They are almost never found for sale in a merchant’s shops
and must be ordered special. Expert weapons and armor are not magical in
ENCUMBRANCE
CATEGORY EFFECT
nature but are so finely crafted that they can grant the possessor a bonus in
damage, attack or armor class.
None No Effect
Move reduced by 1⁄4, +1 Challenge Level to all WEAPONS
Light
dexterity based checks
Expert weapons include a variety of well crafted items: swords with razor
Move reduced by 1⁄2, +2 Challenge Level to all
Moderate sharp edges, keenly balanced arrows, axes with weighted heads that cleave
dexterity based checks
armor and bone, spears with extra points etc. These items gain a +1 damage
Move reduced by 3⁄4, +4 to Challenge Level to all
Heavy bonus. In some rare instances weapons are so crafted that they gain a +1 to
dexterity based checks, lose dexterity bonus* to AC
damage and to hit bonus, however these items cost 25 times the amount of a
Move reduced to 1 foot per round, automatically fail all
Overburdened normal item. For example an expert longsword that gains a +1 damage bonus
dexterity based checks, lose dexterity bonus* to AC
would cost 150gp. A longsword that gains a +1 to damage and to hit bonus
* = Note that losing one’s dexterity bonus only applies if the character’s would cost 375gp.
dexterity modifier is positive, if the character has a dexterity modifier that is
negative, the negative penalty still applies.
ARMOR
Going back to Memnon from earlier, we see that he is lightly encumbered. Expert armors include: balanced shields, personalized suits of armor, hauberks
As such, his move is reduced by 2 and any dexterity attribute checks or saves of mail with tightened rings, and the like. These items give the wearer a +1
suffer a +1 challenge level penalty. While crossing a narrow footbridge, bonus to their armor class. In some instances armor is so well crafted that it
Memnon slips on the wet stones. The Castle Keeper asks for a dexterity check can absorb damage from a blow.
to keep his footing. Memnon notes that his CL for this check would be at +1
due to his encumbrance. Later on, Memnon finds a very nice statue that he
wants to take with him in the catacombs. The Castle Keeper tells him that
the EV of the item is 24, which combined with his other equipment, gives
Memnon an EV total of 41. This puts him in the heavily encumbered range.
He now has his move reduced by are and gains a +4 challenge level penalty to
all dexterity checks. Moreover, he loses his dexterity bonus to his AC.
MAGIC
agic lies at the heart of fantasy and so it does in Castles & Crusades. typically perceived in the same way by everyone. Illusionists, however, alter
M Of greatest importance for the players is the acquisition of magic spells
and an explanation of how spells are used in the game. The following is a list
each individual’s perception of reality, sometimes to such effect that it allows
those individuals to defy nature and its physical laws.
and brief description of terms regarding magic in Castles & Crusades with
These differences affect game play in different ways, but at the least create
which the players and Castle Keepers should be familiar.
a fundamental difference between each of the four spell casting classes.
ARCANE MAGIC: The type of magic learned by wizards and illusionists.
Players, and more importantly Castle Keepers, need to keep these differences
Wizard and illusionist spells are referred to as arcane spells. in mind.
DIVINE MAGIC: The type of magic granted to clerics and druids by a deity
or other mystical forces. Cleric and druid spells are referred to as divine
spells.
SPELL: The formula a character uses to harness magic and give it form, and
the casting of which results in a specific magical effect.
SPELL SLOTS: The number of spells (at each spell level) that a character
can prepare each day, as reflected on the character class tables.
BONUS SPELLS: Additional spells that can be cast each day as the result of
a high score in the related attribute.
KNOWN SPELLS: The spells in a wizard’s spell book or the spells allowed
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PREPARED SPELLS: The spells memorized or prayed for that are ready for
a character to cast.
MAGIC
A character needs to sleep and rest for a total of 8 hours each day before As with arcane spells, at the time of preparation, any spells cast within the
preparing spells. The character need not slumber for every minute of that previous eight hours count against the number of spells that can be prepared.
time, but must refrain from movement, combat, spell-casting or any other Like arcane magic-users, a divine spellcaster does not have to prepare all of
fairly demanding physical or mental task during the rest period. If the his or her spells at once. However, the character cannot fill a slot that is empty
character’s rest is interrupted, each interruption adds one hour to the total because the character cast a spell or abandoned a previously prepared spell
amount of time the character has to rest, in order to clear his or her mind. A at any time other than during the first daily spell preparation. In all other
character must have at least one hour of rest immediately prior to preparing respects, the spell preparation rules for wizards and illusionists apply to clerics
spells for the day. If the character does not need to sleep for some reason, the and druids.
character still must have eight hours of restful calm each day before preparing
any spells. When the character prepares spells for the coming day, all spells AQUIRING NEW SPELLS
the character has cast within the last eight hours count against the character’s
daily limit. Spellcasters, both arcane and divine, seek to add new spells to their repertoire
but the process for adding new spells is different for each group.
In addition to the complete hour of rest immediately prior to preparing
spells for the day, it takes 15 minutes per spell for a character to study a spell WIZARDS AND ILLUSIONISTS
book and memorize the spell for the day. A character need not prepare a full Most arcane spellcasters desire, beyond all other treasure, the acquisition of
complement of spells allowed per day, but preparing even one spell takes at new spells for their spell books. Wizards and illusionists learn and add new
least one hour of rest and 15 minutes of study. spells through several methods.
To prepare any spell, the character must have enough peace, quiet and comfort
to allow for proper concentration. The character’s surroundings must be free GAINING A LEVEL: Just as a fighter constantly practices with his weapons,
from overt distractions, such as nearby combat or other loud noises. Exposure a wizard or illusionist spends time researching and learning about arcane
to inclement weather might prevent the necessary concentration, as would any magic and spells. When a character gains a new level, he chooses one
injury or failed saving throw the character might suffer while studying. new spell to add to his spell book. The spell chosen must be of a level the
character can cast. For example, upon attaining second level, a wizard may
Until a character prepares spells from a spell book, the only spells available to add one additional first-level spell to the character’s spell book. The wizard
cast are the ones that the character already had prepared from the previous automatically knows the spell and can prepare it.
day and has not yet used. During the study period, a wizard chooses which
spells to prepare. If a character already has spells prepared from the previous DECIPHERING SPELLS: To decipher spells in another’s spell book or a
day that have not been cast, the character can abandon some or all of them scroll, a character must first cast read magic on the spell to be deciphered.
to make room for new spells. Once the character successfully casts read magic, the character can learn or
A character can prepare the same spell more than once each day. Each attempt to learn a new spell and add it to a spell book. The rules for adding
preparation counts as one spell toward the character’s daily limit for each new spells to a spell book depend upon the source of the spell. Even reading
spell level. If a spell has multiple versions, the character must choose which spells already known by a character contained in another’s spell book
version to use when the character prepares it, unless the spell description requires the casting of read magic, because no two spells are inscribed alike.
specifies that the choice is made upon casting.
Once a wizard deciphers a spell book or scroll, the character does not need
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When preparing spells for the day, the character can leave some spell slots to decipher it again to read it at a later time. Deciphering a magical writing
open. Later during that day, the character can repeat the preparation process allows the reader to identify the spell and gain some idea of its effects
as often as the character likes, time and circumstances permitting, to fill these although the character must still learn the spell in order to cast it. If the
unused spell slots. Like the first session of the day, this preparation takes at magical writing is a scroll, the wizard can use the scroll.
least one hour and 15 minutes of game time. The character cannot, however,
abandon a previously prepared spell to replace it with another one, or fill a slot LEARNING AND COPYING SPELLS: A character must first decipher the
that is empty because the character has cast a spell in the meantime. That sort spells contained in a spell book or scroll as described above. Thereafter, the
of preparation can only be done during the first study period after resting. character can learn the new spell from the book by spending one day plus
one day per level of the spell being learned in study of it. If the person who
Once a character prepares a spell, it remains in the character’s mind until the created the spell book is on hand to help the reader, the reader can learn
character triggers it through casting or until the character abandons it. Upon the spell in one-half the normal time. The number of days necessary to learn
casting, the spell is purged from the character’s mind. Certain other events, the spell is reduced by a number of days equal to the character’s intelligence
such as the disruption of a spell during casting, the effects of magic items or modifier, with a minimum of one day. The Castle Keeper may choose to
special attacks from monsters can wipe a prepared spell from a character’s mind. require the character to make a successful intelligence check to learn a new
If a character dies, all spells stored in the character’s mind are wiped away. spell (after the necessary days of study). Once the new spell is learned, the
character can copy it into a spell book, as described below. The process of
CLERICS AND DRUIDS
copying leaves the spell book or scroll from which it was copied unharmed.
Clerics and druids prepare their spells in largely the same manner. They choose
and prepare spells ahead of time, just as a wizard or illusionist would, but clerics WRITING SPELLS: Once a wizard understands a new spell, it can be copied
or druids do not require spell books. Instead, clerics select and prepare spells into a spell book. The process requires one day plus one additional day per
ahead of time, through prayer and meditation, at a particular time of day. spell level. Zero-level spells require one day. A spell takes up 2 pages of the
Some deities set the time or impose other special conditions for granting spell book per spell level, except zero-level spells, which take up a single
spells to their clerics. If some event prevents the character from praying at page. A normal spell book has 100 pages. Materials for writing a spell cost
the proper time, the character must do so as soon as possible thereafter. If the 100gp per page of the spell.
character does not stop to pray for spells at the first opportunity, the character
REPLACING SPELLBOOKS: The same procedure for learning a spell
must wait until the next day to prepare spells.
is used to reconstruct a lost spellbook. If the character already has a
The time required for a divine spellcaster to prepare spells is the same as for a particular spell prepared, the character can write it directly into a new
wizard. There must be eight hours of rest each day before prayer, and at least book at a cost of 100 gp per page. The process wipes the prepared spell from
one hour of that rest must be immediately prior to prayer. It takes 15 minutes the character’s mind, just as casting it would. If the spell is not prepared,
per spell to pray for and receive the spell. There must be a relatively peaceful the character may not reconstruct it from memory but can prepare it from
environment in which to pray. Unlike arcane magic-users whose choice of spells a borrowed spellbook and then write it into a new book. Duplicating an
is limited to those in their spellbook, a cleric or druid may pick any spell from existing spellbook uses the same procedure as replacing it, except that the
the applicable spell lists unless the character’s deity imposes a restriction. time requirement and cost per page are halved.
RESEARCH: A character can also research a spell independently, duplicating successfully assaulted, the character’s casting is disrupted unless the Castle
an existing spell from the spell list or creating an entirely new one. At the Keeper allows a concentration check. The interrupting event strikes during
end of the process, the character must write the spell into a spell book as spellcasting if it comes during the time when the character starts and
described above. completes a spell (for a spell with a casting time of one full round or more).
Anything that could break the character’s concentration when casting a spell
READING A SCROLL INTO A SPELL BOOK: A character must first can also break the concentration necessary to maintain a spell. A character
decipher the spell contained on a scroll by casting read magic. Because a can’t cast a spell while concentrating on another one.
scroll is magical, and the reduction of the spell to the scroll involves all
The only spells the character can cast while grappling or pinned are those
the necessary components for casting the spell from the scroll, a character
without somatic components and whose material components the character
can simply read a scroll into a spell book. Doing so copies the spell to the
has in hand at the time. Even so, the Castle Keeper will often require a
character’s spell book, but destroys the scroll in the process.
concentration check for the character to cast the spell. Vigorous motion, such
CLERICS AND DRUIDS as from riding a mount, the rocking of a small boat in rough water or simply
being jostled in a similar fashion, might necessitate a concentration check.
Characters who can cast divine spells undertake a certain amount of study
of divine magic between adventures. Each time a character receives a new
USING SCROLLS
level of divine spells, the character learns the new spells from that level
automatically. For example, a cleric reaching third level is granted knowledge Scrolls are spells reduced to a portable form. Not only does a scroll contain
of all spells on the second-level cleric spell list by their deity. the text of a spell, all the necessary components, except verbal, have been
Additionally, a cleric or druid can research a spell independently. Only magically incorporated into the scroll. Before using a scroll, a character must
the creator of such a spell can prepare and cast it, unless the character decipher it by casting read magic. The character can then read the scroll aloud,
decides to share it with others. Some such creators share their research with casting the spell contained on it just as if the character had the spell prepared.
their churches, but others do not. The character can create a magic scroll The spell’s casting time, range, area of effect, duration and all other details
(provided they are high enough level) or write a special text, similar to a and limitations are no different. A spell contained on a scroll may only be
spell book, to contain spells the character has independently researched. cast once. When a spell is cast from a scroll, the spell disappears or destroys
Other divine spellcasters who find the spell in written form can learn to cast the scroll.
it, provided they are of sufficient level to do so and are of the same class as There are some limitations on the use of scrolls, of course. A character must
the creator. The process requires deciphering the writing (see Divine Magical be of a class that can cast the type of spells contained on the scroll. For
Writings, below). example, a druid cannot cast wizard spells from a scroll.
DIVINE MAGICAL WRITINGS: Divine spells can be written down and A character can cast a spell from a scroll that they have not learned, recorded
deciphered just as arcane spells can, except read magic is not used to do so. in their spell book, or is not on their spell list. However, the character must
Instead, the character can decipher and learn the new spell from the book be of a high enough level to cast the level of spell found on the scroll. For
by spending one day plus one day per level of the spell being learned in example, a 2nd level wizard finds a scroll and casts read magic on it, revealing
study of it. Only characters who have the spell in question on their class- that it contains the 1st level spell magic missile. The wizard had not previously
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based spell lists can cast a divine spell from a scroll. learned magic missile, and does not have it recorded in his spell book. The 403008
wizard, however, can cast 1st level spells and thus can cast magic missile from
CASTING SPELLS the scroll.
A character can attempt to use a scroll to cast a spell of a level they are not
A character who wishes to cast a spell announces his intention to the Castle
normally able to cast, but they must first make an intelligence check to do so.
Keeper during the character’s initiative turn. A character must make all
A penalty to the intelligence check equal to the level of the spell is applied
pertinent decisions about a spell (range, target, area, effect, etc.) when the
to the roll. Failure indicates that the spell fails and the scroll is destroyed. For
character begins casting, unless the spell specifies otherwise. The character
example, the 2nd level wizard deciphers a scroll bearing teleport, which is a 5th
must make some choice about whom the spell is to affect or where the effect
level spell the wizard cannot normally cast. The wizard attempts to cast the
is to originate, depending on the type of spell. The Castle Keeper applies
spell from the scroll, but he must first make a successful intelligence check
whatever results a spell entails using the spell’s description .
with a challenge level of five.
To cast a spell, the character must be able to speak (if the spell has a verbal
Spells can be learned and copied from scrolls normally, and doing so does not
component), gesture (if it has a somatic component), and manipulate the
destroy the scroll.
material components or focus (if any).The spell descriptions indicate which
components are necessary. Additionally, the character must concentrate to
cast a spell (see below). If something interrupts the character’s concentration
while casting, the spell is lost and marked off the character’s list of prepared
spells. If the character ever tries to cast a spell in conditions where the
characteristics of the spell (range, area, etc.) cannot be made to conform, the
casting fails and the spell is wasted.
Many spell durations are measured in rounds, minutes, hours, or some other
increment. When the duration expires, the spell’s effect ends.
CONCENTRATION
To cast a spell, the character must concentrate. If something interrupts the
character’s concentration while the character is casting, the spell is lost and
marked off the character’s list of prepared spells. Sometimes, the Castle
Keeper may allow a concentration check (against the appropriate ability,
typically intelligence or dexterity) to see if the spell is simply disrupted (and
not lost) or even not interrupted (casting is completed).
Getting hurt or being affected by hostile magic while trying to cast a spell
can break the character’s concentration and ruin a spell. If while trying to
cast a spell the character takes damage, fails a saving throw or is otherwise
MAGIC
makes a ranged touch attack rather than a normal ranged attack. As with a
RANGE
ranged weapon, the character can fire into the dark or at an invisible creature
A spell’s range is the maximum distance from the character that the spell’s and hope to hit something. The character doesn’t have to see the creature he
effect can occur, as well as the maximum distance at which the character or she is trying to hit, as the character does with a targeted spell. Intervening
can designate the spell’s point of origin. The character aims a spell by creatures and obstacles, however, can block the character’s line of sight or
making some choice about whom the spell is to affect or where the effect is provide cover for the creature the character is aiming at. If a ray spell has
to originate, depending on the type of spell. If any portion of the spell’s area a duration, the duration refers to the effect that the ray causes, not to the
extends beyond the range, that area is wasted. length of time the ray itself persists.
Sometimes the range of a spell is only personal (affecting only the caster) or Spreads and cones spread out from a point of origin to a distance described in
touch (the caster must touch a creature or object to affect it), as noted in the the spell. The effect can extend around corners and into areas that the caster
spell description. There are also four distance ranges in Castle & Crusades: cannot see. The caster must designate the point of origin for such an effect if
50 feet (close), 150 feet (medium), 450 feet (long), and unlimited (reaching the spell description does not specify one.
anywhere on the plane of existence). Some rare spells have no standard range
category, just a range expressed in feet. DURATION
Some spells create or summon things rather than affecting things that are Duration measures how long a spell’s effect lasts. Many durations are
already present. The character must designate the location where these things measured in rounds, minutes, hours or some other increment. When the time
are to appear, either by seeing it or defining it. Range determines how far away is up, the magic goes away and the spell ends. Some spells have a permanent
an effect can appear, but if the effect is mobile it can move without regard to duration, and some require the caster to concentrate in order to maintain the
the spell’s range. spell’s effect. A character can typically dismiss personal spells at will before
the duration ends, or if the spell description so states. A spell that requires
TARGET OR AREA OF EFFECT concentration is dismissible by its very nature.
Spells that do not affect the caster personally generally have a target or Sometimes a spell lasts for a short time after the character ceases
affect a certain area. This part of a spell description defines the number of concentrating. In these cases, the spell effects continue for the stated length
creatures, dimensions, volume, weight and so on that the spell affects, if it is of time after the character stops concentrating. Otherwise, the character must
not otherwise obvious from the spell’s description. concentrate to maintain the spell, but the character cannot maintain it for
more than the stated duration in any event.
TARGETED SPELLS: Targeted spells are cast directly on creatures or
objects, as defined by the spell itself. In most cases, the character must be If a spell affects creatures directly, the effects travel with the subject for the
able to see or touch the target, and the character must specifically choose spell’s duration. If the spell creates an effect, the effect lasts for the duration.
that target. If the character casts a targeted spell on the wrong sort of The effect might move or remain still. Such effects can be destroyed prior to
target, the spell has no effect. If the target of a spell is the caster, the caster their durations end. If the spell affects an area, then the spell stays with that
does not receive a saving throw, and spell resistance does not apply. area for the spell’s duration. Creatures become subject to the spell when they
enter the area and become free of it when they leave. Certain spells last for a
set duration, or until triggered or discharged.
SAVING THROW Spell resistance applies even if a given spell also allows the target creature a
Most harmful spells allow an affected creature to make a saving throw in order saving throw. The effects of spell resistance, if any, are applied first, and then the
to avoid some or all of the spells effect. The spell description details whether creature may also make a saving throw. In most cases, spell resistance applies
the spell allows a saving throw, what type of saving throw is made and the only when a resistant creature is targeted by the spell, not when a resistant
effect of a successful save. If a spell does not include a saving throw entry, then creature encounters a spell that is already in place, such as a wall of iron.
assume no saving throw is allowed. The terms ‘object’ and ‘harmless’ mean the same thing for saving throws. A
A creature that successfully saves against a spell without obvious physical creature with spell resistance must voluntarily drop the resistance in order to
effects feels a hostile force or a tingle, but cannot deduce the exact nature of receive the effects of a spell noted as ‘harmless’ without the check described
the attack. Likewise, if a creature’s saving throw succeeds against a targeted above. If a spell does not include a spell resistance entry, then assume no spell
spell, the caster senses that the spell has failed. The caster does not sense resistance check is allowed.
when creatures succeed at saving throws against effect and area spells.
COMPONENTS
SAVING THROW CHALLENGE LEVEL: A spell’s challenge level is A spell’s components line includes abbreviations for the components required
always equal to its caster’s level unless specified otherwise. to cast the spell. Spells can have verbal (V), somatic (S), material (M), focus
NEGATES: This term means that the spell has no effect on an affected (F), divine focus (DF) components, any combination thereof, or any other
creature that makes a successful saving throw. special components. If the components line includes F/DF or M/DF, the
arcane version of the spell has a focus component or a material component
PARTIAL: The spell causes an effect on its subject, but a successful saving and the divine version has a divine focus component. If the necessary
throw means some lesser effect occurs. components are not used, the casting fails. If a material component, focus or
HALF: The spell deals damage, and a successful saving throw halves the define focus has a gold piece cost, the cost is listed; otherwise the character
damage taken (round down). can assume that the actual materials involved have no significant monetary
value, unless the Castle Keeper rules otherwise. Material components are
NONE: No saving throw is allowed.
always consumed during the casting of a spell; a focus or divine focus is not. If
DISBELIEF: A successful save lets the subject ignore the effect. a special focus or divine focus is required, it is unique to the spell and cannot
be used as the focus for other spells.
OBJECT: The spell can be cast on objects, which receive saving throws only
if they are magical or if the spell specifies otherwise. V (VERBAL): A verbal component is a spoken incantation. To provide a
HARMLESS: A parenthetical (h) indicates a harmless spell. The spell is verbal component, the character must be able to speak in a strong voice. A
usually not harmful, but a targeted creature can attempt a saving throw silence spell or a gag spoils the incantation.
if it wishes.
SOMATIC (S): A somatic component is a measured and precise movement
VOLUNTARILY GIVING UP A SAVING THROW: A creature can of the hand or some other part of the body. The character must have at
voluntarily forego a saving throw and willingly accept a spell’s result. Even least one hand free to provide a somatic component.
a character with a special resistance to magic can suppress this if he or she
27075840
ITEMS SURVIVING AFTER A SAVING THROW: Sometimes a spell that focuses a spell casters energies during casting process. The component
specifies whether items in the area of effect for the spell are potentially is generally destroyed in the process of casting the spell.
damaged. These items are required to make a saving throw or are
F (FOCUS): A focus component is a prop of some sort. Unlike a material
destroyed.
component, a focus is not consumed when the spell is cast and can be
SPELL RESISTANCE reused. As with material components, the cost for a focus is negligible
unless a specific price is listed.
Spell resistance is a special defensive ability. A defender’s spell resistance is like
an armor class against magical attacks. If a spell is being resisted by a defender DF (DIVINE FOCUS): A divine focus component is an item of spiritual
with spell resistance, the caster of the spell must roll a d20. The result of that significance. The divine focus for a cleric or druid is a holy symbol
d20 roll must be equal to or greater than the spell resistance of the target for appropriate to the character’s faith. For an evil cleric, the divine focus is an
the spell to take effect. The spell resistance line and/or the descriptive text of unholy symbol. The default divine focus for a druid is a sprig of mistletoe
a spell description explains whether or not the spell resistance applies, as some or some holly.
spells are not effected by a target creature’s spell resistance.
Spell Lists-MAGIC
SPELL LISTS
Spell Lists-MAGIC
ALTER SIZE*
ANIMAL SHAPES 1. 60
1. 60 Object or creature grows or shrinks 10%/level (max 50%).
One ally/ level polymorphs into chosen animal.
BURNING HANDS
COMMAND PLANTS 2. 64
2. 65
27075844 403014
Spell Lists-MAGIC
17. 100
Change mud into rock, or vice-versa. INCENDIARY CLOUD
4. 78
WALL OF FORCE Smoke deals 4d6 damage/rd. and limits vision.
18. 102
Wall, sphere, or hemisphere is immune to damage. MASS CHARM
5. 82
WALL OF IRON Multiple creatures believe they are caster’s ally.
19. 102
Creates vertical sheet of tough iron. MAZE
6. 82
WALL OF STONE Traps subject in extradimensional maze.
20. 103
Creates a stone wall that can be shaped. MIND BLANK
7. 83
Subject is immune to mental magic and scrying.
6TH-LEVEL WIZARD SPELLS POLYMORPH ANY OBJECT
8. 86
Changes any creature or object into anything else.
ANTIMAGIC SHELL POWER WORD BLIND
1. 61 9. 86
Creates mobile sphere that negates magic. Creatures with up to 100 hit points are blinded.
CHAIN LIGHTNING SYMBOL
2. 64 10. 98
Deals 1d6 damage/level; strikes multiple targets. Triggered runes have array of effects
CONTROL WEATHER TELEPORTATION CIRCLE
3. 67 11. 100
Changes weather in local area. All creatures inside circle teleport to designated spot.
DISINTEGRATE TRAP THE SOUL
4. 70 12. 101
Destroys one creature or object. Imprisons subject within gem.
GEAS
5. 74
Forces creature to fulfil a quest. 9TH-LEVEL WIZARD SPELLS
GLOBE OF INVULNERABILITY
6. 75
Stops 1st to 4th level spell effects. ASTRAL PROJECTION
1. 62
GUARDS AND WARDS Projects the caster & companions into astral plane.
7. 76
Array of magic effects protect area. DISJUNCTION
2. 70
LEGEND LORE Dispels magic, disenchants magic items.
8. 80
Learn tales about a person, place, or thing. GATE
3. 74
MASS SUGGESTION Connects two planes for travel or summoning.
9. 82
Compels one subject/level to follow course of action. IMPRISONMENT*
4. 78
MOVE EARTH Entombs subject beneath the earth.
10. 84
Digs trenches and build hills. METEOR SWARM
5. 83
PROJECT IMAGE Multiple fireballs deal damage in path.
11. 88
Illusory double can talk and cast spells. POWER WORD KILL
6. 86
TRANSMUTE FLESH AND STONE One tough subject or many weak ones die.
12. 100
Turns subject creature into statue, or restores petrified creature.
Spell Lists-MAGIC
PERSISTENT IMAGE Blinds within 10 ft., deals 3d6 damage, harms undead. 403018
9. 85
As major image, but no concentration required. WIND WALK
8. 104
PROJECT IMAGE The caster and the caster’s allies turn vaporous and travel fast.
10. 88
Illusory double can talk and cast spells.
SHADOW EVOCATION 9TH-LEVEL ILLUSIONIST SPELLS
11. 92
Mimics certain wizard spells.
TRUE SEEING ASTRAL PROJECTION
12. 101 1. 62
See all things as they really are. Moves caster and companions into astral plane.
CLONE
2. 65
Duplicates a creature.
6TH-LEVEL ILLUSIONIST SPELLS
MIND BLANK
3. 83
Subject is immune to mental magic and scrying.
ANTI–ILLUSION SHIELD
1. 61 POLYMORPH ANY OBJECT
Negates illusions within 10 ft. 4. 86
Changes creature or object into anything.
FEEBLE MIND
2. 73 PRISMATIC SPHERE
Subject’s Int drops to below an animal’s. 5. 87
Multi-colored protective sphere.
GREATER SHADOW EVOCATION
3. 75 REGENERATE
Mimics certain wizard spells. 6. 89
Subject’s severed limbs grow back.
MISLEAD
4. 84 SYMBOL
Turns the caster invisible and creates illusory double. 7. 98
Triggered runes have array of effects
PERMANENT IMAGE
5. 85 WEIRD
Includes sight, sound, and smell. 8. 103
Fearsome illusion kills subjects in area or deals damage.
PROGRAMMED IMAGE
6. 87
As major image, plus triggered by event.
SHADES
7. 92
Powerful shadow monsters attack foes.
VEIL
8. 101
Changes appearance of group of creatures.
Spell Descriptions-MAGIC
SPELL FORMAT
ach spell description follows the same format, beginning with the spell’s
E
(yr). For relative understanding of time, a round is 10 seconds, and a turn
name. Following a spell’s name is the caster and spell level followed by is one minute.
casting time, range, duration, saving throw, spell resistance and components.
The spell’s description follows that with relevant details including target and SAVING THROW (Sv): Most harmful spells allow an affected creature to
area of affect and details on components. make a saving throw to avoid some or all of the effect. This entry details
whether a spell allows a saving throw, what type of saving throw is made,
NAME: This is the name by which the spell is generally known. A spell that is
and the effect of a successful save. A parenthetical (h) indicates a harmless
reversible is indicated with an asterisk (*) symbol next to the name. Some spell, one that is usually beneficial but still allows a targeted creature to
spells have more than one variation, which are sometimes indicated in the attempt a saving throw if it wishes. If a spell does not include a saving throw
name of the spell. entry, then assume no saving throw is allowed.
CASTER AND SPELL LEVEL: Specifies each class that can cast the spell
SPELL RESISTANCE (SR): Whether spell resistance (SR) will resist the
and the spell level. spell. A parenthetical (h) indicates a harmless spell, one that is usually
beneficial but still allows a targeted creature to attempt to resist the spell if
CASTING TIME (CT): The time required to cast a spell, expressed in
it wishes. If a spell does not include a spell resistance entry, then assume no
rounds (from 1 to 5). Complex spells may take more time to cast, and such
spell resistance check is allowed.
casting times are expressed in rounds (rd), minutes (min), hours (hr) or
days. For relative understanding of casting time, a round is 10 seconds, and COMPONENTS (Comp): This entry indicates what the character must
a turn is one minute. have or do to cast the spell. If the necessary components are not present,
the casting fails. Spells can have verbal (V), somatic (S), material (M),
RANGE (R): The maximum distance from the character at which the spell
focus (F), divine focus (DF) components, any combination thereof, or even
can affect a target, expressed in feet.
other special components. If the material component, focus or define focus
TARGET/AREA OF EFFECT (T/AoE): The number of creatures, or the has a GP cost, the cost is listed; otherwise the character can assume that
dimensions, volume, weight, etc., that the spell affects, if not otherwise the actual materials involved are at the discretion of the caster and have
obvious from the spell’s description. If the target of a spell is the caster, the no significant monetary value. Material components are always consumed
caster does not receive a saving throw and spell resistance does not apply. during the casting of a spell; a focus or divine focus is not. If a special focus
or divine focus is required, it will be unique to the spell and cannot be used
DURATION (D): How long the spell lasts, expressed in rounds (rd), turns as the focus for other spells.
(tn), minutes (min), hours (hr), days, weeks (wks), months (mth), or years DESCRIPTION: Details what the spell does and how it works.
SPELL DESCRIPTIONS
27075849 403019
A
Water Walk: The creature’s feet hover an inch above the surface. Any liquid
may be traversed, including mud, oil, snow, quicksand, running water, ice,
and even lava (although creatures crossing molten lava or other harmful
ACID ARROW, Level 2 wizard
surfaces still take damage from the heat or other harm). The creature can
CT 1 R 450 ft. D 1 rd.+1 rd./2 lvl.
walk, run, charge, or otherwise move across the surface as if it were normal
SV none SR yes Comp V, S, M
ground. If the spell is cast underwater (or while the subject is partially
A magical arrow of acid springs from the caster’s hand and speeds toward a submerged), the subject is borne toward the surface at 60 feet per round
single target. The caster must succeed with a ranged touch attack to hit the until they can stand on it.
target. The acid arrow deals 2d4 points of acid damage if it hits. For every
two caster levels, the acid, unless somehow neutralized, lasts an additional ALARM, Level 1 druid
round and deals another 2d4 points each round (2 rounds at 3rd to 4th level; CT 1 R 50 ft. D 2 hrs./lvl.
3 rounds at 5th to 6th level; etc.). The material components of this spell are a SV none SR N/A Comp V, S, F/DF
drop of acid or corrosive substance. The caster summons a small animal to watch over an area. Each time a
creature enters the warded area, a mental or audible alarm is triggered.
AID, Level 2 cleric Whether the alarm is mental or audible is left up to the caster but must be
CT 1 R touch D 1 tn./lvl. decided upon at the moment the spell is cast. A creature who speaks the
SV none SR yes (h) Comp V, S, DF password, also determined at the time of casting, does not set off the alarm.
This spell allows the cleric to heal, inspire, and raise the morale of one The caster may elect to have small animals not set off the alarm. Ethereal or
creature. The subject gains 1d8 temporary HP, +1 to hit, and +1 on saving astral creatures do not trigger the alarm unless the intruder becomes material
throws against fear. while in the warded area. The spells area of affect is a 50 ft. diameter circle
and requires a small bell to activate.
AIR/WATER WALK, Level 4 cleric Mental Alarm: A mental alarm alerts the caster so long as the character
CT 1 R touch D 10 tn./lvl. remains within a mile of the warded area. It will also awaken the caster
SV wisdom negates (h) SR yes (h) Comp V, S, DF from normal sleep, but does not otherwise disturb concentration. A silence
This spell allows a single target creature to tread on air or liquid as if walking spell has no effect on a mental alarm.
on solid ground. The caster must choose the version of the spell desired upon Audible Alarm: An audible alarm produces the sound of a bell, and anyone
the initial casting of the spell. within 60 feet of the warded area can hear it clearly. Doors and walls will
Air Walk: The maximum upward or downward angle possible is 45 degrees, reduce the distance by 10 to 20 feet. In quiet conditions, the ringing can be
at a rate equal to one-half the creature’s normal movement. A strong wind heard faintly up to 180 feet. The ringing lasts for 1 round. Creatures within
(21+ mph) can push an air walker along or hold the walker back. Each a silence spell cannot hear the ringing.
round at the end of the walker’s turn, the wind blows the walker 5 feet for
each 5 miles per hour of wind speed.
ALTER SELF, Level 2 illusionist Attack: The animal attacks apparent enemies. The character may point to a
CT 1 R person D 10 min./lvl. particular creature and direct the animal to attack that creature. Normally,
SV none SR none Comp V,S an animal will not attack unnatural creatures (though it will defend people,
This is a more powerful version of Change Self. guard places and protect characters against them). Teaching an animal to
attack unnatural creatures counts as two tricks.
As with Change Self, the caster can assume the form of a creature of the same Come: The animal comes to the character, even if the animal normally
type as the caster’s form. However, the caster also gains extraordinary special would not do so (such as following the character onto a boat).
attacks and qualities, such as darkvision, low-light vision and so on. The Defend: The animal defends the character (or is ready to defend the
caster does not gain any supernatural abilities though. character if no threat is present).
Down: The animal breaks off from combat or otherwise backs down.
ALTER SIZE*, Level 1 wizard Fetch: The animal goes and gets something. The character must point out a
CT 1 R 50 ft. D 1 tn./lvl. specific object or the animal fetches some random object.
SV constitution negates SR yes Comp V, S Guard: The animal stays in place and prevents others from approaching.
This spell allows the caster to enlarge or reduce a creature or object, Heel: The animal follows the character closely, even to places where it
increasing/decreasing both size and weight. The subject may be altered by normally wouldn’t go.
up to 10% per caster level, increasing by this amount in height, width and Perform: The animal does a variety of simple tricks like sitting up, rolling
depth (to a maximum of 50%). Alter size affects one creature or one object over, roaring and so on. Each of these must be taught separately.
of up to 10 cubic ft/lvl in volume. Protect: The animal follows a specific character and protects them.
Seek: The animal moves into an area and looks around for anything
Weight increases by approximately the cube of the size increase, as follows: unusual.
Stay: The animal stays in place waiting for the character to return. It does
HEIGHT INCREASE WEIGHT INCREASE
not challenge other creatures that come by, though it still defends itself if
+10% (X 1.1) +30% (X 1.3) it needs to.
+20% (X 1.2) +70% (X 1.7) Track: The animal tracks the scent presented to it.
+30% (X 1.3) +120% (X 2.2) A caster can have more than one animal friend, but their hit dice can total
+40% (X 1.4) +170% (X 2.7) no more than twice the caster’s level. A caster may dismiss animal friends to
+50% (X 1.5) +240% (X 3.4) befriend new ones.
If the caster spends most of her time in the animals’ home territory and treats
Weight decreases proportional to the cube of the new height, as follows: them well, the caster can approach and maintain the maximum hit dice allowed.
HEIGHT DECREASE WEIGHT DECREASE If the caster spends most of the time at sea, in cities or otherwise in places that
the animals don’t like, the animals desert or will return to their native lands, and
10% (X 0.9) 30% (X 0.7) the caster will not be able to retain even half the maximum hit dice. Remember,
20% (X 0.8) 50% (X 0.5) these creatures are loyal friends but are not pets or servants. They won’t remain
27075850 30% (X 0.7) 60% (X 0.4) loyal if being the caster’s friend becomes too onerous. 403020
Spell Descriptions-MAGIC
ANIMAL SHAPES, Level 8 druid passing into, or cast into the area, but does not dispel it. Time spent within
CT 1 R 50 ft. D 1 hr./lvl. an antimagic shell counts against the suppressed spell’s duration. The shell
SV none SR yes (h) Comp V, S, DF prevents the entrance of illusory creatures; if the caster casts anti-illusion shell
The caster polymorphs up to one willing creature per level, in a 25 x 25 foot in an area occupied by such a creature, the creature is forced away. Should
area, into a small or medium animal of the caster’s choice. Recipients remain the character be larger than the area enclosed by the shell, any part of the
in the animal form until the spell expires or the caster dismisses the spell. The character’s person that lies outside the barrier is unaffected by the field.
caster can designate the new form’s physical qualities (such as hair color, hair Illusions created by creatures of demigod or higher status may be unaffected.
texture, skin color, height, weight and gender), but all must fall within the
norms for the species. ANTILIFE SHELL, Level 6 druid
CT 1 R person D 1 tn./lvl.
Upon changing into an animal, a subject regains lost hit points as if having SV none SR y Comp V, S, DF
rested for a day (though this healing does not restore temporary ability damage
This spell creates a mobile, 20 ft. diameter, sphere of energy around the caster
or provide other benefits of resting for a day). Further, the polymorphed subject
that prevents the entrance of animals, aberrations, beasts, magical beasts,
acquires the physical and natural abilities of the animal while retaining its
dragons, fey, giants, humanoids, oozes, plants, shapechangers and vermin;
own mind. In general, the subject’s new scores and faculties are average ones
but not constructs, elementals, outsiders or undead. The shell is transparent,
for the species into which it has been transformed. Natural abilities include
but it is not invisible. It moves with the caster. This spell may be used only
armor class (if better), attack routines and damage, movement capabilities
defensively, not aggressively; an attempt to force the shell against a creature
such as walking, swimming and flight, and extraordinary vision. The subject
normally kept at bay causes the shell to collapse.
does not gain any extraordinary abilities of the animal.
The subject retains its prime attributes, intelligence, wisdom and charisma ANTIMAGIC SHELL, Level 6 wizard
scores, level and class, hit points (despite any change in its constitution CT 1 R person D 1 tn./lvl.
modifier), alignment and attack bonus. The subject can cast spells for which SV none SR see text Comp V, S
it has components. When the polymorph occurs, however, the subject’s
This spell creates a mobile, 20 ft. diameter, sphere of energy around the caster
equipment, if any, melds into the new form and becomes nonfunctional;
that is impervious to most magical effects, including spells, spell-like abilities
material components and focuses melded in this way cannot be used to cast
and supernatural abilities. An antimagic shell suppresses any spell or magical
spells. A humanlike voice is required for verbal components, and humanlike
effect used within, brought into or cast into the area, but does not dispel
hands are require for somatic components.
it. Time spent within an antimagic shell counts against the suppressed spell’s
duration. Likewise, the shell prevents the functioning of any magic items or
ANIMATE DEAD*, Level 3 cleric, 5 wizard
spells within its confines. The shell prevents the entrance of summoned or
CT 1 R 50 ft. D n/a
conjured creatures and incorporeal undead; if the caster casts antimagic shell
SV none ST none Comp V, S, M
in an area occupied by such a creature which has spell resistance, the caster
This spell turns the bones or bodies of dead creatures in a 25 x 25 feet area must make a check against the creature’s SR or the spell fails.
into undead skeletons or zombies that follow the caster’s spoken commands.
Normal creatures can enter the area, as can normal missiles. Unless they are
The undead can follow the caster, or can remain in an area and attack any
27075851
summoned, golems and other magical constructs, elementals, outsiders, and 403021
creature or specific type of creature entering the area. The undead remain
corporeal undead may enter in an antimagic area, but the antimagic area
animated until they are destroyed. Destroyed undead can’t be animated again.
temporarily nullifies their spell-casting supernatural, spell-like, and other
Regardless of the type of undead, the caster can’t, in any single casting of the
magic abilities.
spell, create more HD of undead than the caster has levels.
The shell is transparent, but it is not invisible. Should the character be larger
The undead remain under the caster’s control indefinitely. No matter how
than the area enclosed by the shell, any part of the character’s person that lies
many times the caster uses this spell, however, the character can only control
outside the barrier is unaffected by the field.
2 HD worth of undead creatures per caster level. If the caster exceeds this
number, all the newly created creatures fall under the caster’s control, and Dispel magic does not affect an antimagic shell. Certain spells remain unaffected
any excess undead from previous castings become uncontrolled (the character by an antimagic field, as detailed in their descriptions. Artifacts and creatures
chooses which creatures are released). If the caster is a cleric, any undead of demigod or higher status are unaffected. Two or more antimagic shells
the character might command by virtue of the caster’s power to command or sharing any of the same space have no effect on each other.
rebuke undead do not count toward the spell’s limits.
ANTIPATHY*, Level 8 wizard, 9 illusion, 9 cleric, 9 druid
A skeleton can be created only from a mostly intact corpse or skeleton. The
CT 1 hr. R 50 ft. D 2 hr./lvl.
corpse must have bones. If a skeleton is made from a corpse, the flesh falls
SV Cha (see text) SR yes Comp V, S, M, DF
off the bones. A zombie, however, can be created only from a mostly intact
corpse. The statistics for skeletons and zombies are detailed in Monsters By means of this spell or its reverse variation, the caster causes one location or
& Treasures; undead created with this spell do not return any abilities the one object to emanate magical vibrations that repel or attract a specific order
creature may have had while alive. of intelligent creature or creatures of a particular alignment. The creature to
be affected must be named specifically and defined by the caster during the
Preserve Dead This reverse version may only be cast by divine spellcasters, and
casting of the spell; larger groups, such as a type or subtype, are not specific
has two effects. First, the caster preserves the remains of the target corpses so
enough. Alternatively, a specific alignment can be named. For example, the
that they do not decay, for one day per level of the caster. Doing so extends
caster could specify zombies, but not undead; alternatively, the caster could
the time limit on raising that creature from the dead. The spell works on
specify neutral evil creatures. This spell cannot be cast upon living creatures.
severed body parts and the like. Second, the spell permanently prevents the
target corpses from being animated by an animate dead spell. If a target corpse If the spell is cast upon a location, the area affected is a 10 foot square area per
is preserved, and then raised from the dead or resurrected, the spell ends. level of the caster. If the spell is cast upon an object, only the object is affected.
Casting the spell requires at least 1,500 gp worth of gems or jewelry.
ANTI-ILLUSION SHELL, Level 6 Illusion
Antipathy The spell emanates eldritch vibrations that repel specified
CT 1 R person D 1 tn./lvl.
creatures, forcing them to abandon the area or item. The creatures will
SV none SR see text Comp V, S.
not willingly return while the spell is in effect. A creature which makes
This spell creates an invisible, mobile, 20 ft. diameter sphere of energy a successful saving throw can stay in the area or touch the item, but feels
around the caster that affects all illusions, whether created by spell, spell-like very uncomfortable doing so. This discomfort, while in effect, reduces the
ability, device, or supernatural ability. It suppresses any illusion used within, creature’s charisma by 4 points. Antipathy counters and dispels sympathy.
Sympathy The reverse of the spell causes designated creatures to feel elated onto the astral plane. Because the astral plane touches upon other planes, the
and pleased to be in the area, or desire to touch or to possess the object. The caster can travel astrally to any of these other planes as the caster wishes.
compulsion is overpowering. If the save is successful, the creature is released The caster then leaves the astral plane, forming a new physical body (and
from the enchantment, but a subsequent save must be made every hour if the equipment) on the plane of existence the caster has chosen to enter.
creature remains in the area or within the presence of the item (within 10 feet
When on the astral plane or another plane, the caster’s astral body is
per level of the caster). If a subsequent save fails, the affected creature attempts
connected at all times to the caster’s material body by a silvery cord. If the
to return to the area or object. Sympathy counters and dispels antipathy.
cord is broken, the caster is killed both astrally and materially. Very few things
can destroy a silver cord. When a second body is formed on a different plane,
ANTIPLANT SHELL, Level 4 druid
the incorporeal silvery cord remains invisibly attached to the new body. If the
CT 1 R person D 1 tn./lvl.
second body or the astral form is slain, the cord simply returns to the caster’s
SV none SR yes Comp V, S, DF
original body, reviving it from its state of suspended animation. Although
This spell creates a mobile, 20 foot diameter, sphere of energy around the astral projections are able to function on the astral plane, their actions affect
caster that prevents the entrance of plant creatures or animated plants. The only creatures existing on the astral plane.
shell is transparent, but it is not invisible. It moves with the caster. This
The caster and the caster’s companions may travel through the astral plane
spell may be used only defensively, not aggressively. An attempt to force the
indefinitely. The spell lasts until the caster desires to end it, or until it is
shell against a creature normally kept at bay by the spell causes the shell to
terminated by some outside means, such as dispel magic cast upon either the
collapse.
physical body or the astral form, or the destruction of the caster’s body (which
kills the caster).
ARCANE EYE, Level 4 wizard
CT 1 tn. R unlimited D 1 tn./lvl.
ATONEMENT, Level 5 cleric
SV none SR none Comp V, S, M
CT 1 hr. + 1 hr./lvl. of recip. R touch D see description
The caster creates an invisible magical eye that sends the caster visual SV none SR yes (h) Comp V, S, F DF
information. The material component for the spell is an eye. The arcane eye
This spell removes the burden of evil acts or misdeeds from the subject.
travels at 30 feet per round, and sees exactly as the caster would see if the caster
The creature seeking atonement must be truly repentant and desirous of
were there. If the eye examines walls or ceilings, it moves at 10 feet per round.
setting right its misdeeds. The spell removes the burden from a creature who
Solid barriers prevent the passage of an arcane eye, although it can pass through
committed the evil act unwittingly or under some form of compulsion. A
a space no smaller than a small mouse hole (one inch in diameter). The caster
suitable focus worth at least 500 gp and ceremonial components totaling 100
must concentrate to use the eye. If the caster does not concentrate, the eye
gp in cost are needed to cast the spell.
becomes inert until the caster again concentrates.
It may also be used to atone a creature who committed deliberate misdeeds
The powers of the eye cannot be enhanced by other spells or items (though
and acts of a knowing and wilful nature. In such cases, the caster’s deity
the caster can use magic to improve the caster’s own eyesight). The caster
becomes directly involved in the atonement. Such intercession has a
is subject to any gaze attack the eye encounters. A successful dispel magic
debilitating effect on the caster. Upon completion of the spell, the caster loses
cast on the caster or the eye ends the spell. With respect to blindness,
all spell casting ability for one week and must rest for one day before resuming
magical darkness and other phenomena that affect vision, the arcane eye is
27075852 403022
normal, daily activity. Many casters first assign the atoning subject a quest or
considered an independent sensory organ of the caster (including a creature).
similar penance before casting the atonement spell on their behalf.
Creatures with intelligence 12 or higher can sense the arcane eye by making
an intelligence check. Spells such as detect scrying can also detect the eye. Atonement may be cast for one of several purposes:
Reverse Magical Alignment Change: If a creature has had its alignment
ARCANE MARK, Level 0 wizard, 0 illusion magically changed, atonement returns its alignment to its original status.
CT 1 R touch D permanent Restore Class or Abilities: A paladin who has lost paladin class features due
SV charisma negates (h) SR yes Comp V, S to unwillingly or unwittingly committing an evil act may have paladinhood
restored by this spell. A paladin who willingly and deliberately commits an
This spell allows the caster to inscribe a rune or mark, which can be no taller
evil act will not be restored. A cleric or druid who has lost the ability to cast
than six inches in height and consist of no more than six characters. The
spells because the caster incurred the anger of their deity may regain spell
writing can be visible or invisible. The caster can etch the rune upon any
powers by seeking atonement from another cleric of the same deity, or in
substance without harm to the material upon which it is placed.
the case of a druid, another druid.
If an invisible mark is made, a detect magic spell causes it to glow and be visible. Redemption or Temptation: The caster may cast this spell upon a creature of
See invisibility, true seeing and the like allow their users to see an invisible an opposing alignment in order to offer it a chance to change its alignment
arcane mark. A read magic spell reveals the words, if any. The mark cannot be to match the caster’s. The prospective subject must be present for the
dispelled, but it can be removed by the caster or by an erase spell. entire casting process. Upon completion of the spell, the subject freely
Creatures and items with charisma receive a charisma saving throw to prevent chooses whether it retains its original alignment or changes to the caster’s
the inscription of the mark. If cast on a creature, normal wear gradually causes alignment. No duress, compulsion or magical influence can force the
the mark to fade in about a month. subject to take advantage of the opportunity offered if it is unwilling to
abandon its old alignment. This use of the spell does not work on outsiders
ASTRAL PROJECTION, Level 9 all (or any creature incapable of changing its alignment naturally).
CT 30 min. R touch D see below
SV none SR yes (h) Comp V, S AUGURY, Level 2 cleric
CT 1 R person D see below
This spell frees the spirit from the body, allowing the caster to project an SV n/a SR n/a Comp V, S, F, DF
astral body into another plane. The caster can bring the astral forms of other
creatures as well, provided the creatures are linked in a circle with the caster By using a suitable focus worth at least 25gp an augury can tell the caster
at the time of the casting. These fellow travelers must accompany the caster at whether a particular action will bring good or bad results for the caster in the
all times to remain in an astral state. If something happens to the caster during immediate future. The base chance for receiving a meaningful reply is 70% +
the journey, the companions are stranded wherever the caster left them. The 1% per caster level; the Castle Keeper makes the roll secretly. The Castle Keeper
caster can bring one additional creature for every two levels of experience. may determine that the question is so straightforward that a successful result is
automatic, or so vague as to have no chance of success. If the augury succeeds,
The bodies of the caster and companions are left behind, in a state of suspended the caster gets one of four results: (1) Weal (if the action will probably bring
animation. The spell projects an astral copy of them and all they wear or carry good results), (2) Woe (for bad results), (3) Weal and woe (for both), or (4)
Spell Descriptions-MAGIC
Nothing (for actions that don’t have especially good or bad results). If the spell be able to take shape. Earth and air are typically present in abundance. The
fails, the caster gets the nothing result. A cleric who gets the nothing result has caster can use any time which can reasonably be associated with the element
no way to tell whether it resulted from a failed or successful augury. being summoned.
The augury can see into the future only about half an hour, so anything that The elemental does not come willingly, nor will it do the caster’s bidding
might happen after that does not affect the augury. Thus, it might miss the without a struggle. The caster must maintain concentration upon the
long-term consequences of the contemplated action. All auguries cast by the elemental to force it to serve. If the caster moves, speaks, takes damage, or
same person upon the same topic use the same dice result as the first augury. performs any other action other than concentrating on forcing the elemental
to do his or her bidding, the elemental attacks the caster immediately, and will
AWAKEN, Level 5 druid not stop until destroyed. Control over the elemental cannot be regained. It
CT 1 day R touch D permanent will ignore any and all opponents save for the wizard who summoned it. The
SV wisdom negates SR yes Comp V, S, DF caster may release the elemental at any time.
The caster awakens a tree or animal to humanlike sentience. To succeed, the
BINDING, Level 8 wizard
caster must make a wisdom save, with the target’s hit dice constituting the
CT 1 tn. R 50 ft. D see below
challenge level. The awakened animal or tree is friendly toward the caster.
SV charisma negates SR yes Comp V, S, M
The caster has no special empathy or connection with the awakened creature,
although it serves the caster in specific tasks or endeavors if the caster can A binding spell creates a magical restraint to hold a creature. The target only
communicate their desires to it. An awakened tree has characteristics of an gets an initial saving throw if its HD is equal to at least half the caster’s level.
animated object. Awakened trees gain the ability to move their limbs, roots, The caster may employ up to six assistants with the spell. For each assistant
vines, creepers, etc., and have senses similar to a human’s. An awakened who casts suggestion, the caster’s effective caster level increases by +1. For
animal gets 3d6 intelligence, a +1 charisma bonus, and +2 hit dice. An each assistant who casts a charm or other appropriate spell, the caster’s
awakened tree or animal can speak one language that the caster knows. effective level increases by +2 (provided the target is appropriate for the
spell). All the assistants must join in chanting the spell as detailed below.
The binding spell has six versions. The caster chooses one when the spell
B is cast. Regardless of the version cast, the caster can specify triggering
conditions that end the spell and release the creature whenever they occur.
BANISHMENT, Level 6 cleric These can be as simple or elaborate as the caster desires (subject to the Castle
CT 1 R 50 ft. D permanent Keeper agreeing that the condition is reasonable and has a likelihood of
SV charisma negates SR yes Comp V, S, F coming to pass). The conditions can be based on a creature’s name, identity
Banishment enables the caster to force extraplanar creatures within a 25 x 25 or alignment, but otherwise must be based on observable actions or qualities.
foot area, back to their home plane. Up to 2 hit dice of creatures per caster Intangibles such as level, class, HD or HPs do not qualify. Once the spell is
level can be banished. To target a creature, the character must present at cast, its triggering conditions cannot be changed. Setting a release condition
least one object or substance that it hates, fears or otherwise opposes. For results in a saving throw penalty of -2, if the subject gets a saving throw.
27075853
each such object or substance, the creature suffers a -2 penalty on its saving A creature may only be subject to one binding spell at a time. Additional 403023
throw, and the caster gains +1 bonus on the check to overcome the target’s binding spells cast on a subject already bound have no effect.
SR (if any). Chaining: The subject is confined by restraints that generate an antipathy
spell affecting all creatures who approach the subject except the caster.
BARKSKIN, Level 2 druid Duration is one year per caster level. The subject is confined to the spot it
CT 1 R touch D 10 tn./lvl. occupied when it became subject to the spell’s effect.
SV none SR yes (h) Comp V, S, M , DF Slumber: Imposes a comatose sleep upon the subject for up to one year per
There are two versions of this spell. The caster chooses one when the spell is caster level. The subject does not need to eat or drink while slumbering,
cast. The caster needs a piece of bark to cast the spell. nor does it age. Saves are made at +1.
Bound Slumber: A combination of chaining and slumber that lasts for up
Barkskin armor: This version grants a +3 bonus to AC due to the toughening to one month per caster level. Saves are made at +3, if the subject gets a
of the caster’s skin. This bonus increases to +4 at 6th level and to +5 at saving throw.
12th level and higher. Hedged Prison: The subject is transported to or otherwise brought within
Tree Shape: This version causes the recipient to assume the form of a small, a confined area from which it cannot wander by any means. The spell is
living tree or shrub; or a large, dead tree trunk with a small number of permanent. Saves are made at +4, if the subject gets a saving throw.
limbs. The closest inspection cannot reveal that the tree in question is Metamorphosis: The subject assumes gaseous form, except for its head or face.
actually a magically concealed creature. To all normal tests the caster is, It is held harmless in a jar or other container, which may be transparent.
in fact, a tree or shrub, although a detect magic spell reveals a faint magic The creature remains aware of its surroundings and can speak, but cannot
upon the tree. While in tree form, the caster can observe all that transpires leave the container, attack or use any of its powers or abilities. The binding
nearby just as if the caster were in the caster’s normal form, and the caster’s is permanent. The subject does not need to breathe, eat or drink while
hit points and saves remain unaffected. The caster gains a +10 bonus to metamorphosed, nor does it age. Saves are made at +5, if the subject gets
AC but loses any dexterity bonus to armor class (effective dexterity score a saving throw.
of one). All clothing and gear carried or worn changes with the character. Minimus Containment: The subject is shrunk to a height of one inch or less
The caster (but not a recipient character) can dismiss the tree shape at and held within some gem or similar object or jar. The binding is permanent.
any time. The subject does not need to breathe, eat or drink while contained, nor
does it age. Saves are made at +4, if the subject gets a saving throw.
BIND ELEMENTAL, Level 5 wizard
CT 10 min. R 50 ft. D 10 min./lvl. BLADE BARRIER, Level 6 cleric
SV n/a SR n/a Comp V, S, M CT 1 R 150 ft. D 3 rd./lvl.
SV dexterity negates SR yes Comp V, S
Upon casting this spell, the wizard forcibly transports a powerful elemental
from one of the elemental planes to the plane in which the caster is located. This spell creates a wall of whirling blades. The wall is immobile, standing 30
The type of elemental summoned must be designated by the caster before feet tall, 60 feet long and 5 feet thick. Any creature passing through the blade
the spell is begun. As the elemental will be a large specimen of 12 HD, fire barrier takes 12d6 points of damage. Creatures within the blade barrier when
and water elementals will require a large source of either element in order to it is invoked take the damage as well, but they can avoid the damage with
a successful dexterity check, provided they can and do physically leave the
area of the blades by the shortest possible route. Once the barrier is in place, a bolt, however, takes the caster’s action for that round. A bolt causes 1d10
anything entering or passing through the blades automatically takes damage. hit points of damage per caster level. It strikes in a vertical stroke at whatever
target point the character chooses, within the spell’s range. The bolt takes the
BLESS*, Level 1 cleric shortest possible unobstructed path between a nearby cloud and the target.
CT 1 R 50 ft. D 1 tn./lvl. Any creature within a 10 foot radius of the path or the point where the
SV none SR yes (h) Comp V, S, DF. lightning strikes is affected. This spell can only be used outdoors.
The caster’s allies gain +1 to hit, and a + 1 on saving throws against fear. The
CALM ANIMALS, Level 1 druid
reverse spell, bane, causes the caster’s enemies a -1 to hit and saving throws
CT 1 R 50 ft. D 1 tn./lvl.
against fear.
SV charisma negates SR yes Comp V, S
BLESS WATER*, Level 1 cleric This spell renders animals, beasts and magical beasts in a 25 foot x 25 foot
CT 1 tn. R touch D permanent area, docile and harmless. The creatures must have low intelligence to be
SV n/a SR yes (object) Comp V, S, DF affected, and all targets must be of the same species and within the area of
This spell turns a flask (one pint) of water into holy water or unholy water. effect. The caster can affect a number of HD of targets equal to 2d4 + caster
Holy water and unholy water have special effects on certain creatures, such as level. Normal animals receive no saving throw, while trained animals, dire
undead and outsiders. The reverse is called curse water. animals, beasts and magical beasts do. Affected creatures remain where they
are, and do not attack or flee. They are not helpless, however, and will defend
BLINK, Level 3 wizard, 3 illusion
themselves. Any threat breaks the spell.
CT 1 R n/a D 1 rd./lvl.
SV n/a SR n/a Comp V, S CHAIN LIGHTNING, Level 6 wizard
CT 1 R 450 ft. D instant
This spell rapidly cycles the caster in and out of existence (into the ethereal SV dexterity save half SR yes Comp V, S
plane). Blinking has several effects. Attacks against the caster are made at
-10. If the attacker, however, is capable of striking ethereal or incorporeal Bolts of lightning spring from the caster’s fingertips, striking a target and then
creatures, or is able to see invisible creatures, then attacks are made at only -2. arcing to other targets within 50 feet of the prime target. The bolt deals 1d6
If the attacker can both see and strike ethereal creatures, the attacker suffers points of damage per caster level on the primary target. After the bolt strikes,
no penalty. Individually targeted spells have a 50% chance to fail against the the lightning can arc to as many secondary targets as the caster has levels. The
character while blinking unless the attacker can target invisible or ethereal secondary bolts each strike one target and deal half as many dice of damage as
creatures. Area attacks, such as dragon’s breath or fireball, cause full damage. the primary (rounded down). All subjects can attempt dexterity saving throws
for half damage. The character chooses the secondary targets, but they must
The caster’s own attacks are made at -2. Likewise, the caster’s own spells all be within 50 feet of the primary target, and no target can be struck more
have a 50% chance to activate just as the character goes ethereal, in which than once. The character can choose to affect fewer secondary targets than
case they take effect on the ethereal plane. Since the character spends the maximum.
about half the character’s time on the ethereal plane, the character can see
27075854
and even attack ethereal creatures. The character interacts with ethereal CHANGE SELF, Level 1 wizard, 1 illusion 403024
creatures roughly the same way the character interacts with material ones. CT 1 R touch D 10 tn./lvl.
While blinking, the character can step through, but not see through, solid SV Intelligence negates SR no Comp V, S
objects no more than 5 feet thick. If the caster attempts to walk through The spell changes the caster’s appearance, including clothing, armor, weapons and
material thicker than 5 feet, they blink into the solid object, the spell ends, equipment. The caster can seem one foot shorter or taller, thin, fat or in between.
and they are shunted off to the nearest open space, suffering 1d6 points of The character cannot change the character’s race. Otherwise, the extent of the
damage per 5 feet traveled through solid matter. apparent change is up to the caster. The spell does not provide the abilities or
mannerisms of the chosen form. It does not alter the perceived tactile (touch) or
BLUR, Level 2 illusion audible (sound) properties of the character or any equipment. Creatures get an
CT 1 R touch (one) D 1 tn./lvl. intelligence save to recognize the glamer as an illusion if they interact with it.
SV wisdom negates (h) SR yes Comp V
The subject’s outline appears distorted, granting a +2 bonus to armor class. CHANGESTAFF, Level 7 druid
A see invisibility spell does not counteract the blur effect, but a true seeing spell CT 1 tn. R touch D 1 hr./lvl.
does. Opponents who cannot see the subject ignore the spell’s effect. SV none SR no Comp V, S, F
The caster changes a specially prepared staff into a treant-like creature, about 24
BURNING HANDS, Level 1 wizard feet tall. The staff must be prepared over 28 days, during which time the caster
CT 1 R 5 ft. D instant cannot adventure or engage in other strenuous activity. The creature looks and
SV none SR yes Comp V, S fights just like a treant, and it defends the caster and obeys any spoken commands.
A thin sheet of flame shoots from the caster’s outspread fingertips, striking It is not a true treant; it cannot converse with actual treants or control trees. If the
any creature in the spell’s semicircular area of effect (5 feet. long and 10 feet. staff-treant is reduced to 0 hit points or less, it crumbles to powder and the staff is
wide). Creatures in the area of the flames take damage at 1d2+1 HP per level destroyed. Otherwise, the staff can be used as the focus for another casting of the
of the caster. Flammable materials such as cloth, paper, parchment and thin spell. The staff-treant is always at full strength when created, despite any wounds
wood ignite and burn if the flames touch them. it may have suffered the last time it appeared.
C CT 1
SV charisma negates
R 50 ft.
SR yes
D 1 day/lvl.
Comp V,S
CALL LIGHTNING, Level 3 druid This charm makes a monster regard the caster as a trusted friend and ally.
CT 10 min. plus 1 rd per bolt R 450 ft. D 10 min./lvl. If the monster is being threatened or attacked by the caster or the caster’s
SV dexterity half SR yes Comp V, S allies, however, the monster receives a +5 bonus to its saving throw. The
If the caster is in a stormy area, this spell allows him to call bolts of lightning from spell does not enable the caster to control the charmed creature as if it were
the sky. The caster can call down one bolt every 10 minutes, for the duration an automaton, but it perceives the caster’s words and actions in the most
of the spell. The character need not call a bolt of lightning immediately. Other favorable way. The caster can try to give the subject orders, but the caster
actions, even spellcasting, can be performed during the spell’s duration. Calling must succeed at a Charisma check to convince it to do anything it wouldn’t
Spell Descriptions-MAGIC
ordinarily do. Any act by the caster or the caster’s apparent allies that COLOR SPRAY, Level 1 illusion
threatens the charmed creature breaks the spell. Note also that the caster CT 1 R 25 ft. D instant
must speak the creature’s language to communicate commands. SV wisdom negates SR yes Comp V, S, M
A rainbow cone springs forth from the caster’s hand, causing nearby creatures
CHARM PERSON, Level 1 wizard
to fall asleep. The spell can affect a number of creatures equal to 1d4 + level.
CT 1 R 50 ft. D 1 hr./lvl.
The cone is 5 feet wide and 25 feet long, and the closest creatures in the cone
SV charisma negates SR yes Comp V,S
are affected first. The material component are small colored objects.
This charm makes a medium-size or smaller humanoid regard the caster as
The result of the spell depends upon the HD of the targeted creatures.
a trusted friend and ally. If the target is being threatened or attacked by the
Creatures of 2 HD or less are struck unconscious for 2d4 rounds; creatures of
caster or the caster’s allies, however, it receives a +5 bonus to its saving throw.
3 to 4 HD are blinded for 1d4 rounds; and creatures of 5 HD or greater are
The spell does not enable the character to control the charmed creature as
stunned for one round. Creatures of the same level or HD as the caster, and
if it were an automaton, but the subject does perceive the caster’s words and
all creatures with 5 HD or greater may make a wisdom saving throw to shake
actions in the most favorable way. The caster can try to give the subject orders,
off the color spray. Sightless creatures are not affected by color spray.
but the caster must succeed at a Charisma check to convince it to do anything
it wouldn’t ordinarily do. Any act by the caster or the caster’s apparent allies
COMMAND, Level 1 cleric
that threatens the charmed creature breaks the spell. Note also that the caster
CT 1 R 25 ft. D 1 rd
must speak the creature’s language to communicate commands.
SV charisma negates SR yes Comp V
CHARM PERSON OR ANIMAL, Level 2 druid The caster utters a one-word directive, which the subject or subjects, up to
CT 1 R 50 ft. D 1 hr./lvl. one creature for every 2 levels, obeys to the best of their ability unless they
SV charisma negates SR yes Comp V,S. make a charisma saving throw. The command must be clear and understood
by the targeted creature. A command of “die” causes the subject to fall
This spell is exactly like charm person, but it can also affect animals, beasts
unconscious for the duration of the spell, whereas a command of “suicide”
and magical beasts.
would fail because it is generally used as a noun, not as a command. A
command of “awake” will counter magically induced unconsciousness caused
CLAIRAUDIENCE/ CLAIRVOYANCE, Level 3 wizard
by sleep and color spray.
CT 1 R see below D 1 tn./lvl.
SV none SR no Comp V, S, F/ DF
COMMAND PLANTS, Level 8 druid
Clairaudience or clairvoyance enables the character to concentrate upon some CT 1 R 150 ft. D see text
locale and hear or see (the character’s choice) almost as if the character were SV see text SR yes (see text) Comp V, DF
there. Distance is not a factor, but the locale must be a place familiar to the
The caster causes plants, fungi and plant creatures to do the character’s
character. The spell does not allow magically enhanced senses to work through
bidding with a 50 foot diameter circle. There are three versions of the spell
it. If the chosen locale is magically dark, the character sees nothing. If it is
described below.
naturally pitch black, the character can see in a 10 foot radius around the center
27075855
of the spell’s effect. Lead sheeting or magical protection blocks the spell, and Animate: The spell imbues trees or other large, inanimate vegetable life with 403025
the caster senses that the spell is so blocked. The spell can be dispelled, and it mobility. The animated plants then attack whomever or whatever the
functions only on the plane of existence the character is occupying. character first designates. Animated plants gain humanlike senses. The
plants’ armor class, attacks and special abilities vary with their size and
CLONE, Level 8 wizard, 9 illusion form, as described for animated objects. The character can animate two
CT 1 hour R touch D permanent trees, four shrubs or eight vines. All plants to be affected must be within
SV n/a SR n/a Comp V, S, M 50 feet of each other. The character can animate different types of plants if
desired. The effect lasts one hour per caster level.
This spell creates a duplicate of a creature. To create the duplicate, the caster
Charm: Against plant and fungus creatures, command plants functions in
must spend 5000gp for research and creation and must have a piece of flesh
the same manner as a mass charm spell. The character can command a
taken from the original’s living body, with a volume of at least one cubic inch.
number of plant creatures whose combined level or HD do not exceed
The piece of flesh need not be fresh, but it must be kept from rotting. Once
three times the character’s level. No two affected creatures can be more
the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.
than 25 feet from each other, and each is allowed a charisma saving throw.
The clone has the personality, memories, levels, attributes, and abilities that The effect lasts 1 day per caster level.
the original had at the time the piece of flesh was taken. The spell duplicates Enhanced Entangle: This version acts as an enhanced entangle spell, allowing all
only the original’s body and mind, not its equipment. plants within the area of effect to entwine about any creatures within, or moving
through the area, holding them fast. A successful dexterity save means that the
CLOUDKILL, Level 5 wizard creature manages to avoided becoming entangled for that particular round. An
CT 1 R 150 ft. D 1 tn./lvl. entangled creature suffers a -2 penalty to attack, a -4 penalty to effective dexterity,
SV see text SR yes Comp V, S and also cannot move, making the casting of a spells with a somatic component
A bank of yellowish-green poisonous fog billows out from the point the caster impossible. Breaking free requires a successful strength check. Each round, the
designates and affects a 20 foot high x 30 foot wide x 20 foot thick area. plants once again attempt to entangle all creatures who have avoided or escaped
The fog obscures all sight, including extraordinary vision, beyond 5 feet. A entanglement. Spell resistance does not keep creatures from being entangled.
creature within 5 feet has one-half concealment. Creatures farther away have Plants can also free creatures trapped by an entangle spell the enhanced entangle
total concealment. The fog’s vapors kill any living creature with 3 or fewer version of command plant. The effect lasts one hour per caster level.
HD (no save) and causes creatures with 4 to 6 HD to make constitution
saving throws or die. Living creatures above 6 HD, and creatures of 4 to 6 HD COMMUNE, Level 5 cleric
CT 10 min R see text D special
who make their saving throws, take 1d10 points of poison damage each round
SV n/a SR n/a Comp V, S, M , DF
while in the cloud. Holding one’s breath doesn’t help unfortunately.
The cloudkill moves away from the caster at 10 feet per round, rolling along The caster can attempt to contact the character’s deity or agents and ask
the surface of the ground. Because the vapors are heavier than air, they sink questions that can be answered by a simple yes or no answer. A cleric with
to the lowest level of the land, even pouring down openings. A moderate no particular deity contacts a philosophically allied deity. This spell should be
wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) used sparingly, as disfavor could be gained with frequent use. The caster needs
incense, holy symbol or other religious items.
disperses the fog in one round.
The caster is allowed one question per caster level. The answers given are permanent fixture of the opposing spell caster’s deity. The cast needs religious
correct within the limits of the deity’s knowledge. Any question that cannot materials worth 25gp to cast the spell.
be answered with an answer of yes or no will result in no answer and will count
Desecrate is the reverse of this spell. It imbues an area with negative energy, and
against the caster’s maximum number of questions. If a caster doesn’t focus on
all attempts to turn undead within it suffer a -3 penalty. Undead entering this
the conversation, such as discussing answers with others, the deity becomes
area gain +1 to attack, damage and saving throws. Undead created within or
angry or irritated, and ends the spell.
summoned into a desecrated area gain +1 hit points per HD. If the desecrated
area contains an altar, shrine or other permanent fixture dedicated to the
COMMUNE WITH NATURE, Level 5 druid
caster’s deity, pantheon or aligned higher power, the effects are doubled.
CT 10 min. R see text D see below
SV n/a SR n/a Comp V, S, DF Desecrate counters and dispels consecrate, but not within a permanent fixture
of the opposing spell-caster’s deity.
Through supernatural contact with nature and the elements, the caster gains
knowledge of the surrounding area or territory. The caster gains knowledge
CONTACT OTHER PLANE, Level 5 wizard
of up to three facts from the following subjects: the ground or terrain, plants,
CT 10 min. R see below D 1 rd./2 lvls.
minerals, bodies of water, people, general animal population, presence of
SV n/a SR n/a Comp V
woodland creatures, powerful unnatural creatures or the general state of the
natural setting. The spell has a range of one mile per level outdoors, and 100 The caster projects his mind to another plane of existence in hopes of receiving
feet per level underground. The spell does not function where nature has advice and information from powers that reside there. The powers reply in a
been replaced totally by construction or settlement. language the character understands, or by telepathy, but they often resent
such contact and as a result give brief answers. The Castle Keeper will answers
COMPREHEND LANGUAGES, Level 1 wizard questions with yes, no, maybe, never, unclear, irrelevant or some other one-
CT 1 R n/a D 10 min./lvl. word answer.
SV n/a SR n/a Comp V, S
The character must concentrate to maintain the spell, and may ask one
The character can understand the spoken words of creatures and read question per round. The question is answered during the same round. A
otherwise incomprehensible written messages. Note that the ability to caster may ask one question for every two caster levels. Upon first making
read does not necessarily impart insight into the material, merely its literal contact, the caster must make an intelligence saving throw. Failure results
meaning. Note also that the spell enables the character to understand or read in the spell ending immediately, and the caster suffering an attribute loss and
an unknown language, not speak or write it. Written material can be read at possible insanity as indicated on the table below. Except for contact with an
the rate of one page (250 words) per minute. Magical writing cannot be read, elemental plane, a saving throw roll of natural one always results in insanity.
other than to know it is magical. The spell does not decipher codes or reveal The caster can contact an elemental plane or some plane further removed.
messages concealed in otherwise normal text. Contact with a mind far removed from the caster’s home plane increases the
likelihood of a successful answer, but likewise increases the probability that
CONE OF COLD, Level 5 wizard
the caster will suffer adverse effects. On rare occasions, this form of divination
CT 1 R see below D 1 rd.
may be blocked by an act of certain deities or forces. The following table
SV dexterity half SR yes Comp V, S, M
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A cone of extreme cold shoots from the caster’s hand affecting an area 5 feet
Failed Saving Throw: If the caster fails an intelligence save against the
wide x 50 feet long, or from a focus, causing 1d6 points of damage per caster
indicated CL, the caster’s intelligence and charisma scores are decreased
level. Water is needed to cast the spell.
as indicated on the table, for one week’s duration. Lowering of intelligence
can result in the loss of bonus spells, and if reduced to 8 or less, the loss
CONFUSION, Level 4 wizard, 4 illusion
of daily spells entirely. Additionally, the caster may go insane when
CT 1 R 150 ft. D 1 rd./lvl.
contacting a plane other than an elemental plane. A saving throw failed
SV wisdom negates SR yes Comp V, S
by 5 or more results in insanity in the caster. A saving throw roll of natural
This spell causes creatures in an area 50 feet x 50 feet to behave randomly, as 1 always results in insanity. Insanity lasts as follows:
indicated on the following table:
Astral 1 week Demigod 1d4 weeks
1d10 Behavior
Lesser Deity 1d8 weeks Greater Deity 1d12 weeks
1 Wander away for 1 turn (unless prevented)
Results of a Successful Contact: The Castle Keeper rolls % for to generate the
2-3 Attempt mundane task, like cooking, for 1 round result shown on the table:
4-6 Do nothing for 1 round True Answer: The character gets a true, one-word answer. Questions not
7-8 Try to locate lost items for 1 round capable of being answered in this way are answered as unclear.
9 Attack nearest creature for 1 round Don’t Know: The entity tells the character that it doesn’t know.
10 Act normally for 1 round Lie: The entity intentionally lies to the character.
Random Answer: The entity tries to lie but doesn’t know the answer, so it
Except on a result of one, roll round to see what the subject does. Wandering makes one up.
creatures leave the scene as if disinterested. Any confused creature who is
CONTACT OTHER PLANE
attacked automatically attacks its attackers on its next turn.
Saving
Throw Loss of
CONSECRATE*, Level 2 cleric
CT 3 R 50 ft. D 2 hrs./lvl. Challenge Int Cha True Don’t Random
Plane Contacted Lie
SV n/a SR n/a Comp V, S, M, DF Level Answer Know Answer
Elemental Plane 3 1 01-35 36-65 66-85 86-100
This spell blesses an area 50 feet x 50 feet with positive energy. All attempts
to turn undead made within the area gain a +3 bonus. Undead entering this Astral Plane 5 2 1 01-40 41-65 66-85 86-100
area suffer minor disruption, giving them a -1 penalty on attack, damage and Outer Plane,
7 4 2 01-55 56-75 76-90 91-100
demigod
saving throws. Undead cannot be created or summoned into a consecrated
Outer Plane,
area. If the consecrated area contains a permanent fixture dedicated to the 9 6 3 01-70 71-85 86-95 96-100
lesser deity
character’s deity, pantheon or aligned higher power, the modifiers listed above
Outer Plane,
are doubled. Consecrate counters and dispels desecrate, but not within a greater deity
12 8 4 01-90 91-92 93-100
Spell Descriptions-MAGIC
CONTINUAL FLAME, Level 2 wizard, 3 illusion, 3 cleric CONTROL WINDS, Level 5 druid
CT 1 R 5 ft. D permanent CT 1 R 50 ft. D 10 min./lvl.
SV none SR yes Comp V, S SV none SR none Comp V, S
A flame, equivalent in brightness to a torch, springs forth from an object that The caster alters wind force in a 100 foot diameter sphere/level, centered
the character touches. The flame looks like a regular flame, but it creates no on the caster. The caster can make the wind blow in a certain direction or
heat and doesn’t use oxygen. The flame can be covered and hidden, but not manner, and increase or decrease its strength. The new wind direction and
smothered or quenched. strength persist until the spell ends or the caster chooses to alter the spell,
which requires concentration. The caster may create an “eye” of calm air up
CONTROL PLANTS, Level 4 druid to 50 feet in diameter at the center of the area if the character so desires, and
CT 1 R 50 ft. D 1 tn./lvl. the character may choose to limit the effect to any area less than the spell’s
SV charisma negates (see text) SR yes Comp V, S full area of effect.
This spell allows the caster to control and to converse, in very rudimentary Wind Direction: The caster may choose one of four basic wind patterns to
terms, with all sorts of plants and plantlike creatures (including fungi, molds and function over the spell’s area: a downdraft blows from the center outward
plantlike monsters) in a 25 foot x 25 foot area. The caster automatically exercises in equal strength in all directions; an updraft blows from the outer edges in
limited control over normal plants, but plantlike creatures can negate the control toward the center in equal strength from all directions, veering upward before
effect with a charisma save. The spell does not enable plants to uproot themselves impinging on the eye in the center; a rotation causes the winds to circle the
and move about, but it does allow them to move their branches, stems and leaves. center in clockwise or counterclockwise fashion; a blast simply causes the
The plants can duplicate the effect of an entangle spell, or free creatures trapped winds to blow in one direction across the entire area from one side to the
by that spell. other.
Wind Force: For every three caster levels, the character can increase or
CONTROL WATER, Level 4 cleric
decrease wind force by one level of strength. Strong winds (21+ mph)
CT 1 R 450 ft. D 10 min./lvl.
make sailing difficult. A severe wind (31+ mph) causes minor ship and
SV n/a SR n/a Comp V, S, M/DF
building damage. A windstorm (51+ mph) drives most flying creatures
The spell allows the caster to either raise or lower water. from the skies, uproots small trees, knocks down light wooden structures,
Lower Water: This use of the spell causes water (or any similar liquid) to sink tears off roofs and endangers ships. Hurricane force winds (75+ mph)
away to a minimum depth of 1 inch. The depth can be lowered by up to destroy wooden buildings, sometimes uproot even large trees and cause
2 feet per caster level. The water is lowered within a squarish depression most ships to founder. A tornado (175+ mph) destroys all non fortified
whose sides are up to 10 feet long per caster level. In extremely large and buildings and often uproots large trees.
deep bodies of water, a powerful caster can create a whirlpool that sweeps
CREATE FOOD AND WATER*, Level 3 cleric
ships downward, putting them at risk of damage and rendering them
CT 10 min R 50 ft. D permanent
unable to leave by normal movement for the duration of the spell. When
SV n/a SR n/a Comp V, S, DF
cast on water elementals and other water-based creatures, this spell acts as
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a slow spell. The spell has no effect on other creatures. This spell creates simple food of the caster’s choice and a volume of drinking 403027
water. The food decays as normal food, but the water does not go bad. The
Raise Water: This use of the spell causes water (or any similar liquid) to rise in
caster can create enough food and water to sustain three humans or one horse
height. Boats raised in this way slide down the sides of the hump that the
for 1 day per caster level. The reverse of this spell, spoil food and water, makes
spell creates. If the area affected by the spell is adjacent to land, the water
the same amount of food or water inedible.
can spill over onto dry land.
CREATE GREATER UNDEAD, Level 8 cleric
CONTROL WEATHER, Level 7 cleric, 7 druid, 6 wizard
CT 1 hour R 50 ft. (one) D permanent
CT 10 min. (see text) R 2 miles D 4d12 hrs.
SV n/a SR n/a Comp V, S, M
SV n/a SR n/a Comp V, S, M/DF
This evil spell allows the caster to create powerful kinds of undead if the cleric
The caster changes the weather in the local area, 2 miles x 2 miles centered
is of the appropriate level: mummy (13), spectre (15), vampire (17) or ghost
on caster. It takes 10 minutes to cast the spell and an additional 10 minutes
(19). The caster may create less powerful undead than the caster’s maximum
for the effects to manifest. The caster can only call forth weather appropriate
capability if desired. Created undead are not automatically under the control
to the climate and season of the area, but can almost always change the
of their animator. The caster may gain command of the undead as it forms
direction of the wind and control its intensity from calm to strong. The
with by making a successful turning check. This spell must be cast at night
character cannot control the specific applications of the weather. When the
and the caster must spend 100gp per corpse.
character selects a certain weather condition to occur, the weather assumes
that condition 10 minutes later (changing gradually). The weather continues
CREATE UNDEAD, Level 6 cleric
as the caster left it for the duration, or until the character designates a
CT 1 hour R 50 ft. (one) D permanent
new kind of weather, which fully manifests 10 minutes later. Contradictory
SV n/a SR n/a Comp V, S, M
conditions are not possible simultaneously. Control weather can do away with
atmospheric phenomena (naturally occurring or otherwise) as well as create This evil spell allows the caster to create powerful kinds of undead if the cleric
them. Druids casting this spell double the duration and range. is of the appropriate level: ghouls (9), shadow (10), ghasts (12), wights (14)
or wraiths (18). The caster may create less powerful undead than the caster’s
Season Possible weather maximum capability if desired. Created undead are not automatically under the
Spring Tornado, thunderstorm or sleet control of their animator. The caster may gain command of the undead as it
Summer Torrential rain, heat wave, or hailstorm forms by making a successful turning check. This spell must be cast at night.
Autumn Hot or cold weather, fog, or sleet
CREATE WATER, Level 0 cleric, 0 druid
Winter Frigid cold, blizzard, or thaw
CT 1 R 50 ft. D permanent
SV n/a SR n/a Comp V, S
waterskins). Water weighs about 8 pounds per gallon, and one cubic foot of The reverse of this spell is called daylight. Daylight causes an object or surface
water contains roughly 8 gallons and weighs about 65 pounds. to shed light as bright as full daylight in a 60 foot radius. Creatures that suffer
penalties in bright light suffer them while exposed to this magical light.
CREEPING DOOM, Level 7 druid Darkness and daylight cancel each other out, leaving whatever light conditions
CT 1 R 150 ft. D 1 tn./lvl. normally prevail in the overlapping areas of the spells. Higher-level light spells
SV none SR no Comp V, S are not affected by darkness, and the reverse is true for daylight. If either spell is
The caster calls forth a mass of 1,000 venomous, biting and stinging spiders, cast on a small object that is then placed inside or under a lightproof covering,
scorpions, beetles and centipedes. The carpetlike mass swarms in a square 25 the spell’s effects are blocked until the covering is removed.
feet on a side. Upon the caster’s command, the swarm creeps forth at 10 feet per
DAZE, Level 1 illusion
round toward any prey within 150 feet. Each vermin in the creeping doom effect
CT 1 R 25 feet D 1 rd.
automatically bites a creature for 1 point of damage and then dies. Each creature
SV intelligence neg SR yes Comp V, S, M
overrun by the swarm takes enough hit points of damage to kill it, destroying
that number of vermin in the process. If there aren’t enough vermin to kill all the This enchantment clouds the mind of a humanoid creature with 4 or fewer
creatures in the spell’s effect, damage is distributed among the survivors equally. If hit dice so that it takes no actions. Humanoids of 5 or more hit dice are not
the creeping doom travels more than 100 feet away from the character, it loses 50 affected. A dazed subject is not stunned, so attackers get no special advantage
of its number for each additional 10 feet it travels. Anything that would deter or against it. A pinch of wool is needed to cast this spell.
destroy normal insects is effective against these insects.
DEATH WARD, Level 5 cleric, 5 druid
CURE CRITICAL WOUNDS*, Level 5 cleric, 5 druid CT 1 R touch D 10 min./lvl.
CT 1 R touch D permanent SV none SR yes (h) Comp V, S, DF
SV see text SR yes (h) Comp V, S, DF
The caster imbues one subject with immunity to all death spells and magical
When the caster lays hands upon a living creature, the target is cured of 5d8 hit death effects. The spell does not protect against other sorts of attacks, such as hit
points of damage. The curative version of this spell automatically deals the same point loss, poison, petrification or other effects even if they might be lethal.
damage against undead, while the reverse of the spell deals damage to living
creatures. In those situations, a successful wisdom save indicates half damage. DELAY POISON, Level 2 cleric, 2 druid
CT 1 R touch D 1 hr./lvl.
CURE LIGHT WOUNDS*, Level 1 cleric, 2 druid SV constitution negates (h) SR yes (h) Comp V, S, DF
CT 1 R touch D permanent
The caster imbues one subject with immunity to poison. Any poison in the
SV see text SR yes (h) Comp V, S, DF
subject’s system, or any poison the subject is exposed to during the spell’s
When the caster lays hands upon a living creature, the target is healed for 1d8 hit duration, does not affect the subject until the spell has expired. Delay poison
points of damage. The curative version of this spell causes the same amount of does not cure any damage that poison may have already done.
damage to undead creatures, while the reverse of this spell deals damage to living
creatures. In those situations, a successful wisdom save indicates half damage. DELAYED BLAST FIREBALL, Level 7 wizard
27075858
CURE SERIOUS WOUNDS*, Level 3 cleric, 4 druid SV dexterity half SR yes Comp V, S, M
CT 1 R touch D permanent
This spell is an enhanced version of fireball, except the caster can choose
SV see text SR yes (h) Comp V, S, DF
to delay the detonation for up to 5 rounds. With a gesture, the caster sends
When the caster lays hands upon a living creature, the target is cured for 3d8 hit a small ball of fire hurtling through the air to detonate with a low roar at
points of damage. The curative version of this spell causes the same amount of the height and distance the caster desires as long as it is within the spell’s
damage to undead creatures, while the reverse causes the same damage to living maximum range. The explosion fills the area of effect, a 40 foot diameter
creatures. In those situations, a successful wisdom save indicates half damage. sphere, with intense fire and heat, causing 1d6 +1 per level fire damage to
all creatures and objects within the area. It ignites combustibles and damages
objects, and melts anything with a low melting point such as bronze, copper,
silver, lead or gold. The explosion creates almost no pressure. A small lump of
D coal is required to cast the spell.
Spell Descriptions-MAGIC
irritation and anger in the caster. The strength of each aspect’s aura will be one round concentrating along the path, although the caster may both cast
revealed as faint, strong, or overwhelming if it is supernatural. The spell can the spell and begin detecting in the same round as the spell is cast. The spell
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet does not detect natural hazards. The spell can penetrate barriers, but 1 foot
of lead or 3 feet of wood or dirt blocks it. of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or
dirt blocks it.
DETECT ILLUSION, Level 0 illusion
CT 1 R touch D 1 tn./lvl. DETECT SCRYING, Level 4 wizard
SV none SR none Comp V, S CT 1 R unlimited D 1 day
SV none SR none Comp V, S
By means of this spell, the caster can detect the presence of illusions in the
direction the caster is facing, along a path 50 feet long and 10 feet wide. When using this spell, the caster immediately becomes aware of any attempt
Unlike detect magic, this spell may be cast on another creature by touch. to observe the character by means of clairaudience, clairvoyance, or any other
means of scrying, including crystal balls or other magic scrying devices. If the
The caster must spend one round concentrating along the path to detect any
means of scrying is within the area of effect, 150 feet of the caster, the caster
illusion, although the caster may both cast the spell and begin detecting in the
immediately gains knowledge of its location.
same round that the spell is cast. The strength of the illusion detected will be
revealed as lingering, faint, moderate, strong or overwhelming. The spell can
DETECT SECRET DOORS, Level 1 cleric
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of
CT 1 R 60 ft. D 1 min./lvl.
lead or 3 feet of wood or dirt blocks it. Illusory areas, multiple types of illusion or
SV none SR none Comp V,S
strong illusory emanations may confuse or conceal weaker auras, although the
Castle Keeper may allow the caster to spend additional rounds concentrating The caster can use this spell to find secret doors, hidden compartments and
to decipher the confusion or reveal auras. The Castle Keeper may require an other such hidden areas specifically constructed to escape detection. After 1
intelligence check to do so. round of concentration, the presence or absence of secret doors is revealed.
After 2 rounds, the number of secret doors and their location are revealed.
DETECT MAGIC, Level 0 cleric, 0 wizard, 2 illusion If the location is out of sight, the spell reveals what direction the secret item
CT 1 R 50 ft. x 10 ft. D 1 tn./lvl. is in, but not its location. In subsequent rounds, up to the limit of the spell’s
Sv none SR none Comp V, S duration, mechanisms or triggers for specific secret doors or compartments
are revealed. This spell can penetrate barriers, but 1 foot of stone, 1 inch of
By means of this spell, the caster can detect the presence of magical auras in the metal, a thin sheet of lead or 3 feet of wood or dirt blocks the spell.
direction the caster is facing, along a path 50 feet long and 10 feet wide. The
caster must spend one round concentrating along the path to detect magic,
DETECT SNARES AND PITS, Level 1 druid
although the caster may both cast the spell and begin detecting in the same
CT 1 R 50 ft. x 10 ft. D 10 min./lvl.
round that the spell is cast. The strength of the magic detected will be revealed
SV none SR none Comp V, S
as lingering, faint, moderate, strong or overwhelming. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead or The caster can detect simple pits, deadfalls, snares of wilderness creatures,
3 feet of wood or dirt blocks it. Outsiders and elementals are not inherently and primitive traps constructed of natural materials in the direction the caster
27075859
magical, but if they have been conjured, the conjuration spell will be detected. is facing along a path 50 feet long and 10 feet wide. The caster must spend one 403029
round concentrating along the path, although the caster may cast the spell
Magical areas, multiple types of magic or strong local magical emanations may
and detect in the round the spell is cast. The spell does not detect complex
confuse or conceal weaker auras, although the Castle Keeper may allow the
traps. The spell detects certain natural hazards such as quicksand (registers
caster to spend additional rounds concentrating to decipher the confusion or
as a snare), a sinkhole (pit), or unsafe walls of natural rock (deadfall). It does
reveal weaker auras. The Castle Keeper may require a intelligence check to
not, however, reveal other potentially dangerous conditions. The spell does
do so.
not detect magic traps (except those that operate by pit, deadfall or snaring),
nor mechanically complex ones, nor those that have been rendered safe
DETECT NEUTRALITY, Level 0 druid
or inactive. The spell can penetrate barriers, but 1 foot of stone, 1 inch of
CT 1 R 150 ft. x 10 ft. D 10 min./lvl.
common metal, a thin sheet of lead or 3 feet of wood or dirt blocks it.
SV none SR none Comp V, S, Df
By means of this spell, the caster can sense the presence of neutrality in the DETECT THOUGHTS*, Level 2 wizard
direction the caster is facing along a path 150 feet long and 10 feet wide. CT 1 R 50 ft. x 10 ft. D 10 min./lvl.
The caster must spend one round concentrating along the path, although SV none SR yes Comp V, S, F, DF
the caster may cast the spell and detect in the round the spell is cast. If an
The character can detect surface thoughts, and get a general impression of
additional round is spent concentrating, the spell reveals the type of neutrality,
the level of intelligence involved. The caster detects the presence or absence
either lawful neutral, neutral good, neutral, neutral evil, or chaotic neutral.
of thoughts (from conscious creatures with intelligence scores of 1 or higher)
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal,
in the direction the caster is facing, along a path 50 feet long and 10 feet wide.
a thin sheet of lead or 3 feet of wood or dirt blocks it.
The caster must spend one round concentrating along the path, although
the caster may both cast the spell and begin detecting in the same round as
DETECT POISON, Level 0 divine, 0 wizard
the spell is cast. Once thoughts are detected, if the caster concentrates an
CT 1 R 50 ft. D 10 min./lvl.
additional round, the general level of intelligence will be revealed as one of
SV n/a SR n/a Comp V, S
the following: animal, very low, low, average, high, very high, genius, supra-
The caster can determine whether one creature, one object or a 25 foot x 25 genius, or deific. The spell can penetrate barriers, but 2 feet of stone or metal,
foot area has been poisoned or is poisonous. The character can determine the 2 inches of common metal, a thick sheet of lead or 5 feet of wood or dirt
type of poison with a successful wisdom check. The spell can penetrate barriers, blocks it. The reverse of this spell, hide thoughts, obscures a subject’s thoughts
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of and counters detect thoughts. The spell’s component is a copper piece.
wood or dirt blocks it.
DETECT UNDEAD, Level 1 cleric
DETECT TRAPS, Level 2 cleric CT 1 R 50 ft. x 10 ft. D 1 min./lvl.
CT 1 R 50 ft. x 10 ft. D 10 min./lvl. SV none SR none Comp V, S, DF
SV none SR none Comp V, S
By means of this spell, the caster can detect undead in the direction the caster is
The caster can detect traps, mundane or magical, in the direction the caster facing, along a path 150 feet long and 10 feet wide. The caster must spend one
is facing, along a path 50 feet long and 10 feet wide. The caster must spend round concentrating along the path, although the caster may cast the spell and
detect in the round the spell is cast. The strength of the undead will be revealed DISMISSAL, Level 4 cleric
as faint (1 HD or less), moderate (2-4 HD), strong (5-10 HD), or overwhelming CT 1 R 50 ft. D instant
(11+ HD). The spell can penetrate barriers, but 1 foot of stone, 1 inch of SV charisma negates SR yes Comp V, S, F, DF
common metal, a thin sheet of lead or 3 feet of wood or dirt blocks it. This spell forces an extraplanar creature back to its proper plane if the
creature fails a charisma saving throw. If the spell is successful, the creature
DIMENSION DOOR, Level 4 wizard
is instantly whisked away. The material component is any item distasteful to
CT 1 R 450 ft. D instant
the subject.
SV n/a SR n/a Comp V
The caster instantly transports from the caster’s current location to any other DISPEL CHAOS, EVIL, GOOD OR LAW, Level 5 cleric
spot within range. The character always arrives at exactly the spot desired CT 1 R touch D 1 rd./lvl.
whether by simply visualizing the area or by stating direction. After using Sv none SR none Comp V, S, DF
this spell, the character can’t take any other actions until the next round. If Colored energy surrounds the caster, shielding them against creatures of
the character arrives in a place that is already occupied by a solid body, the a chosen alignment aspect chaos (blue), evil (white), good (black), or law
character becomes trapped in the astral plane. All that the caster wears and (red). The caster gains a +4 bonus to armor class against attacks by creatures
carries is teleported, up to 500 pounds. of the selected aspect, and with a touch the caster can automatically dispel
any one spell cast by them (except those spells that cannot be dispelled by
DISCERN LIES*, Level 4 cleric
dispel magic). Additionally, the caster may force a summoned, enchanted or
CT 1 R 50 ft. D 1 rd./lvl.
extraplanar creature back to its proper plane with a successful touch attack.
SV charisma negates SR yes Comp V, S, DF
The creature gets no saving throw, but use of this effect immediately ends
Each round, the caster may concentrate on one subject in range and will the spell.
instantly know if the subject deliberately speaks a lie. The spell does not
reveal the truth, uncover unintentional inaccuracies, or reveal evasions. Each DISPEL ILLUSION, Level 3 illusion
round, the character may concentrate on a different subject. The reverse of CT 1 R 150 ft. D see below
this spell, hide lies, obscures the truthfulness of a person. SV none SR yes Comp V, S
some item that once belonged to it. To find an object, the character must DISPEL MAGIC, Level 3 cleric, level 3 wizard, 4 druid
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have seen or touched the object at least once. The reverse of this spell, hide CT 1 R 150 ft. D see below
location, obscures the location of a person or object from detection by spell, SV none SR yes Comp V, S
crystal ball, or other means of scrying.
This spell ends ongoing spells and spell-like effects that have been cast on a
DISINTEGRATE, Level 6 wizard
creature or object, temporarily suppresses the magical abilities of a magic item
CT 1 R 150 ft. D instant or counters another spellcaster’s spell within an area 30 feet x 30 feet x 30 feet.
SV charisma partial SR yes Comp V, S, M. The caster must make a successful intelligence check against each spell, effect,
object or creature in the area of effect to succeed. Some spells, as detailed in
A thin green ray springs from the caster’s pointing finger, causing the creature their descriptions, can’t be defeated by dispel magic. The effects of spells with
or object it strikes to glow and vanish, leaving behind only a trace of fine dust. instantaneous duration can’t be dispelled, because the magic effect is already
The ray affects one creature or up to a 10-foot cube of non living matter (thus, over before dispel magic can take effect.
the spell disintegrates only part of any very large object or structure). The ray
affects even magical matter, or energy of a magical nature, but not a globe All magic within the area of effect is affected. The functioning of magic items
of invulnerability or an antimagic field. A creature or object that makes a is suppressed for 1d4 rounds, but artifacts are unaffected. Inter dimensional
successful charisma save is only partially affected, taking 5d6 points of damage portals close for a number of rounds equal to the caster’s level. A creature or
instead of disintegrating. Only one creature or object can be affected, and the object whose presence is maintained by an ongoing spell, such as a summoned
ray is not blocked by normal barriers. monster, is sent back to whence it came, because the spell that conjured it
ends. If an ongoing spell’s area overlaps that of the dispel, the effect is ended
DISJUNCTION, Level 9 wizard only within the area of the dispel magic. The caster automatically succeeds at
CT 1 R 50 ft. D see below the dispel check against their own spells as long as the character is of the same
SV charisma negates (objects) SR none Comp V or higher level as when the spell was cast.
This powerful spell rips asunder all magical effects within the spell’s 25 foot x DISTORT REALITY, Level 8 illusion
foot area of effect. That is, spells and spell-like effects are separated into their CT 1 R n/a D see below
individual components (ending the effect as a dispel magic spell does), and SV see text SR see text Comp V
permanent magic items must make successful constitution saves or be turned
into normal items. Even artifacts are subject to disjunction, though there is only This spell is similar to limited wish, but reality is altered through illusion. As with
a 1% chance per caster level of actually affecting such powerful items. If an limited wish, the caster must be careful in creating the illusion. The spell may
artifact is destroyed by the spell, the caster must succeed at a charisma save or duplicate the effects of any illusionist spell of 7th level or lower, any wizard spell
permanently lose all spell-casting abilities. The abilities cannot be recovered by of 5th level or lower or any cleric or druid spell of 4th level or lower. It may also
mortal magic, nor even by a wish. Destroying artifacts is a dangerous business, grant other effects in line with the power of such spells, although any effects
and it is 95% likely to attract the attention of some powerful being who has must be approved by the Castle Keeper. Duplicated spells allow saving throws
an interest in, or connection with, the device. When casting the spell at an and spell resistance as normal, except that all saves will always be against
antimagic field, the caster has a 1% chance per caster level of destroying it. If intelligence, not the designated attribute in the spell duplicated.
the antimagic field survives the disjunction, no items within it are disjoined.
Spell Descriptions-MAGIC
DIVINATION, Level 4 cleric Cave or Tunnel: The roof collapses, dealing 8d6 damage to any creature
CT 10 min. R n/a D see below caught under the cave-in (dexterity save, half).
SV n/a SR n/a Comp V, S, M Cliffs: The cliff crumbles, causing a landslide that travels as far horizontally
This spell provides the caster with a useful piece of advice in reply to a as it fell vertically. An earthquake cast at the top of a 100 foot cliff would
question concerning a specific goal, event or activity that is to occur within 1 sweep 100 foot outward from the base of the cliff. Any creature in the
week. The advice can be as simple as a short phrase, or it might take the form path of the landslide suffers 8d6 damage (dexterity save, half).
of a cryptic riddle or omen. The Castle Keeper controls what information the River, Lake, or Marsh: Fissures open underneath the water, draining it away
character receives. It should be noted that if the caster’s party doesn’t act from the area to form a quagmire. Soggy marsh or swampland becomes
on the information, the conditions may change so that the information is quicksand for the duration of the spell, sucking down creatures and
no longer useful. The base chance for a correct divination is 70% + 1% per structures. All creatures in the area must make dexterity saves or sink
caster level. The Castle Keeper adjusts the chance if unusual circumstances down in the mud and quicksand. At the end of the spell, the rest of the
require it (if, for example, unusual precautions against divination spells have body of water rushes in to replace the drained water, possibly drowning
been taken). If the die roll fails, the character knows the spell failed, unless those caught in the mud.
specific magic yielding false information is at work. Multiple divinations about Structure: Most structures standing on open ground collapse, dealing 8d6
the same topic by the same caster use the same die result as the first divination damage to those caught in or beneath the rubble (dexterity save, half).
and yield the same answer each time.
EMOTION, Level 4 illusion
CT 1 R 150 ft. D concentration
DREAM, Level 5 illusion
SV charisma negates SR yes Comp V, S
CT 1 min. R unlimited D see text
SV none SR yes (h) Comp V, S This spell induces a powerful emotion in the hearts and minds of the creatures
The caster, or a messenger touched by the caster, sends a phantasmal message it effects, eclipsing their natural feelings. It effects a 25 foot x 25 foot area.
to others in the form of a dream. At the beginning of the spell, the caster The caster may choose which emotion to inflict:
must name the recipients or identify them by title and in no way leaves any Despair: A lack of all hope crushes the targeted creatures’ morale. They
doubt as to their identities. The messenger then enters a trance, appears in suffer a -2 penalty to all saves, attacks, attribute checks, ability checks
the intended recipient’s next dream, and delivers the message. The message and damage rolls. Despair dispels Hate.
can be of any length, and the recipient remembers it perfectly upon waking. Fear: Fear of the caster grips the hearts of the targeted creatures. They flee as
The communication is one-way: the recipient cannot ask questions or offer if subject to a fear spell. Fear dispels Rage.
information, nor can the messenger gain any information by observing the Hate: Fiery hate and bile rise in the targeted creatures. They react poorly to others
recipient’s dreams. Once the message is delivered, the messenger’s mind returns and may become antagonistic or hostile. They gain a +2 bonus to saves,
instantly to his or her body. The duration of the spell is the time required for the attacks, attribute checks, ability checks and damage rolls. Hate dispels Despair.
messenger to enter the recipient’s dream and deliver the message. Rage: Sheer blind fury and wrath engulfs the targeted creatures, and they are
If the recipient is awake when the spell begins, the messenger can choose compelled to fight, heedless of danger. They gain a +2 bonus to strength
to remain in the trance or to awaken (ending the spell). The messenger and constitution scores, and a +1 bonus to saves against fear, but suffer a
27075861
can remain in the trance until the recipient goes to sleep, then enter the -1 penalty to armor class. Rage dispels Fear. 403031
recipient’s dream and deliver the message as normal. Creatures who don’t
ENDURE ELEMENTS, Level 0 cleric, 0 druid, 0 wizard
sleep or dream cannot be contacted by this spell.
CT 1 R person D 24 hrs.
If the messenger is disturbed during the trance, the messenger awakens, and SV none SR yes Comp V, S, DF
the spell ends. The messenger is unaware of his or her own surroundings
Protective magical energies merge with the caster’s body, providing protection
or the activities around him or her while in the trance. The messenger is
against natural elements. The subject can withstand extreme temperatures,
defenseless, both physically and mentally (always fails any saving throw, for
such as sub-zero or extremely hot temperatures, or other natural effects
example) while in the trance.
harmful to a normal person. For example, this spell allows the subject to travel
through a snowstorm wearing normal clothing.
This spell animates all plants in the affected area, causing them to attempt to Arcane energy forms into a phantom hound dedicated to guarding an area or
intertwine about and entangle any creature within, or moving through, their the caster. The caster may order the hound to do either at any time during
location, holding them fast. A successful dexterity save means that the creature the spell’s duration. The hound will consider party members as allies unless
manages to avoid becoming entangled for that particular round. An entangled ordered otherwise. Should a larger creature approach within 50 feet, the
creature suffers a -2 penalty to attack, a -4 penalty to effective dexterity, and cannot hound immediately lets out a frightful and eerie howl. Those hearing the
move, making the casting of spells with a somatic component impossible. Breaking howl must save versus fear or suffer a -2 to attacks and morale. This also
free requires a successful strength check. Each round, the plants once again effects allies of the caster. If an intruder approaches to within 10 feet of the
attempt to entangle all creatures who have avoided or escaped entanglement. hound or caster, the guard dog ceases barking and attacks with a vicious
Area of effect is a 50’ diameter circle. bite. The hound’s bite is considered a magical weapon, and it attacks once
per round. The hound gains a bonus to hit equal to the caster’s level, and it
ERASE, Level 1 wizard, 1 illusion deals 2d6+3 damage upon a successful bite. It continues to attack until the
CT 1 R 50 ft. or touch D see below intruder retreats at least 25 feet away.
SV n/a SR none Comp V, S
The most effective way to combat the hound is by dispelling it, but it can
This spell removes writings of mundane or magical nature. The spell clears as be hurt by magic and weapons. The hound has an armor class of 18 and as
much writing as might be found on a scroll, or up to two pages of parchment. many hit points as the caster did when the spell was cast. If the caster is ever
It even removes explosive runes, glyphs of warding and arcane marks, but does more than 150 feet from the hound, the spell ends. The spell lasts for 1 hour
not remove symbols or illusory script. Removal of dangerous magical writing per caster level, but once the hound begins barking, it lasts only 1 round per
such as explosive runes, requires the caster to touch them and make an level.
intelligence check. Failure indicates that the effect of the dangerous writing is
triggered as it is erased. Nonmagical writings are automatically erased. FALSE TRAP, Level 2 illusion
CT 1 R 50 ft. D 1 tn./lvl.
ETHEREAL JAUNT, Level 5 cleric SV see below SR see below Comp V, S, M
CT 1 R see below D 1 rd./lvl.
To cast false trap the illusionist needs the shattered fragments of a deliberately
SV n/a SR n/a Comp V, S
distorted mirror (5 gp) placed in a small bowl of water, and a pinch of
The energies of this spell allow the caster to enter the ethereal plane, a place which powdered moonstone (50gp) cast into the air. The caster cloaks one object
overlaps the material world. The caster may pass through all material objects in with a shroud of magic, making it appear trapped to any creature seeking to
the material world without impediment, and may not be seen or interacted with detect traps by mundane means. If the creature attempting to find a trap is
by any mundane means. To the caster, the world appears as a hazy, insubstantial of an equal or higher level than the caster of the false trap, the creature gets
place. If the caster ends the spell, becoming material while inside a material object to make an intelligence check to detect the illusion. Any manipulation or
such as a solid wall, they are shunted off to the nearest open space, taking 1d6 attempt to disarm the trap breaks the spell and dispels the illusion. Magical
27075862
damage per 5 ft. they were shunted. Ethereal travelers should be aware that some detection will indicate that there is no trap, possibly causing confusion if
403032
predators and other beings make the ethereal plane their home. visual inspection follows. It effects a 25 foot x 25 foot area.
This spell allows the caster to inscribe innocuous-looking runes which detonate To cast false vision the illusionist needs the shattered fragments of a
when they are read. The spell is used to protect and prevent access to a book, deliberately distorted mirror (5 gp) placed in a small bowl of water, and a
map, scroll, or similar object containing written information. When read, the pinch of powdered moonstone (50gp) cast into the air. The caster cloaks the
runes explode causing 6d6 points of damage to the reader. The reader receives area of effect with a shroud of magic, making everything within undetectable
no saving throw. Creatures and objects within 10 feet of the blast must make to any scrying. Also, if the caster is aware of an attempt to scry, they may
a dexterity saving throw and suffer only half damage if successful. The book or concentrate on creating an illusory image with sound effects, which is what
other object upon which the runes are written also takes damage, and may be the person scrying will see and hear. It effects a 25 foot x 25 foot area.
utterly ruined in the absence of some protection from magical fire.
FEAR, Level 4 wizard
The caster, along with anyone else the caster chooses to specify, may read the
CT 1 R 50 ft. D 1 rd./lvl.
runes without triggering them. The caster can also remove the runes at any
SV charisma negates SR yes Comp V, S
time. Otherwise, the runes are permanent until triggered or removed by dispel
magic or other counterspell. Panic and terror race through the hearts of the creatures affected by this spell,
causing them to flee from the caster as fast as possible. The creatures cower
in abject horror if cornered, and if forced to confront the caster, any effected
Spell Descriptions-MAGIC
ranged weapon or projectile, at the Castle Keeper’s discretion. It effects a 20 foot FIRE SHIELD*, Level 4 wizard
diameter sphere. CT 1 R see below D 1 rd./lvl.
SV none SR see text Comp V, S, M
FEEBLEMIND, Level 5 wizard, 8 illusion
Wispy, colorful flame wreathes the caster, surrounding the character like a
CT 1 R 150 ft. D see text
cloak of fire. The fire may be freezing cold or burning hot, whichever the
SV charisma negates SR yes Comp V, S
caster desires. Any creature striking the caster with its body or hand held
This spell drains the target’s higher intellect, reasoning and even base cunning, weapons deals normal damage, but at the same time the attacker takes
reducing the target to an intelligence below that of even some animals. Still, even 1d6 points of damage +1 per caster level due to the intense flames. Spell
at such low intelligence, the spell’s target instinctively recognizes friends, and can resistance applies to this damage. Weapons with exceptional reach do not
follow them and protect them in a very primitive manner. The unfortunate victim endanger the attacker.
remains in this state until a heal, restoration, wish, or equivalent are used to dispel it.
The flame-clad character gives off light like a dim torch, the color of which is
selected by the caster (blue or green for a chill shield, violet or reddish-orange
FIND THE PATH*, Level 8 illusion, 6 cleric
for a hot shield). Characters surrounded by a hot shield take only half damage
CT 3 R touch D 10 min./lvl.
SV none SR yes (h) Comp V, S, F
from cold-based attacks, and no damage if the attack allows a save for half
damage and the caster succeeds. Chill shields operate exactly the same way,
With unerring instinct, the subject of this spell can locate the shortest, most but protect against heat/fire-based attacks.
direct physical route to a specified location on the same plane of existence,
though this destination must be a location, not an object or creature. The FIRE STORM, Level 8 cleric, 7 druid
character can even sense the correct direction that will eventually lead to CT 1 R150 ft. D instant
the destination, indicating at the appropriate times the exact path to follow SV dexterity half SR yes Comp V, S
or physical actions to take, enabling the spell’s target to escape labyrinths,
Raging elemental flame fills the area of effect (10 ft. cubes/level), causing 1d6
underground tunnel networks and mazes, magical or mundane. This spell also
damage per caster level. The flames do not harm natural vegetation, ground
instantly counters and dispels the maze spell. The material component of the
cover, and plant creatures in the area, unless the caster so desires.
spell is a Y-shaped stick.
The reverse of this spell makes the subject lost, no matter the place being FIRE TRAP, Level 4 wizard, 2 druid
sought. The subject wanders aimlessly, always straying off the path. The subject CT 10 min. R touch D until discharged
can be led by someone else, or could even use a map if able to normally do so. SV dexterity half SR yes Comp V, S, M
Set upon any closeable item, a fire trap erupts into flame when anyone other than
FINGER OF DEATH, Level 7 wizard, 8 druid
the caster, or any other caster-selected characters, opens the item that the spell is
CT 1 R 50 ft. D permanent
SV charisma partial SR yes Comp V, S
warding. When triggered, a fiery explosion fills the area within 5 feet of the item
(10 foot diameter sphere). The explosion deals 1d4 damage +1 point per caster
The caster points at one living creature and utters a death curse, instantly level. The item remains unharmed by the spell. A knock spell does not prevent
killing the creature unless it successfully makes a charisma saving throw. If the the effects of a fire trap in any way. An unsuccessful dispel magic spell will not
creature makes its save, it sustains 3d6 damage +1 point per caster level.
27075863 403033
detonate the spell. To cast the spell the caster needs fragments of flint and a stick
of charcoal, the latter used to draw around the closure, the former scattered
FIREBALL, Level 3 wizard over it, this process leaves no visible runes.
CT 1 R 450 ft. D instant
SV dexterity half SR yes Comp V, S, M FIRST AID, Level 0 cleric, 0 druid
With a gesture, the caster sends a small ball of fire hurtling through the air to CT 1 R touch D permanent
detonate with a low roar at the height and distance the caster desires, as long SV n/a SR yes (h) Comp V, S
as it is within the spell’s maximum range. The explosion fills the area of effect When the caster lays hands upon a living creature, this minor healing spell
with intense fire and heat, causing 1d6 damage per caster level to all creatures magically bandages any wound on the creature’s body, preventing further loss
and objects within the area. It ignites combustibles, damages objects and melts of hit points from bleeding. It prevents infection, but cures no damage.
anything with a low melting point such as bronze, copper, silver, lead or gold.
The explosion creates almost no pressure. It effects a 40 foot diameter sphere. FLAME STRIKE, Level 5 cleric
The material component is a small lump of coal. CT 1 R 150 ft. D instant
The fireball follows a straight path, and if it impacts a solid barrier prior to SV dexterity half SR yes Comp V, S, DF
attaining the prescribed range, the impact causes early detonation. If the caster The caster calls down a roaring, vertical column of divine fire, in an area 10
attempts to send the ball through a narrow passage, such as an arrow slit, the feet in diameter and 40 feet high, inflicting 1d6 damage per caster level, to
character must hit with a ranged attack roll, or else the bead strikes the barrier anyone caught within it. Half the damage is fire damage; the other half results
and detonates prematurely. from divine power and is therefore not subject to being reduced by magic or
powers that confer protection from fire.
FIRE SEEDS, Level 6 druid
CT 1 per seed R see below D 1 tn./lvl. or burst FLOATING DISK, Level 1 wizard
SV dexterity half SR yes Comp V, S, M, DF CT1 R 10 ft. D 1 hr./lvl.
The caster binds elemental fire into acorns or holly berries, making them into SV n/a SR n/a Comp V, S, M
weapons that burst into flame upon impact. This spell creates a slightly concave, circular plane of shimmering force that
Acorns: Up to four acorns may be altered with this spell. Each can be thrown follows the caster about and carries equipment, treasure or any other burden.
with reasonable accuracy up to 50 feet. A successful roll to hit must be made. The disk is 3 feet in diameter, and can bear up to 1000 pounds of weight,
Each acorn bursts upon hitting a firm surface, blossoming into flame that or hold up to 2 gallons of fluid. The disk floats 3 feet above the ground at
deals 4d8 damage and igniting any combustibles. all times, and always remains level, though it may not travel faster than the
Holly Berries: Up to eight holly berries may be altered with this spell. They are caster normally walks. When the spell ends or the caster moves more than 50
normally placed by hand, but they can be thrown up to 25 feet. The berries feet away from the disk, it vanishes, dropping its contents. To cast the spell the
burst into flame if the caster speaks a word of command from within 200 feet. caster needs a small 5gp glass or metal disk.
They ignite instantly, and each deals 2d8 damage to any creatures within a 5
foot radius. The explosion will also ignite combustible materials.
FLY, Level 3 wizard gate opens near the individual or creature. This spell does not give the caster
CT 1 R touch D 10 min./lvl. any control over creatures summoned through the gate. The actions of a
SV none SR yes (h) Comp V, S, M summoned creature vary depending upon the situation, the caster’s motive,
This spell empowers the caster to fly at up to 90 feet per round. The character can alignment and perhaps, additional spells that may be active. Deities and other
ascend at 45 feet per round, or dive at 180 feet per round. This flight feels as natural unique entities are under no compulsion to come through the gate unless they
as walking, enabling the character to fight or cast spells quite normally, though choose to. An uncontrolled being acts as it pleases, often to the detriment of
the character cannot bear aloft more weight than a normal maximum load. The the caster, and may return to its home plane at any time. When used in this
material component of the spell is a single feather. manner, the gate remains open only until the summoned creature(s) passes
through the gate. Neither the caster nor anyone or anything on the caster’s
FOG CLOUD, Level 2 wizard, 2 illusion
plane may enter the gate.
CT 1 R 150 ft. D 10 min./lvl. Typically, the caster will ask a summoned creature to perform a service. It
SV none SR no Comp V, S. is easier to gain service from creatures weaker than the caster. Deities and
A dense bank of bilious fog billows out from the point the caster designates, beings with a strong will are often ill-disposed toward the caster for interfering
obscuring all sight (including special vision abilities) beyond 5 feet, partially with their life’s activities.
concealing creatures within 5 feet, and totally concealing those further Even if a service is given, the creature may return to its home plane at any time,
away. It covers an area 50 feet x 20 feet x 20 feet. The fog drifts very slowly at will, whether the service is completed or not, unless the caster has used some
across the ground, blown by the wind (if any) though it cannot be blown other spell to bind the creature and force servitude. Contractual service is entirely
back towards the caster. A strong wind disperses the fog in 4 rounds, and a more involved, but more likely beneficial for the caster, because the summoned
greater wind will disperse it in 1 round. The heavy vapors produced by this creature is less likely to be ill disposed towards its summoner when some form of
spell always sink to the lowest level of the land, even pouring down openings recompense is offered. The negotiation of a contract must be roleplayed, bearing
such as sinkholes. in mind the nature of the creature, its desires, and its intellect; few such creatures
have any need for gold or coin, and their desires may seem alien at best, or utterly
FREEDOM OF MOVEMENT, Level 4 cleric, 4 druid vile. Some creatures may attempt to subvert their contract, especially if they feel
CT 1 R touch D 10 min./lvl. they have been tricked or treated poorly, interpreting a contract in ways that will
SV n/a SR yes (h) Comp V, S, DF hopefully cause the caster distress or peril.
Whether underwater or moving through some other liquid, or impeded by Failure to fulfil a contract on the caster’s part can have terrible consequences.
spells such as hold person or web, the creature affected by this spell can move A creature, its liege, or master may all attempt to enact some measure of
and attack normally for the spell’s duration. No benefits other than free revenge at some time. Or, if the caster violates his alignment or code, or
movement are conferred; a character freely moving underwater still needs to fails to uphold a sworn oath, the caster’s deity may impose some penalty or
find some other means of breathing. dishonor.
G
CT 1 R 10 ft. D see text
SV Cha negates SR yes Comp V, DF
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GASEOUS FORM , Level 3 wizard “Do as I desire or suffer the consequences” is the essence of this spell. The caster
CT 1 R touch D 1 tn./lvl. places a magical command on the spell’s target to carry out some quest or
SV n/a SR yes (h) Comp S. service, or to refrain from some activity or course of action. If the geased
individual fails to do as instructed, they sicken and most likely die. A geas
The creature touched and all of the creature’s gear becomes insubstantial, must be carefully worded by the caster, or it may lead to a quest with a goal not
appearing as a misty, fog-like form. While in this state, the character cannot intended, or the spell may simply fail altogether. The caster of the geas may
be effectively touched or physically interacted with, becoming immune to any release the effected creature from it at any time.
attacks that are not magical in nature (such as the strikes of spells and clearly
supernatural abilities). The character cannot walk, but can fly at 10 feet per Although a geas can command almost any course of activity, it cannot
round. The character may also filter through small holes or narrow openings, even compel a creature to commit suicide or perform acts that would result in
mere cracks, with all they were wearing or holding, as long as the spell persists. certain death. The creature affected must be able to understand the caster’s
On the downside, the character gains no AC bonus due to material armor, cannot command, or the spell fails. A geased creature is bound with the spell until
physically attack or affect others, cannot cast spells, cannot move more rapidly, the task is completed, no matter how long it takes, but if the instructions
may be blown about by stiff winds and may not enter water or other liquids. It involve an open-ended task that the character cannot complete through its
effects one willing creature. own actions, the spell ends after one day.
If a creature ignores the geas, or is prevented from obeying it, they suffer
GATE, Level 9 wizard, 9 cleric consequences. A creature will lose 1 point of strength and suffer a 1 penalty
CT 2 R 50 ft. D special to all saving throws for every day during which the quest is not undertaken. If
SV none SR no Comp V, S they again take up the quest, the penalties cease. If a creature ignores a quest
A shimmering, mystical gate appears, hovering just above the ground. The for 5 days in a row, they must make a constitution save or sicken. A sickened
gate is an inter dimensional portal between the plane the caster is on and character moves at half normal speed, suffers -4 penalty on constitution and
another plane of existence. The caster chooses which plane to connect to dexterity, heals no damage naturally, and cannot benefit from magical healing.
upon casting the spell, but must have some knowledge of the other plane. The A sickened character must also again make a constitution save after a number
gate can be used in two ways. of days have passed equal to the creature’s normal constitution score. Failure
means the creature is disabled, unable to move or act beyond a crawl. All of
First, the gate may be used as a means of travel. Anything or anyone moving these effects end 1 day after the character deliberately attempts to resume
through the gate instantly transports to the other plane. The gate is 5 feet in the quest.
diameter, but the caster can increase the diameter by 1 foot per level. The
caster may hold the gate open for no more than 1 round per level, and must A geas and its effects can be removed magically by remove curse (but only if
concentrate to do so. the caster of the remove curse is at least two levels higher than the level of
the character who cast the geas , and the caster of the remove curse makes a
Second, the gate may be used to summon an individual creature or type of successful charisma check), or a wish. Dispel magic does not affect a geas.
creature from the plane to which the gate is connected. The caster names
the creature individually or a specific creature type upon casting, and the
Spell Descriptions-MAGIC
Eerie rattles and wails, wolfish howls, warm laughter, quiet conversation, the This spell cures the draining touch of the undead as well as many other
rumble of thunder and clash of swords, the soft patter of bare feet; all these are deleterious effects. Greater restoration dispels all effects reducing or penalizing
sounds that can be created with this spell, sounds that can seem to rise, recede, a character’s abilities, cures all temporary and permanently drained attribute
approach or remain constant as the caster desires. Virtually any type of sound scores, and also removes all forms of insanity, confusion, feeblemind or similar
can be produced, emanating from anywhere within range, though the volume mental effects. Even more potently, it restores all levels previously drained
cannot exceed as much noise as four normal humans could produce. Small (and all class benefits such as hit points and abilities) by undead. Drained
pieces of ear wax are needed to cast this spell. levels can only be restored if this spell is cast no more than 1 week per caster
level after the drain. It does not restore levels or constitution points lost as a
GLOBE OF INVULNERABILITY, Level 6 wizard result of death.
CT 1 R personal D 1 rd./lvl.
SV none SR no Comp V, S, M GREATER SCRYING, Level 7 wizard, 7 cleric
CT 1tn R see below D 1 tn/lvl.
When this spell is cast, a faintly shimmering 10 foot diameter sphere of arcane
SV none SR no Comp V, S, M, F
energy surrounds the caster. The globe acts as an impenetrable field against
any 1st, 2nd, 3rd, or 4th level spell, spell-like ability or spell-like effect, even if Focusing on a mental image of the person they wish to observe, the caster
the globe is located within the areas affected by such spells. Spells and effects sends their mind’s eye to gaze over the character, watching and listening
targeting or encompassing the globe are not dispelled, but wash harmlessly regardless of distance. Astute characters (intelligence 13+) may, upon
against and over it. Anyone in the globe, however, may cast spells in, through a successful intelligence check, get the feeling they are being watched.
or outside of the globe. Spells of 5th level and higher are not affected by the Successfully focusing the mind’s eye in this manner is difficult, and requires
globe, and the globe can be brought down by dispel magic. The globe moves an intelligence check adjusted by the following cumulative modifiers:
with the caster. The caster needs a small, clear 1gp bead or sphere and a tiny
Caster knows the character well +5
glass sphere (2sp) to cast the spell.
Caster has only met the character -5
GLYPH OF WARDING, Level 3 cleric Caster has only heard of the character -10
CT 10 min. R touch D until discharge Caster has no knowledge of character -15
SV see text SR yes (to effect) Comp V, S, M Caster has likeness of character +5
To cast a glyph of warding, the caster inscribes an area or object with an Caster has possession of the character +5
invisible inscription that harms those who enter, pass, open the warded area or Caster has body part (like a lock of hair) +5
object, or otherwise break the conditions of the ward set by the caster. It can Character is on another plane -15
encompass an area up to 25 feet x 25 feet. An ounce of oil (1sp) mixed with
incense (5sp) and a powdered gemstone of color appropriate to the caster’s If the scrying is successful, the caster may cast the following spells through the
27075865
deity (200gp) is needed to activate the spell. Glyphs can be set to permit or scrying: comprehend languages, detect chaos, detect evil, detect good, detect 403035
ward against a specific individual or individuals, or even entire species or law, detect magic, message, read magic, tongues. The material component is
groups of species. They can be set only to admit characters of certain faiths a 1000gp gem.
or alignments, or carrying certain items, wearing certain garments, colors, or
signs or uttering certain passwords. Any creature violating the warded area is GREATER SHADOW CONJURATION, Level 5 illusion
subject to its magic. CT 1 R 150 ft. D 1 rd/lvl
SV intelligence (see text) SR no Comp V, S
Glyphs respond to invisible creatures normally, but can be fooled by polymorph
and non detection spells, and they are not triggered by those who travel past them The caster shapes quasi-real illusions, resembling monsters, that can attack
ethereally. Multiple glyphs cannot be cast on the same area or object, although the caster’s foes. The shadow conjurations remain semi-solid, even to those
more than one glyphed object may be placed in close proximity. A glyph can be who disbelieve them. The caster can create one or more illusions whose total
made to conform to any shape, up to the limitations of the spell’s area. HD are equal to the caster’s level. The caster chooses what form the illusions
take, be they goblin, orc or lion, but size is restricted to medium or small. The
Read magic permits a character to see a glyph, and a successful intelligence shadow creatures have only 40% of the normal or maximum hit points of a
check allows the same character to identify the glyph. Identifying the glyph creature of the chosen type.
does not discharge it and allows the character to know the basic nature of the
glyph. Glyphs are affected by dispel magic. Depending on the version selected, Characters interacting with these illusions believe them to be real creatures,
a glyph either blasts the intruder or activates a spell: unless they make a successful intelligence save. If the saving throw fails, the
Blast Glyph: This glyph causes 1d4 damage per caster level to the intruder creatures deal normal damage and have all the normal abilities and weaknesses
and all within 5 feet of the intruder. A successful Wis save reduces damage of a creature of that type. If the saving throw succeeds, the creatures’ special
by one-half. Damage may be either from acid, cold, electricity, fire, or abilities, armor class, damage and all other aspects will be only 40% as strong
sonic, as determined by caster. Because the damage is entirely divine, as the real thing. Those who succeed at their saves see the conjurations as
however, the type of damaging agent has no secondary effect. transparent images superimposed on vague, shadowy forms.
Spell Glyph: Stores any single spell of up to 3rd level that the caster knows.
The spell must be cast as part of the process of inscribing the glyph. When GREATER SHADOW EVOCATION, Level 6 illusion
it is violated, the spell operates as if the caster cast it at that time, allowing CT 1 R special D special
normal saves as per the spell. SV Int (see text) SR yes Comp V, S
The caster creates a quasi-real illusion, one possessed of some substance and
GOODBERRY, Level 1 druid reality, that mimics one of the following spells: cloudkill, cone of cold, fireball,
CT 1 R n/a D 1 day/lvl. ice storm, lightning bolt, magic missile, stinking cloud, wall of fire, wall of force,
SV none SR no Comp V, S, DF wall of ice, wall of iron, wall of stone, or web. The mimicked spell has its full
The caster enchants a handful of fresh berries (2d4), each of which nourishes normal effect, range, duration, saving throw allowances, SR, and so on, unless
a creature as if it had eaten a full meal, and it also cures 1 point of damage. the targeted creature(s) makes an Int saving throw. A successful saving throw
Only 8 berries may be eaten in a 24-hour period. reduces the mimicked spell to 40% of its normal damage, effect and strength.
GUARDS AND WARDS, Level 6 wizard, 5 illusion First, the entire area operates as a magic circle against evil (or good, chaos or
CT 30 min. R special D 1 hr./lvl. law, as chosen by the caster). All warded creatures in the area receive a +2
SV see text SR see text Comp V, S, M bonus to armor class and saves against attacks by creatures of the selected
This mighty spell is a useful tool in the defense of towers, strongholds, and alignment. Likewise, the spell blocks any attempt to possess or mentally
other dwellings. The caster must be somewhere within the area being warded control a warded creature, and prevents bodily contact by summoned or
to cast the spell. A strand of giant spider’s silk (20gp), an ounce of fine wine conjured creatures. The protection against contact by summoned or conjured
(2gp), a small decorated silver key (5gp) and a page of fine parchment to be lit creatures ends if a warded individual makes an attack against such a creature.
(1gp) are the material components needed to cast the spell. The spell radiates Spell resistance can allow a summoned creature to overcome this protection
out and away from the caster in a 20 foot/level diameter sphere, creating the and touch the warded creature. These effects are not cumulative with
effects detailed below within the building. The whole warded area radiates protection from evil.
magic with incredible intensity. A dispel magic cast on a specific effect, if Second, all attempts to turn undead gain a +3 bonus. Attempts to command
successful, removes only that effect. A successful disjunction destroys the undead suffer a -3 penalty.
entire guards and wards spell.
Third, any dead body interred in a hallowed site cannot be turned into an
1. Any creature facing a choice in direction, such as a corridor intersection undead creature.
or side passage, becomes subject to a minor confusion-type effect, making
it 50% likely that they will believe they are going in the exact opposite Fourth, the character may choose to affix a single spell effect to the hallowed
direction from the one they actually chose. SR: Yes. site. The character must cast the spell when casting hallow. The spell effect
lasts for one year and functions throughout the entire consecrated site,
2. All corridors within the area of the spell fill with an eerie fog, obscuring all
regardless of its normal duration and area of effect. The caster may designate
sight, including darkvision, beyond 5 feet A creature within 5 feet has one-
whether the effects apply to all creatures, or only to creatures who share the
half concealment; creatures farther away have full concealment. SR: No.
character’s faith or alignment. At the end of the year, the chosen effect lapses,
3. All doors are subjected to the lock spell (see knock). SR: No. but it can be renewed or replaced simply by casting hallow again. Spell effects
4. One door per caster level is covered by an illusion to appear as if it were a that may be tied to a hallowed site include aid, bless, cause fear, detect evil (good,
plain wall, and may only be detected through with a intelligence (disbelief) chaos, law), detect magic, dispel magic, endure elements, freedom of movement,
save. SR: No. protection from elements, remove fear, resist elements, silence and tongues.
5. Webs fill all stairs from top to bottom, the strands identical to those of the The reverse of this spell, unhallow, provides the above effects, but against good
web spell, except that they regrow in 10 minutes if they are burned or torn creatures. Any dead body buried in an unhallowed area, however, will rise as
away while the guards and wards spell is in effect. SR: Yes. a zombie in 24 hours.
6. The caster may also select one of the following: HALLUCINATORY TERRAIN, Level 3 wizard, 3 illusion
a. A gust of wind in one corridor or room. SR: No. CT 10 min. R 150 ft. D see text
SV intelligence SR no Comp V, S, M
b. A magic mouth in two places. SR: No.
The caster makes natural terrain look, sound and smell like some other sort
27075866 c. A stinking cloud in two places. The vapors appear and linger in the places of natural terrain. Structures, equipment and creatures within the area are 403036
the caster designates; they return within 10 minutes if dispersed by wind not hidden or changed in appearance. The illusion persists until dispelled or
while the guards and wards spell lasts. SR: Yes. disbelieved by an intelligent creature. It effects a 10 foot x 10 foot area per
d. A suggestion in one place. The caster selects a 10 x 10 ft area (or less), level of the caster.
and any creature who enters or passes through the area receives the
suggestion mentally. SR: Yes. HASTE*, Level 3 wizard
CT 1 R 50 ft. D 1 rd./lvl.
e. Dancing lights in four corridors. The character can designate a simple SV constitution (h) see text SR yes (h) Comp V, S, M
routine that the lights will repeat for as long as the guards and wards spell
lasts. SR: No. Haste is a powerful but dangerous magic that is usually cast in times of great
desperation. Haste affects one creature. Haste doubles the affected creature’s
movement rate and number of attacks per round. Neither spell casting nor
GUST OF WIND, Level 3 wizard
other actions are accelerated. A creature affected by haste ages one year, and
CT 1 R 150 ft. D 1 rd.
assumes the risk of permanent bodily damage from the strain of the spell. At
SV strength negates SR no Comp V, S.
the end of the spell’s duration, an affected creature must make a successful
A powerful, howling blast of air originates from the caster in the direction constitution saving throw or lose 1 hit point permanently.
they are facing, and extending out to 10 feet high and 10 feet wide. This gust
Slow is the reverse of haste. It reduces by 1/2 a creature’s movement and
automatically extinguishes candles, torches, and similar small unprotected
number of attacks per round. A creature affected by slow suffers no aging or
flames; it fans larger flames such as bonfires; it scatters any small, light items
other bodily strain. Haste dispels and counters slow, and vice-versa.
such as a wind ordinarily would; and it causes protected flames, such as
those of lanterns, to dance wildly, with a 50% chance that they too will be
HEAL*, Level 6 cleric, 9 druid
extinguished. Small-sized flying creatures must make a strength save to avoid
CT 1 R touch D permanent
being blown wildly out of control by the spell, while small and medium-sized
SV none SR yes (h) Comp V, S, DF.
land borne creatures, as well as medium-sized flying creatures, must make a
strength save to successfully continue moving normally. This powerful curative enables the caster to wipe away disease and injury. It
completely cures all hit point damage, all diseases, blindness, deafness and
all temporary ability damage. It neutralizes poisons in the subject’s system,
so that no additional damage or effects are suffered. It nullifies a feeblemind
H spell. It cures mental disorders caused by nature, spell, or injury to the brain.
Heal does not remove negative levels, restore permanently drained levels,
HALLOW*, Level 4 cleric or restore permanently drained ability scores. If used against an undead
CT one day R touch Dur one year creature, heal acts as its reverse, harm. Harm drains the target of all but 4 hit
SV none SR see text Comp V, S, M, DF points and causes disease in the subject (see remove disease). If used against
This spell sanctifies a large 150 foot radius area of a holy site. The caster must an undead creature, harm acts like heal.
have religious trappings worth 1,000gp to cast the spell. The spell has four
effects.
Spell Descriptions-MAGIC
This spell releases waves of energy in all directions from the caster, up to A divine radiance surrounds all good-aligned (or evil, chaotic or lawful)
a 20 foot radius sphere, curing 2d8 points of damage to all living creatures subjects in the radius (one creature/level in a 25 foot radius), protecting them
in the area of effect, including allies and enemies. The curative version of from attacks, granting them resistance to spells cast by creatures, and blinding
this spell deals the same damage to undead, while the reverse, harming circle, evil creatures when they strike the subjects. The warded creatures gain a +4
deals damage to living creatures. In those situations, a successful wisdom save bonus to armor class and saves, and a SR of 16 against evil spells and spells
indicates half damage. Harming circle heals undead creatures. cast by evil creatures. The spell also blocks possession and mental influence
just as protection from evil does. Finally, if an evil creature succeeds at a melee
HEAT METAL*, Level 2 druid attack against a warded creature, the offending attacker is blinded unless they
CT 1 R 50 ft. D 7 rd. make an intelligence save (see remove blindness).
SV none SR no Comp V, S
HOLY WORD*, Level 7 cleric
This spell raises the temperature of metal items, such as weapons and armor,
CT 1 R see below D permanent
while its reverse, chill metal, lowers the temperature. Magical metal items are
SV none SR yes Comp V
not affected. The spell affects the equipment of one creature per every two
caster levels and the creatures can be no more than 25 feet apart, or it affects A powerful cleric uttering a holy word (good) or unholy word (evil) speaks with
25 pounds of metal per level (not held or worn by a creature). the voice of their deity. The spell instantly banishes extraplanar creatures
within a 25 foot radius area to their home planes. Creatures so banished
This spell lasts for 7 rounds. On the first and seventh round of the spell,
cannot return for at least 1 day. This effect takes place regardless of whether
the metal becomes warm or chilly, and uncomfortable to touch but deals no
the creatures hear the holy word. Additionally, creatures in the area of effect
damage. During the second and sixth rounds, burning heat or icy coldness
who hear the holy word and are not good suffer the following effects:
causes pain and 1d4 damage. In the third, fourth and fifth rounds, the metal is
searing hot or freezing cold, causing disabling pain and 2d4 damage per round. Level or HD Effect
The disabling pain results in the hands and/or body becoming totally disabled 12 or more Deafened
for a number of days equal to the creature’s constitution divided by 4. Less than 12 Blinded, deafened
Any heat or cold intense enough to damage the creature negates heat or Less than 8 Paralyzed, blinded, deafened
cold damage from this spell (and vice versa) on a point-for-point basis. Less than 4 Killed, paralyzed, blinded, deafened
Underwater, heat metal deals half damage and boils the surrounding water, and
chill metal deals no damage, but ice immediately forms around the affected Deafness lasts 1d4 rounds. Blindness lasts 2d4 rounds. Paralyzation lasts 1d10
metal, making it more buoyant. minutes with the subject unable to move or act in any way. Killed means that
living creatures instantly die (undead are destroyed).
HOLD ANIMAL, Level 2 druid
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CT 1 R 50 ft. D 1 rd./lvl. HYPNOTIC PATTERN, Level 2 illusion 403037
This spell reveals a single function of one magic item for each round it is in INCENDIARY CLOUD, Level 8 wizard
CT 1 R 150 ft. D 1 rd./2 lvl.
effect. The most basic functions are revealed first, including how to activate
SV dexterity halves SR yes Comp V, S
that function or the item, and how many charges remain. For a weapon, this
will be the plus to attack and damage. If a magic item has multiple different This spell creates a cloud of roiling smoke shot through with white-hot
functions that are equally basic, the Castle Keeper determines which is first embers. The smoke obscures all sight, including special visions, beyond 5 feet.
identified. Multiple castings of this spell may be cast at the same time, taking A creature within 5 feet has one-half concealment; creatures farther away
10 minutes per spell. After casting this spell, the caster becomes exhausted, have total concealment. The spell effects an area 20 feet high by 30 feet and
and loses 1d4 points of constitution. After resting for 1 hour per each separate 30 feet thick.
spell cast, constitution is returned to normal. The caster needs materials
In addition, the white-hot embers within the cloud deal 3d6 points of fire
valued at 100gp to cast the spell.
damage each round (half damage on a successful dexterity save). A moderate
wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph)
ILLUSORY SCRIPT, Level 3 illusion
disperses the smoke in 1 round. The spell does not function underwater.
CT 1 min. R touch D permanent
SV see text SR no Comp V, S, M
INFLUENCE, Level 0 illusion
This spell writes instructions or other information on any suitable writing CT 1 R 25 ft. D 3 rd.
material. The script appears to be some form of foreign or magic writing. Only SV charisma negates SR yes Comp V,S
the person (or people) designated by the character at the time of the casting
This minor charm makes one medium-size or smaller humanoid regard the
are able to read the writing. The script is completely unintelligible to any
caster as a trusted friend and ally. It lasts for three rounds (during which time
27075868
another spell is often cast to gain better advantage of the charm’s effect). If
Any unauthorized creature attempting to read the script triggers a potent the target is being threatened or attacked by the caster or the caster’s allies
illusory effect and must make an intelligence saving throw, or become subject at the time of casting, the target receives a +5 bonus to its saving throw.
to a suggestion implanted in the script by the caster. The suggestion lasts only The spell does not enable the caster to control the charmed creature as if it
30 minutes. were an automaton, but the subject perceives the caster’s words and actions
If successfully dispelled by dispel magic, the illusory script and its secret in the most favorable way. The caster can try to give the subject orders, but
message disappear. The hidden message can be read by a combination of the must succeed at a charisma check to convince it to do anything it wouldn’t
true seeing spell with the read magic or comprehend languages spell. The casting ordinarily do. Any act by the caster or the caster’s apparent allies that
time depends on the length of the message written, but it is always at least 1 threatens the influenced creature breaks the spell. Note also that the caster
turn (1 minute). To cast the spell the caster needs special ink valued at 50gp. must speak the creature’s language to communicate commands.
This spell creates the illusion of a wall, floor, ceiling or similar surface. It This spell causes a creature to permanently lose its mind, becoming unstable
appears absolutely real when viewed, but physical objects can pass through it and unpredictable. Creatures affected by this spell will behave randomly.
without difficulty. When the spell is used to hide pits, traps or normal doors, Possible behavior includes, but is not limited to, wandering away, staring
any detection abilities that do not require sight work normally. Touching or blankly into the distance, babbling incoherently, suffering paranoia, or even
probing the surface reveals its illusory nature, though that does not cause the acting normally, although any of these behaviors may last anywhere from 1
illusion to disappear. It effects an area 10 feet x 10 feet x 1 foot. round to several days or years. Attackers are not at any special advantage
when attacking stricken creatures. Any creature who is attacked automatically
IMPRISONMENT, Level 9 wizard
returns the attack on its next turn. Remove curse does not remove insanity.
CT 1 R touch D permanent Heal, limited wish, distort reality, and wish can restore the creature.
SV none SR yes Comp V, S
INSECT PLAGUE, Level 5 cleric, 5 druid
This spell requires a successful touch attack to affect the target who is then CT 1 R 450 ft. D 1 tn./lvl.
entombed, in a state of suspended animation in a small sphere, far beneath SV see text SR no Comp V, S, DF
the surface of the earth. For the victim, time ceases to flow. The creature does
not grow older, its body functions virtually cease and no force or effect can A horde of insects swarm forth from the spell’s point of origin, in a 180 foot
harm it. Most divinations will not reveal the creature but discern location does. diameter thick cloud. The insects limit vision to 10 feet, and spellcasting within
The subject remains entombed unless the reverse of this spell, freedom, is cast the cloud is impossible. Creatures inside the insect plague, regardless of AC,
where the imprisonment took place. A wish spell will not free a creature but sustain 1 point of damage at the end of each round they remain within it. All
will reveal where it is entombed. The imprisonment spell functions only if the creatures with 2 or fewer HD are driven from the cloud at their fastest possible
target’s name and some facts about its life are known. speed in a random direction, and flee until they are at least 100 feet away from
Spell Descriptions-MAGIC
the insects. Creatures with 3 to 5 HD flee as well, unless they succeed at a INVISIBILITY TO ANIMALS, Level 1 druid
charisma saving throw. CT 1 R touch D 10 min./lvl.
SV none SR yes Comp S, DF
The horde of insects does not move from the targeted area of effect. Heavy
smoke or fire drives the insects away, but single torch is ineffective against the When this spell is cast, animals cannot perceive a single warded creature.
horde. Lightning, cold, and ice are ineffective, but a strong wind (21+ mph), This spell does not affect animals with special magical qualities, like a
that covers the entire plague area, disperses the insects and ends the spell. paladin’s divine mount or a blink dog. Unlike a normal invisibility spell, this
spell blocks all sensory perception of a warded creature by an animal. Thus,
INSTANT SUMMONS, Level 7 wizard a wolf could not smell the warded creature. If a warded creature touches an
CT 1 tn. R n/a D n/a animal or attacks any creature, even with a spell, the spell ends.
SV none SR yes Comp V, S, M
This spell allows the caster to summon a pre-prepared item from virtually any INVISIBILITY TO UNDEAD, Level 1 cleric
CT 1 R touch D 10 min./lvl.
location directly to the caster’s hand. The item must be a single item weighing
SV none SR yes Comp S, DF
no more than 10 pounds, and it cannot be over 6 feet in length, width, or depth
unless it is the caster’s personal staff. The caster places a personal mark on the This spell completely shields the recipient from all perception by undead
item, and casts the spell on a gem worth at least 2,500 gp, which magically and creatures. Nonintelligent undead are automatically affected and act as
invisibly inscribes the name of the item on the gem. Thereafter, the character though the warded creature is not present. Intelligent undead are entitled to
can summon the item by speaking a special word set by the character when the an intelligence saving throw. Failure indicates that they cannot perceive the
spell is cast, and crushing the gem. The item appears instantly in the caster’s warded creature, but if intelligent undead creatures have reason to believe
hand. Only the original caster can use the gem in this way. If the item is in unseen opponents are present, it can attempt to find or strike it despite failure
the possession of another creature, the spell does not work, but the caster of the save. If a warded character attempts to turn or command undead,
immediately knows who the possessor is, and roughly where he, she, or it is touches an undead, or attacks any creature (even with a spell), the spell
located when the summons is cast. The item can be summoned from another ends.
plane, but only if no other creature has claimed ownership of it.
IRONWOOD, Level 6 druid
INVISIBILITY, Level 2 wizard, 2 illusion CT 10 min. + 1 min./lb. R touch D permanent
CT 1 R touch D special, see text SV none SR no Comp V, S, M
SV none SR yes Comp V, S, M
By using this spell, the caster makes normal wood into magical wood that is
The recipient of this spell (and all of his or her gear) vanishes from all forms as strong, heavy and resistant to fire as steel. Spells that affect metal or iron
of natural sight, including special visions. Items dropped or put down by an do not function on ironwood. Spells that affect wood do affect ironwood,
invisible creature become visible; items picked up disappear if tucked into although ironwood does not burn. Using this spell, the character can fashion
the clothing or pouches worn by the creature. Light, however, never becomes wooden items that function as steel items, such as weapons and armors. These
invisible, although a source of light can become so (thus, the effect is that of a items are freely usable by druids. However, the wood to be transformed into
light with no visible source). Any part of an item that the subject carries but ironwood must be shaped prior to the transformation. The spell can be used
27075869
that extends more than 10 feet from it becomes visible, such as a trailing rope. to alter 5 pounds of material per level of the caster. 403039
The spell ends if the subject attacks any creature. For purposes of this spell,
attacks include any spell that can inflict damage upon or otherwise negatively
impact a creature, or any similarly targeted action undertaken with a magical
item, such as a wand, ring, or scroll. Note that spells specifically affecting allies
J
but not foes are not attacked for this purpose, even when they include foes JUMP, Level 1 wizard
in their area. CT 1 R touch D 1 tn./lvl.
SV none SR yes Comp V, S, M
An eye wrapped in tar. clay or the like is the only component used for this
spell. One recipient may make astounding leaps and bounds, launching up to 25
feet forward, or 10 feet backward or upwards, although safe landing at the
INVISIBILITY SPHERE, Level 3 wizard, 3 illusion end of such a magnificent jump requires a successful dexterity check. The
CT 1 R see below D special, see text hind leg of a cricket or other leaping animal or insect is used in the casting
SV none SR yes Comp V, S, M of this spell.
All creatures (including carried gear) within 10 feet of the recipient vanish
from all forms of natural sight, including special visions. Items dropped or
put down by an invisible creature become visible; items picked up disappear
if tucked into the clothing or pouches worn by the creature. Light, however,
K
never becomes invisible, although a source of light can become so (thus, the KNOCK*, Level 2 wizard
effect is that of a light with no visible source). Any part of an item that the CT 1 R 50 ft. D permanent
subject carries but that extends more than 10 feet from it becomes visible, SV none SR no Comp V
such as a trailing rope. This spell opens stuck or locked doors, even magically held ones. It slides bolts
For each subject, the invisibility ends if the subject attacks any creature. For and lifts latches. It opens secret doors, as well as locked or trick-opening boxes
purposes of this spell, attacks include any spell that can inflict damage upon or chests, and also loosens shackles or chains that have been employed to hold
or otherwise negatively impact a creature, or any similarly targeted action closures shut. Knocked doors do not re lock themselves once opened. Knock
undertaken with a magical item, such as a wand, ring or scroll. Note that can not raise portcullises or similar impediments, nor can it undo or untangle
spells specifically affecting allies but not foes are not attacks for this purpose, knots. Each spell can undo up to two means of preventing egress through a
even when they include foes in they area. portal. If used to open a magically locked closure, knock does not remove the
spell but simply inhibits its functioning for 10 minutes.
Those affected by this spell cannot see each other or themselves. Any affected
creature moving out of the area becomes visible, but creatures moving into Lock is the reverse of knock. It magically locks a single portal, chest or box,
the area after the spell is cast do not become invisible. preventing it from being opened by any mundane means short of breaking or
bypassing the portal itself; any magical means of opening, such as dispel magic
An eye wrapped in tar, clay or the like is the only component used for this
or knock work normally. The caster can freely pass the character’s own lock
spell.
without affecting it.
The caster instantly and unerringly knows which direction is north. The The caster unleashes a blinding, sizzling arc of forking electricity that deals
caster will retain this knowledge for one day, or longer if the character can 1d6 points of damage per caster level. The caster channels the electricity
locate some external reference point to help keep track of direction. through a small iron rod (1sp) that has been left out in a thunderstorm. The
bolt is 10 feet wide x 50 feet long or 5 feet wide x 100 feet long. The bolt
erupts from the caster’s fingertips, staff, rod or wand. It strikes creatures and
L
objects along its sinuous path and even a couple of feet to either side, igniting
combustibles, sundering wooden doors and melting metals with a low melting
point, such as lead, gold, copper, silver or bronze.
LEGEND LORE, Level 6 wizard
If the damage caused to an interposing barrier shatters or breaks through it,
CT see text R see text D see text
the bolt continues beyond the barrier to the extent of its range. If the bolt
SV n/a SR n/a Comp V, S, M
does not break through or is deflected, it rebounds toward the caster up the
Great deeds, events and powers are writ large in legend, and with this spell full length of the bolt or until it strikes another barrier and rebounds again.
the caster can draw upon these great tales, bringing to light knowledge about
a legendary person, place or thing. If the person or thing is close at hand, or if LIMITED WISH, Level 7 wizard
the caster is in the place in question, the casting time is only 1d4 x 10 minutes. CT 1 R n/a D see below
If the caster only possesses detailed information on the person, place or thing, SV see text SR see text Comp V.
casting time is 1d10 days, and the resulting knowledge gleaned is less complete
Though the scope of the wish granted by this potent spell may be limited,
and specific. If the caster knows little beyond rumor, casting time is 2d6 weeks,
much can be accomplished by the imaginative caster within its strict bounds.
and the resulting lore is vague and incomplete, though it may enable the caster
This spell may duplicate the effects of any wizard spell of 6th level or lower,
to locate more detailed information. While casting this spell, the caster cannot
any illusionist spell of 5th level or lower or any cleric or druid spell of 4th level
engage in anything other than routine activities such as sleeping and eating.
or lower. It may also grant other effects in line with the power of such spells,
Casting the spell requires 250gp of powdered gems, a magic item, incense, blank
although any effects must be approved by the Castle Keeper. The caster must
parchment, ink, quills or silver pens.
be cautious in phrasing the spell though, for the desires of the greedy often
When completed, the spell brings the legends, if any exist, about the end in disaster, and the spell is very literal in its fulfilment of the caster’s wish.
individual, location or thing to the caster’s mind,. The tales reveal themselves Duplicated spells allow saving throws and spell resistance as normal.
as long-forgotten and sometimes cryptic memories, riddles or rhymes,
regardless of whether the legends are current, long forgotten or obscure. LOCATE CREATURE, Level 4 wizard
Subjects lacking legendary importance provide no information whatsoever. CT 1 R 450 ft. D 10 min./lvl
As a rule of thumb, characters of 10th level and higher are legendary, as are the SV n/a SR n/a Comp V, S, F
sorts of creatures they strive against, the major magical items they wield, and
Using this spell, the caster may locate the nearest creature of a known type
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the places where they performed their great or nefarious deeds. 403040
Spell Descriptions-MAGIC
succeeds at a charisma save. Failure to take over the host leaves the caster’s life
M force in the magic jar, and the target automatically succeeds at further saving
throws if the caster attempts to possess its body again.
MAGE HAND, Level 0 wizard If successful, the caster’s life force occupies the host body, and the host’s life
CT 1 R 25 ft. D concentration force is imprisoned in the magic jar. The caster keeps his or her intelligence,
SV none SR yes Comp V, S wisdom, charisma, level, class, base attack bonus, prime attributes, alignment,
The caster points a finger at an object of 5 pounds or less, and can then lift and mental abilities while the host body retains its strength, dexterity,
and move it at will from a distance. The caster can move the object up to 15 constitution, hit points, natural abilities and extraordinary abilities such as
feet in any direction in a round, though the spell ends if the distance between water breathing or regeneration. A body with extra limbs does not allow the
the caster and the object ever exceeds the spell’s range. caster to make more attacks (or more advantageous two-weapon attacks)
than normal. The caster can’t choose to activate the body’s extraordinary or
MAGIC AURA, Level 0 illusion supernatural abilities. The creature’s spells and spell-like abilities do not stay
CT 1 R touch D n/a with the body.
SV none SR yes (object) Comp V, S, F The caster may move back to the jar, returning the trapped soul to its body,
The caster makes an item’s aura appear magical, and thus register to detection at any time; and may thereafter attempt to possess another body. The spell
spells (and similar spells). Identify or a similar detection reveals the aura as ends when the caster chooses to return to the caster’s own body (leaving the
false. The spell can effect 5 pounds per level of the caster. receptacle empty).
To cast the spell, the magic jar must be within spell range. When the caster’s soul
MAGIC CIRCLE (against chaos, evil, good or law), Level 3 cleric, 3 wizard transfers to the jar, the caster’s original body is, as near as anyone can tell, dead.
CT 1 R creature touched D 3 rd./lvl.
SV none SR no (see text) Comp V, S, M/DF If the host body is slain, the caster returns to the magic jar, if within range, and
the life force of the host departs (that is, it is dead). If the host body is slain
This spell creates a magical barrier around the subject, to a distance of 10 feet, beyond the range of the spell, both the caster and the host die. Any life force
that offers protection against one axis of alignment (evil, good, chaos, or law) with nowhere to go is treated as slain.
which is decided at the time of casting. Only one such protective spell can be
in effect in one place at the same time, even if each protects against a different If the spell ends while the caster is in the magic jar, the caster returns to the
alignment. caster’s body (or dies if the caster’s body is out of range or destroyed). If the
spell ends while the caster is in a host, the caster returns to the caster’s body
The barrier moves with the subject and grants a +2 bonus to armor class and (or dies, if it is out of range of the caster’s current position), and the soul in
saving throws against creatures of the chosen alignment. The spell prevents the magic jar returns to its body (or dies if it is out of range). Destroying the
bodily contact by summoned or conjured creatures of any alignment: the melee receptacle ends the spell. A magic jar may also be dispelled by casting a dispel
attacks of such creatures fail and the creatures recoil from the protective magic. magic (or greater) spell on either the receptacle or the host.
The protection against contact by summoned or conjured creatures ends if the
warded creature makes an attack against, or tries to force the barrier against, MAGIC MISSILE, Level 1 wizard
27075871 the blocked creature. Spell resistance can allow a summoned or conjured CT 1 R 150 ft. D n/a
403041
creature to overcome this protection and touch the warded creature. SV none SR yes Comp V, S
The magical circle also blocks any attempt to possess or exercise mental control A missile of magical energy flies from the caster’s hand and unerringly strikes its
over the warded creature by foes of any alignment. The protection does not target. The missile deals 1d4+1 points of damage. As long as the caster can see
prevent a spell that gains mental control, but it prevents the caster of such a the target and all the targets are in a 25 foot diameter area, the missile will hit.
spell from mentally commanding the protected creature. If the protection ends Specific parts of a creature cannot be singled out.
before the mental control does, the enemy caster would then be able to exercise
such mental control of the creature. Likewise, the barrier keeps out a possessing For every two levels of experience past first level, the caster gains an
life force but does not expel one if it is in place before the spell is cast. additional missile. The caster has two at 3rd level, three at 5th level, four at
7th level, and so on. If the caster shoots multiple missiles, the caster can have
This spell has a special function that the character may choose when casting the them strike a single creature or several different creatures. The caster must
spell. A magic circle can be focused inward rather than outward. In this case, it designate targets before rolling for damage or SR.
serves as an immobile, temporary magical prison for a summoned creature. The
creature cannot cross the circle’s boundaries. The caster must beat a creature’s MAGIC MOUTH, Level 2 wizard, 2 illusion
SR in order to keep it at bay, but the bonuses and the protection from mental CT 1 R touch D permanent
control apply regardless of an enemy’s SR. If a creature is too large to fit into SV n/a SR yes (object) Comp V, S
the spell’s area, the spell succeeds but for that creature only.
This spell imbues an object with an enchanted mouth that appears and speaks
MAGIC JAR, Level 5 wizard its message when a specified event occurs. The message, which must be
CT 1 R 150 ft. D 1 tn./lvl. twenty-five or fewer words long, can be in any language known by the caster.
SV charisma save negates SR yes Comp V, S, M The mouth cannot cast spells.
By casting magic jar, the caster places their own soul into a gem (which must be The spell activates when specific conditions set by the caster are fulfilled.
of at least 1000gp in value) or large crystal (known as the magic jar), leaving the Commands can be as general or as detailed as desired, although only visual
caster’s own body lifeless. The caster may then attempt to take control of a nearby and audible triggers can be used. The spell reacts to what appears to be real:
body, forcing the target’s soul into the magic jar. Then the caster can attempt to disguises and illusions can fool it. Normal darkness does not defeat a visual
take control of a nearby body, forcing its soul into the magic jar. While in the trigger, but magical darkness or invisibility does. Silent movement or magical
magic jar, the caster can sense and attack any life force within 10 feet per caster silence defeats audible triggers. Audible triggers can be keyed to general types
level (on the same plane). The caster, however, cannot determine the exact of noises or to a specific noise or spoken word. Note that actions can serve
creature types or positions of these creatures. In a group of life forces, the caster as triggers if they are visible or audible. A magic mouth cannot distinguish
can sense a difference of four or more HD and can determine whether a life invisible creatures, alignments, level, HD or class (except by external garb).
force is positive or negative energy. Attempting to possess a body is an attack, The range limit of a trigger is 5 feet per caster level.
and it is blocked by protection from evil or a similar ward. The caster possesses
the body and forces the creature’s soul into the magic jar unless the subject
The caster enchants three pebbles or rocks, no larger than sling bullets, to The group of creatures targeted vanish from sight, even from special forms of
strike with great force when thrown or slung. The creature using the stones vision. If the recipients are carrying gear, the gear vanishes too. Individuals
makes a normal ranged attack at +1 to hit. Each magic stone that hits deals in the group cannot see each other, unless they can normally see invisible
1d6+1 points of damage. Against undead creatures, this damage is doubled things or employ magic to do so. Items dropped or put down by an invisible
(2d6+2 points). creature become visible; items picked up disappear if tucked into the clothing
or pouches worn by the creature. Light, however, never becomes invisible,
MAJOR CREATION, Level 5 illusion although a source of light can become so (thus, the effect is that of a light
CT 10 min. R 10 ft. Dur see text with no visible source). Any part of an item that the subject carries but that
SV n/a SR n/a Comp V, S, M extends more than 10 feet from it becomes visible, such as a trailing rope.
This spell creates a nonmagical item of vegetable, stone, crystal, metal or gem The subjects are not magically silenced, and certain other conditions can
matter. The volume of the item created cannot exceed 1 cubic foot per caster render the recipients detectable (such as stepping in a puddle). The spell ends
level. The caster must succeed at an intelligence check to make a complex if anyone in the group attacks any creature, including casting a spell targeting
item. The duration of the created item varies with its relative hardness and a foe or whose area or effect includes a foe. Actions directed at unintended
rarity: vegetable matter lasts 2 hours/level; stone, crystal and base metals last objects do not break the spell. Causing harm indirectly is not an attack. If the
1 hour/level; precious metals last 20 minutes/level; gems last 10 minutes/level; subject attacks directly it becomes visible immediately along with all its gear.
mithral lasts 2 rounds/level; adamantite lasts 1 round/level. Note that spells specifically affecting allies but not foes are not attacks for this
purpose, even when they include foes in their area.
MAJOR IMAGE, Level 3 illusion
CT 1 R 450 ft. D concentration+3rd.
The spell is broken for any individual who moves more than 180 feet from the
SV intelligence (if disbelieves) SR no Comp V, S
nearest member of the group. (If only two individuals are affected, the one moving
away from the other one loses its invisibility. If both are moving away from each
This spell creates the illusion of an object, creature, or force, as visualized by other, they both become visible when the distance between them exceeds 80 feet.)
the caster. Sound, smell, and thermal illusions are all within the spells powers
to create. Creatures who view the illusion believe it, and can suffer damage MASS SUGGESTION, Level 6 wizard, 5 illusion
from illusions. Hit point damage is suffered from damage to the mind/psyche. CT 1 R 50 ft. D 1 hr./lvl.
While concentrating, the caster can move the image within the range. The SV charisma negates SR yes Comp V, M
image persists for 3 rounds after the caster ceases concentrating. The image
disappears if an opponent makes the saving throw. The spell affects a 40 foot The spell is the same as suggestion except that this spell can affect more
cube area + 10 feet cube per level.
creatures. The caster influences the actions of the creatures by suggesting
a course of activity (limited to a sentence or two). The number of creatures
MASS CHARM, Level 8 wizard
affected is equal to one per level of the caster and all must be within a 25 foot
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CT 1 R 50 ft. D 1 day/lvl. area. The suggestion must be worded in such a manner as to make the activity 403042
SV charisma negates SR yes Comp V,S sound reasonable. The victim must understand the language of the caster
making the suggestion. Any attempt to suggest an act that would be harmful
This charm affects a number of creatures whose combined HD do not exceed twice to the victim or something severely at odds with their behavior will allow the
the caster’s level (a minimum of one creature regardless of HD) and are located affected creature to automatically break the enchantment. The Castle Keeper
within a 50 x 50 foot area. If there are more potential targets than the caster can is free to factor in penalties to the victim’s saving throw for quite reasonable
affect, the caster chooses them one at a time until reaching a creature whose HD suggestions as well as give the target bonuses to their saves for unreasonable
bring the total above the spell’s maximum. or harmful suggestions.
The targets regard the caster as a trusted friend and ally. If the creatures are The suggested course of activity can continue for the entire duration. If the
currently being threatened or attacked by the caster or the caster’s allies, they suggested activity can be completed in a shorter time, the spell ends when
receive a +5 bonus on their saving throw. The spell does not enable the caster the subject finishes what he was asked to do. The caster can instead specify
to control the charmed creatures like automatons, but the subjects perceive the conditions that will trigger a special activity during the duration. If the
caster’s words and actions in the most favorable way. The caster can try to give condition is not met before the spell expires, the activity is not performed. A
a subject orders, but must succeed at a charisma check to convince the subject small piece of wool is needed to cast the spell.
to do anything it wouldn’t ordinarily do. Any act by the caster or the caster’s
apparent allies that threatens the charmed creature breaks the spell. Note also MAZE, Level 8 wizard, 7 illusion
that the caster must speak the creature’s language to communicate commands. CT 1 R 25 ft. D see text
SV none SR yes Comp V, S
MASS HEAL*, Level 8 cleric
CT 1 R 25 ft. D n/a The caster conjures up an extradimensional labyrinth, and the subject
SV none SR yes (h) Comp V, S, DF vanishes into it. The subject’s intelligence score determines the time it takes
to find a way out of the maze: under 3 takes 2d4 days; 3-5 takes 1d4 days; 6-8
This powerful curative enables the caster to wipe away disease and injury in takes 5d4 hours; 9-12 takes 4d4 turns; 13-15 takes 3d4 rounds; 16-17 takes
several creatures within a 25 square foot area. It completely cures all hit point 2d4 rounds; 18 takes 1d4 rounds.
damage, all diseases, blindness, deafness and all temporary ability damage.
It neutralizes poisons in a subject’s system, so that no additional damage or If the subject doesn’t attempt to escape, the maze disappears in 10 minutes,
effects are suffered. It nullifies a feeblemind spell. It cures mental disorders forcing the subject to leave. On leaving the maze, the subject reappears in
caused by nature, spell or injury to the brain. Mass heal does not restore the spot it had been in when the maze spell was cast. If this spot is filled with
permanently drained levels, or restore permanently drained ability scores. If a solid object, the subject appears nearby. Spells and abilities that move a
used against an undead creature, mass heal acts like its reverse, mass harm. creature within a plane do not help a creature escape a maze spell, although
Mass harm drains the targets of all but 4 hit points and causes disease (see the character can escape by using spells to a different plane. Minotaurs and
remove disease). If used against an undead creature, mass harm acts like mass the like are not affected by this spell.
heal.
Spell Descriptions-MAGIC
MELD INTO STONE, Level 3 druid MIND BLANK, Level 9 cleric, 8 wizard, 9 illusion
CT 1 R n/a D 10 min./lvl. CT 1 R 25 ft. D 1 day
SV n/a SR n/a Comp V, S, DF SV charisma negates (h) SR yes (h) Comp V, S.
The caster’s body and possessions meld into stone (the stone must be large The subject is protected from all devices and spells that detect, influence, or read
enough to accommodate the body in all three dimensions). While in the emotions or thoughts, and is immune against all mind-affecting spells and effects
stone, the caster remains in contact with the face of the stone, remains aware as well as information gathering by divination spells or effects. Mind blank even
of the passage of time, and can cast personal spells while hiding. Nothing that foils limited wish and wish, when they are used in such a way as to affect a subject’s
goes on outside the stone can be seen, but it can be heard. At any time before mind or to gain information about him. In the case of scrying that scans an area
the spell expires, the caster can step out of the stone through the surface the spells’ subject is in, the spell works but the spell’s subject simply isn’t detected.
originally entered. If the spell’s duration runs out or the effect is dispelled Scrying attempts targeted specifically at the subject do not work at all.
before the caster voluntarily exits the stone, the caster is expelled.
MINOR CREATION, Level 4 illusion
Minor physical damage to the stone does not harm the caster, but its partial
CT 1 tn. R 10 ft. D 1 hr./lvl.
destruction, to the extent that the caster no longer fits within it, expels the
SV n/a SR n/a Comp V, S, M
caster and deals 5d6 damage. The stone’s complete destruction expels and
slays the caster instantly unless a successful constitution save is made at +3. This spell creates a magical item of non living vegetable matter. The volume
The following spells cause harm to the caster if cast upon the stone: stone to of the item created cannot exceed 1 cubic foot per caster level. The caster
flesh expels the caster and deals 5d6 damage; stone shape deals 3d6 damage but must succeed at an intelligence check to make a complex item. The material
does not expel the character; transmute rock to mud expels and slays the caster component is a tiny piece of matter to create.
absent a constitution save at +3; passwall expels without damage.
MINOR GLOBE OF INVULNERABILITY, Level 4 wizard
MENDING, Level 0 wizard, 0 illusion CT 1 R personal D 1 rd./lvl.
CT 1 R 25 ft. D n/a SV none SR no Comp V, S, M
SV n/a SP n/a Comp V, S
When this spell is cast, a faintly shimmering 10 foot diameter sphere of
This spell repairs small breaks or tears in objects of no more than 5 pounds in arcane energy surrounds and is centered on the caster. The globe acts as an
weight. In metallic objects, it will weld a broken ring, a chain link, a medallion impenetrable field against any 1st, 2nd, or 3rd level spell, spell-like ability or
or a slender dagger, providing but one break exists. Ceramic or wooden objects spell-like effect, even if the globe is located within the areas affected by such
with multiple breaks can be invisibly rejoined to be as strong as new. A hole spells. Spells and effects targeting or encompassing the globe are not dispelled,
in a leather sack or wineskin is completely fixed over by mending. The spell but wash harmlessly against and over it. Anyone in the globe, however, may
cannot repair a magic item. cast spells in, through or outside of the globe. Spells of 4th level and higher
are not affected by the globe itself, but can be brought down by dispel magic.
MESSAGE, Level 0 wizard, 0 illusion The globe moves with the caster. The material component is a small clear 1gp
CT 1 R 450 ft. D 1 rd./lvl. bead or sphere.
SV n/a SR n/a Comp V, S
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The caster can whisper messages and receive a reply with little chance of
CT 1 R 450 ft. D see below
being overheard. The caster points a finger at one creature to be included
SV intelligence SR no Comp V, S
in the spell effect and must mouth the words and whisper, possibly allowing
the opportunity to read lips. Magical silence blocks the spell, but otherwise, This spell creates the illusion of an object, creature or force as visualized
as long as the caster can see the targeted creature, the message is heard. The by the caster. Its area of effect is a 40 foot cube + 10 cubic feet per level.
creature who receives the message can whisper a reply that the caster hears. The spell includes some minor sounds, but not understandable speech. The
The spell doesn’t transcend language barriers. illusion does not create smell, texture or temperature. The caster’s can move
the image within the limits of the spell’s area of effect. The image persists for
METEOR SWARM, Level 9 wizard 2 rounds after the caster’s concentration ceases.
CT 1 R 450 ft. D instant
Creatures who view the illusion believe it, and can suffer damage from it. The
SV see text SR yes Comp V, S.
image disappears if the viewer makes a saving throw.
Meteor like fireballs, spewing sparks and leaving a fiery trail, streak in a
straight line from the caster toward a chosen spot. The caster may choose MIRAGE ARCANA, Level 4 illusion
either four large spheres (2 foot diameter) or eight small spheres (1 foot CT 5 min. R 150 ft. D see text
diameter). Any creature in the straight line path of these spheres takes 9d6 SV intelligence SR no Comp V, S, M
points of fire damage with no save allowed. The large spheres follow a path 10
This spell is like hallucinatory terrain, but it can effect or add man-made
feet wide, and the small spheres follow a path 5 feet wide.
structures to the illusion. The area of effect is 10 feet x 10 feet per level. The
If the spheres reach their destination, each bursts in a spread. Each spread caster makes natural terrain look, sound, feel and smell like some other sort
indicated below creates overlapping areas of effect, and creatures in an overlap of natural terrain. Structures in the area can be altered to look different, or
area must save against each sphere separately or suffer damage. A successful illusory structures can be added. Items and creatures within the area are not
dexterity save reduces damage by half for the burst damage indicated below. hidden or changed in appearance, although they can hide within the illusion
as if it were real. The illusion includes audible, visual, tactile and olfactory
The four large spheres explode with their points of origin forming a diamond
elements. The illusion persists until dispelled or disbelieved by an intelligent
or box pattern around the spell’s target designated upon casting. Each large
creature and requires an appropriate piece of terrain to mimic.
sphere has a 30 foot diameter spread, and each blast is 20 feet apart along the
sides of the pattern, creating overlapping areas of the spell’s effect and exposing
MIRROR IMAGE, Level 2 wizard, 2 illusion
the center to all four blasts. Each sphere deals 1d4 x 10 fire damage.
CT 1 R see below D 3 rd./lvl.
The smaller spheres have a 15 foot diameter spread, and each deals 1d4 x SV none SR no Comp V, S
5 fire damage. They explode with their target forming a pattern around the
Illusory duplicates of the caster pop into being and mimic the caster’s actions,
spell’s central point of origin (which the wizard designated upon casting) of
making it difficult for enemies to know which target to attack. The spell creates
a box within a diamond or vice versa, with each of the outer sides measuring
1d4+1 images. The images stay near the caster and disappear when struck. The
20 feet long. The center has four areas of overlapping effect, and numerous
images remain in a cluster or form a line, each within 5 feet of at least one other
peripheral areas have two or three overlapping areas of the spell’s effect.
figment or the caster. Observers can’t use vision or hearing to tell which one is
the caster and which the image. Enemies attempting to attack the caster or cast
spells at the caster must select from among indistinguishable targets. Generally,
roll randomly to see whether the selected target is real or a figment. Any
N
successful attack roll against a figment destroys it. A figment’s armor class is NEUTRALIZE POISON, Level 4 cleric, 3 druid
equal to the caster’s. An attacker must be able to see the images to be fooled. CT 1 R touch D permanent
SV constitution negates (h) SR yes (h) Comp V, S, DF
MISDIRECTION, Level 2 illusion
CT 1 R 50 ft. D 1 rd./lvl.
The caster detoxifies any sort of venom in one creature or in one object
SV wisdom negates SR no Comp S
touched. A poisoned creature suffers no additional damage or effects from the
poison, and any temporary effects are ended. But the spell does not reverse
This spell misdirects other spells that reveal auras and information. On effects the poison may have already inflicted, such as hit point damage,
casting the spell, the caster chooses a subject and another object (within temporary ability damage, or effects that don’t go away on their own.
range) to serve as the decoy. For the duration of the spell, detection spells
provide information based on the target rather than on the actual target of This spell also neutralizes the poison in a poisonous creature or object. A
the detection attempt, unless the caster of the detection succeeds at a wisdom poisonous creature replenishes its poison at its normal rate.
saving throw.
NIGHTMARE, Level 5 illusion
CT 10 min. R unlimited D see below
MISLEAD, Level 6 illusion
SV charisma negates SR yes Comp V, S
CT 1 R 25 ft. D 1 rd./lvl.
SV intelligence (disbelief) SR no Comp S The caster sends a hideous and unsettling phantasmal vision to a single specific
An illusory double of the caster appears, and at the same time, the caster is creature whom the caster names or specifically designates. The nightmare
affected as if by an invisibility spell. The caster is free to go elsewhere while prevents restful sleep and causes 1d10 points of damage. The nightmare leaves
the caster’s double moves away. The double appears within the spell’s range, the subject tired and unrested, and unable to regain arcane spells for the next 24
but thereafter moves according to the caster’s intent at the time of casting. hours. Dispel evil cast on the subject while the caster is casting the spell dispels the
The caster can make the figment appear superimposed perfectly over the nightmare and stuns the caster for 10 minutes per caster level of the dispel evil. If
character’s own body so that observers don’t notice an image appearing and the recipient is awake when the spell begins, the caster can choose to cease casting
the caster turning invisible. The caster and the figment can then move in (ending the spell) or enter a trance until the recipient goes to sleep, whereupon
different directions. The double moves at the caster’s speed, can talk and the caster becomes alert again and completes the casting. If the caster is disturbed
gesture as if it were real, and even smells and feels real. The double cannot during the trance, the spell ends. If the caster chooses to enter a trance, the caster
attack or cast spells, but it can pretend to do so. is not aware of the caster’s surroundings or the activities around the caster while
in the trance. The caster is defenseless, both physically and mentally, while in the
MNEMONIC ENHANCER, Level 4 wizard
trance. Creatures who don’t sleep or dream are immune to this spell.
CT 10 min. R n/a D see below
SV n/a SR n/a Comp V, S, M, F NONDETECTION, Level 3 wizard, 3 illusion
CT 1 R 25 ft. D 1 hr./lvl.
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The caster prepares or retains additional spells. The additional spell or spells SV see text SR yes (h) Comp V, S, M
403044
prepared or retained fade after 24 hours (if not cast). The caster requires a 50gp The warded creature or item becomes difficult to detect by a divination spell
item that has a flat surface, such as a mirror, and a special ink worth 50gp. There are or device. If a divination is attempted against the warded creature or item, the
two versions of the spell. caster of the divination must make a wisdom saving throw, with the challenge
Prepare: The caster prepares up to three additional levels of spells. A 0 level level being equal to the level of the spellcaster who cast non detection. If cast on
spell counts as one-half level for these purposes. The character prepares and a creature, non detection wards the creature’s gear as well as the creature itself.
casts these spells normally. Non detection can only be cast on one creature or item and requires a reflective
device worth at least 50gp to cast.
Retain: The caster retains any spell up to 3rd level that the caster had cast up
to 1 day before casting the mnemonic enhancer. This version restores the
previously cast spell to the caster’s mind.
The caster can open or close a normal latched door, chest, box, window, bag,
pouch, bottle, or other container. If anything resists this activity the spell fails.
The spell can only open and close things that are of standard weight.
Spell Descriptions-MAGIC
point damage is suffered from damage to the mind/psyche. The illusion follows a
P script determined by the caster, without requiring the caster’s concentration. The
illusion can include intelligible speech if the caster wishes. The image disappears
PASSWALL, Level 5 wizard if an opponent disbelieves for some reason and makes the required saving throw.
CT 1 R 50 ft. D 1 hr./lvl. The spell’s area of effect is 20 foot cube plus 10 cubic feet per level of the caster.
SV n/a SR n/a Comp V, S, M
PHANTASMAL KILLER, Level 4 illusion
The caster creates a temporary passage through a wall that is 5 feet wide, 8 feet
CT 1 R 50 ft. D 1 rd./lvl.
tall and 10 feet deep. Several passwall spells can form a continuing passage SV see text SR yes Comp V, S
to breach very thick walls, when one spell is insufficient. When passwall ends,
creatures within the passage are ejected to the nearest corridor or other exit. The caster causes a manifestation, in the target’s mind, of the most horrific
The material component for this spell is a ball of hardened candle wax which creature imaginable. This creature is the formulation of all the subconscious
the caster pierces at the time of casting. fears of the target, brought into a very convincing and deadly illusion. Only the
caster and the target can see the phantasmal killer. The killer makes an illusory
attack upon the target, who must make a successful intelligence saving throw or
PASS WITHOUT TRACE, Level 1 druid
instantly die from fear and psychic damage. A successful saving throw results in
CT 1 R touch D 10 min./lvl.
4d6 damage.
SV n/a SR n/a Comp V, S
The phantasmal killer cannot be damaged, and will pass through all physical
Upon receiving this dweomer, the subject can move through any type
barriers to reach the target. The killer cannot pass through magical protections
of terrain and leave neither footprints nor scent. Tracking the subject is
such as a minor globe of invulnerability, or through any area of antimagic.
impossible by nonmagical means.
Likewise, if the illusionist casting the spell is killed before the effect reaches the
PERMANENCY, Level 5 wizard
target, the spell ends. In rare circumstances, such as when the target makes a
CT 2 + spell made permanent R n/a D permanent successful saving throw and is wearing a helm of telepathy, the target can turn the
SV none SR no Comp V, S killer back upon the caster just as if the target cast the spell in the first place.
This powerful spell makes certain other spells permanent, assuming that the PHASE DOOR, Level 7 wizard
caster has attained a required level of experience and is otherwise able to CT 1 R touch D one use/2 lvls.
cast the spell to be made permanent. Making spells permanent results in the SV n/a SR n/a Comp V
temporary loss of 1 point of constitution for 1 month, with the caster needing
to make a constitution saving throw to prevent the loss from remaining The spell creates an ethereal passage and space through a wall that only the
permanent. caster can see and use. The caster disappears when entering the phase door
and appears again upon exiting. The caster can enter the passage once for
The caster can make any of these spells permanent in regard to the character’s every two levels of experience, and it is permanent until the caster has done
person: comprehend languages, detect magic, detect poison, endure elements, so. The caster may take additional creatures through the door, but each one
protection from arrows, read magic, see invisibility, tongues, and water breathing. counts as one use of the spell. The door does not allow light, sound or spell
This application of permanency can be dispelled only by a caster of greater
27075875 403045
effects through it, nor can the caster see through it without exiting or entering
level than the caster was when he or she cast the spell. it. Gems of true seeing and similar magic reveal the presence of a phase door
In addition to personal use, permanency can be used to make the following spells but do not allow its use. A phase door is subject to dispel magic. Anyone inside
permanent on the caster, another creature, an object, or an area (as appropriate): a phase door when it is dispelled is killed instantly. The area of effect for this
alarm, confusion, dancing lights, enlarge, ghost sound, gust of wind, invisibility, magic spell is a 5 x 8 x 10 feet.
mouth, phase door, prismatic sphere, scare, stinking cloud, symbol, teleportation circle, wall
of fire, wall of force, and web. Spells cast on other creatures, objects or locations (not PLANE SHIFT, Level 5 cleric
on the caster) are vulnerable to dispel magic as normal. CT 1 R touch D n/a
SV see text SR yes (h) Comp V, S, DF
The Castle Keeper may allow other selected spells to be made permanent,
based on an appropriate amount of time and money spent researching this The caster and others (up to 8 creatures) are transported to another plane
application of a given spell. If the Castle Keeper has already determined that of existence or alternate dimension. If several willing persons link hands in a
the application is not possible, the research automatically fails. circle, up to eight creatures, including the caster, can be affected by the spell.
The spell transports the creatures to the designated plane or dimension only.
PERMANENT IMAGE, Level 6 illusion The subject of the spell must creatures need to find other means to travel
CT 1 R 150 ft. D permanent back to the originating plane. Unwilling recipients of the plane shift can
SV intelligence SR no Comp V, S, M resist the effect with a successful wisdom save. The Castle Keeper determines
whether the caster reaches a specific destination and all other matter related
This spell creates a permanent illusion of an object, creature or force, as to the travel and arrival on the other plane.
visualized by the character. Sound, smell and thermal illusions are included in
the spell effect. The illusion can cover a 20 foot cubic area plus 10 cubic feet PLANT GROWTH, Level 3 druid
per level of the spell caster. Creatures who view the illusion believe it, and CT 3 R 450 ft. D n/a
can suffer damage from it. Hit point damage is suffered from damage to the SV none SR no Comp V, S, DF
mind/psyche. The illusion follows a script determined by the caster, without
This spell causes normal vegetation within range to become thick and overgrown.
requiring the caster’s concentration. The illusion can include intelligible
The plants intertwine to form a thicket or jungle that creatures must hack or
speech if the caster wishes. The image disappears if an opponent disbelieves
force a way through. Speed drops to 10 feet per round for man-sized or smaller
for some reason and makes the required saving throw. The material
creatures, or 20 feet per round for larger creatures. The Castle Keeper may allow
component of this spell is a 100gp lens.
faster movement for very small or very large creatures. The area must have brush
and trees in it for this spell to take effect. The new growth is permanent unless
PERSISTENT IMAGE, Level 5 illusion
CT 1 R 150 ft. D 1 min./lvl.
destroyed or dispelled. At the caster’s option, the area can be a circle with a
SV intelligence SR no Comp V, S radius of 100 feet, a semicircle with a radius of 150 feet or a quarter circle with a
radius of 200 feet. The caster may also designate areas within the area that are
This spell creates the illusion of an object, creature, or force, as visualized by not affected.
the character. Sound, smell, and thermal illusions are included in the spell effect.
Creatures who view the illusion believe it, and can suffer damage from it. Hit
Alternately, plant growth can be used to create a 50% improvement in the points, alignment and class to hit bonus. If the new form possesses strength,
vitality and production of all crops within a two mile radius of the caster. This dexterity and/or constitution attributes, the new scores are applied and thus
usage can affect a given area only once per year. may affect attack bonuses and attribute checks. The character retains his or
her own type, extraordinary abilities, spells and spell-like abilities. A character
POLYMORPH ANY OBJECT, Level 8 wizard, level 9 illusion that can cast spells needs a humanlike voice for verbal components and
CT 1 R 50 ft. D see text humanlike hands for somatic components.
SV wisdom save negates SR yes (h) Comp V, S, M When the polymorph occurs, the caster’s equipment, if any, transforms to match
While this spell can operate as a more powerful version of polymorph other, the new form. If the new form is a creature that does not use equipment, the
it is not restricted to transforming creatures. Objects and creatures targeted equipment melds into the new form and becomes nonfunctional. Components
by this spell can be transformed into any other creature or object the caster and foci melded in this way cannot be used to cast spells. If the new form uses
desires. For example, this spell could be used to change a needle into a sword, equipment, the caster’s equipment changes to match the new form and retains
a beetle into a dragon, a chair into a dwarf or a kobold into a horseshoe. The its properties. Incorporeal and gaseous forms cannot be assumed.
duration of the spell is determined by the degree of change enacted. This spell Upon changing back to his original form, the caster regains 1d4 hit points. If
cannot be used to create magic items. slain, the character reverts to his or her original form, but remains dead.
An unwilling living target is entitled to a wisdom saving throw to resist the Common sense must be applied when a polymorph spell comes into play. The
effects of the spell. If the form assumed is inanimate, creatures are placed in a above description adequately will address most uses of the polymorph spell. In
state of suspended animation until either the spell expires or until dispel magic those other unique instances, the Castle Keeper should utilize the above as a
is cast. guideline for issuing rulings on the spell’s effect to the players.
A living creature polymorphed into the form of another living creature risks
assuming the consciousness of the new form as detailed in polymorph other, POLYMORPH OTHER, Level 4 wizard, level 8 illusionist
and the other details of that spell apply as well. Use of the spell in that manner CT 1 R 50 ft. D permanent
has a permanent duration, unless the size changed into is more than double SV wisdom negates (h) SR yes Comp V, S, M
the creature’s normal height. If more than double, the spell lasts 12 hours.
The caster causes another creature to assume the body, abilities and potentially
Upon changing, the creature regains 1d4 hit points. If slain, the creature
the consciousness of another form of another creature. An unwilling target
reverts to his or her original form, but remains dead.
gets a wisdom save to resist the spell. Additionally, a creature polymorphed
The change is permanent for inanimate objects changed into other inanimate into the form of another risks assuming the consciousness of the new form.
objects as long as the general size and volume remains the same or less. For every 12 hours spent in the new form, the creature must succeed at a
Changing an object into a larger size results in the spell lasting 12 hours. wisdom save or become a member of the species in question in both form and
consciousness, forgetting everything associated with the prior form, including
Changing a creature into an object, or vice-versa, results in the spell lasting
friends, family, experiences and training. If the magic is dispelled, the target
1d4 hours if the size and volume remains the same or less. Changing creatures
regains its former memories and personality.
into larger sizes results in the spell lasting only 1d4 x 10 minutes.
In all other regards, this spell acts like polymorph self. Size can be no larger
This spell can also be used to duplicate the effects of polymorph other, transmute
than twice the creature’s normal height. The caster retains control over minor
27075876 403046
flesh and stone, transmute mud and rock, and transmute metal and wood. The
physical qualities and significant physical qualities. Upon changing back to an
material components of this spell are butterfly wings and a bit of clay.
original form, the polymorphed creature regains 1d4 hit points. If slain, the
creature reverts to his or her original form, but remains dead. The material
POLYMORPH SELF/OTHER, Level 4 wizard, level 8 illusionist
CT 1 R n/a D 10min./lvl.
components of this spell are butterfly wings.
SV n/a SR n/a Comp V
POWER WORD BLIND, Level 8 wizard
The caster takes the form of another creature. The new form can range in CT 1 R 50 ft. D see text
size from as small as a hummingbird to a size up to twice the caster’s normal SV none SR yes Comp V
height. A polymorphed character can be changed into a member of his or her This one-word spell unleashes a torrent of power that blinds one or more
own species. The caster can change his or her form as often as desired during creatures within the area of effect to a maximum of 100 HD. It affects creatures
the spell’s duration. Each transformation takes one round. with the lowest hit point totals first, one at a time until the next target would
The polymorphed caster acquires the physical and natural abilities of the new put the spell over the limit of 100. Creatures with over 100 hit points are not
form while retaining his or her own mental abilities and limitations. Physical affected. The duration of the spell depends on the total hit points of affected
and natural abilities include the natural size, armor class, natural weapon attack creatures. A creature with up to 50 hit points is blinded for 1d4 minutes, while
types and damage and similar physical qualities such as mundane movement a creature with 51 to 100 hit points is blinded for 1d4+1 rounds. The area of
capabilities (like flying or swimming), and vision capabilities. Physical and effect for this spell is 25 x 25 feet.
natural abilities do not include magical flight and other magical forms of travel,
spell-like abilities, supernatural abilities or other extraordinary abilities. POWER WORD KILL, Level 9 wizard
CT 1 R 50 ft. D n/a
Moreover, a caster does not gain the ability to make more attacks than is
Sv none SR yes Comp V
normal for the character just because the creature type transformed and
naturally has extra limbs, wings, or a tail. For example, a caster capable of one This one-word spell can blast the life out of either a single creature or a group of
attack per round might polymorph into a lion. A lion can make three attacks creatures within the area of effect. The caster must decide whether to target an
per round – bite, and two claws. The caster polymorphed into a lion, however, individual creature or a group before the spell is cast. If targeted at a single creature,
may make only one attack although the caster may choose either a bite or a that creature dies if it has 70 or fewer hit points. If cast as an area spell effect, it kills
claw attack. If the attack succeeds, the damage inflicted is normal for a lion. all creatures in the area of effect that have 15 or fewer hit points, up to a total of
140 hit points of such creatures. The spell affects creatures with the lowest hit point
The caster can freely designate the new form’s minor physical qualities such as
totals first, until the next creature would put the total over the limit of 130. The
hair color, hair texture and skin color within the normal ranges for a creature
area of effect for this spell is 25 x 25 feet.
of that type. The new form’s significant physical qualities such as height,
weight and gender are also under the caster’s control, but must fall within the
norms for the new form’s species.
Unlike physical abilities, the caster retains his own mental abilities, prime
attribute designations when applicable to the new form, level and class, hit
Spell Descriptions-MAGIC
The wall’s maximum proportions are 4 feet wide per caster level and 2 feet
This powerful spell conjures up an immobile, opaque globe of shimmering,
high per caster level. A prismatic wall materializing in a space occupied by a
multicolored light that surrounds and protects the caster from all forms of
creature is disrupted, and the spell is wasted. The area of effect for this spell is
attack. The sphere flashes in seven colors, each of which has a distinct power
a wall 4 x2 feet high per level of the caster.
and purpose. The caster can pass in and out of the sphere without harm.
Typically, only the upper hemisphere of the globe is seen because the caster is
PRODUCE FLAME, Level 2 druid
at the center of the sphere, so the lower half is beneath ground level. CT 1 R n/a D 1 tn./lvl.
The sphere blocks any attempt to project something through it, including SV none SR yes Comp V, S
spells. Other creatures, who may attempt to attack the caster through the Upon casting this spell, a bright flame, about the size of a torch, appears in
sphere or pass through it, suffer the effects of each color, one at a time. the caster’s hand. The flames illuminate as torches do, and will not harm the
Any creature with fewer than 8 HD within 20 feet of the sphere that gazes caster. The flame is real, though, and will ignite combustible materials that are
directly upon it is blinded for 2d4 minutes by the colors. The accompanying brought into contact with it.
table shows the seven colors of the sphere, the order in which they appear, The flames can be used to attack. The caster can hurl them or use them to
their effects on creatures trying to attack the caster or pass through the sphere touch enemies. Successful touch attacks deal 1d4+1 point per two caster
and the magic needed to negate each color. levels. The flame can be thrown up to 50 feet, igniting any combustible
The sphere can be destroyed, color by color, in consecutive order, by various materials at the point of impact and causing the same damage as a touch
magical effects; however, the first must be brought down before the second attack to any creature struck. The spell ends immediately after the attack.
can be affected, and so on. A rod of cancellation or a disjunction spell destroys
a prismatic sphere, but dispel magic can only work against the violet globe. PROGRAMMED IMAGE, Level 6 illusion
Spell resistance is effective against a prismatic sphere, but the check must CT 1 R 150 ft. D 1 rd./lvl.
be repeated for each color present. The area of effect for this spell is a 20 foot SV intelligence to disbelieve SR no Comp V, S, M
diameter sphere. This spell creates the illusion of an object, creature or force, as visualized
by the caster. Sound, smell and thermal illusions may be all included in the
Order Color Effects of Globe Negated by
spell effect. Creatures who view the illusion believe it, and can suffer damage
Stops nonmagical ranged weapons; from illusions. Hit point damage is suffered from damage to the mind/psyche.
1st Red Cone of Cold The illusion activates when a specific condition occurs, chosen when the
causes 10 HP damage
Stops magical ranged weapons; spell is cast. The trigger can be based upon any condition normally obvious
2nd Orange Gust of Wind to the senses. The illusion follows a script determined by the caster without
causes 20 HP damage
Stops poisons, gasses, and requiring the caster’s concentration, and can include intelligible speech if the
3rd Yellow Disintegrate caster wishes. The image disappears if an opponent makes the saving throw.
petrification; causes 40 HP damage
Stops breath weapons; Con save vs. The material components of this spell is a 100gp lens.
4th Green Passwall
Poison or die
PROJECT IMAGE, Level 6 wizard, 5 illusion 1 cubic foot per level. Note: one cubic foot of water contains roughly 8 gallons
CT 1 R 50 ft. D 1 rd./lvl. and weighs about 60 pounds.
SV n/a SR no Comp V, S, M
Upon casting this spell, the caster weaves a shadow duplicate of himself. The PYROTECHNICS, Level 3 druid, 2 wizard
CT 1 R 150 ft. D see text
image is intangible, but looks, sounds and smells like the caster. The shadow
SV see below SR yes Comp V, S, M
mimics the caster’s actions (including speech) unless the caster concentrates on
making the duplicate act differently. The caster can use the duplicate’s senses, and Casting this spell transforms a fire into either a burst of blinding fireworks
during the caster’s turn in a round, the caster can switch from seeing through its or a thick cloud of choking smoke, as chosen by the caster. The fireworks
eyes to seeing normally, or back again. Any spell the caster casts originates from are a flashing, fiery, momentary burst of glowing and colored aerial lights.
the shadow instead of from the caster. The caster must maintain a line of sight to This effect blinds creatures within 100 feet of the fire source for 1d4 rounds
the shadow at all times. If the caster’s line of sight is obstructed, the spell ends. (dexterity negates). Creatures must have line of sight to the fire in order to
The material component of this spell is a doll crudely resembling the caster. be affected. Spell resistance can prevent blindness. The smoke cloud is a
writhing stream of choking smoke, billowing out from the source. The cloud
PROTECTION FROM ARROWS, Level 2 wizard spreads 20 feet in all directions and lasts for 1 round per caster level. All forms
CT 1 R touch D 10 min./lvl. of natural sight (including special vision) are ineffective in or through the
SV none SR yes Comp V, S, F cloud. The spell consumes one fire source, which is immediately extinguished.
This spell shields the recipient against attacks from normal missiles and Magical fires are not effected.
ranged weapons for the duration of the spell. This protection also shields
the recipient from one attack by a large missile such as a catapult or hurled
boulder, though such a powerful attack causes the magic of the spell to be
consumed after the first deflected strike. The material component of this spell
Q
is a pendant shaped like a shield. QUENCH, Level 4 druid
CT 1 R 150 ft. D see below
PROTECTION CHAOS, EVIL, GOOD, LAW, Level 1 cleric, 1 wizard Sv see text SR yes Comp V, S, DF
CT 1 R touch D 3 rd./lvl.
SV none SR no (see text) Comp V, S, M/DF
Quench extinguishes all nonmagical fires in a 50 foot x 50 foot area or one
magic item. The spell also dispels fire-based spells in the area. In the latter
This spell creates a magical barrier around the subject at a distance of 1 foot case though, the caster must make an intelligence check with a challenge
offering protection against one axis of alignment; evil, good, chaos, or law. level equal to that of the level of the caster of the fire-based spell. Fire-based
Only one protection spell can be in effect at a time, even if each would protect creatures within the spell’s area take 1d4 points of damage per caster level.
against a different alignment.
Alternatively, the caster can target the spell on a single magic item that creates
The barrier moves with the subject and grants a +2 bonus to AC and saving or controls flame. The item temporarily loses all its fire-based magical abilities
throws against creatures of the alignment chosen. The spell prevents bodily unless it succeeds at an item saving throw. Artifacts are immune to this effect.
contact by all summoned or conjured creatures of any alignment: the melee
attacks of such creatures fail and the creatures recoil from the protective magic.
27075878 403048
PURIFY FOOD AND DRINK, Level 0 cleric, 0 druid This spell restores life to a deceased human or humanoid. This includes all of
CT 1 R 10 ft. D permanent the player character races, monstrous humanoid creatures like orcs or giants, or
SV none SR no Comp V, S creatures that are partially human, such as centaurs or sphinxes. The spell can
This spell makes spoiled, rotten, poisonous or otherwise contaminated food raise creatures who have been dead longer than 1 day per caster level. The subject
and water pure and suitable for eating and drinking. It does not prevent loses 1 point of constitution permanently when raised. If constitution is reduced
subsequent natural decay or spoilage. Unholy water and similar food and to zero by this loss, the creature is permanently dead and cannot be brought back
drink of significance is spoiled by purify food and drink, but the spell has no to life.
effect on creatures of any type, nor upon magic potions. The caster can purify Creatures that are raised from the dead are considerably weakened by the
Spell Descriptions-MAGIC
process, and require 12 hours of complete rest for each day the creature to impede use of class abilities or even advancement in a class. Moreover, the
was dead. During this time the creature is considered to have 1 HP and no character’s level is reduced by 1; if the character was 1st level, then the new form’s
mortal wounds. Normal poison and normal disease are cured in the process of constitution is reduced by 1. A reincarnation followed by a subsequent wish spell
raising the subject, but magical diseases and curses are not undone. Missing can restore a reincarnated character to their original form.
appendages and parts are not regenerated upon return from the dead. Raise
The incarnation is determined by the following table or by Castle Keeper
dead will not work on creatures that died from old age.
choice.
RAY OF ENFEEBLEMENT, Level 2 wizard d% Incarnation
CT 1 R 50 ft. D 1 rd./lvl.
SV constitution negates SR yes Comp V, S 01-03 Badger 49-58 Halfling
This hideously brown-colored, undulating ray strikes its intended target, who 04-09 Bear, black 59-78 Human
is entitled to a constitution save to resist the effects of the ray. 10-13 Bear, brown 79-80 Leopard
14-17 Boar 81-82 Owl
1. The spell temporarily changes all physical prime attributes (strength,
18-25 Centaur 83-86 Pixie
dexterity, constitution) into non-prime attributes for the duration of the
spell. 26-28 Dryad 87-90 Satyr
29-32 Eagle 91-96 Wolf
2. The victim suffers a -1 to hit and -1 to damage rolls for every four levels of 33-42 Elf 97-99 Wolverine
the caster (-1 at 1st to 4th; -2 at 5th to 8th; -3 at 9th to 12th; etc.) for the duration
43-46 Gnome 100 CK choice
of the spell.
47-48 Hawk
READ MAGIC, Level 1 wizard, 1 illusion
REMOVE BLINDNESS OR DEAFNESS*, Level 3 cleric, 3 illusionist
CT 1 R personal D 10 min./lvl.
CT 1 R touch D permanent
SV n/a SR n/a Comp V, S, F
SV constitution negates SR yes (h) Comp V, DF
This spell allows the caster to read magical inscriptions. This deciphering does
This spell cures either blindness or deafness whether normal or magical in
not normally invoke the magic contained in the writing, although it may do so
origin in one target. The spell does not restore ears or eyes that have been lost,
in the case of a cursed scroll. Furthermore, once the caster has read the magical
but it repairs them if they are damaged.
inscription, that writing can be read without recourse to the use of read magic.
The reverse of this spell causes the creature touched to become blinded or
REFUGE, Level 9 cleric, 9 wizard deafened, as chosen by the caster. In addition to the obvious effects, a blinded
CT 1 R touch D until discharge creature suffers -10 to attack rolls, loses any dexterity bonus to armor class,
Sv none SR none Comp V, S, M suffers a -2 to armor class, moves at half speed, and suffers a -4 penalty on
This spell imbues an object, worth at least 1,000gp, with teleportation magic, strength and dexterity checks. A deafened character, in addition to the
giving it the power to instantaneously transport its possessor to the caster’s obvious effects, suffers a -4 penalty on initiative and has a 25% chance to
27075879
abode. . This travel can occur across any distance, but must be within the miscast and lose any spell with a verbal (V) component that he tries to cast. 403049
same plane. Once the item is imbued with the spell’s power, the caster must Remove blindness or deafness counters and dispels the reverse of the spell.
give it willingly to an individual and inform him or her of a command word to
be spoken when the item is to be used. To make use of the item, the subject REMOVE CURSE*, Level 3 cleric, 4 wizard
CT 1 R touch D permanent
speaks the command word while rending or breaking the item. When this
SV charisma (bestow only) SR yes (bestow only)Comp V, S
is done, the individual and all that he or she is wearing and carrying (up to
a maximum of 50 lbs./level) are instantaneously transported to the caster’s This spell allows the caster to remove the effects of a curse from an object
residence. No other creatures are affected (aside from a familiar, if it is or creature. Remove curse does not remove the curse from a cursed shield,
touching the subject). weapon, or suit of armor, although the spell typically enables the person
afflicted with any such cursed item to remove it and get rid of it. Certain
REGENERATE, Level 7 cleric, 8 druid, 9 illusion special curses may not be countered by this spell, or may be countered only by
CT 3 R touch D permanent a caster of a certain level or higher.
SV none SR yes (h) Comp V, S, DF
Bestow Curse: The reverse of this spell allows the caster to place a curse on a
This spell causes the subject’s severed body parts, broken bones, and ruined creature. The caster can choose one of the following effects: -6 to one ability
organs to grow back. After the spell is cast, the physical regeneration will be score (which cannot reduce the score below 1), or a -4 penalty on attack rolls,
completed in 1 round if the severed members are present and touching the saving throws and checks. Subject to the Castle Keeper’s approval, the caster
creature, otherwise the process takes 2d10 rounds to complete. Regenerate also may invent a new curse, but it must be no more powerful than the standard
cures 1d8 points of damage +1 point per caster level. It can only be used on curses. The Castle Keeper has final say on a curse’s effect. A curse cannot be
one creature. dispelled with dispel magic, but it can be nullified by limited wish, remove curse,
or wish spell.
REINCARNATE, Level 4 druid
CT 10 min. R touch D permanent REMOVE DISEASE*, Level 3 cleric, 3 druid
SV none SR none Comp V, S, DF CT 1 R touch D permanent
With this spell, the caster brings back a dead creature in another body, SV constitution negates cause SR yes (h) Comp V, DF
provided that the death occurred no more than 1 week before the casting of This spell cures all diseases that the subject is suffering from, whether the
the spell. The magic of the spell creates an entirely new, young adult body for source was normal or magical. It can only be applied to one creature. The
the soul to inhabit from the natural elements at hand. This process requires reverse of this spell, cause disease, causes a random disease in the creature
1 hour to complete. touched, although the severity of the disease is often tied to the level of the
The reincarnated subject recalls most of their former life and retains the caster. The exact effect is determined by the Castle Keeper. Remove disease
intelligence, wisdom, charisma scores, and hit points from their former existence. counters and dispels the reverse of the spell, and vice-versa.
Strength, dexterity and constitution scores depend on the new body. The
attributes of animal forms are typical for the species, but the player should roll new
physical attributes if reincarnated as a player character race. The ability to speak is
not guaranteed. The character retains his class, but it’s possible for the new form
The caster instills courage in one creature, granting the creature a +4 bonus This spell causes an invisible, mobile field to spring into being around the
against fear effects for 10 minutes. If the subject is suffering from a fear effect caster. The sphere is 10 feet in diameter per level of the caster. The field
when the spell is cast, it gets a new save with a +1 bonus per caster level. physically prevents creatures from approaching the caster. Creatures within
Remove fear counters and dispels cause fear. or entering the field must attempt strength saves, or they become unable
to move toward the caster for the duration of the spell. Repelled creatures’
The reverse of the spell, cause fear, frightens the affected subject. It suffers a -2
actions are not otherwise restricted. If the caster moves closer to an affected
penalty on attack rolls, weapon damage rolls, and saving throws. It flees from
creature, the creature is not forced back and is free to make melee attacks
the character as well and as fast as it can. If unable to flee, the creature may
against the caster if the caster comes within reach. If a repelled creature
fight. Creatures with 6 or more HD are immune the cause fear spell. Cause
moves away from the caster and then tries to turn back, it cannot move any
fear counters remove fear.
closer toward the caster if it is still within the spell’s area.
REMOVE PARALYSIS, Level 2 cleric
RESILIENT SPHERE, Level 4 wizard
CT 1 R touch D permanent
CT 1 R 50 ft. D 1 minute/level
SV constitution negates SR yes Comp V, DF
SV dexterity negates (h) SR yes (h) Comp V, S.
This spell frees one creature from the effects of any temporary paralysis or
This spell causes a globe of force, to completely encase one creature, provided
related magic, including a ghoul’s touch, a hold spell, or a slow spell.
the creature is small enough to fit within the sphere. The spell’s area of effect
is a sphere with a diameter of 1 foot per caster level. The sphere is not subject
REPEL METAL OR STONE, Level 8 druid
CT 1 R see below D 1 rd./lvl.
to damage of any sort except from a rod of cancellation, a wand of negation,
SV none SR no Comp V, S.
disintegrate, or dispel magic, all of which destroy the sphere without harm
to the subject. Nothing can pass through the sphere, inside or out, though
This spell creates waves of invisible and intangible energy that roll forth from the subject can breathe normally. The subject may struggle, but that action
the caster in a path 150 feet long x 120 feet wide x 10 feet high. The energy will simply move the sphere slightly, and nothing more. The globe can be
pushes away all metal or stone objects in their path to the limit of the spell’s physically moved by people outside, or by the struggles of those within.
range. Fixed metal or stone objects larger than 3 inches in diameter, and loose
objects weighing more than 500 pounds, are not affected. Anything else, RESIST ELEMENTS, Level 1 cleric
including small boulders and creatures in metal armor, moves back. Fixed CT 1 R touch D 1 tn./lvl.
objects 3 inches in diameter or smaller bend or break, and the pieces tumble SV none SR yes Comp V, S, DF
along the ground with the wave of energy. Objects affected by the spell are
The target becomes suffuse with protective magical energies providing some
repelled at the rate of 40 feet per round. Objects such as metal armor, swords,
measure of protection against one element: acid, cold/ice, heat/fire, electricity/
etc. are pushed back, dragging their bearers with them. Even magic items with
lightning or sonic/air. The dweomer grants a +2 saving throw bonus against
metal components are repelled. The waves of energy continue to sweep down
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the specified energy type, regardless of whether the source of damage is natural 403050
the set path for the spell’s duration. After casting the spell, the path is set,
or magical. The spell protects the recipient’s equipment as well.
and the caster can then engage in other activities without affecting the spell’s
progress. An antimagic field blocks the effects of this spell. Resist elements absorbs only damage: The caster could still suffer unfortunate side
effects. Resist elements overlaps endure elements and protection from elements.
REPEL VERMIN, Level 4 druid
CT 1 R see below D 10 min./lvl. RESTORATION*, Level 4 cleric
SV see text SR yes Comp V, S, DF. CT 1 hour R touch D permanent
SV see text SR yes (h) Comp V, S, DF
This spell creates an invisible 20 foot diameter sphere barrier around the
caster that repels all types of vermin, including insects, arachnids and rodents. The caster repairs the life energy of a single creature. Restoration dispels
Vermin with less than one-third the caster’s level in HD cannot penetrate the any magical effects that reduce the subject’s attribute scores temporarily.
barrier. Vermin with at least one-third the caster’s level in HD can penetrate Restoration will not restore permanent attribute score loss. The spell also
the barrier if they make a wisdom saving throw. Even so, vermin that cross the restores one experience level to a creature who has had a level drained. The
barrier suffer 1d6 points of damage. drained level is restored only if the time since the creature lost the level is
equal to or less than 1 day per caster level. It does not restore levels or Con
REPEL WOOD, Level 6 druid points lost as a result of death.
CT 1 R see below D 1 rd./lvl.
The evil reverse of this spell, life drain, sucks one level from a creature. The
SV none SR no Comp V, S
effects are the same as any level loss. This version allows a Con saving throw
Waves of energy roll forth from the caster, moving in any direction the caster to avoid the spell’s effect.
chooses, along a path 150 feet long x 120 feet wide and 10 feet high. The
energy causes all wooden objects in their path to be pushed away from the RESURRECTION, Level 7 cleric
caster to the limit of the spell’s range. Wooden objects larger than 3 inches CT 1 hour R touch D permanent
in diameter that are fixed firmly are not affected, but loose objects (barrels, SV none SR yes (h) Comp V, S, M, DF
siege towers, etc.) are. Objects 3 inches in diameter or smaller that are fixed in
The caster restores life and health to one deceased creature. The caster
place splinter and break, and the pieces move with the wave of energy. Objects
can resurrect creatures who have been dead up to 10 years per caster level.
affected by the spell are repelled at the rate of 40 feet per round. Objects such
The condition of the remains is not a factor, but some small portion of
as wooden shields, spears, wooden weapon shafts, arrows and bolts are pushed
the creature’s body must exist and be present before the creature can be
back, dragging those carrying the items with them. Even magic items with
resurrected. The remains of a creature hit by a disintegrate spell or the like
wooden sections are repelled. The waves of energy continue to sweep down the
count as a small portion of body. The subject loses 1 point of constitution
set path for the spell’s duration. After casting the spell, the path is set, and the
permanently when raised. If constitution is reduced to zero by this loss, the
caster can then engage in other activities without affecting the spell’s progress.
creature is permanently dead and cannot be brought back to life.
An antimagic field blocks the effects of this spell.
Should resurrection be successful in restoring life, the subject is healed of
all hit point damage, missing appendages are restored, diseases are cured,
Spell Descriptions-MAGIC
poisons are neutralized, insanity is cured and all curses are removed. The SCRYING, Level 4 wizard, 5 cleric, 4 druid
character’s attributes remain the same as at the time of death, but with a CT 10 min. R see below D 1 rd./lvl.
-1 to constitution. Spells prepared before death are lost. None of the dead SV none SR no Comp V, S, M, F
creature’s equipment or possessions are affected in any way by this spell. Focusing on a mental image of a particular creature, the caster’s mind’s eye
Resurrection will work on undead creatures, returning them to their living may gaze upon the target, watching and listening, regardless of distance.
state. It will also work on creatures slain by death spells or gazes. However, An astute character (intelligence 13+) may get the feeling they are being
resurrection will not work on creatures that died from old age. The caster watched upon a successful Int check. Successfully focusing the mind’s eye
needs a small ornate urn filled with 1,000gp worth of diamond dust. in this manner is difficult. It requires a gem worth at least 100gp to channel
the spell and an intelligence attribute check with the roll adjusted by the
ROPE TRICK, Level 2 wizard, 3 illusion following cumulative modifiers:
CT 1 R touch D 1 hr./lvl.
Caster knows the target well +5
SV none SR no Comp V, S, F
Caster has only met the target +5
This spell attaches a section of rope at least 5 feet long to an extradimensional Caster has only heard of the target +10
space large enough to hold up to eight medium-size or smaller creatures. The Caster has no knowledge of character +15
end of the rope rises into the air until the whole rope hangs perpendicular to Caster has likeness or picture of the target +5
the ground, as if affixed at the upper end. Creatures can climb the rope into Caster has garment or possession of the target +5
the space and can pull the rope up behind them, making the rope disappear. If
Caster has character body part, nail clippings, etc. +5
the rope is pulled up into the space, it counts as one of the eight creatures.
Character is on another plane +15
The extra-dimensional space is invisible from the outside, and those inside it
cannot see outside. Those within cannot be targeted by spells or affected by If the scrying is successful, the caster may cast the following spells through the
area effects, but they cannot target spells or area effects outside of the space. scrying without a chance of failure: comprehend languages, read magic, tongues;
the following spells have a 5% chance per caster level of operating correctly:
The rope is subject to its normal ability to support weight and withstand detect chaos, detect evil, detect good, detect law, detect magic and message.
punishment. If the rope is not pulled in, a creature outside the extra-
dimensional space can pull or break the rope free, ending the spell instantly. SECRET CHEST, Level 5 wizard
Anything inside the extra-dimensional space drops out when the spell ends, CT 1 hr. R see below D 60 days
suffering damage from any fall. The rope can be used for normal climbing SV n/a SR n/a Comp V, S, F
provided the climber does not climb all the way into the extradimensional
This spell allows the caster to hide a chest in the ethereal plane and retrieve it as
space.
needed for up to 60 days. The chest can contain up to 1 cubic foot of material per
caster level, regardless of the chest’s actual size. To prepare the spell, the caster
S
must have a chest created by master craftsmen from rare and expensive materials
costing at least 5,000gp, as well as a perfect miniature replica of said chest, costing
50gp. Once the chests are complete, the caster invokes the spell – with the result
27075881
SANCTUARY, Level 1 cleric that the larger chest and any contents are sent to the ethereal plane.
403051
CT 1 R touch D 1rd./lvl.
SV charisma negates SR no Comp V, DF
The caster uses the smaller chest to retrieve the larger chest at will until
the 60 days expiration. After 60 days, the chest begins to deteriorate rapidly.
This spell prevents creatures from attacking the caster or the spell’s recipient. There is a 5% cumulative chance per day it will be forever lost. If the small
Any creature attempting to attack a character with sanctuary must make a chest is lost or destroyed, then the larger chest and its contents will be
charisma saving throw in order to make the attack. A failed save means that irretrievable, absent a wish. Any living creatures in the chest must eat, and
the attacker ignores the person under the spell (it does not lose its attack, will age normally. Only one set of chests can be owned at a single time.
but must choose another target). If the warded character attacks or casts
offensive spells then the sanctuary spell is negated. This spell does not prevent SECRET PAGE, Level 3 illusion
the warded creature from being affected by area of effect spells. CT 10 min. R touch D see text
SV none SR no Comp V, S, M
SCARE, Level 2 wizard, 3 illusion
CT 1 R 50 ft. D 1 rd./lvl.
This spell masks any information on a page or scroll such that the page appears blank
SV charisma negates SR yes Comp V, S, M
or covered with other information. The spell can also disguise explosive runes, allowing
their effect without revealing their presence. The caster may invoke a command word
This spell causes creatures with fewer than 6 hit dice/levels to make a to reveal the hidden information, and another command word to return the illusion.
charisma saving throw or be overwhelmed by a wave of terror. Success allows Uttering the reveal command word permanently dispels the dweomer. The caster
the target to control its fear and react normally, while failure causes it to flee needs a paste made of ground jellyfish or similar animal worth at least 50gp.
in panic. If cornered, the target fights but with a -1 penalty to attacks and
damage. Monsters with more than 6 hit dice/levels are immune to this spell. Comprehend languages cannot by itself reveal the true information unless cast
Clerics, elves, undead and planar creatures are unaffected. The spell requires with a true seeing spell. True seeing cast alone will reveal that there is hidden
the flesh or bone of an undead monster to cast. information, but will not reveal what it is. Detect magic reveals a dim magical
aura, but not its nature. Dispel magic will dispel the spell, but may affect the
SCREEN ILLUSION, Level 8 illusion hidden writing as well. Erase will remove both the illusion and any other
CT 10 min. R 50 ft. D 1 day information being hidden by the spell.
SV see text SR no Comp V, S
SECURE SHELTER, Level 4 illusion
This spell hides a 25 foot cube/level area from scrying and normal vision. The CT 10 min. R 50 ft. D 2 hrs./lvl.
caster creates an illusion of what will be observed in the spell’s area. Once SV none SR n/a Comp V, S, M, F
these images are set, they cannot be changed. Any attempts to scry the area
The caster conjures a sturdy cottage or lodge, made of material common
automatically detect the illusory image with no save allowed; though direct
to the area that is level, clean and dry. The cottage is 25 feet x 25 feet. In
observation may allow a save at the Castle Keeper’s discretion. Even entering
all respects it resembles a normal cottage, with a sturdy door, two shuttered
the area does not cancel the illusion or necessarily allow a save, assuming
windows, a small fireplace and simple furniture consisting of eight bunk beds,
that hidden beings take care to stay out of the way of those affected by the
a trestle table, eight stools and a writing desk as well as simple utensils and
illusion.
cooking implements. The shelter is as secure as a normal cottage, but the
door and shutters are protected by a lock spell (see knock) and the chimney Characters interacting with these illusions believe them to be real creatures
is protected by an iron grate at the top, and a narrow flue. In addition, these unless they make a successful intelligence save. If the saving throw fails, the
three areas are protected by an alarm spell. Finally, an unseen servant provides creatures deal normal damage and have all the normal abilities and weaknesses
service to the caster and the other occupants of the shelter for the duration of of a creature of that type. If the saving throw succeeds, the creatures’ special
the spell. The spell requires a stone chip or small brick, crushed lime, a nail, abilities, armor class, damage and all other aspects are only 60% as strong
a small twig of wood and water to cast. A bell is required for the alarm spell as the real thing. Those who succeed at their saves see the conjurations as
to work. transparent images superimposed on vague, shadowy forms.
This spell allows the recipient to see any invisible, ethereal or astral beings The caster shapes quasi-real illusions resembling monsters, that can attack
as if they were normally visible. The dweomer does not allow the caster to the caster’s foes. The shadow conjurations remain semi-solid, even to those
recognize illusions nor detect things hidden by means other than invisibility. disbelieving them. The caster can create one or more illusions of creatures
The spell requires a small pinch of dust, flour or powder. whose total normal HD are equal to the caster’s level. The caster chooses
what form the illusions take, such as a goblin or dwarf, but the size of the
SEEMING, Level 4 illusion creatures must be small or medium. These shadow creatures have only 20%
CT 1 R 50 ft. D 12 hrs. the normal HP of a creature of the chosen type.
SV none (int disbelieves) SR no Comp V, S
Characters interacting with these illusions believe them to be real creatures
The caster causes the appearance, garb and equipment of the target(s), unless they make a successful intelligence save. If the saving throw fails, the
one creature for every two levels, to change to whatever the caster wishes, creatures deal normal damage and have all the normal abilities and weaknesses
with the following limits. The recipients must maintain their basic forms of a creature of that type. If the saving throw succeeds, the creatures’ special
(humanoid, horse, etc.), but can appear either 1 foot taller or shorter, as abilities, armor class, damage and all other aspects are only 20% as strong
well as up to 50% lighter or heavier. The illusion provides the change in as the real thing. Those who succeed at their saves see the conjurations as
appearance, but not any change in demeanor, class abilities or other such transparent images superimposed on vague, shadowy forms.
manifestations. Furthermore, the dweomer is a visual illusion only; armor
disguised as clothing will still creak and clink and will feel like armor to SHADOW EVOCATION, Level 5 illusion
anyone touching it. Those disguised by the spell remain in the illusory form CT 1 R special D see below
until the spell expires, the target is slain, or anyone scrutinizing them makes SV see below SR yes Comp V, S.
an intelligence saving throw.
The caster creates a quasi-real illusion possessed of some actual substance
and reality, that mimics one of the following spells: fireball, ice storm, lightning
SENDING, Level 4 cleric
bolt, magic missile, stinking cloud, wall of fire, wall of ice, or web. The mimicked
CT 10 min. R unlimited D see below
spell has its full normal effect, range, duration, saving throw allowances, SR
SV n/a SR n/a Comp V, S, M, DF
and so on, unless the targeted creature(s) makes an intelligence saving throw.
27075882 403052
This dweomer allows the caster to contact a single creature with whom the A successful saving throw reduces the mimicked spell to 20% of its normal
caster is familiar. The message may be up to 25 words long and can even be damage, effect and strength.
sent to those with animal intelligence and the creature will understand the
message. The message, however, does not create any compulsion to perform SHADOW WALK, Level 7 illusion
any act, and the creature’s reaction will depend on its relation to the caster, CT 1 R touch D 1 hr./lvl.
its intelligence, alignment, etc. If the target and the caster are not on the same SV intelligence negates (h) SR yes (h) Comp V, S.
plane of existence, the caster must make a successful charisma saving throw,
This spell allows for rapid travel along a shadow pathway. To cast this spell,
or the sending will not be transmitted.
the caster must be in an area of heavy shadows. The caster and any creature
touched, up to 1 per level, are then transported along a swirling pathway of
SEQUESTER, Level 7 wizard, 7 illusion
shadowstuff to the edge of normal reality, where it borders a plane of shadow.
CT 3 R touch D 1 day/lvl.
The effect is largely illusory, but the path is quasi-real. Travelers on the shadow
SV see text SR no Comp V, S, M
path move at a rate of up to seven miles every 10 minutes. Movement appears
This spell provides complete protection from divination spells for one creature normal on the shadow path, but is in reality rapid relative to the material
or object for the duration of the illusion, and renders the affected creature or plane. The caster is innately aware of location relative to the material plane
object invisible to any form of sight , divination or scrying. The spell does not and therefore will know exactly where the party will emerge. Any creature
prevent the subject from being discovered by touch or through the use of magic unwilling to continue traveling with the caster will either wander off into
devices. Living creatures (and even undead creatures) affected by sequester the plane of shadow, or return to a random spot on the material plane (50%
become comatose, and are effectively in a state of suspended animation until chance of each).
the spell wears off or is dispelled. If the spell is cast upon an unwilling creature,
The spell may also be used to travel to other planes that border the plane of
the target may resist the spell on a successful charisma save. There is no save to
shadow, but this requires the caster to actually traverse the plane of shadow
see the sequestered creature or object, or to detect it with a divination spell. The
and face its perils. Such a journey requires 1d4 hours to complete.
spell requires a rare eye or eyestalk costing 500gp or more.
SHAPECHANGE, Level 9 druid, 9 wizard
SHADES, Level 6 illusion
CT 1 R see below D 10 min./lvl.
CT 1 R 150 ft. D 1 rd./lvl.
SV n/a SR n/a Comp V, S, M
SV intelligence disbelieves SR no Comp V, S
The caster assumes the form of any creature known to the caster. The caster
The caster shapes quasi-real illusions resembling monsters, that can attack
can change forms throughout the duration of the spell. Each change takes
the caster’s foes. The shades remain semi-solid, even to those who believe
one round. The form is quite real, and grants the caster most of the abilities of
them to be illusory. The caster can create one or more illusions of creatures
the creature formed. The caster retains his own mind and intelligence, as well
whose total HD are equal to the caster’s level. The caster chooses what form
as wisdom scores and hit points. Other attributes might change as a result of
the illusions take, be it goblin, orc or ogre, with size no larger than 1 foot per
the new form. The character retains his or her extraordinary abilities, spells
caster level in height or length. These shadow creatures, however, have only
and spell-like abilities. The character can cast spells for which he or she has
60% the normal HP of a creature of the chosen type.
Spell Descriptions-MAGIC
components. The character needs a humanlike voice for verbal components SHOCKING GRASP, Level 1 wizard
and humanlike hands for somatic components. The caster does not gain CT 1 R touch D until discharged
the spell-like or supernatural abilities of the new form, but does gain the SV none SR yes Comp V, S
extraordinary abilities of the new form.
The caster generates a potent charge of electricity within the caster’s hands.
The size of the form being taken can range from a gnat to any creature not The caster who then touches a target will inflict 1d8 damage +1 damage
more than 200 feet in length. Even amorphous or gaseous states may be per level (e.g. a 3rd level caster inflicts 1d8 +3 damage). A target actively
assumed by casting this spell. Upon changing, the caster regains 1d4 hit points. defending against a touch attack requires the caster to make an attack roll.
If slain, the caster reverts to his or her original form, but remains dead. The spell ends after one successful hit on a target, though not when the target
attacks the wizard. The charge can be transmitted by touching a conducting
The spell requires a 2,500 gp wand created from a shapechanging creature’s
material that the target holds, such as a sword blade or length of metal wire.
arm or leg bone, gilded with silver and mystic carvings.
SHOUT, Level 4 wizard
SHAPE STONE OR WOOD, Level 3 druid
CT 1 R see below D instant
CT 1 R touch D see text
SV see text SR yes Comp V
SV n/a SR n/a Comp V, S, M, DF
This spell enchants the caster’s vocal cords with mighty power. The caster
By use of this dweomer, the caster can shape a piece of stone or wood into any
can then release a concentrated sonic blast in a cone up to 10 feet wide and
desired form. A stone or wooden weapon or piece of furniture or any other
50 feet long; the sound deals 2d6 damage to any creature in the area of effect.
item is possible. Doors can be reshaped to allow entry/exit, walls parted with
Additionally, those that fail a Con save are deafened for a number of rounds
a passage, or anything else that the druid can imagine and that fits within the
equal to the damage they suffered. Any brittle substances in the path of this
range of material that the spell effects is possible. It takes one round to shape
cone are treated as if subjected to a shatter spell. A shout spell will cancel a
each 1 cubic foot of material. Note that the creations will inevitably be crude,
silence spell, but the cancellation also negates any damage or deafening effect.
as fine workmanship and finishing are beyond the scope of this invocation.
The spell’s area of effect is 10 cubic feet +1 cubic foot per level. Casting the
spell requires a splinter of wood or stone wrapped in clay.
can suffer damage from illusions. Hit point damage is suffered from damage to SOLID FOG, Level 4 illusion
the mind/psyche. While concentrating, the caster can move the image within CT 1 R 150 ft. D 1 tn./lvl.
the range. The illusion disappears if an opponent makes the saving throw. SV none SR no Comp V, S
This spell summons a barrier of swirling fog that acts like a fog cloud spell, but only
SIMULACRUM, Level 7 illusion
a very strong wind may affect it and any creature attempting to move through
CT 12 hrs R n/a D n/a
it can only move at 1/10th the normal movement rate. Furthermore, all attacks
SV n/a SR n/a Comp V, S, M
within the fog suffer a -2 penalty to hit and damage. Any fire-based attack that
This spell creates a duplicate of any creature. A full magical laboratory is does more than 12 hit points of damage will burn the fog barrier away in a single
needed to create the duplicate. Further, some form of formative substance round. This spell effects a 25 foot diameter sphere.
such as ice, snow, or clay, 1000 gp of powdered gems and a piece of the
creature to be duplicated are needed to complete this spell. While the SOUL BIND, Level 9 cleric
duplicate will be a perfect physical match for the original in appearance, there CT 1 R touch D permanent
will be differences in knowledge and abilities. The simulacrum will only have SV none SR no Comp V, S, M, DF
51% to 60% (50+1d10) of the hit points, knowledge (including level, skills
This spell draws the soul from a dead body and places it into a gem (of at
and speech), and personality of the creature being duplicated. The simulacrum
least 5000gp value). The victim must have been deceased for no longer than
will radiate magic under a detect magic spell.
1 round per caster level. Once the soul is contained in the gem, it cannot be
At all times the simulacrum remains under the caster’s verbal command. returned to life via clone, raise dead, reincarnation, resurrection, true resurrection,
The simulacrum has no ability to gain power through experience. It can be or even a miracle or a wish. Only destroying the gem can free the soul.
repaired by a complex process requiring at least 1 day, 100gp per hit point,
and a fully equipped magical laboratory. If destroyed, the simulacrum melts SOUND BURST, Level 1 cleric
into nothingness. CT 1 R 50 ft. D n/a
SV see text SR yes Comp V, S, DF
SLEEP, Level 1 wizard
The caster evokes a thunderclap of sound, emanating from any point up to
CT 1 R 150 ft. D 1 tn./lvl.
50 feet away and in a 20 foot diameter circle. Any creature within the area of
SV none SR yes Comp V, S, M
effect takes 1d8 damage and must make a successful wisdom saving throw to
All creatures within range and within a 30 foot diameter circle that are capable avoid being stunned for 1 round.
of sleep will fall into a comatose slumber, with weaker ones being felled prior
to stronger ones. The spell will affect 2d4 HD of creatures. For creatures with SPEAK WITH ANIMALS, Level 2 druid
equal HD, those who are closest to the spell’s point of origin are affected first. CT 1 R n/a D 1 tn./lvl.
No creature with 5 or more HD is affected, and HD that are not sufficient to SV n/a SR n/a Comp V, S
affect a creature are wasted. The spell is centered on a location determined by the
This spell allows the caster to converse with animals with an intelligence score
caster. Sleeping creatures are helpless. Slapping or wounding will awaken affected
of 1 or more. This allows the druid to converse, question or have a discussion
creatures, but normal noise does not. Sleep does not affect unconscious creatures,
on friendly terms with the affected animal. This effect occurs regardless of the
constructs or undead creatures. Sand or a pillow feather are the material
27075884 403054
animal’s alignment and allows the animal to reply. The replies are limited in
components of this spell.
complexity depending on the animals intelligence and ability to give meaning
to the communication. The animal may even do a small favor for the caster.
SLEET STORM, Level 4 druid
CT 1 R 450 ft. D 1 rd./lvl.
SPEAK WITH DEAD, Level 2 cleric
SV see text SR no Comp V, S, DF
CT 10 min. R touch D 1 tn./lvl.
This spell creates a driving storm of sleet that obscures the vision of anyone SV n/a SR n/a Comp V, S, DF
within it. The storm also causes ground surfaces to become icy and slick,
This spell allows the caster to ask several questions of a corpse. The corpse
reducing movement rates by half. Any creature moving within the sleet must
can answer questions that the creature knew in life. It will answer in its own
make a successful dexterity save each round or fall down. The spell effects an
language. Answers are usually brief, cryptic or repetitive. If the alignment of
area 50 x 50 x 20 feet.
the caster is opposed to that of the corpse, it resists answering and the caster
must make a check as if against spell resistance of 12. Only one speak with
SNARE, Level 3 druid
dead spell per week can be used on a corpse.
CT 3 R touch D triggered or broken
SV see text SR no Comp V, S, M
SPEAK WITH PLANTS, Level 3 druid
The caster creates a magical snare that is unlikely to be detected by anyone CT 1 R n/a D 1 tn./lvl.
actively searching for it without magical means (hidden as if set by a 12th SV n/a SR n/a Comp V, S
level rogue). It can be created from a supple vine, rope, leather or any such
The caster gains the ability to converse on a primal level with vegetation of all
similar material. Once enchanted, the snare blends into its environment and
types. Plants have little to no intellect so the conversations will be very basic;
will wrap its loop around anything that steps within it. The snare can be up to
complex questions and concepts that are beyond the experience of plantlife
20 feet long.
confuse them. Questions and requests that could be understood are simple,
If a supple tree is nearby, the snare will attach its other end to the tree and such as asking who had passed by recently or a request to impede pursuers,
bend it down, snapping it up again when the snare is activated; this pulls etc.
the victim up into the air and causes 1d6 damage. If a tree is not available,
the loop will whip around the victim, causing no damage but tightly binding SPIDER CLIMB, Level 1 wizard
it. An entangled creature suffers a -2 penalty to attack rolls and suffers a -4 CT 1 R n/a D 2 rd./lvl.
penalty to dexterity. To break free requires a strength check against challenge SV intelligence negates (h) SR yes (h) Comp V, S, M
level 5. The snare has 5 hit points and armor class 7.
This spell grants the power of movement along walls and ceilings to the
recipient just as if they were a spider. The recipient of the spell moves at one-
half base movement on vertical and inverted surfaces. Hands and feet must
be uncovered in order to make direct contact with the surface being climbed.
A small spider is needed to enact this spell.
Spell Descriptions-MAGIC
SPIKE STONES, Level 4 druid 4 Hailstones rain down in the area, dealing 5d6 points of damage
CT 1 R 150 ft. D 10 min./lvl. (no save).
SV see text SR no Comp V, S, DF 5-10 Violent rain and wind gusts reduce visibility. The rain obscures
This spell causes stone formations around the caster (such as stone walls, floors all sight, including special visions. Movement is reduced to 1/4th
or natural strata) to form into long and narrow points of sharpened stone. The normal. Ranged attacks within the area are impossible. Spells
spellcaster can effect a 20 x 20 foot area per level. These points of stone remain cast within the area are disrupted unless the caster makes an
unobtrusive until someone other than the caster happens upon them. In this intelligence check versus the storm-caster’s level.
case, they can deal damage and impede movement. The sharpened stones
cause 1d8 damage to the unwary. Those carefully searching for the stones must SUGGESTION, Level 3 wizard, 3 illusion
make successful intelligence check at -1 per level of the druid who cast the CT 1 R 50 ft. D 1 hr./lvl.
spell to notice them. A creature moving through the area takes damage for SV charisma negates SR yes Comp V, M
each 5 feet of movement. Those aware of the stones but who move through The caster influences one creature by suggesting a particular course of action
the area anyway take 1d4 damage per 10 feet. (limited to a sentence or two). The suggestion must be worded in such a
manner as to make the activity sound reasonable. A small piece of wool
SPIRITUAL WEAPON, Level 2 cleric must also be rubbed between the fingers as the suggestion is being made for
CT 1 R 50 ft. D 1 rd./lvl. the spell to work. The victim must understand the language of the caster
SV none SR no Comp V, S, DF making the suggestion. Any attempt to suggest an act that would be harmful
By invoking a prayer, the caster creates a magical weapon out of divine energy to the victim, or something severely at odds with its behavior, will allow the
which moves by telepathic command. It will move to attack foes in melee affected creature to automatically break the enchantment. The Castle Keeper
with or at a distance from the caster. The weapon will usually take the form of is free to factor in penalties to the victim’s saving throw for quite reasonable
the favored weapon of the caster’s patron deity or that of the caster’s chosen suggestions, as well as to give the target bonuses to its save for unreasonable
weapon if the deity has no preferred weapon. The weapon is guided by the or harmful suggestions.
caster, and strikes as if the caster were wielding it in melee (at caster’s level The suggested course of activity can continue for the entire duration. If the
with strength bonuses). It does not have any special bonus to hit, and it deals suggested activity can be completed in a shorter time, the spell ends when
1d8 damage. The weapon can strike creatures only hit by magic weapons (+1 the subject finishes what it was asked to do. The caster can instead specify
for every 3 caster levels) as well as incorporeal creatures. conditions that will trigger a special activity during the duration. If the
condition is not met before the spell expires, the activity is not performed.
STINKING CLOUD, Level 3 wizard
CT 1 R 30 ft. D 1 rd./lvl. SUMMON ANIMALS, Level 4 druid
SV constitution negates SR no Comp V, S, M CT 1 R 50 ft. D 1 rd./lvl
This spell invokes a20 x 20 x 20 foot cloud of billowing, nauseous gas that is SV none SR no Comp V, S, DF
impenetrable to sight or special visions. Anyone caught within it must make This spell summons natural wild animals to aid the caster. The animals appear
a successful constitution save every round while within the cloud or become wherever the caster designates within range, and act immediately on the
nauseated and helpless for 1d4+1 rounds. Helpless characters can only move
27075885 403055
caster’s turn in the initiative order thereafter. If the caster can communicate
out of the cloud in a random direction. A strong wind disperses the fog in 4 with the animals, the caster can direct them not to attack, to attack particular
rounds, a greater wind dispersing it in 1 round. The material component is a enemies or to perform other actions. If ordered to do so, animals attack
bit of rotting food, baby poo or other foul smelling item. opponents to the best of their ability. Summoned creatures disappear at the
end of the spell’s duration.
STONE TELL, Level 6 druid
CT 10 min. R see below D 1 tn./lvl.
The spell conjures one or more animals with total HD equal to the caster’s
SV none SR n/a Comp V, S
level. Thus, a 6th level caster can summon one 6 HD animal, or six 1 HD
animals. The caster chooses the HD distribution desired, and the spell
This spell allows the caster to speak with stones in the same manner as plants attempts to accommodate the request. The caster does not choose the
are conversed with via speak to plants. The stones relate to the character who specific type of animal summoned, although a request can be worked into
or what has touched them as well as revealing what is covered or concealed the spell’s casting. General requests, such as animals that fly, clever animals
behind or under them. The stones relate complete descriptions if asked. Note or fierce animals are more likely to be answered. The animals summoned will
that a stone’s perspective, perception, and knowledge may prevent the stone come from the region where the spell is cast, and are always determined by the
from providing the details the character is looking for. The character can Castle Keeper. A listing of some possible animals include, but is not limited
speak with natural or worked stone. to, the following (this includes giant varieties of each): ape, badger, bat, bear
(black, brown, grizzly, cave, polar), bison, boar, camel, cat, cheetah, crocodile,
STORM OF VENGEANCE, Level 9 druid dog (wild), eagle, elephant, frog, hawk, horse (wild), leopard, lion, lizard,
CT 2 R 450 ft. D up to 10 rd. manta ray, monkey, octopus, owl, rat, raven, shark, snake, squid, tiger, toad,
SV see text SR yes Comp V, S, DF weasel, whale (blue, sperm, orca), wolves and wolverine.
Upon invoking this spell, the caster summons and directs a maelstrom
of thunder and lightning. Creatures exposed to the storm must make a SUMMON BEASTS OR PLANTS, Level 5 druid
constitution saving throw or be deafened for 1d4 turns. If concentration CT 1 R 50 ft. D 1 rd./lvl.
ceases, so does the spell. For each additional round the caster concentrates SV none SR no Comp V, S, DF
after the first, the storm has the following additional effect. The area of effect This spell resembles summon animals. The spell conjures one or more beasts
for this spell is a 750 foot diameter circle that is 300 feet tall. or plants with total HD equal to the caster’s level. Thus, a 9th level caster can
summon one 9 HD creature, two 4 HD creatures plus one 1 HD creature
Round Effect
or nine 1 HD creatures. The caster must choose either beasts or plants; not
2 Acid rains down in the area, dealing 1d6 points of acid damage. a mixture of the two. The caster chooses the HD distribution desired, and
No save is allowed. the spell attempts to accommodate the request. The caster does not choose
3 The character calls six bolts of lightning down from the cloud. the specific type of creature summoned, but a request can be made (as with
The character decides where the bolts strike. All may be directed summon animals). The types of beasts which can be summoned are left to the
at a single target, or they may be directed at up to six separate discretion of the Castle Keeper.
targets. Each bolt deals 10d6 points of electricity damage, with a
dexterity save for half damage.
SUMMON ELEMENTAL, Level 6 druid 10-12 Raven Enhanced vision, speaks common
CT 10 min. R 150 ft. D 10 min./lvl. 13-15 Toad Wide angle vision
SV n/a SR n/a Comp V, S, DF
16-18 Weasel Superior hearing and smell, move silently, hide
A portal to an elemental plane of the caster’s choice (air, earth, fire or water) One of the above, or another small animal such as
is torn open with this spell, drawing an elemental to the caster’s service. 19 CK choice
a bat, rat, small snake
When the spell is complete, 12 HD elemental appears. The elemental has Magical
at least 4 HP per HD. Once the elemental appears, it serves the caster for 20 Roll on magical beast sub-table, or CK chooses.
Beast
the duration of the spell. The elemental explicitly obeys and never attacks
the caster, even if someone else manages to usurp or gain control over the Some sample stats for the various creatures are included as a basis for the
elemental. The caster does not need to maintain control over the elemental, Castle Keeper to build upon.
and can dismiss it at any time. Cat (These neutral animal vital stats are HD 2d2, AC14, move 30 feet.Their
primary attributes are physical and mental (see below). Cats threaten in
SUMMON ELEMENTAL SWARM, Level 9 druid combat but the damage of their attack is negligible. See the chart above for
CT 10 min. R 150 ft. D 10 min./lvl. special abilities.)
SV n/a SR n/a Comp V, S, DF
Hawk (These neutral animal vital stats are HD 2d6, AC 14/15, move 5/10
A portal to an elemental plane of the caster’s choice (air, earth, fire or water) feet or 60/80 feet in flight. Their primary attributes are physical and mental (see
is torn open with this spell, drawing a small army of elementals to the caster’s below). They attack with their talons for one point of damage or beak for 1d2.
service. When the spell is complete, 2d4 large elementals appear (8 HD); See the chart above for special abilities.)
10 mins. later, 1d4 huge elementals appear (12 HD); 10 mins. after that, 1
Owl (These neutral animal vital stats are HD 2d6, AC 14, move 5/10 feet
greater elemental appears (16 HD). Each elemental has at least 5 HP per HD.
or 60/80 feet in flight. Their primary attributes are physical and mental (see
Once the elementals appear, they serve the character for the duration of the
below). They attack with their talons for one point of damage or beak for 1d2.
spell. The elementals obey the caster explicitly and never attack them, even See the chart above for special abilities.)
if someone else manages to usurp or gain control over them. The caster does
not need to maintain control over the elementals, and can dismiss them singly Raven (These normal animal vital stats are HD 2d2, AC 14, move 5 feet or
or in groups at any time. 60 feet in flight. Their primary attributes are physical and mental (see below).
They do not participate in combat and flee when danger threatens. See the chart
above for special abilities.)
SUMMON FAMILIAR, Level 1 wizard
CT 1 day R n/a D n/a Toad (These small amphibian vital stats are HD 2d8, AC 16, move 10 feet
SV no SR yes Comp V, S, M or 20 foot jump. Their primary attributes are physical and mental (see below).
They prefer to hide and use their natural coloration for camouflage. Contact
This spell calls a familiar, a unique companion and servant, and binds it to the with their skin necessitates a constitution save or suffer seizures resulting in
caster. Doing so takes a day and uses up materials costing at least 100gp. A death after several days. See the chart above for special abilities.)
familiar is a magical, unusually tough and very intelligent version of a small
Weasel (These small rodent vital stats are HD 2d4, AC13, move 30 feet or
animal or magical beast. The creature serves willingly. A character may have
climb 20 feet. Their primary attributes are physical and mental (see below).
only one familiar at a time.
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Weasels avoid combat. Their stealthy abilities (see chart above) make them
An empathic link forms between the master and familiars, granting special ideal scouts.)
abilities to the master as detailed below. The empathic link functions only if
the familiar is within one mile of its master. FAMILIAR BASICS
Familiars do not involve themselves in combat. A familiar may fight if its Use the basic statistics for a creature of its type, as appearing in Monsters &
master faces a life-and-death situation, but magical beast familiars, especially Treasures, except for the following changes:
those of an evil alignment, might not do so if the familiar feels its own life
Hit Dice: Double the hit dice for a normal animal of the type.
would be jeopardized. If a familiar dies, or the master chooses to dismiss it,
the master loses a level in the class that allowed the spell to be cast and Hit Points: The familiar’s hit point total is added to the master’s own hit
permanently loses the number of hit points the familiar granted the master. points, as long as the familiar is within one mile.
A master’s experience point total can never go below zero as the result of a Saving Throws: The familiar uses the master’s base saving throw bonuses if
familiar’s demise. A slain or dismissed familiar cannot be replaced for a year they’re better than the familiar’s bonuses.
and a day. Slain familiars can be raised from the dead just as characters can be,
but do not lose a level or a constitution point when this occurs. If a familiar Intelligence: Animal familiars are unusually intelligent, and will have an
is raised from the dead, the caster will recover the experience points and hit effective intelligence of 1d4+8 (9-12). Magical beast familiars have an
points lost as a result of the familiar’s death. effective intelligence of 1d4+10 (11-14), unless a typical creature of its
type has a higher intelligence.
The type of familiar that responds to the spell is randomly determined, or, some
say, is directed by the deities. The Castle Keeper might apply modifiers to the Special Abilities: Each familiar has its own special abilities, or enhanced senses,
roll to determine the familiar, especially if more than the usual special materials as noted in the table. In addition, the familiar can communicate with
are used in casting the spell. Or, the Castle Keeper may allow the character to animals of approximately the same type as itself, and the communication is
choose if certain unusual circumstances are met or are part of the story of the limited by the intelligence of the conversing creatures.
game. The caster may refuse to accept the familiar that is summoned, but the Empathic Link: The empathic link allows the master to communicate
caster will be unable to successfully cast the spell again for one year and a day. telepathically with the familiar for up to one mile. Although some
Some magical beast familiars serve only a master of a certain alignment. If such familiars may be able to communicate verbally with their master, telepathic
a magical beast is summoned by the spell and it refuses to serve the caster, the communication is typically better in conveying meaning and intent.
caster can attempt the spell again after one month and a day has passed.
Additionally, the empathic link allows the master to share the familiar’s
SUMMONED FAMILIAR TABLE senses as long as the master concentrates on doing so (just like spell
d20 Familiar Notes concentration). When concentrating, the master shares the familiar’s
five senses (sight, hearing, smell, taste, and touch). Thus, for example, the
1-3 Cat Night vision, superior hearing, move silently, hide master can see through the familiar’s eyes. If a familiar has an enhanced
4-6 Hawk Enhanced vision, distance vision sense, like superior hearing, the master gains the benefit of the enhanced
7-9 Owl Night vision, superior hearing sense as well, but only as to what the familiar can sense. In other words, an
Spell Descriptions-MAGIC
owl familiar does not grant its master the special ability of superior hearing, neutral, neutral good, neutral or neutral evil masters. Most of their special
the master simply shares and listens through the owl when concentrating abilities cannot be shared with the master, but those with spell resistance
on doing so. Sharing the familiar’s senses is a somewhat alien process, as will normally share it with their master.
a familiar does not always sense in the same way a person does. Some Pixie (These faerie being vital stats are HD 2d4 AC 15, move 20 feet or fly 60
familiars may have a deficiency in one sense, or lack certain body parts, feet. Their primary attributes are physical. They attack with small arrows which
such as ears, that are normally associated with a sense. do 2-5 points of damage, or another variety that causes sleep for 1d6 turns, or
The empathic link also allows the master to cast a spell on a familiar that yet another which causes memory loss, unless an intelligence save is made. All
normally can only be cast on the caster alone, without having to touch the arrows have a +4 effective bonus to attack rolls.)
familiar (range is up to one mile). At the master’s option, the master may cast Familiar Dragon: A familiar dragon is a very small dragon about 2 to 3 feet in
any spell on himself and it will also affect a familiar (such as shield). If the length. Some look like a miniature version of a larger, true dragon, while
spell has a duration other than instantaneous, the spell stops affecting the others have no true draconic counterpart. Their special abilities may
familiar if it moves farther than one mile away. The spell’s effect will not be mimic a true dragon’s, or may more resemble those of a pseudodragon’s.
restored even if the familiar returns to the master before the duration would Each familiar dragon is unique; and the Castle Keeper determines its details
otherwise have ended. The master and familiar can share spells in this way, and special abilities, and which of those abilities are shared with the master
even if the spells normally would not affect creatures of the familiar’s type. (if any). They are extremely loyal. A familiar dragon responding to the
summons will always be the same alignment as the caster.
MAGICAL BEAST SUB-TABLE
the summoned familiar table, or roll again on it to determine the type of 403057
celestial animal. A celestial familiar serves only good-aligned characters, SUMMON LESSER MONSTER, Level 3 wizard
and a fiendish familiar serves only evil-aligned characters. A celestial or CT 1 R 50 ft. D 1 rd./lvl.
fiendish animal shares its spell resistance with its master as long as the SV none SR no Comp V, S, DF
master is within 150 ft.
This spell summons monsters to aid the caster. The monsters appear where the
Demon: A small demon such as a quasit, or other demon of the Castle caster designates, within range, and act immediately on the caster’s turn in the
Keeper’s creation. A demon familiar is one of the most independent types, initiative order thereafter. If the caster can communicate with the monsters, the
and it will only serve a chaotic evil or chaotic neutral master. A demon’s caster can direct them not to attack, to attack particular enemies or to perform
special abilities are determined by the Castle Keeper or are indicated in other actions. If communication is not possible, the monsters will attack any
the demon’s entry in Gods and Demons. They do not share their unique apparent enemies of the caster. Monsters attack opponents to the best of their
special abilities with their master, and are highly unlikely to fight to save ability. Summoned creatures disappear at the end of the spell’s duration.
their master’s life.
The spell conjures one or more monsters with total HD equal to the caster’s level,
Quazit (These minor demon vital stats are HD 2d8, AC 14, move 40 feet or but no monster can have a HD greater than 3. Thus, a 7th level caster can summon
fly 60 feet. Their primary attributes are physical. They attack with either their two 3 HD monsters plus one 1 HD monster, or seven 1 HD monsters. The caster
claws (1d2) or bite (1d2). They are able to cast the following spells once per day chooses the HD distribution desired, and the spell attempts to accommodate the
at the 3rd level of ability; protection from good, darkness and pyrotechnics.) request. For purposes of this spell, monsters include only aberrations, animals
Devil: A small devil such as an imp or other devil of the Castle Keeper’s (including the giant variety), beasts, fey, humanoids and vermin.
creation. A devil familiar is more independent than normal, for its lawful The caster does not choose the specific type of monster to be summoned,
nature creates loyalty. A devil familiar will only serve a lawful evil or although a request can be worked into the spell’s casting. More general requests,
neutral evil master. A devil’s special abilities are determined by the Castle such as “monsters that fly” or “magical monsters” or “fierce monsters”, are
Keeper or are indicated in the devil’s entry for them in Gods and Demons. more likely to be answered. The monsters summoned comes from the region
They do not share their unique special abilities with their master, and are where the spell is cast, and are always determined by the Castle Keeper.
highly unlikely to fight to save their master’s life.
Imp (These minor devil vital stats are HD 2d8, AC 15, move 20 feet or fly SUMMON MAGICAL BEASTS OR FEY, Level 7 druid
60 feet. Their primary attributes are physical. They attack with either their bite CT 1 R 50 ft. D 1 rd./lvl.
(1d4) or stinger which causes one point of damage. The stinger administers SV none SR no Comp V, S, DF
poison and if a constitution check is not made, the victim suffers 2 points per
round for 4 rounds. Imps regenerate one point per round.) This spell is like summon animals and summon beasts, except it summons either
magical beasts or fey. The spell conjures one or more magical beasts or fey with
Faerie: A small faerie (sprite) such as a pixie, brownie or any other such total HD equal to the caster’s level. Thus, a 14th level caster can summon one
creature of myth, or one of the Castle Keeper’s creation. Faerie familiars 14 HD creature, four 2 HD creatures plus one 6 HD creature, or seven 2 HD
have all the qualities of the fey, and they can be independent but loyal, creatures. The caster must choose either magical beasts or fey, not a mix of the
annoying but playful. A faerie familiar will serve a master of any alignment, two. The caster chooses the HD distribution desired, and the spell attempts
if reasonable for a creature of its type, but most prefer chaotic good, chaotic to accommodate the request. The caster does not choose the specific type of
creature summoned, but requests can be made as with summon animals. Unlike SUNBURST, Level 8 druid, level 8 illusion
animals, beasts and plants, the creatures summoned by this spell are often more CT 1 R 50 ft. D instant
intelligent and less inclined to follow orders and commands. Additionally, SV see text SR yes Comp V, S, DF
alignment plays a large role in determining the effectiveness of any order. By use of this spell, the caster causes a brilliant sunburst of light to explode
soundlessly at a predetermined point. Any creatures within the burst are
SUMMON MONSTER, Level 5 wizard
blinded and take 3d6 hit points of damage. Those making a successful dexterity
CT 1 R 50 ft. D 1 rd./lvl.
saving throw avoid blindness and take half the hit point damage. Creatures
SV none SR no Comp V, S, DF
to whom sunlight is unusual or harmful take double damage. Undead who
This spell is much like summon lesser monster, but the monsters are fail a dexterity save take an additional 1d6 damage per caster level and those
considerably more powerful. The spell conjures one or more monsters with who are specifically destroyed or harmed by sunlight (such as vampires) are
total HD equal to the caster’s level, but no monster can have a HD greater automatically destroyed.
than 6. Thus, a 12th level caster can summon two 6 HD monsters, or two 5
HD monsters plus one 2 HD monster. For purposes of this spell, monsters SYMBOL, Level 8 cleric, level 8 illusion
include only aberrations, animals (including giant varieties), beasts, fey, CT 10 min. R touch D see text
humanoids, magical beasts, monstrous humanoids, oozes, outsiders, plants, SV see text SR yes Comp V, S, M
shapechangers and vermin. This spell allows the caster to scribe, either in the air or on a surface, a
The caster does not choose the specific type of monster summoned, although variety of mystic sigils and runes. The effects depend on the caster’s choice of
a request can be worked into the spell’s casting. More general requests, such symbols, but some common symbols are described below. The Castle Keeper is
as monsters that fly, magical monsters or fierce monsters are more likely to be free to add to this list. The material components for this spell are a diamond
answered. The summoned monsters come from the region where the spell is tipped pen and ink made from some unusual creature. The total value of these
cast, and are always determined by the Castle Keeper. items should cost no less than 5000gp.
All symbols are inactive after being traced, and are programmed to activate
SUMMON PLANAR ALLY, Level 8 cleric on a circumstance given to it by the caster. As a guidance, most symbols are
CT 1 tn. R 50 ft. D see text triggered whenever a creature does one or more of the following, as the caster
SV see below SR see below Comp V, S, DF selects: reads, touches or passes over the rune; looks at the rune; or passes
Beseeching their deity, the caster pleads for aid, prompting the deity to select through a portal bearing the rune.
and send assistance in the form of a number of appropriate elementals or In this case, reading the rune means any attempt to study it, identify it or fathom
extraplanar creatures totaling no more than 16 HD. The caster may request its meaning. Throwing a cover over a symbol to render it inoperative triggers it if it
a known individual creature beholden to the deity, but the deity can ignore reacts to touch. To trigger a symbol, a creature must be within 30 feet of the rune.
this request and send a different creature. If the character serves no particular The caster can also create a command word that can be spoken prior to any of the
deity, the spell is a general plea answered by a creature sharing the character’s above actions, so that the symbol will not activate. Creatures who subsequently
philosophical alignment. meet an active symbol’s triggering conditions suffer its effects.
27075888
The caster may ask the summoned creature or creatures to perform one task, Death: One or more creatures within 30 feet whose combined total hit points 403058
and a summoned creature may request some service in return (as befits the do not exceed 100 must succeed at constitution save or die. The symbol
creature’s outlook, alignment, deity and the magnitude of favor asked). If the affects the closest creatures first, skipping creatures with too many hit
caster agrees to these requests, the creature performs the task asked of them, points to affect. This symbol must be carefully engraved on a surface.
reporting back to the character afterward if possible, then returning to their Once triggered, the symbol lasts until it has affected 100 hit points worth
home plane. The caster is honor-bound to perform the return favor, and may of creatures.
lose any or all clerical abilities if they fail to do so. This will last until such a
point as the caster properly atones, in whatever manner their deity sees fit, for Discord: All creatures with an intelligence score of 3 or higher within 30
the breech of promise. A creature might accept some form of payment, such feet who fail an intelligence save immediately fall into loud bickering and
as a magic item, in return for its service. The creature might keep it or may arguing. Meaningful communication is impossible. If the affected creatures
deliver the item to another member of the character’s religion somewhere else have different alignments, there is a 50% chance that they will attack each
where the item can help the religion’s cause. other. Bickering lasts 5d4 rounds. Fighting begins 1d4 rounds into the
bickering, and lasts 2d4 rounds. This symbol must be carefully engraved on
SUMMON SWARM, Level 2 druid a surface. Once triggered, the symbol lasts 10 minutes per caster level.
CT 1 R 50 ft. D concentration+ 2rds Fear: Living creatures within 30 feet become panicked unless they save versus
SV none SR no Comp V, S, DF charisma at -4. Those that fail suffer a -2 penalty on charisma saving throws
The caster summons a 5 x 5 foot swarm of insects to attack foes. The type for 10 minutes per caster level, and they flee from the area. A panicked
of insect summoned is determined by the Castle Keeper. The swarm will not creature has a 50% chance to drop what it’s holding, chooses its path
extend beyond the range of the spell. A creature caught in the swarm who randomly (as long as it is getting away from immediate danger) and flees
takes no action other than fighting off the swarming creatures takes 1 point any other dangers that confront it. If cornered, a panicked creature cowers.
of damage per round. Any other action attempted, even if it is simply leaving Once triggered, the symbol lasts 10 minutes per level.
the swarm, results in 1d4 plus +1 HP per caster level of damage per round. Hopelessness: All creatures within 30 feet radius must attempt charisma saves at
A caster can direct the swarm to move up to 30 feet per round. Weapons do a -4 penalty. If the save fails, the creature suffers from hopelessness for 3d4x10
not effect a swarm, but fire and area effect attacks can cause it to disperse. minutes and submits to simple demands from foes, such as to surrender or get
The swarm will disperse when it has suffered 2 hit points of damage per level out. If no foes are present to make demands, there is a 25% chance that a
of the caster. hopeless creature proves unable to take any action except hold its ground. If
the creature remains free to act, there is a 25% chance it will retreat from the
1d20 SWARM TYPE 15-16 Spiders
rune at normal speed. In either case, the creature can defend itself normally
1-8 Rats 17-18 Centipedes if attacked. Once triggered, the symbol lasts 10 minutes per caster level.
9-14 Bats 19-20 Flying beetles Insanity: One or more creatures within 30 feet, whose combined total hit
points do not exceed 150, become insane unless they make an intelligence
saving throw. Insane creatures behave randomly, either wandering away
for 1 minute (unless prevented), doing nothing for 1 round, attacking the
nearest creature for 1 round, or acting normally for 1 round until the spell
Spell Descriptions-MAGIC
ends. The spell lasts until a restoration, greater restoration, heal, limited wish or higher. Each creature targeted is linked to all the others. The bond can
or wish is cast on the creature. The symbol affects the closest creatures first, be established only among willing subjects. All subjects can communicate
skipping creatures with too many hit points to affect. Once triggered, the telepathically through the bond, regardless of language. Once the bond is
symbol lasts until it has affected 150 hit points worth of creatures. formed, it works over any distance, but not between planes of existence.
Pain: Creatures within 30 feet suffer wracking pains that temporarily reduce
TELEPORT, Level 5 wizard
dexterity scores by 2 and impose a -4 penalty on attack rolls, dexterity
CT 1 R touch D instant
saves and ability checks. A successful constitution save at -4 negates these
SV none SR yes (h) Comp V
effects. The pain lasts 2d10x10 minutes. Once triggered, the symbol lasts
10 minutes per caster level. This spell instantly transports the caster, and a certain amount of additional
weight, to any designated destination on the same plane of existence. The
Persuasion: All creatures within 30 feet must succeed at a charisma save at -4
caster can transport his body and gear, and bring along objects (not held by
to resist. If the save fails, the creature becomes the same alignment as the
other creatures) and willing creatures, all of which must not total more than
caster for 1d20 x 10 minutes. During this time, affected creatures become
50 pounds per caster level. The character must have some clear idea of the
friendly to the caster. The spell does not enable the character to control
location and layout of the destination. The clearer the character’s mental
the creatures as if they were automatons, but the creatures perceive the
image, the more likely the teleportation works (see table). Areas of strong
character’s words and actions in the most favorable way. The caster can
physical or magical energies may make teleportation more hazardous or even
try to give the creatures orders, but must succeed at a charisma check
impossible. Teleportation is instantaneous travel through the astral plane;
(difficulty determined by the Castle Keeper) to convince the creatures to
anything that blocks astral travel also blocks teleportation. To see how well
do anything they wouldn’t ordinarily do. The creatures never obey suicidal
the teleportation works, roll d% and consult the teleport table below. Refer to
or obviously harmful orders. Any act by the character or the character’s
the following information for definitions of the terms on the table:
apparent allies that threatens the creatures breaks the spell. Note also
that the caster must speak the creatures’ language to communicate the TELEPORTATION LOCATION FAMILIARITY
character’s commands, or else be good at pantomiming.
Familiarity On Target Off Target Similar Area Mishap
Sleep: Creatures within 30 feet fall into a catatonic slumber if they have 8 or fewer
Very familiar 01-97 98-99 100 —
HD (intelligence save negates). Sleeping creatures cannot be awakened for
3d6x10 minutes. Once triggered, the symbol lasts 10 minutes per caster level. Studied carefully 01-94 95-97 98-99 100
Stunning: One or more creatures within 30 feet whose total hit points do Seen casually 01-88 89-94 95-98 99-100
not exceed 200 become stunned (constitution save negates). The symbol Viewed once 01-76 77-88 89-96 97-100
affects the closest creatures first, skipping creatures with too many hit
points to affect. A stunned creature can’t act, and loses any dexterity bonus Description 01-52 53-76 77-92 93-100
to AC. Attackers gain a+2 bonus while attacking stunned creatures. In False destination — 81-92 93-100
addition, stunned creatures will drop what they are holding. (1d20+80)
Very Familiar: A place where the caster has been very often and feels at
T
27075889 403059
home.
Studied Carefully: A place the caster knows well, either because they have
TELEKINESIS, Level 5 wizard
been there often or have used other means to study the place.
CT 1 R 100 ft. D 1 rd./lvl.
SV see text SR yes Comp V, S Seen Casually: A place that the caster has seen more than once, but with
which the character is not very familiar.
By concentrating, the caster can move an object or creature weighing 25
pound per level of the caster by mental command. Telekinesis can move a Viewed Once: A place that the caster has seen once.
creature or object weighing up to 25 pounds per caster level up to 20 feet Description: A place whose location and appearance the caster knows only
per round. A creature can negate the effect against itself with a successful through someone else’s description, perhaps even from a precise map.
charisma save at -4, and against an object it possesses with a successful
strength save, or with SR. False Destination: A place that does not exist. When traveling to a false
destination, roll 1d20+80 to obtain results on the table, rather than rolling
The spell lasts up to 1 round per caster level, but it ends if the caster ceases d%, since there is no real destination for the character to hope to arrive at,
concentrating. The weight can be moved in any direction, but not beyond the or even be off target from.
spell’s range. The spell ends if an object is forced beyond the range.
On Target: The caster appears at the desired location.
Alternatively, if the caster chooses, the spell energy can be expended in a
single round. The caster can hurl, with massive force, one object or creature Off Target: The character appears safely a random distance away from the
(within range toward any target also within range). The caster can hurl up to destination in a random direction. Distance off target is 1d10 x 1d10% of
a total weight of 25 pounds per caster level. To hit a target with a hurled item, the distance that was to be traveled. The Castle Keeper determines the
caster must succeed at an attack roll using the caster’s base attack bonus + direction off target randomly.
the caster’s intelligence modifier. Weapons hurled by the spell cause double Similar Area: The caster winds up in an area that’s visually or thematically
standard damage (with no strength bonus). Other objects cause 1d6 points similar to the target area. Generally, the caster appears in the closest similar
of damage per 25 pounds of weight. Creatures who fall within the weight place, but since the spell has no range limit, they could conceivably wind
capacity of the spell can be hurled, but they are allowed a charisma save to up somewhere else across the globe.
negate the effect, as are creatures that hold targeted possessions. If a creature
is hurled against a solid surface, it takes damage as if it had fallen 30 feet. Mishap: The caster and those teleporting with the caster suffer one of the
following: 1-3 scrambled; 4-5 appear above; 6 appear below the intended
TELEPATHIC BOND, Level 5 wizard destination. Scrambled travelers each take 1d10 points of damage, and
CT 1 R see below D 1 hr. the Castle Keeper re rolls on the chart to see where the travelers wind
SV none SR no Comp V, S up. For these re rolls, roll 1d20+80 and each time mishap comes up, the
characters take more damage and must re roll. Characters appearing above
The caster forges a telepathic bond among intelligent creatures. Only one do so 1d6x10 feet above the intended destination and suffer appropriate
creature per three levels of caster can be effected and they must all be within
30 feet of the caster. All the targets must have an intelligence score of 6
damage if they fall. Characters appearing below do so 1d6x10 feet below if the exterior temperature is between 0˚ and 100˚ F. An exterior temperature
the intended destination and either instantly die from teleporting into a below 0 degrees or above 100 degrees lowers or raises, respectively, the interior
solid surface or appear in whatever open space exists underground. temperature on a 1-degree-for-1 basis (thus, if it’s 20 degrees outside, inside it’ll
be 50 degrees). The hut also provides protection against the elements, such as
TELEPORTATION CIRCLE, Level 8 wizard rain, dust and sandstorms. The hut withstands any wind of less than hurricane
CT 1 R see below D 1 tn./lvl. force, but a hurricane (75+ mph wind speed) or greater force destroys it. The
SV none SR yes (h) Comp V, M caster can dimly illuminate the interior upon command or extinguish the light
By casting this spell, the caster creates a 10 foot diameter circle on any as desired. Note that although the force field is opaque from the outside, it
horizontal surface that teleports any creature on it to a designated location. is transparent from within. Missiles, weapons and most spell effects can pass
Once the caster chooses the destination, it cannot be changed. The spell fails through the hut without affecting it, although the occupants cannot be seen
if the caster attempts to set the circle to teleport creatures into a solid object, from outside the hut, and thus have total concealment.
to a place with which the caster is not familiar and has no clear description or
TONGUES*, Level 4 cleric, level 3 wizard
to another plane. The circle itself is nearly impossible to notice. If the caster
CT 1 R touch D 1 tn./lvl.
intends to keep creatures from activating it accidentally, the circle must be
SV none SR no Comp V, S.
marked in some way. Teleportation is instantaneous travel through the astral
plane; anything that blocks astral travel also blocks teleportation. To cast this This spell grants the touched creature the ability to speak and understand the
spell requires a 100gp loop of golden thread. language of any intelligent creature within a 30 foot sphere. The subject can speak
only one language at a time, although he or she may be able to understand several
TELEPORT WITHOUT ERROR, Level 7 wizard languages. This spell does not enable the subject to speak with creatures that do
CT 1 R touch D instant not normally speak. This spell does not guarantee a favorable reaction from any
SV none SR yes (h) Comp V creature addressed.
This spell acts just like teleport, except there is no chance the travellers will The reverse of this spell, cipher, garbles verbal communication between all
not arrive at the designated destination. If the caster attempts to teleport with creatures in the affected area. It also counters the effects of the tongues spell.
insufficient or misleading information, the spell fails. Areas of strong physical
or magical energies may still make teleportation impossible. TRANSMUTE FLESH AND STONE, Level 6 wizard
CT 1 R 150 ft. D permanent
TEMPORAL STASIS, Level 9 wizard SV wisdom negates (h) SR yes Comp V, S, M
CT 1 R 10 ft. D permanent
In but an instant, this spell can transform one creature, and any and all
SV none SR yes Comp V, S, M
objects it carries, into stone, bereft of sense, thought or the faintest glimmer
The caster places the target into a state of suspended animation. For the
of life. Alternately, this spell can transform a mass of stone into an equal
creature, time ceases to flow and it does not grow older. Its body functions
mass of flesh, though the flesh will possess no bones, organs or life unless the
virtually cease, and no force or effect can harm it. The onset of poisons and
spell is being used to restore a petrified creature. When a petrified creature is
disease halt, and bleeding from mortal wounds ceases. This state persists until
turned back to flesh, any damage it or anything it bears has suffered afflicts
the magic is removed by a successful dispel magic spell, or until the caster
the creature or object, unless the broken pieces are joined with them as they
27075890 403060
releases the spell. The caster can release the spell at any time, with a single
return to flesh. Only creatures made of flesh may be petrified by this spell. To
word of command. To cast this spell requires the use of a 5,000gp diamond.
cast this spell requires the use of blood, clay, dirt or stone.
TIME STOP, Level 9 wizard
TRANSMUTE METAL TO WOOD, Level 7 druid
CT 1 R see below D 1d4+1 rd.
CT 1 R 50 ft. D n/a
SV none SR see text Comp V
SV none SR yes Comp V, S, DF
This spell causes time to cease flowing for everyone but the caster. The caster This spell enables the caster to change one metal object to wood, including
is free to act in any manner for the spell’s duration, including attacking, weapons, armor and other metal objects carried by creatures. Magic objects
casting spells or manipulating objects. All other creatures are frozen in place, made of metal effectively have SR16 plus their bonus against this spell.
unable to act. Creatures with SR can resist the effect. Energy and effects Artifacts cannot be transmuted. Weapons converted from metal to wood
present in the area can still affect the caster. The caster cannot enter an area suffer a -2 penalty to attack and damage rolls. Armor converted from metal to
protected by an antimagic field, or by protection from chaos/evil/good/law, wood loses 2 points of AC. Weapons changed by this spell splinter and break
or by a magic circle spell, while under the effects of time stop. Spells cast or on any natural attack roll of 5 or lower, and armor changed by this spell loses
damage inflicted by the caster on another target during a time stop has no an additional point of AC bonus every time it is struck by a natural attack
effect until the time stop ends. At that time, targets of spells receive a saving roll of 15 or higher. Only a limited wish (temporary), wish, or similar magic can
throw to avoid or mitigate effects if one is normally allowed. Physical damage, return an object back to its original state.
by weapon or spell, also accrues after the time stop ends. Spells cast upon the
caster during a time stop take effect immediately upon casting. Durations of
TRANSMUTE MUD AND ROCK, Level 5 druid, level 5 wizard
spells cast in this way should include the time spent in effect during the time
CT 1 R 150 ft. D n/a
stop. For example, a wizard casts shield during the first round of a time stop;
SV see text SR no Comp V, S, M, DF
the duration of his shield should include the one remaining round of the time
stop for the purpose of determining when the spell dissipates. This spell can transform normal mud or quicksand of any depth into soft stone
permanently. Creatures in the mud are allowed a dexterity save to escape before
TINY HUT, Level 3 wizard the area is hardened to stone. Alternatively, the spell turns natural, uncut or
CT 1 R n/a D 1 hr./lvl. unworked rock of any sort into an equal volume of mud. Magical or enchanted
SV none SR no Comp V, S, M stone is not affected. The depth of the mud created cannot exceed 10 feet.
Creatures unable to levitate, fly or otherwise free themselves from the mud will
The caster creates an unmoving, opaque sphere of force around his or her
sink and potentially asphyxiate. If the spell is cast upon the ceiling of a cavern
self. A small opaque glass ball is fixed in place, and does not move with the
or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5
caster. The sphere can be of any color. Half of the sphere projects above the
feet. The falling mud and the ensuing cave-in deal 8d6 points of damage to
ground, and the lower hemisphere passes through the ground. Up to nine other
anyone caught directly beneath the area, or half damage to those who succeed
human-size or smaller creatures can fit into the field with the caster and they
at dexterity saves. Castles and large stone buildings are generally immune to
can freely pass into and out of the hut without harming it. However, if the
the effects of the spell because the spell can’t affect worked stone and doesn’t
caster leaves the hut, the spell ends. The temperature inside the hut is 70˚ F
reach deep enough to undermine such buildings’ foundations. However,
Spell Descriptions-MAGIC
small buildings or structures often rest upon foundations shallow enough to of polymorphed, changed or transmuted things. Further, the subject can see
be damaged or even partially toppled by this spell. Each substance changed into the ethereal plane. The range of conferred sight is 120 feet. A liquid is
remains thus unless natural (evaporation turns mud to normal dirt over a period used to pour over the eyes to enact this spell. The contents and preparation
of days) or magical forces restore its state (but not necessarily its form). Each cost at least 250gp.
version of this spell dispels the other, but again, does not restore the original
The spell does not penetrate solid objects. It does not cancel concealment,
form. The spell can effect two 20 foot cubes per level. The material component
including that caused by fog and the like, nor does it help the viewer see through
for this spell is a piece of clay.
mundane disguises, spot creatures who are simply hiding or notice secret doors
hidden by mundane means. Additionally, the divine version of this spell allows
TRANSPORT VIA PLANTS, Level 6 druid the subject to see auras, noting the alignments of creatures at a glance.
CT 1 R unlimited D 1 rd.
SV no SR yes Comp V, S
The caster can enter any normal plant of human size or larger, and pass any
distance to a plant of the same species in a single round, regardless of the
U
distance separating the two. The entry plant must be alive. The destination UNDETECTABLE AURA, Level 1 illusion
plant need not be familiar to the caster, but it also must be alive. If the caster CT 1 R touch D n/a
is uncertain of the location of a particular kind of destination plant, the caster SV none SR yes (object) Comp V, S
needs merely designate direction and distance, and the spell moves the caster
This spell allows the caster to mask a magic item’s aura from detection. If the
as close as possible to the desired location. If a particular destination plant is
object bearing undetectable aura has identify cast on it or is similarly examined,
desired, but the plant is not living, the spell fails and the caster is ejected from
the examiner recognizes that the aura is false and detects the object’s actual
the entry plant. This spell does not function with plant creatures. This spell
qualities. The object so hidden can weigh 5 pounds per level of the caster.
will not transport the caster between planes of existence.
UNSEEN SERVANT, Level 1 wizard
TRAP THE SOUL, Level 9 cleric 8 wizard CT 1 R 50 ft. D 1 hr./lvl.
CT 1 or see text R 10 ft. or see text D permanent
SV n/a SR n/a Comp V, S, M
SV see text SR see text Comp V, S, M
The unseen servant is an invisible, mindless, shapeless force that performs
This spell forces a creature’s material body and life force into a gem (the gem
simple tasks at the caster’s command. It can run and fetch things, open
must be worth at least 1000gp value per level or HD of the creature entrapped).
unstuck doors and hold chairs, as well as clean and mend. The servant can
The gem holds the trapped entity indefinitely or until the gem is broken and the
perform only one activity at a time, but it repeats the same activity over and
life force is released, which allows the material body to reform. If the trapped
over again if told to do so. It has an effective strength score of 2 for lifting
creature is a powerful creature from another plane, it can be required to perform
purposes. It can trigger traps and such, but it can exert only 20 pounds of
a service immediately upon being freed. Otherwise, the creature can go free
force. Its speed is 15 feet per round. The servant cannot attack in any way.
once the gem imprisoning it is broken. The spell can be triggered in one of two
It cannot be killed, but it dissipates if it takes 6 points of damage from area
ways.
27075891
attacks. If the caster attempts to send it beyond the spell’s range, the servant 403061
Spell Completion: The spell can be completed by speaking its final word as if ceases to exist. A 5gp gem is used to enact this spell.
the caster were casting a regular spell at the subject. This allows SR (if any)
and an intelligence save to avoid the effect. If the creature’s true name is
spoken as well, any SR is ignored but the save CL increases by 2. If the save
or SR is successful, the gem shatters. V
Trigger Object: The second method tricks the subject into accepting a trigger object VANISH, Level 7 wizard
inscribed with the final spell word, automatically placing the creature’s soul in CT 1 R touch D instant
the trap. To use this method, both the creature’s true name and the trigger SV none SR yes (object) Comp V
word must be inscribed on the trigger object when the gem is enchanted. This spell works exactly like teleport, except only objects can be teleported.
As soon as the subject picks up or accepts the trigger object, its life force is The caster can teleport up to 50 pounds or 3 cubic feet of matter per level.
automatically transferred to the gem without the benefit of SR or a save. Creatures and magical forces cannot be made to vanish. Mishap is possible,
just as in the teleport spell.
TRUE RESURRECTION, Level 9 cleric
CT 3 hrs. R n/a D n/a
VEIL, Level 6 illusion
SV n/a SR n/a Comp V, S, M, DF
CT 1 R 50 ft. D 1 hr./lvl.
The caster restores life to a deceased creature. This spell can bring back SV see text SR see text Comp V, S
creatures whose bodies have been wholly destroyed, provided the caster The caster instantly changes the appearance of the target creature and then
unambiguously identifies the deceased in some fashion (reciting the maintains that appearance for the spell’s duration. The caster can effect one
deceased’s time and place of birth or death is the most common method). creature per two levels of experience. The recipients of the spell can not be
The resurrected creature is immediately restored to full hit points, vigor and more than 30 feet apart. The caster makes the subjects appear to be anything
health, with no loss of prepared spells or loss of a constitution point. The spell the caster wishes. The subjects look, feel, and smells just like the creatures
can revive someone killed by a death effect or turned into an undead creature whose appearance the target takes. Affected creatures resume their normal
and then destroyed. Constructs, elementals, outsiders and undead creatures appearances if slain. The caster must succeed at an intelligence check at +6
can’t be raised. The spell cannot bring back a creature that has died of old age. to duplicate the appearance of a specific individual. Unwilling targets can
The materials used to cast this spell cost at least 5000gp. negate the spell’s effect by making intelligence saves. Those who interact
with the subjects can attempt intelligence (disbelief) saves to see through the
TRUE SEEING, Level 5 cleric, level 5 illusion
glamour, but SR doesn’t help to detect the illusion.
CT 1 R touch D 1 rd./lvl.
SV none SR yes Comp V, S, M
The caster confers on the subject the ability to see all things as they actually
are. The subject notices secret doors hidden by magic, sees the exact locations
of creatures or objects under blur or displacement effects, sees invisible
creatures or objects normally, sees through illusions and sees the true form
The caster can make his voice (or any sound that the caster can normally This spell creates an invisible, immobile sheet, sphere or hemisphere of force
make vocally) seem to issue from some place else. The caster can speak in any that is immune to damage of most kinds, including spells and even dispel magic.
language the caster knows. Anyone who hears the voice and rolls a successful The wall can only be brought down by disintegrate, a rod of cancellation, a sphere
intelligence save recognizes the sound as illusory (but still hears it). of annihilation, or disjunction. Spells and breath weapons cannot pass through
the wall in either direction, although transportation spells and effects can
VISION, Level 7 illusion bypass the barrier. It blocks ethereal creatures as well as material creatures.
CT 1 tn. R n/a D see text Gaze attacks operate through a wall of force. The material components of this
SV see text SR no Comp V, S spell are 20 small silver mirrors and a 100 gp gem.
Vision quickly brings to the caster’s mind legends about an important person, The caster can form the wall into a flat, vertical plane whose area is up to 10
place or thing, but produces some strain on the caster. The caster poses a feet long per caster level, 20 feet tall and 1 inch thick. Alternately, the caster
question about some person, place or object, then casts the spell and goes to can form it into a sphere up to 1 foot per level in diameter, or a hemisphere up
sleep. If the person or object is at hand, or if the character is in the place in to 2 feet per level in diameter.
question, the caster receives a vision about it with a successful intelligence
check. WALL OF ICE, Level 4 wizard
CT 1 R 150 ft. D 1 tn./lvl.
If the person, place or object is not at hand, but detailed information is known
SV none SR no Comp V, S, M
by the caster, the intelligence check is made at -5, and any information gained is
incomplete (though it often provides enough information to help the caster find Similar to wall of fire, this spell creates an anchored sheet or hemisphere of
the person, place or thing, thus allowing a better vision next time). If only rumors ice. Unlike wall of fire, a wall of ice cannot form in an area occupied by physical
are known, the intelligence check is made at -10, and any information gained objects or creatures. Its surface must be smooth and unbroken when created.
is vague (though it often directs the caster to more detailed information, thus Fire can melt a wall of ice. Suddenly melting the wall of ice creates a great cloud
allowing a better vision). of steamy fog that lasts for 10 minutes. The details on the two versions follows:
When completed, the divination brings legends (if any) about the person, Sheet of ice: A sheet of strong, hard ice appears. The wall may be created either
place or things to the caster’s mind. These may be legends that are still current, vertically or horizontally/slanting. Vertical walls anchor themselves to the
legends that have been forgotten or even information that has never been floor, while a horizontal or slanting wall must have two opposite surfaces to
generally known. If the person, place or thing is not of legendary importance, anchor itself. The sheet has two possible measurements: (1) up to 10 feet
the caster gains no information. As a rule of thumb, characters 10th level and per caster level long, 1 inch per caster level thick, and 10 feet tall/wide,
higher are legendary, as are the sorts of creatures they contend with, the major or (2) up to 5 feet per caster level long, 1 inch per caster level thick, and
magic items they wield and the places where they perform their key deeds. 20 feet tall/wide. A horizontal sheet of ice created in the air without two
anchor points acts as a sleet storm spell, but lasts only 5 rounds and covers
an area equaling one of the two possible measurements.
W
27075892 403062
Each 10-foot length (for the former) or 5-foot length (for the latter) has 3
hit points per inch of thickness. Creatures can hit the wall automatically,
WALL OF FIRE, Level 5 druid, level 4 wizard and a section of wall whose hit points drop to 0 is breached. Even when
CT 1 R 50 ft. D 1 rd./lvl. the ice has been broken through, a sheet of frigid air remains that deals 1d6
SV none (see text) SR yes Comp V, S, M, DF +1 point per caster level of cold damage to any creature stepping through
With a single bit of burnt wood, a blazing curtain or ring of shimmering fire it. Fire-using creatures passing through this cold air suffer double damage,
springs into existence at the caster’s command. The wall can take two forms; while cold-using creatures suffer no damage.
either an immobile fiery wall, or a ring of fire surrounding the caster that Hemisphere of Ice: The wall takes the form of a hemisphere of ice over the caster
moves with the caster. In both cases, the wall is 20 feet tall and only 1 foot or a designated target. The hemisphere has a maximum possible diameter of 2
thick. The fiery wall or curtain of fire measures up to 20 feet long per caster feet per caster level. It is as hard to break through as the sheet of ice, but it does
level (up to 100 ft long at 10th level). The ring of fire measures up to 10 feet not deal damage to those who go through a breach. The caster can create the
wide per every two caster levels (up to 50 feet diameter at 10th level). hemisphere so that it traps one or more creatures, though these creatures can
One side of the wall, selected by the caster, sends forth waves of heat, dealing 2d4 avoid being trapped by making successful dexterity saves.
points of fire damage to creatures within 10 feet and 1d4 points of fire damage
to those between 10 and 20 feet. The wall deals this damage when it appears, WALL OF IRON, Level 5 wizard
CT 1 R 50 ft. D permanent
and for each round that a creature enters or remains in the area. In addition, the
SV see text SR no Comp V, S, M
wall deals 2d6+1 point per caster level of fire damage to any creature entering
or passing through the wall. The wall deals double damage to undead creatures. The caster causes an anchored, vertical iron wall to spring into being. A piece
No saving throw is allowed for any of the heat or fire damage. of iron once used in a wall of a fortress is necessary to enact this spell. The wall
cannot be conjured to occupy the same space as a creature or another object.
If the caster evokes the wall so that it appears where creatures are already
The wall inserts itself into the surroundings, anchoring itself if possible. The
present, each creature takes damage as if passing through the wall. Each such
wall must always form a flat plane, though the caster can shape its edges to fit
creature can avoid the wall by making a successful dexterity save. (If the
available space. Like any iron wall, this wall is subject to rust, perforation and
creature ends up on the hot side of the wall, it takes 2d4 points of damage, as
other natural phenomena.
normal.)
The wall of iron is 1 inch thick per four caster levels, and up to 5 feet x 5 feet per
The caster may maintain the wall indefinitely by concentrating on doing so,
caster level. The caster can double the wall’s area by halving its thickness. Each
or may forgo continued concentration, in which case the wall will last 1 round
5 foot square of the wall has 30 hit points per inch of thickness. Creatures can
per caster level.
hit the wall automatically, but it is so hard that the first 10 points of damage from
The wall can be attacked and cancelled by cold spells and damage. If any 5 each blow are ignored. A section of wall whose hit points drop to 0 is breached.
foot length of the wall takes 20 points of cold damage or more in 1 round, that
If the wall is created where it cannot anchor itself, either vertically resting
length goes out.
on a flat surface or in the air, it falls on creatures beneath it. An unanchored
Spell Descriptions-MAGIC
vertical wall is 50% likely to tip in either direction if left unpushed after 2 Gases, most gaseous breath weapons, and creatures in gaseous form cannot
rounds. It can be pushed with a strength check (CL 10). Creatures with room pass through the wall (although it is no barrier to incorporeal creatures).
to flee the falling wall may do so by making successful Dex save. Creatures While the wall must be vertical, the caster can shape it in any continuous
who fail take 10d6 points of damage. path along the ground.
This spell creates a wall of rock that merges into adjoining rock surfaces. To enact The caster causes wood to bend and warp, permanently destroying its
this spell requires a piece of tone from a wall. The wall is 1 inch thick per four straightness, form and strength. One cubic foot of material can be effected
caster levels, and up to 5 feet x 5 feet per caster level. The caster can double by this spell. Boards or planks can be affected. Warped weapons are useless.
the wall’s area by halving its thickness. The wall cannot be conjured so that it Magic weapons and wood are not affected. The reverse of this spell, straighten
occupies the same space as a creature or another object. wood, reforms to original shape, straightness and strength any wood that has
been warped by this spell or by other means.
The caster can create the wall in almost any shape. The wall need not be
vertical, nor rest upon any firm foundation; however, it must merge with and
WATER BREATHING, Level 3 druid, level 3 wizard
be solidly supported by existing stone. It can be used to bridge a chasm, for
CT 1 R touch D 2 hrs./lvl.
instance, or to form a ramp. For this use, if the span is more than 20 feet, the
SV constitution negates (h) SR yes (h) Comp V, S, M, DF
wall must be arched and buttressed. This requirement reduces the spell’s area
by half. The wall can be crudely shaped to allow crenellations, battlements The recipient creatures can breathe water freely. Any number of creatures
and so forth by likewise reducing the area. can be affected by touching them in turn, but the duration is divided evenly
among them. A straw like instrument is used to enact this spell.
Each 5 foot square area of the wall has 15 hit points per inch of thickness.
Creatures can hit the wall automatically, but the wall is so hard that the first 8
WEB, Level 2 wizard
points of damage from each blow are ignored. A section of wall whose hit points
CT 1 R 50 ft. D n/a
drop to 0 is breached. It is possible, but difficult, to trap mobile opponents
SV see text SR no Comp V, S, M
within or under a wall of stone, provided the wall is shaped so it can hold the
creatures. Creatures avoid entrapment with successful dexterity saves. This spell creates a many-layered 20 x 20 x 10 foot thick mass of strong, sticky
strands resembling a giant spider’s web, that trap objects and creatures caught
WALL OF THORNS, Level 5 druid in them. A strand or wad of web from a spider’s web is used to enact this spell.
CT 1 R 150 ft. D 10 min./lvl. The webs must be anchored to two or more solid and diametrically opposed
SV none SR no Comp V, S, M points or else it collapses upon itself. Creatures caught within a web or simply
touching its strands become entangled among the gluey fibers. Anyone in the
This spell creates a barrier of very tough, pliable and tangled brush, bearing
spell’s area of effect when it is cast must make a dexterity save or become stuck.
needle-sharp thorns as long as a person’s finger that is 10 cubic feet in size
An entangled creature suffers a -2 penalty to attack and damage rolls, a -4 penalty
per level of the caster. A simple thorn is used to enact this spell. Any creature
27075893
to effective dexterity and can’t move. An entangled character cannot cast spells 403063
forced into or attempting to move through the wall of thorns takes 25 points
with somatic components. A stuck creature can break loose by succeeding at a
of damage per round of movement minus 1 point for each point of the
strength check.
creature’s AC that is granted by armor. Dexterity bonus to AC does not count
for this calculation. Once loose (either by making the initial dexterity save or a later strength check),
a creature may progress through the web very slowly at a rate of 5 feet per round.
Creatures can force their way slowly through the wall by making a successful
Each 5 feet of movement requires a new strength check to avoid becoming stuck
strength check (challenge level 10). A successful creature moves a number
again.
of feet equal to its strength divided by 3 (round down). Of course, moving or
attempting to move through the thorns incurs damage as described above. The webs are flammable and fire burns 5 square feet in 1 round. All creatures
in the webs take 2d4 points of damage from the flames.
Any creature within the area of the spell when it is cast takes damage as if it had
moved into the wall, and is caught inside. In order to escape, it must attempt
WEIRD, Level 9 illusion
to push its way free, or it can wait until the spell ends. A creature trapped in
CT 1 R 150 ft. D n/a
the thorns can choose to remain motionless in order to avoid taking any more
SV intelligence SR yes Comp V, S
damage. Creatures with the ability to pass unhindered through overgrown areas
can pass through a wall of thorns at normal speed without taking damage. This spell acts like phatasmal killer, but it affects all creatures within a 25 x
25 foot area. The caster causes a manifestation, in the targets’ minds, of the
A wall of thorns can be carefully breached by slow work with edged weapons.
most horrific creature imaginable. This creature is the formulation of all the
Chopping away at the wall creates a safe passage 1 foot deep for every 10
subconscious fears of each target, brought into a very convincing and deadly
minutes of work. Normal fire cannot harm the barrier, but magical fire burns
illusion. Only the caster and the targets can see the killers. The killers make
it away in 10 minutes.
illusory attacks upon the targets, who must make a successful intelligence
saving throw or instantly die from fear and psychic damage. A successful
WALL OF WIND, Level 3 druid
saving throw results in 8d6 damage and stuns the targets for 1 round. The
CT 1 R 150 ft. D 1 rd./lvl.
killers cannot be damaged, and will pass through all physical barriers to reach
SV none SR no Comp V, S
the targets. The killers cannot pass through magical protections such as a
A 10 x 20 foot high invisible vertical curtain of wind appears. It is 2 feet thick minor globe of invulnerability, or through any area of antimagic.
and of considerable strength. The roaring blast is sufficient to blow away
Likewise, if the illusionist casting the spell is killed before the effect reaches the
any bird smaller than an eagle, and tear papers and similar materials from
target, the spell ends. In rare circumstances, such as when the target makes a
unsuspecting hands. Small flying creatures cannot pass through the barrier.
successful saving throw and is wearing a helm of telepathy, the target can turn the
Loose materials and cloth garments fly upward when caught in a wind wall.
killer back upon the caster just as if the target cast the spell in the first place.
Arrows and bolts are deflected upward and miss, while any other normal
ranged weapon passing through the wall suffers a -6 to hit and -2 points of
damage. Massive ranged weapons like catapult boulders, are not affected.
WHIRLWIND, Level 8 druid but, multiple subjects can be affected if, for example, they are all cured of the
CT 1 R 450 ft. D 1 rd./lvl. same type of affliction. In such a case, the caster can affect one subject for
SV see text SR yes Comp V, S, DF every three caster levels.
This spell creates a powerful cyclone of raging wind that is 10 feet wide at Generally, a wish can do any one of the following, if worded correctly, with little
the base, 30 feet tall and 30 feet wide at the top that moves through the air, danger of misfortune: (1) Duplicate a spell of 9th level or lower that the character
along the ground or over water at a speed of 60 feet per round. The caster knows and has cast, or duplicate any other spell of 6th level or lower that the
can concentrate on controlling the cyclone’s every movement or specify a character has seen; (2) Undo the harmful effects of other spells; (3) Create a
simple course of motion (that cannot be changed once set). The whirlwind valuable item, even a magic item, of up to 15,000 gp in value; (4) Permanently
moves during the caster’s turn in the initiative order. If the cyclone exceeds raise or lower an attribute by +1 or -1; (5) Remove injuries and afflictions; (6)
the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds A wish can bring a dead creature back to life by duplicating resurrection; (7) A
possibly endangering the caster or the caster’s allies before it dissipates (the wish can revive a dead creature whose body has been destroyed, but the feat
caster can’t regain control of the cyclone even if comes back within range). takes two wishes, one to recreate the body and another to infuse the body with
life again. (8) A wish can lift one creature per caster level from anywhere on any
Any creature less than 40 feet tall/long that comes in contact with the whirlwind plane and place these creatures anywhere else on any plane regardless of local
must succeed at a dexterity save or take 3d6 points of damage. Medium-size or conditions. An unwilling target gets a Cha save to negate as well as SR; (9) A wish
smaller creatures who fail their first save must succeed at a second one or be can undo a single recent event. The wish forces a re roll of any roll made within
picked up bodily by the whirlwind and held suspended in its powerful winds, the last round. Reality reshapes itself to accommodate the new result. The re roll,
taking 1d8 points of damage each round with no save allowed. The caster may however, may be as bad as or worse than the original roll.
direct the cyclone to eject any carried creatures whenever the caster wishes,
depositing the hapless souls wherever the whirlwind happens to be when they are Duplicated spells allow saves and SR as normal. When a wish duplicates a
released. spell with a material component that costs more than 10,000gp, the character
must provide that component.
WIND WALK, Level 6 cleric, level 7 druid, level 8 illusion
CT 1 R touch D 1 tn./lvl. WORD OF RECALL, Level 6 cleric 8 druid
SV n/a SR yes (h) Comp V, S, DF CT 1 R unlimited D n/a
SV see text SR yes (h) Comp V
The caster’s body becomes a cloudlike vapor, allowing movement through
the air at great speed. The caster can also use the spell to affect additional This spell teleports the caster instantly to the caster’s sanctuary when a
creatures, each of which acts independently. The caster can add one creature command word is uttered. The caster must designate the sanctuary when
per 3 levels of experience. A magical wind wafts a wind walker along at up the spell is prepared. It must be a very familiar place. The actual point of
to 600 feet per round, or as slow as 5 feet per round. Wind walkers are not arrival is a designated area no larger than 10 feet by 10 feet. The caster
invisible, but appear misty and translucent. A wind walker can regain physical can be transported any distance within a plane but cannot travel between
form as desired, and later resume the cloud form (during the spell’s duration). planes. The caster can transport, in addition to himself, objects and creatures
Each such change requires 5 rounds. While in vaporous form, subjects gain weighing up to 50 pounds per caster level. Exceeding this limit causes the spell
immunity from physical harm, though they may sustain damage from high to fail. An unwilling creature can’t be teleported by word of recall. Unattended,
nonmagical objects receive no saving throw.
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efore embarking upon the road of adventure, it is necessary that you, the Sometimes you may, for whatever reason, shun a long-winded speech in a role
B Castle Keeper, decide what type of game to play. Doing this takes some
modicum of preparation, and a number of factors have to be considered. Shall
playing session and make the character roll an attribute check to determine
the outcome of the interaction. It is up to you to determine how often the
the game be an epic campaign lasting for years of play or shall it be a night’s dice are rolled to solve problems. Whatever the preferred style of play, it
adventure? Is glory or gold or both to be the adventurer’s reward? What is to is important to remember that too much dice play for simple or obvious
be the mood, tone and pace of the game? What style the game takes depends encounters detracts from the all-important mood of the game, and Castle
largely, but not wholly, upon you. Keepers should be very careful and sparing in using dice to resolve conflicts.
It is incumbent upon the Castle Keeper to create an environment within Tactical games, unlike theatrical games, turn away from extensive roleplaying
which the players will have fun. The players must become involved in the and orient themselves on action. These games need to be fast paced and little
game, immersing themselves in the moment, so it plays out like a rousing room left for long deliberations that have little or no bearing on the activities
adventure movie or exciting book. Is the style of the game hack and slash, at hand, be it combat with an ancient dragon or the pilfering of a goblin
high fantasy, or grim realism? Is it an epic campaign where the characters king’s horde. Too much reliance on the rules to adjudicate activities results in
set themselves on a resolute path to save the world, or the more simple fare too many inquiries, tending to bog these games down. Castle Keepers should
where they plunge themselves into dungeon crawls, fighting for slaughter and restrict themselves to the bare knuckles of combat rules (initiative, attacks
plunder? and damage), attribute checks or other necessary mechanics and little more.
As you perfect pacing and learn to apply the rules quickly and efficiently, you
Setting and theme, pace and mood are as important as the style and type of may want to start adding home-brewed rules like critical hits and fumbles.
game. Mastering these elements may take time and a keen perception for The game is enhanced by finding that distinctive method of rules application
what the players want, but once mastered, you can capture your audience that you and your players can truly call your own.
and keep them enthralled through night after night of roleplaying. Combined
in just the right mix, these elements establish a depth of fun and excitement Of course, many Castle Keepers find that a balanced approach is the best
that all players want to experience and every Castle Keeper wants to achieve. method for maintaining the pace and mood of a game. Constant action can
By paying careful attention to all these elements, you can turn an evening’s be exhausting and eventually lose its flavor. Too much roleplaying can be
play into a war story or heroic escapade that your gaming group talks about laborious to someone who has worked at data entry all day (or worse, as a
for years to come. customer service employee) and joined the table for some free wheeling fun
and excitement. Keeping a balance is something Castle Keepers learn with
The following section briefly examines these elements and offers you some time and experience, and is entirely dependent on the desires of those playing
advice on how to mix them, control them, and manage them to create an at the table.
exciting night’s game.
One or two sharp and exciting battles are usually enough to satisfy players
STYLE OF PLAY AND MOOD during long roleplaying sessions. Likewise, a grisly combat in which the party
has vanquished some horrid, demonic creature and its allies may best be
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There are as many game styles as there are players. Some players enjoy the finished with some roleplaying as the character’s down a few rounds of beers 403065
intricate and detailed theatrical games where first person representations of at a local tavern and brag to a roomful of garrulous patrons and buxom bar
characters, non-player characters and monsters leads to extensive roleplaying. wenches!
In this style of game, characters interact with non-player characters in
The style and mood define the type and nature of the game you and the
unscripted encounters that involve little or no dice rolling or game mechanic
players want to play. Creating the proper mood lets you capture your audience
adjudication. More is invested in the roleplaying than the roll playing. Other
and take them to a world of wild adventure, whatever that may be. The mood
styles focus less on roleplaying than on the use of die rolls and game mechanics
which you want to capture may determine almost all the factors already
to adjudicate interactions. Most games use a mixture of both, depending
discussed in the following section. Both roleplaying and action can and should
upon circumstances and mood. In each case, the style of play is elemental to
be used to generate responses from the players, develop the character’s
conveying the game’s mood. The following is a brief overview of styles and
personalities and expand the themes of the game.
how best to approach the game to create the environment you desire.
Theatrical games often require you to make a host of simple decisions to MAINTAINING PACE
determine what happens when the characters try to negotiate, bluff, cajole,
intimidate or take any number of other actions in an effort to turn an Pace follows mood in importance. To keep players enthralled with the game, it
encounter to their favor. Dice can play as little or as great a role in these types is necessary to maintain a steady overall pace. A healthy mixture of role playing,
of encounters as you wish, though usually it trends to the lesser side the more problem solving and combat is a tried and true method. Mixing these in just the
theatrical the game. right manner can be difficult, but once you have perfected a method for you
and your players, the game becomes dramatically better. Always strive to keep
When, for example, the party is beset by three troll lords, who demand to everyone at the table interested at all times. This means ensuring that, as much as
know why they are crossing a sacred and fetid mire the trolls call home, and possible, every player has a role to play in the encounters and something to add to
why they should not be eaten all at once, one or more of the players may give any resolution of conflict – whether it be a swift sword with a keen edge, or awe-
a great and inspiring speech in answer to the troll’s query. If the speech is inspiring speech to convince enemies that one is actually a friend and ally.
well roleplayed and convincing explanations are given, an enterprising Castle
Keeper need never look to the dice for the troll’s answer, but decide on the Events that do not include the whole party can be particularly difficult
spot if the speech served its purpose and convinced the three gross, hungry, to manage. An encounter between a paladin and his secular lord may be
greedy and mean spirited trolls to let the party pass. interesting for the player of the paladin and the Castle Keeper, but if it goes
on for several hours, the remaining players will no doubt retire to the nearest
There is a potential hazard in this type of game, of which you should be aware. TV and become lost in reruns of some show about a warrior princess or ‘hard
When judgments and rulings rest solely with the person running the game, bodies’ rescuing tourists at the beach. Allow these roleplaying sessions to be
occasions arise where ill temper or whimsy requires the absolute necessity for resolved quickly in order to bring in other player into the game.
neutrality. The Castle Keeper must always remain neutral within the game
and attempt, at the very least, not to dominate the game with whimsical or Combat which involves one party member can be straining on the patience of
emotional rulings – be they inspired by emotions external to the game or the rest of the players. Keeping them all occupied is ideal, but of course this is
from within it. If you cannot do this, avoid this type of play as the players will not always possible. Sometimes events call for single encounters, which should be
become detached from the game and cease playing. handled quickly. If they do tend to take awhile, interrupt the session with frequent
questions to other players and try to involve their characters in other ongoing to experiment with them as they become more comfortable with the game, its
activities such as buying equipment, searching for secret doors or the like. mechanics and the style that best fits each particular gaming group.
The crux of many games is with combat. Good descriptions, coupled with Balancing out an adventuring party is a good way for beginning Castle Keepers
rapid fire combat rules, can unsettle even the most veteran of players. and players to acquire a firm grasp on the game. Parties that include a good
Keeping them jumping while you hammer away at them is the hallmark of balance of races and classes allowing everyone involved to become comfortable
a good Castle Keeper. Do not allow needless arguments or rulings slow the with the rules and the system. A beginning party is best served with a cleric,
pace of the combat. Start at one end of the table and work your way around, fighter, rogue and magic user. These four basic archtypes are the backbone of
hammering each with his own initiative and life or death struggle. Don’t allow the classes and utilize most of the rules in Castles & Crusades, from combat to
characters a long time to decide what they are going to do; give them 5-6 class based skills to casting magic and healing. A few humans, the dwarf and the
seconds to decide, then attack them and move on to the next person. Explain elf are also useful starting races.
this away as the fog of war or characters being stunned into inaction. Combat
These also acquaint the Castle Keeper with the power of encounters and
is about pace and if you hit them a few times you’ll find that soon enough they
eventually shows how to scale the encounters to the level and type of party
are hitting right back. The battlefields of many a game are washed with the
being played. If the characters are dying in droves, it is perhaps time to reduce
blood and iron of characters who have fought nobly or ignobly to the death!
the number of creatures encountered and the hit die of those encounters. If
Killing a character is no easy task. It should not be done lightly and should the characters are easily overcoming any and all encounters, traps, puzzles
never be done as an act of vengeance. The Castle Keeper must be impartial and tricks, consider increasing the difficulty.
and adjudicate fairly. A foolish character is a dead character, but an angry
There are no hard and fast rules which can be offered regarding this aspect
Castle Keeper is soon playing by himself.
of play, as there are far too many variables that come into use once a game
Conversely, staying alive should not be a given. The players need to know that begins. However, a useful starting point is to consider the sum total of a party’s
they run the gauntlet and risk death when they enter into combat. Though hit points and average levels, and compare that to the sum total hit points and
the object of the character is, of course, gold and glory, the object of play is to average levels of an encounter. Rarely should the encounters double that of
have fun. Making it dangerous, even so much as killing a character when it the party in these aspects, though on occasion, just such a case is warranted.
is the natural unfolding of events, is necessary. But killing because the party
Further, do not be reluctant to reduce or increase hit points, armor class or
killed your favorite non-player character or failed to go into the dungeon you
spell casting abilities of encounters to increase or decrease the difficulty of an
spent three weeks designing is a sure way to wreck a game or campaign.
encounter, even after it has begun. Do not, however, simply punish players for
rolling well or planning well and never become too attached to the creatures
SCALE OF THE GAME or non-player characters.
Knowing the style of game you one desires makes it easier for the Castle Keeper
to decide on what type of game to run. Generally, games are centered around a
WORKING WITH THE PLAYERS
single adventure or module, but often ambitious Castle Keepers set themselves While developing and planning a game of Castles & Crusades is primarily
the task of creating a campaign. Campaigns usually involve a party going on the responsibility of the Castle Keeper, it is important to note that the game
extended adventures, often beginning at a low level and ranging to the very should not take shape in a vacuum. Though a ready made audience may exist,
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high levels. Campaigns have been known to stretch over actual decades, the Castle Keeper should keep in mind that the audience, the players, are an
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involving a host of connected and unconnected adventures, metathemes and interactive part of the game. Before the adventure begins, the players should
epic plots with characters having begun at first level and then struggling on create their characters and the Castle Keeper should have an idea of the class
through long careers. and race the characters intend to play and ascertain the general nature of the
Enterprising Castle Keepers can combine the two. With little preparation, players desires for their characters.
the gaming group can begin play in a simple dungeon. As players warm to From this, it is absolutely incumbent upon the Castle Keeper to create a milieu
their characters, a Castle Keeper can extract ideas from their own role playing in which the players can fulfil their desires. This is both the odious burden and
to build upon and develop metathemes. In this regard, it is important the fulfilling joy of running a game. One may have designed an adventure or have
Castle Keeper start small but think big. When a party of lackluster, first level a theme and plot already in mind for his group of players, but should never
adventurers plunder the Tomb of Etep and cart of the riches, they may have be unwilling to modify or change this based upon the desires of the players.
accidentally uncovered the Krummelvole, the long forgotten crown of the This does not mean bowing to every whim of the players. Some control of the
Horned God. The characters have no idea, but they just opened a world of elements of play must be maintained, and the Castle Keeper must enjoy the
adventure for themselves and the Castle Keeper. A single night’s play can turn game as well. But an eye to balancing the needs and desires of all those at the
into a epic struggle of unforgettable adventure. table is necessary.
THE SCALES OF PLAY Consider the following: A player has just returned from the screening of a
good viking movie involving 13 warriors fighting troglodytes. Having enjoyed
Rules are important in that they help maintain a game’s balance. A good rules the film immensely, the player is primed for a monumental battle against
set keeps the Castle Keeper from taking too much control of the game and supernatural forces deep beneath the earth. The Castle Keeper who picks up
they establish that median that produces a game fair to all. Deviating from on this and adjusts their game to meet the desires of the player finds a ready
the rule set can be both challenging and fun, but attention must be given to audience and eager participant for the tale about to be told. The Castle Keeper
maintaining certain levels of consistency in the play. This is so that players should exercise good judgement and not shy away from setting aside weeks of
can make well-informed judgments that have consistent potential results preparation in order to capitalize on a player’s involvement. Ultimately, the
and also that they have an understanding of the game, allowing them sets of Castle Keeper and player both leave a game more fulfilled through this than if
expectations for particular actions. one or the other focuses entirely upon their wants and wishes alone.
If a Castle Keeper begins making random judgments with no reference to the Also, keep in mind that players are often as creative as Castle Keepers and can
rules whatsoever, then the game inevitably begins to suffer from lack of focus and contribute interesting ideas about a character’s background and abilities. This
an inability or reluctance on the part of the players to interact within the story. in turn, can lead into even more interesting plot twists than those designed
Eventually, the audience becomes disinterested, if not down right frustrated. It by the Castle Keeper alone. Some even go so far as to allow the players to
is much as if an elderly and senile king is ruling a country, no one has any idea develop plots, though unwittingly. If, for example, a night’s play is at hand
what is going to happen next and a catatonic malaise sets in. Experience behind and no material is prepared. A wise Castle Keeper may create a seemingly
the screens is the best cure for game balance and it is generally well advised mundane encounter with a few odds and ends about it. The players will,
for inexperienced Castle Keepers to keep close tabs on the rules at first and without fail, opine as to the nature of the encounter. Carefully listening to
the players is advisable in these moments because invariably, one of them THE CASTLE AND ITS KEEP
will mention a possibility that is interesting enough to launch the game in an
altogether different direction. Without allowing the players to know what is Designing a gaming session, or series of sessions, interlocked by plot or theme
happening, the canny Castle Keeper adopts this ‘game generated’ plot as their can be a demanding task, but a very fulfilling one as well. To do so requires
own, and proceeds from there. So keep the communication going, and both a plot or environment in which the players find great interest. They must
players and the Castle Keeper will benefit. overcome challenges, be they monsters or traps, conquering evil demons,
pillaging dungeons or rescuing the damsel in distress. There is no limit to the
A LIFE OF ADVENTURE plots and story lines a Castle Keeper might develop in order to entertain the
players. Imagination is the only limit to your creations.
Whether played for a single night, or as an episode in an ongoing, epic campaign,
the adventure is the center piece of Castles & Crusades. There are four basic To find this balance takes time and experience, so no easy or foolproof method
settings for an adventure: dungeon, city, overland and planar. can be offered; but some advice is proffered. If one begins with these few
pieces of advice, you will be well on your way to creating memorable and
The darkened corridor stretches beyond the flickering torch light and from fun adventures. Do not make insurmountable tasks or monsters so easy to
that impenetrable black comes a strange grating sound. Dungeon adventures overcome as to present no challenge. Both can damage a game. Do not give
comprise underground labyrinths, both natural and man-made, where a away too much treasure or magic, nor too little. Do not be afraid to allow a
character’s senses are battered by strange sounds, smells and the fear of what lies character to die or live. Do not solve problems for the players. Do not force
beyond the next corner. They range from hidden laboratories, to ruined castles, players to take certain actions. Allow for fluid plots. Encourage the players to
to buried cities. A dungeon crawl is the classic element for any Castles & use their imagination and create a tale in which the players write the ending.
Crusades game, as it places characters in an extreme environment where they Now on to a few nuts and bolts.
are able to use almost all of their abilities. It also favors beginning Castle Keepers
as it allows for a more controlled environment in which to take an adventuring In all games, the Castle Keeper must create and run encounters. Encounters
party on. Options are more limited than those in a city or wilderness. come in many shapes and sizes: the halfling Feador Six Toes’ battle with the
wyvern, or Fyorgyn Door Hammer’s laborious climb over Mount Ristan, or
Where twisting narrow streets give way to wide boulevards, all are filled with even Michael Bagleton’s struggle to break the seal of the trapped door without
countless droves of people, each with their own tale. City adventures offer a dying. All these are encounters of one stripe or another and should be dealt
host of role playing opportunities; from simple interaction with the bartender with differently. It is important to note that with any encounter, the Castle
to the careful negotiation with guardsmen. The simple task of re equipping Keeper should strive, as much as possible, to keep the whole party involved
a party after a hard dungeon crawl can turn into an exercise in patience and and to keep the encounter interesting.
diplomacy. Race, religion and social standing all come into play in the city
environment and create dynamic mixtures of action and theatrical roleplay. There are three basic types of encounters: planned, random and spur of the
City adventures can be demanding for a Castle Keeper. Players have their moment. Each has benefits and drawbacks and each has familiar elements:
characters attempt all manner of activities, from simple thievery to raids on combat, traps, non-player characters and terrain.
temple compounds. So be prepared to wing it on occasion as it is impossible to
PLANNED
guess an imaginative group of player’s next move.
Laying out an encounter in detail reaps immediate benefits as the characters
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Long treks through wearied deserts, marshlands or the blasted remains of are quickly engaged by the narrative of the story. A well planned encounter
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ancient mountain ranges all comprise the overland adventure. Here, characters leaves the Castle Keeper in little doubt as to what is attacking, how it is going to
are pitted against the harsh elements as well as the greatest of beasts and attack and how it will respond to the characters. Planned encounters are time
wandering monsters. Long quests may find them crossing whole continents consuming to create, but pay dividends in execution.
through a myriad number of environments. Keeping them supplied with food
and water can be as challenging as avoiding a small horde of orcs out for a night’s When planning an encounter, the Castle Keeper should not take into account
raid, dealing with a band of mischievous pixies or battling a troll who guards a powers they know the party has unless the planned encounter would know
bridge across a deep chasm. These are as demanding as city adventures, but are that. A mountain pass guarded by ogres would not realistically know that
very rewarding when they are managed well and often lead to great adventures, the druid has change rock to mud in his catalog of spells. Yet knowing the
interesting discoveries, long battles and perplexing roleplay opportunities. character’s abilities and interests, the Castle Keeper should create events or
monsters which challenge the characters us thereof.
There are places and domains where powers beyond those of mortal keen dwell.
Strange halls, impenetrable darkness and mysterious lands of enchantments The worst that can come of a planned encounter is avoidance. Frequently
exist beyond the sight and sound of the normal world. These places are the hours of prep time are put into an encounter which the party manages to
planes and dimensions that exist and crisscross the multiverse. Adventures on accidentally or purposely avoid. Moving the encounter around may work in
the planes are usually reserved for higher level characters and parties for they some limited capacity, but the Castle Keeper here must take it in the chin and
require a bit of preparation on the part of the Castle Keeper. Because anything shelve the hard work for another day.
is possible on the planes (and I mean anything), they can be very challenging.
Allow the Castle Keeper and player to explore the uttermost limits of their RANDOM
imagination. For the only restriction on what comprises the adventure is the Rolling random encounters alleviates much of the prepatory work involved
creative link between one and the other. with planned encounters and gives the hint of complete surprise to the players
All of these settings, or better yet, a combination of them, can play host to the (and often the Castle Keeper). When traveling through the marsh, the players
adventure plot whether it is a mystery, search and destroy, treasure hunting, know that anything could happen and they cannot always prepare for what
exploration, etc. It is often beneficial to combine a number of ideas into one awaits them. Feador Six Toes may be leading his band on a wild chase across
bundle, particularly if one is running a campaign style game. Terrain, location, the broken steppes of the northern wilds, hunting the Orc Reaper, Orange
motivation, actors, impetus, goals, etc. can all change as the adventures Hair. The topsy turvy ride filled with tracking and quick reactions could
continue. In time, the adventures take on a life of their own and are propelled be completely reversed when they run into a golem standing silently in the
by the internal dynamic of the Castle Keeper and player interaction and steppes.
imaginative development. Care should be taken to make certain that these encounters do not interrupt
the pace of the game and that they fit what one is trying to do. During that
same wild chase across the broken steppes, the fun and excitement of the
sleepless hunt could be brought to a sudden stand still if the party runs into a
rust monster. To manage this, often a random encounter that doesn’t add to
the game should be ignored and another rolled.
SPUR OF THE MOMENT Castle Keeper’s often have to maintain many non-player characters and track
Encounters which happen at a moment’s notice are the most challenging of their names, professions and personalities. Keeping some notes is a good idea.
all. They are best used when the players are beginning to lose interest in the By stressing variety in looks, names, motivations and habits, the Castle Keeper
evenings play, are just bored with too much role playing or when they begin to makes them all the more believable.
fight amongst themselves over trivial matters. On occasion, the character’s will want to hire non-player characters to travel
An hour long encounter in a bar where several characters try to ply the locals with them. Healers can be useful in case they are shy of a cleric, and scouts
for information that the Castle Keeper doesn’t want to divulge or doesn’t even or simple fighters will give the party more muscle. These are called hirelings
have can be ended quite suddenly when one of the patrons smashes a beer and can both add to the game and detract from it. The Castle Keeper should
mug over a character’s noggin. Such quick and decisive action on the part of manage the hirelings carefully, giving them just enough background to make
the Castle Keeper can really charge a group of players and bring them together them believable and pay attention to their moral and loyalty. When they are
and down on the offending party in no time. well paid, well treated and not exposed to too much danger they are generally
happy. Otherwise they can and will turn and run.
Almost any environment or game can benefit from the occasional spur of the
moment encounter as it will invariably catch all by surprise. Care should be Non-player characters should never be allowed to overshadow the characters
taken that any random encounter is not too powerful and that it wipes out the in an adventuring party. They should not be more powerful nor be put in the
party. The random encounter should have some consistency with the ongoing situation of saving the party at every turn. The Castle Keeper who puts too
game. That same party plying for information would be less excited if a dragon much time into the non-player character will reap a sour wind. It is frustrating
suddenly came crashing through the wall. for players to have to rely on the non-player characters to extricate them from
battles, problems or situations that the Castle Keeper has designed. Further,
COMBAT making every non-player character hostile to the party has a similar souring
A battle with a group of orcs or a great fire-breathing dragon presents the affect. As it is in life, so it should be in the roleplaying game. Some people that
players with exciting moments as death lingers thirstily with the roll of each the party encounters are very helpful, some very harmful; the vast majority
and every dice. The grist of most games is its combats. Combats naturally are, however, very indifferent.
lend to themselves drama and excitement. There is nothing like the threat of
TERRAIN
character death to grab the attention of a player and invest them in the game.
What can be more difficult than any other encounter are those centered
With proper descriptive text, and paying attention to pace, the combat around various types of terrain. The natural world can be harsh and
encounter can be one of the most enjoyable and memorable of all encounters. unforgiving and pitting the party against it is as challenging for the Castle
The threat of death does much to keep people engaged. Blows that destroy Keeper as it is dangerous for the player. The terrain must be kept interesting
equipment or softly scar characters are good ways to keep players engaged and and the characters capable of reacting to it. Sharp, clear and brief descriptions
fearful. The character who pokes his head through the door to have his nose are enough to convey the blasted desert-like landscape. Allowing the players
broken, teeth shattered and the globe of his eye busted is unlikely to look to react, to explain how they get food, water, build shelter or simply stay alive
through another door carelessly again. Sharp, clear descriptive text can keep can keep them engaged. Create weather patterns that are both helpful and
the whole scene alive and memorable. harmful or use the terrain itself as the encounter in the guise of sand traps,
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SINGLE COMBAT
world of interesting natural occurrences to engage the players. Care should be
Slightly more difficult are those combats where single encounters occur. taken to make certain that the party is interested and engaged. If the players
A single combat between a knightly character and a knightly non-player begin to wax bored, it is best to liven things up with a spur of the moment
character is more difficult for it is easy to lose the interests of the other players. encounter that allows them to extricate themselves from their environment.
Sometimes this is unavoidable, but the Castle Keeper should pay particular
attention to the other players and make certain they are not becoming bored. RESOLUTION OF CONFLICT
Keeping the combat short and to the point is a way of alleviating these
problems, further allowing time for roleplaying or combats involving other The encounters that take place in Castles & Crusades are many and varied.
characters. At the very least allow them to shout words of encouragement or The Castle Keeper is likely to run six or seven in any given game, if not more.
roleplay during the struggle. But be careful not to overshadow the combatant Some combats can be long and involved, others short and sharp. Encounters
as the single combat is something of a character’s moment in the sun. with non-player characters can be theatrical masterpieces and encounters with
terrain memorable struggles. In all of these, it is necessary to resolve the conflict,
TRAPS AND RIDDLES whether between man and monster, man and man, man and environment or
Traps can and often do add very exciting moments in the game. A well placed man and machine. Resolution of conflict does not have to come by the way
trap or even suspicion of a deadly trap raises tension at the table and, as of the dice. It is often possible and advisable for the Castle Keeper to resolve
anticipation mounts, so do emotions. Riddles serve much the same purpose conflict with their imagination and planning. If crossing the river is necessary
though the method differs markedly. This adds tactical and problem solving for the pace of the game, the character should be allowed to cross the river, even
challenges for characters and forms the backbone for trap and riddle use. Traps if the Castle Keeper needs to roll a dice and fake the outcome to make it seem
can be fun, but must be contextualized within the encounter and the party’s more challenging. This is better than a failed attempt and a dead character,
adventure. However, a careful balance of trap or riddle use is recommended. A which can ruin a night’s play and frustrate the player. Despite this, there are
dungeon that finds every door, trunk and desk trapped becomes a tedious romp times that it is necessary to break out the bag and resolve the conflict with the
for all involved. Too many traps can lead bored players into doing things with dice.
their character they would never normally do, such as tossing a fireball into a
room before exploring it, so that they may shift through the wreckage in peace. WITH AN IRON THUMB: RULES!
NON-PLAYER CHARACTERS Whatever the style, theme, setting or plot of the game, the Castle Keeper
should be willing to adjust the game’s mechanics when necessary. A well
Non-player character encounters bring the Castle Keeper and players far
balanced rule system is important in that it creates a median upon which all
from the routines of combat. They can be invigorating when the players have
encounters and conflicts can be resolved. However, rules should not impede
vested themselves with personalities and motivations and the non-player
the flow of the game or the enjoyment of the players. The Castle Keeper who
character has some knowledge that can be both interesting and relevant.
works to create a fast paced combat, wherein the players are anxious for each
A non-player character can be a perfect conduit to feed players information
round to resolve to learn their fates, can find the momentum shattered by a
about the adventure, where to go and what to do. If played with discretion
ruleset which is, as often as not, unnecessary.
they enhance the game and allow the Castle Keeper with an avenue for
interactive roleplaying with the characters.
The Castle Keeper must learn to adjudicate the game and to decide quickly discretion should be used in changing, adding or removing rules. Balancing
what the ramifications of certain actions may be. For instance, Dolgan, the the various abilities and capabilities of the characters against the innumerable
last standing member of a five character party is hard pressed by a mountain of obstacles is difficult as the game must always remain challenging to be exciting.
orcs pouring down a corridor. They are led by a huge beast of an ogre. Dolgan An unbalanced game can be just as disastrous as a game laden with too many
wants to shatter the enemies resolve and save his comrades. To do so, he rules.
knows he must slay their leader. After relaying this, the Castle Keeper should
In all, the rules should ignite the fires of the imagination and the changes
make a quick mental note of what it is going to take to hit the creature and go
should be the fuel that keeps it burning. Bend the rules, change them, amend
with it rather than checking tomes of books for an answer. Success or failure is
them; do whatever is necessary to make your game more enjoyable. This set
met by the roll of a dice, but the pace of the game is left uninterrupted. Rules
of rules is your servant, not your master!
are tools, and should be used only when they are necessary. Castle Keepers
and players should not shy away from amending, customizing or even ignoring
ATTRIBUTES & THE GAME
the rules to best fit the needs of the game and its particular narrative.
The ultimate example of when to use rules and how to customize the game is Throughout the game, the Castle Keeper and players must resolve whether
found in the many varied choices of character creation. Castle Keepers may or not specific actions succeed or fail. These actions might include tracking
wish to alter the basic method of rolling attributes explained in the character a band of goblins, detecting a trap, swimming a mighty river or resisting the
creation section of the rules so that characters are more reflective of the effects of a giant snake’s poison. To resolve these situations and others, a
campaign world in which the game is placed. A Castle Keeper may need player rolls a d20 and adds the character’s level and the attribute modifier of
characters with higher attributes when running a high fantasy or theatrical one of the character’s six attributes that is being checked against. If the total
game, whereas a more realistic game might necessitate lower average attribute score exceeds the number representing the difficulty of conflict requiring the
scores. Below are several alternative methods for generating attribute scores, check, the character succeeds.
each with its own advantages and disadvantages. This simple attribute check mechanic for resolving conflicts underlies the
Customizing your game should not be restricted to the above. Ability or whole of the game and is called the SIEGE engine™. The name SIEGE
attribute checks can also be changed or amended. It is not necessary for engine™ reflects the attribute check because all conflicts in Castles &
every conflict resolution or obstacle to be overcome by the use of dice. Crusades involve an attacker and a defender, just as if an army were laying
Adequate rules are given in the next section to cover almost any incident, siege to a castle’s walls. The SIEGE engine™ mirrors the game’s story-based
but the use of rules should be sparing and only in those moments in which theme of characters seeking to overcome the challenges before them.
they are applicable. It is important to keep the element of chance and Before describing the SIEGE engine attribute check in more detail, it is important
consistency in action in any given encounter or game, but it is as equally to note that only those activities which have a significant chance of failure, as
important to maintain the flow of the story. So bending the rules and using determined by the Castle Keeper, should be resolved by a dice roll. In most
them judiciously is a necessity for playing a well-run game. Do not shy from cases, narrative development and not chance should guide the game. Judicious
this, nor shy from adding rules to the game. Familiarity is a must, so be sure use of the attribute check is essential to maintaining the fast flow of action and
to read and understand the following sections so that a better game can be adventure. There are instances in which the attribute check is required. These
had by all those who sit at the table with expectations of an adventure and a include all class ability checks and saving throws, and those other instances where
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THE RULES ARE YOUR SERVANT, Once it is decided an attribute check is needed, the Castle Keeper must
identify the attribute to be checked against. In most cases, the answer is
NOT YOUR MASTER! obvious. In the case of class abilities and saving throws, the appropriate
All games have rules. Rules make a game playable. Rules are a set of guidelines attribute has already been identified. With class abilities, the associated
offering the regulation of game activities in a manner that is understood by attribute is in the ability’s description. For example, when Melth the rogue
all; a format for their consistent application so everyone knows what to expect picks a pocket, a dexterity attribute check must be made to determine success.
and a method for the fair and balanced adjudication of those activities from Saving throws, which are discussed below, list their associated attribute.
game to game and place to place. Rules are indispensable, but if they are too Non-specified situations requiring a check are typically easy to resolve as well.
rigorously imposed, on the other hand, rules can constrain and limit the deeds The attribute descriptions located at the beginning of the book should aid
and exploits imagined by the players. in deciding which attribute to associate with specific actions. For example,
Castles & Crusades is very much a game that takes place in the imagination Bjorn attempts to push a statue over onto the kobold war chief Krublet. The
of the players. The characters, events, settings and creatures are mythical and statue is exceedingly heavy, even for the great Bjorn. The Castle Keeper might
fabulous. They are constructed and designed in the mind’s eye and not on require an attribute check against Bjorn’s strength.
the graphs and diagrams of a banal reality. For a game of Castles & Crusades Once the associated attribute is chosen, the Castle Keeper must calculate
to be truly successful, the rules must bend to the desires and needs of the the character’s chance of success. The chance of success is determined by a
imagination. To do otherwise is to encumber and restrain the player’s and the number called the challenge class (CC). The challenge class mirrors armor
game’s potential and is wholly at odds with the desired results of a game of class in that to succeed, the attribute check result must be greater than or
Castles & Crusades. equal to the challenge class.
So it is only fitting that before delving further into the rules and mechanics To determine the challenge class, two simple steps are required. The Castle
for running a game of Castles & Crusades, it must first be said that the rules Keeper must determine the base chance of success (challenge base), and the
are the servant of the game, not its master. These rules are designed to be level of difficulty of the challenge involved (challenge level).
amended, changed, adjusted, added to and customized in order to best serve
the wants of its player’s desires and needs. The Castle Keeper and players The first step in calculating challenge class is to determine the challenge
are encouraged to consult with one another and make decisions concerning base (CB). The challenge base is always either a 12 or an 18. Challenge
changes or amendments to the rules provided in this book. This can only make base is dependent on whether or not the attribute being checked against is
the game better. a character’s prime attribute or secondary attribute. If the attribute is prime,
the challenge base is 12. If the attribute is secondary, the challenge base is 18.
That is not to say that this should be undertaken with complete abandon Returning to our example, Bjorn the fighter has a strength prime attribute.
or whimsy. Rather, as the game develops, the players and the individual Thus, the challenge base for his action would be 12. If Bjorn were a wizard,
running the games should consult and offer ideas for changes or amendments, and strength was a secondary attribute, his challenge base would be 18.
experiment with them and decide, collectively, which adjustments are necessary
and beneficial to the overall needs of the game. Also, bear in mind, some The second step in calculating challenge class is determining the conflict’s
challenge level (CL). The Castle Keeper has vast discretion in determining
challenge level. Although the task sounds difficult, it is actually fairly easy. USING ATTRIBUTE CHECKS IN YOUR GAME
Challenge level is nothing more than the level of difficulty of the action
attempted or the reaction made. One of the challenges of running a game is deciding when and how to use the
rules of the game to enhance the game play experience. Knowing when and
The simplest way to determine challenge level is by referencing the level or
how to use the attribute check to the best advantage will make for a fun and
hit dice of the non-player character or monster to which the character making
exciting game. Misusing them will cause the game to become bogged down
the check is acting against or reacting to. In such cases, challenge level is
with trivialities. Saving throws and class ability checks are two uses of attribute
equal to the level or hit dice of the non-player character or monster involved.
checks that are self-explanatory. As noted above, the most difficult are those
A monster’s challenge level is equal to its hit dice; a spell’s challenge level is
other circumstances requiring a general attribute check to be made.
equal to the level or hit dice of its caster; a trap’s challenge level is equal to
the level of the person who set it. For instance, if an 8 hit dice creature uses Additionally, the concept of the primary attribute and secondary attribute
a paralyzing gaze ability on a character, the challenge level would be 8. If a 6th plays a role as well. Just because a character has a high score in an attribute
level wizard cast a spell on a character for which a saving throw is allowed, does not mean that the character has the ability to use it best. A fighter with a
the challenge level would be 6. If a rogue attempts to deactivate a trap set by 15 strength, which is a prime attribute, knows better how to utilize his body’s
another 4th level rogue, the challenge level would be 4. strength, whether through leverage or athletic ability or training, than does a
wizard with a 15 strength that is a secondary attribute.
There are more arbitrary situations that require the Castle Keeper to create an
adequate challenge level. If a character is attempting a task such as making an A character with a prime attribute of intelligence is grounded in the real and
extraordinary jump or swinging on a rope to grab an object, the Castle Keeper concrete, and is quite able at the art of deduction. They better separate illusion
needs to assign a difficulty to the task. A good way to assign such a challenge level from reality. This is true even if the character has only an intelligence score of
is to think of the task’s difficulty as if it were a monster, and then assign a challenge 11. There may be characters with higher intelligence scores, but as a secondary
level equal to the hit dice of the monster imagined. In this way, a level or hit dice attribute. Those characters may be quick witted, or smarter, but they do not have
can be assigned tasks such as swimming a river, knocking down a door, jumping a the natural aptitude for methodological reasoning. Thus, the less intelligent
pit or catching a falling object. For example, a character might wish to jump over character with intelligence as a prime attribute may be slower in reasoning, but
a 6 foot wide pit. Assuming the character is unarmored and has room to run and ultimately the character has a better chance of successfully deducing a situation.
jump, this is a fairly easy task that is perhaps equivalent to the degree of difficulty Such should be kept in mind in reading the following discussion and examples of
involved in a 1st level fighter combating a 1 HD monster. Thus, the Castle Keeper attribute checks as they relate to each of the six attributes.
assigns a challenge level of 1. However, if the character is heavily weighted down,
leaping across the space could be deemed a 2 or higher. STRENGTH
The strength check should be used sparingly and with a healthy dose of
As a rule of thumb, a challenge level of 1 to 5 is adequate for easy tasks. For
common sense. A boulder weighing over a ton cannot be lifted, even by a
difficult tasks, a challenge level of 6 to 10 works well. For very difficult tasks,
character with a strength score of 18. A rock for a sling stone can be lifted by
a challenge level of 11 to 15 suffices. Heroic actions require a challenge level
anyone. This extreme example illustrates the potential downside of relying
of 15 to 20 or even higher. When in doubt, err on the low side since it never
on attribute checks to resolve situations in a game. If done too often, the act
hurts a game to have a character succeed in something difficult.
of making a check can begin to replace the essential value of common sense
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After the challenge base and challenge level are determined, the Castle when determining the outcome of events. 403070
Keeper adds them together. The sum is the challenge class for the attribute
Strength checks are most useful when a character is attempting feat of
check. The score is the number which the player must beat on the check.
strength beyond the norm. It often involves a situation where a character is
matched against another creature or character, or against a force of nature.
Let us turn again to the example of Bjorn. He is a 5th level fighter with Or it might involve a character attempting a physical maneuver of an object
strength as a prime attribute. His challenge base to topple the statue that involves more than just lifting.
would be 12. Pushing over that statue is a simple to difficult task, so a
challenge level of 4 is assigned to the action. Adding 12 and 4 results in a
Example one: Logmar the Black, a 6th level fighter, is attempting to lift a
total challenge class of 16. Therefore, the player must roll a modified 16 or
fallen ship’s mast off his boon comrade while trying to avoid being swept
better to push the statue over and onto the kobold.
overboard by a raging sea. The Castle Keeper rules that Logmar, with 16
The player makes the attribute check by rolling a d20 and adding Bjorn’s strength (+2 modifier), would be able to lift the mast, but an attribute
level and strength attribute modifier. For this example, let’s assume Bjorn’s check is needed to determine if Logmar can succeed under the stress of the
player rolls an 11. Bjorn’s level (5) and strength modifier (16 strength situation. Logmar’s player rolls d20 and scores a 12. His level and strength
grants a +2) are added to the 11 for a total of 18. This beats the 16 modifier are added, giving a total of 20. The challenge base of the check is
challenge class, so the statue creaks and sways for a moment, then falls on 12 because Logmar has strength as a prime attribute. The Castle Keeper has
the kobold war chief, squashing it. determined that the slipperiness of the deck and mast would equate to a
challenge level of 8. This calculates to a total challenge class of 20. Because
In short, the process of the attribute check involves the player rolling a d20 the attribute check equals the challenge class, Logmar succeeds in lifting the
and adding the character’s level and the appropriate attribute modifier. mast. If Logmar’s Strength wa 7, the Castle Keeper might decide that lifting
That total number must be equal to or greater than the challenge class, as the mast was impossible, and not even allow an attribute check.
determined by the Castle Keeper.
Before concluding, it is recommended that the Castle Keeper keep the Example two: Two characters need to swim a raging river. The first character
challenge class secret. By keeping it secret, anticipation and the unknown is a halfling barbarian from the desert who has never encountered a large
thrill of success or failure is maintained in the game. Simply telling the player body of water or a raging river. The second character is a human ranger
that the attribute check is made against a prime attribute or secondary who was raised on the banks of a large river. The halfling cannot swim, but
attribute conveys an idea of the base chance of success, and allows the player the ranger can. Swimming a river is most closely associated with strength.
to make the attribute check roll. The player would then convey the total In this case, the Castle Keeper might decide that the halfling cannot swim
result to the Castle Keeper without knowing what score is needed to succeed. the river, or can attempt to swim the river but at a very difficult to heroic
The Castle Keeper then narratively describes success or failure. challenge level. Conversely, the Castle Keeper might determine that the
ranger can automatically swim the river, or can attempt to swim the river
at only a difficult challenge level. Thus, a character’s background, or even
class or experience from past adventures can play a role in determining
success or failure.
DEXTERITY
Example two: An elf enters an alchemist’s laboratory and finds an
Characters occasionally find themselves in situations where their reflexes ancient tome buried beneath a pile of vials and other equipment used for
and balance are tested. Dexterity checks should be used in those situations experiments. A rune on the tome’s cover seems familiar to the elf. The rune
where the consequences are most dire, or dependent upon some deft is actually the personal symbol of an illusionist the elf battled years ago at
maneuver to avoid a hazard. A dexterity check might also be required when the beginning of his career. The Castle Keeper decides to allow the elf an
a character attempts to throw an unusual object, make a difficult throw of a intelligence attribute check to recall the information.
grappling hook, catch an object, retrieve an item quickly or any number of
possibilities.
WISDOM
Example one: Climbing a large oak tree is easy for most reasonably fit Where a character, and not a player, has had an experience that could impact
people. A character climbing a tree in calm circumstances need not make a present circumstance, a wisdom attribute check is often involved. Wisdom
a dexterity check. Climbing a tree while taking enemy fire from orcs is checks often help resolve unclear circumstances through hunches or gut
much more difficult. A character in this case might be required to make a feeling. Wisdom is also used to determine surprise, or when allowed, to spot
dexterity check to avoid missteps or accidents due to the stress and added something not normal about a situation. Wisdom checks are a particularly
danger of the situation. useful device with new players that may be confused in such a circumstance.
In the end, the ultimate determination of whether to allow a wisdom check or
not lies in those circumstances where the fictional character’s knowledge and
Example two: A bard is walking down a dungeon corridor, banging his staff
experience would exceed the player’s personal knowledge. The character’s
before him in an attempt to set off and avoid a pit trap. The Castle Keeper
background and experiences play an important role in this.
has determined that the force of the mere staff detection maneuver is not
sufficient to actually set off a trap. But, the Castle Keeper might allow the However, wisdom checks should not always be used to help characters find hidden
bard a dexterity check to jump backwards and avoid the pit trap he just set objects or gain intuitive insight. A player should pay attention to the Castle
off because the player was at least involved in role playing the precaution. Keeper’s narrative description, and the Castle Keeper should allow alert players to
spot potential threats or find hidden items, especially if deftly roleplayed. Wisdom
CONSTITUTION
checks are not a replacement for alert and cautious play nor incautious play. Also,
as detailed ahead, surprise is a special type of wisdom check with its own rules.
There are plenty of situations in a game where a player might wish to push
the limits of the character’s health and stamina. For example, a character
Example one: While a dwarf has a natural racial ability to detect unsafe
may need to run a mile, in full chainmail, without stopping. If a Castle
walls, a human wizard does not. Suppose, however, that a wizard once had
Keeper needs to determine if a character can succeed at tasks such as this, a
the unfortunate experience of falling victim to a wall trap in a dungeon.
constitution check is used.
The wizard has now, unknown to him, chanced across a similar wall trap.
As with any check, common sense must be used. A contest of endurance The wizard’s player does not immediately deduce the situation. The Castle
between a character with a constitution of 4 and one with a constitution of Keeper, however, decides that the wizard character would have a chance to
16 is really no contest at all. However, a contest between characters with 15 do so. The Castle Keeper allows the wizard’s player to make a wisdom check.
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determine how long each character could succeed at the task, such as holding to the player, or simply states that something about the passageway ahead
a book in each hand with outstretched arms. reminds the wizard of the trap encountered years earlier.
Example one: Pround, an 8th level monk, is running a message to a nearby Example two: A ranger wants to fashion a makeshift raft to cross a river.
town while being pursued by orcs. Pround is faster than the orcs, as long as The Castle Keeper determines that the ranger was trained in making rafts,
he can continue running. His constitution is 15, and it is one of his prime or at least would have the general knowledge in how to go about doing so.
attributes. The player wishes to push his monk beyond the normal limits to The ranger’s player happens to be a life long city dweller who has never
get the message to the town faster. The player decides that the monk will even camped in the woods or floated in a canoe. In these circumstances,
forgo rest during the run. The Castle Keeper might require a constitution the Castle Keeper should allow the ranger a wisdom check, at an easy
check to determine if the monk is successful. challenge level, to complete the task even though the player has no idea on
how to describe his character’s actions in making the raft.
Example two: A fighter in a deadly battle suffers a heavy blow to his arm
from a giant’s club. The Castle Keeper decides that the force of the blow is CHARISMA
so powerful, the fighter must make a successful constitution check or suffer Feats of will between two creatures along with situations involving leadership,
a broken arm. reaction, loyalty and negotiation are areas governed by charisma. As with
intelligence checks, players should be given the opportunity to succeed
INTELLIGENCE through role play before checks are required. If the Castle Keeper deems an
argument or negotiation persuasive, then success can be allowed without
Characters often face daunting puzzles and tasks of mental discipline on their
requiring a check. Under no circumstances should charisma checks replace
adventures. Intelligence checks are one way to help determine the success
the need for players to role play interactions. If the character wants a deal
of a character at those tasks. Caution should be used, however, lest the roll
from a shopkeeper, the player should have to negotiate that deal. A charisma
of the dice be used to solve all of a player’s problems. Part of the fun of the
check might aid in the resolution of the task, but it should not determine it
game is the sense of accomplishment gained when role playing, reasoning, and
outright. A successful charisma check in the negotiation of a peace treaty, for
solving problems or recalling information. Getting the answers from rolling
example, might cause the opposing side to offer a small concession, but the
dice leaves that accomplishment empty.
ultimate success will depend on the player’s role playing ability.
Example one: A group of characters comes across an elaborate puzzle However, as with wisdom, sometimes a character’s charisma will be greater than
that must be solved to gain access to an ancient vault. After some time the player’s ability to role play that charisma. The Castle Keeper should take
debating and trying various solutions, nothing seems to be working. To that into account when making situational rulings. A paladin with 18 charisma
keep the game moving, the Castle Keeper allows the party’s wizard the would have some success in convincing a group of villagers to aid in hunting
opportunity to make an intelligence attribute check. The attribute check is down an evil bandit in the region, even if the player cannot deliver a speech
successful, and the Castle Keeper gives the wizard’s player a hint for solving like Julius Caesar. If the player can give an adequate speech with a modicum of
the puzzle. acting or oration ability, the Castle Keeper should allow some success.
Imposing one’s will over another creature is one of the most difficult situations event relates. Saving throws clarify this as many of the more common types of
for the Castle Keeper to referee. In such cases, a character’s charisma score is the events are examined. In the case of the wight’s energy drain, the saving throw
primary determinative of success. In most cases, a roll may not even be required. relates to constitution.
A saving throw is simply an attribute check for a character to avoid damage
Example one: A hireling wishes to quit the party after a particularly or other unwanted alteration or harm caused by a creature’s abilities
dangerous fight. The Castle Keeper might allow a character, after some and/or specific situations or effects. Saving throws are unique only in that
role playing a charisma check to determine whether or not the hireling the character is being acted on and the attacks or events causing it need
changes his mind. clarification.
A saving throw is an attribute check. A player rolls a d20 and adds the
Example two: Fagan, a druid, decides to mediate a deal between two
character’s level and the appropriate attribute modifier. If the attribute related
feuding merchants. Fagan’s charisma is a 17 and a prime attribute. After
to the saving throw is a primary attribute, the challenge base is 12. If the
some roleplaying, the Castle Keeper decides that Fagan’s player has given
attribute related to the saving throw is a secondary attribute, the challenge
the negotiations an honest try, and allows a charisma check. The check is
base is 18. The Castle Keeper determines the challenge level by such factors
successful, and the Castle Keeper rules that one merchant might settle if
as the monster’s hit dice, the spell caster’s level or the level of the trap or
the price is right.
poison. The Castle Keeper may also give bonuses or impose penalties due to
circumstance and situation. The results of failed saving throws for a particular
type are explained below.
ADDING CHARACTER LEVEL TO CHECKS
Monsters, creatures and non-player characters are also often required to make
There will be times when a player will want a character to attempt an action saving throws when reacting to attacks by a character, especially spells cast
that intrudes in the realm of the class ability of another character class. For by wizards, clerics and druids. Monster saving throws function in the same
example, a fighter might wish to open a lock, or a wizard might attempt to manner, with this caveat; monsters and creatures have lumped primary and
track. It is up to the Castle Keeper to decide if such an action is even possible. secondary attributes such that they have either a physical or mental primary.
In general, it is recommended that a Castle Keeper should disallow a character If a monster has a physical primary, then all physical attributes (strength,
a chance of success in attempting a non-class ability. dexterity and constitution) act as the primary while the mental attributes
If a Castle Keeper, for whatever reason, does allow a character to attempt a non- (intelligence, wisdom and charisma) act as secondary attributes.
class ability, then the SIEGE engine attribute mechanic changes in one significant
TYPES OF SAVING THROWS
way. The character does not add his level to the attribute check roll. Instead, the
character rolls a d20 and adds the appropriate attribute modifier only. There are six different kinds of saving throws each corresponding to an
attribute. The situations and effects that trigger a saving throw generally
For example, Arack, a 5th level dwarf fighter, attempts to pick a pocket. His fall into one of the following categories. This list is not definitive but should
dexterity is 13, but it is a secondary attribute. The Castle Keeper allows the provide a template for Castle Keeper’s to determine a saving throw category
attempt. Arack rolls a d20, scoring a 12. The dexterity modifier of +1 is for something not listed here.
added to the roll for a total of 13. The task fails, however, because a 24 was
Categories
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needed to succeed since the challenge base was 18 (secondary attribute) SAVE TYPE
and Arack was attempting to pick the pocket of a 6th level character.
STRENGTH Paralysis, Constriction
Another example would be Drox, a 5 level fighter with a 12 dexterity.
th INTELLIGENCE Arcane Magic, Illusion
Dexterity is one of Drox’s prime attributes. He tries to sneak across a Divine Magic, Confusion, Gaze Attack
WISDOM
squeaky wooden floor without being heard by the sleeping wizard on the Polymorph Petrification
other end of the room. He scores 16 on his d20 roll, and adds nothing. DEXTERITY Breath Weapon, Traps
Because 16 does not beat his challenge base of 12 (prime) plus the CONSTITUTION Disease, Energy Drain, Poison
challenge level of 5, he causes the floor to squeak and wakes up the wizard.
CHARISMA Death Attack, Charm, Fear
If Drox were a rogue, he would be able to add his level, and would have
succeeded at the task with a total of 21. VARIABLE: Spells
DEATH ATTACKS (Charisma): Death attacks are rare and only a few Arcane or divine spells cast by a magic item or other object, or a spell-
monsters and the rare artifact have them. In most cases, death attacks like ability possessed by a creature or item usually allow a saving throw to
allow the victim to make a charisma save to avoid the affect, but if the save negate, lessen, avoid or resist their effect. If the type of magic is arcane,
fails the character will die instantly. then an intelligence saving throw is made. If divine, then a wisdom saving
throw is made.
DISEASE (Constitution): When a character is injured by a disease attack
In some cases, the specific effect of the spell calls for another type of saving
such as from a ghoul, touching an item smeared with diseased matter or
throw. All charm spells, whether cast by creature, item or spell-like ability
consumes disease-tainted food or drink, the character must make an
make a charisma saving throw (see above). Other saving throw categories
immediate constitution saving throw. If the character succeeds, the disease
not covered by this catch all would include paralysis, polymorph, energy
has no effect, for the immune system has fought off the infection. If failed,
drain, death attack and fear.
damage occurs after an incubation period. The description for each disease
will give the details on the effects following the incubation period. It is
PARALYSIS/ CONSTRICTION (Strength): Some monsters and spells
recommended that the Castle Keeper roll these constitution saving throws
have the supernatural or spell-like ability to paralyze or hold victims,
for the player so that he doesn’t know whether the disease has taken hold.
immobilizing them through magical means. Paralysis works on a character’s
body, but a character can usually resist it with a strength saving throw. The
ENERGY DRAIN (Constitution): An energy drain attack takes away levels
effects of spell, monster constriction and/or paralysis are discussed above in
or attribute scores from the victim unless a successful saving throw is made.
the spell descriptions or in Monsters & Treasure.
Most energy drain attacks require a successful melee attack. Mere physical
contact is not enough. The full effect of an energy drain, such as the
PETRIFICATION/ POLYMORPH (Wisdom): Arcane and divine magics
number of levels taken away, is specified in the monster, magic item or spell
can cause creatures and characters to change their shapes, sometimes
description causing the drain. If it is not specified, one level is removed.
against their will. The victim may make a wisdom saving throw to resist the
A character who loses a level this way suffers the effects of the drain polymorph. Polymorphed creatures retain their own minds, but have new
immediately. The character loses one hit die physical forms.
of hit points of the appropriate class, and all
A petrified character is not dead if a majority
other class abilities are reduced to the new
of the body is intact. No movement or actions
level. If a familiar or companion creature
of any kind can be made, not even mental ones
has abilities tied to a character who has lost
while petrified. Strength and dexterity scores are
a level, the creature’s abilities are adjusted
effectively (but not actually) reduced to 0. There
to fit the character’s new level. The victim’s
is no awareness of what is occuring since all of
experience point total is immediately set to
the senses have ceased operating. If a petrified
the midpoint of the previous level.
character cracks or breaks but the broken pieces
Characters drained below 1st level becomes a are joined with him as he returns to flesh, he is
0 level character with no class or abilities. A unharmed. If the character’s petrified body is
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GAZE ATTACK (Wisdom): Each character within range of a gaze attack For example, a 5th level rogue sets a trap. A 7th level dwarf fighter with a
must attempt a saving throw each round at the beginning of his turn. 9 dexterity walks into the trap. A saving throw is required to determine
Generally the character can avoid the gaze with a successful wisdom check. whether or not the fighter sets off the trap and suffers the full effects of it. The
In many instances, the situation is more appropriately handled without a dwarf’s prime attributes are strength and constitution. Thus, the challenge
saving throw through narrative and role playing. If necessary, the Castle base for the save is 18. In this instance, the trap was set by a 5th level rogue,
Keeper may require a saving throw. Failure indicates the character was so the fighter succeeds on a 23 or better. The player rolls 1d20 and adds the
unable to avoid the gaze and suffers its effect. dwarf’s level 7 to the attribute modifier for traps (dexterity). The dwarf has
no dexterity modifier. Thus, if the result of the d20 roll plus the character’s
MAGIC/ILLUSION (Intelligence or Wisdom): This category is for spells
level is 23 or higher, the dwarf makes his saving throw and dodges the trap.
cast by creatures or from scrolls. It is a catch all for magic not covered by
one of the other saving throw categories.
COMBAT If Angthar had only inflicted 2 hit points of damage, the goblin would have
survived the attack. It then would get to perform an action, perhaps an attack on
Much of the excitement in playing Castles & Crusades occurs during the Angthar with its wicked, curved scimitar. If both Angthar and the goblin survived
character’s combat with monsters. Whether a knight battling a horde of the first round of combat, then a new combat round would begin, started by a
blood-thirsty orcs, a rogue facing off with a nefarious pirate or a cleric turning new initiative roll. This sequence would repeat until either Angthar or the goblin
a vampire, combat is often the climax of many roleplaying sessions. Combat were victorious.
is also the nexus of many rules in Castles & Crusades. Managing combat is
often a challenging affair as the Castle Keeper must not only know the rules, COMBAT TERMS
but must also know how to apply the rules fluidly to maintain a sense of Castles & Crusades uses a set terminology to describe
excitement through description and action. combat. The following are the most common terms of
To facilitate this, the rules for combat have been kept as simple as possible which the Castle Keeper, and eventually the players,
with much maneuver room left for the Castle Keeper. The rules need to understand to successfully run a combat.
are designed to organize the action of combat. Yet, as
the essence of combat is its narrative, they also ACTION: During each combat round, a
enable the Castle Keeper to manipulate the character or monster may either attack, cast a
rules in support of the narrative. Narrative spell, move, use an ability, use an item, or simply
development is as equally important to perform some other non-lethal action such as
the game as any combat’s results. The talking or standing still.
rules of combat and its narrative
ARMOR CLASS: This is an abstract
development is discussed below.
representation of the difficulty in hitting a
BASIC OUTLINE OF A
defender. An attacker’s attack roll must be
COMBAT ROUND
equal to or greater than a defender’s armor
class to cause damage. All creatures have an
When a combat occurs, each armor class. In most cases, it is determined
participant will want to take by the type of armor being worn. Armor
action. The most common class normally ranges from 10 to 20, but can
action will be an attack on a extend higher than 20.
foe, but might also include, for
example, drinking a potion or ATTACK: Attacks generally refer to the
casting a spell. To facilitate when use of a weapon, whether a melee weapon
a character or monster can act, or a ranged weapon, or an unarmed attack.
combat is broken into a series Weapon attacks are made by the attacker
of time measurements called rolling a d20, adding or subtracting the appropriate
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rounds. Each participant in a modifiers, and comparing it to the defender’s armor 403074
combat generally gets one action class. There are other forms of attack, like spells,
each combat round. class abilities such as turn undead, or magic items,
Each participant acts during the round in an order but each of them are actions that generally have
established by the roll of a d10. This is called initiative. The their own rules for determining the result of their
character with the highest initiative acts first, and each character attack.
in turn performs an action until the last character with the lowest initiative roll
has acted. If a character attacks during a combat round, the character’s player ATTACKER: The term used to refer to the character or monster making an
rolls a d20 to determine if the character hits the opponent. If the resulting attack on their turn during a combat round.
number rolled plus the character’s class bonus to hit and any attribute modifier
BASIC TO HIT BONUS: This feature is distinct to each class and is listed in
totals are equal to or greater than the opponent’s armor class, the character
the appropriate class table. The listed modifier is added to the attacker’s die
has successfully hit the opponent. A successful hit results in damage to the
roll during combat. All monsters possess a bonus to hit equal to their number
opponent. Monsters and non-player characters follow the same procedure
of hit dice. For example a 5 HD monster has a +5 bonus to hit in combat.
and rules as characters, but the Castle Keeper manages their actions. After all
participants have acted once in the combat round, a new round begins.
COMBAT ROUND: This is the amount of time it takes for all those involved
in combat to take a single action. A combat round lasts approximately 10
SAMPLE COMBAT ROUND
seconds. Six consecutive combat rounds equal a turn, which is thus roughly
With a furious scream and battle axe in hand, Angthar, a barbarian war chief, equal to one minute.
charges a goblin scouting near his village. To resolve the combat, Angthar’s
player rolls initiative for Angthar, and the Castle Keeper rolls initiative for the COMBAT MANEUVER: These are actions taken by characters
goblin. Angthar rolls a 7, and the goblin rolls a 4. Thus, Angthar acts first. during combat to avoid being hit. These usually result in armor class
adjustments.
Angthar, a 5th level barbarian with 14 strength, attacks the goblin with DAMAGE: If an attack is successful, the defender takes damage, typically in
his battle axe. The player rolls a d20 and the result is 12. Angthar adds the form of hit points. The amount of damage inflicted depends upon the
his basic attack bonus (+4) and his strength bonus (+1) to get a total weapon or attack used by the attacker. Weapon damage is listed next to the
attack roll of 17. The goblin’s scaly hide imparts an armor class of 12. weapon in the equipment lists. Other attack damage is detailed in the class,
Angthar’s attack roll of 17 exceeds the goblin’s armor class of 12, thus spell, magic item or monster description.
Angthar has successfully hit the goblin with his battle axe. A battle axe
inflicts 1d8 hit points of damage, so Angthar’s player rolls a d8 and adds DEFENDER: The term used to refer to the character or monster being
Angthar’s strength bonus (+1) to the roll. In this example, Angthar attacked.
rolled a 6 for a total of 7 hit points of damage. The goblin only had 4 hit
points, so Angthar has defeated it in one swing of his mighty axe. HIT DICE: This term has dual meanings. First, it indicates what type of die
is rolled to determine a character or monster’s hit points. For example,
a wizards gains 1d4 hit points each level earned. Second, it indicates the
level, and thus, the number of the type of die rolled to determine hit points.
Returning to the example of Angthar and the goblin, suppose that Angthar
For example, a 5th level fighter will have rolled 5d10 over the course of the
came upon a group of goblins and they were unaware of his presence. He
character’s history to determine hit points. A monster’s description details
decides to leap off a narrow ledge into the goblins, landing amidst them,
its hit dice. For example, a monster may have 5d8 HD. To determine the
reigning blows left and right as they scratch and claw to get away from his
monster’s hit points, the Castle Keeper rolls a d8 five times, adding the
deadly blade. In such an instance, the Castle Keeper would roll a wisdom
numbers rolled together to get the monster’s total hit points.
check for the goblins to determine if they are surprised. If surprised, Angthar
would get a free round to attack them. If not, Angthar and the goblins would
HIT POINTS: Hit points represent a body’s ability to withstand damage. A
roll initiative and combat would proceed.
creature’s hit points equals the amount of damage it can take before being
killed or knocked unconscious. An object’s hit points equals the amount of
damage it can take before being broken. INITIATIVE
The order of action in a combat round is determined by an initiative roll.
INITIATIVE: This roll is used to determine the order of action in a combat Every creature or character participating in the combat round rolls a d10 to
round among the combat’s participants. Initiative is determined by the roll determine their initiative each round. Those with the highest roll take their
of a d10 by each individual or each group in a combat, as determined by action first, and the actions of others descend from there. In the case of a tie,
the Castle Keeper. the one with the highest dexterity goes first. In the case of equal dexterity, a
simultaneous action occurs.
SURPRISE: This is the act of one party or individual catching another party
or individual unaware. The party gaining surprise gets one free combat This method of establishing initiative may seem chaotic at times, especially
round to act against the surprised party, who may do nothing. with large groups of creatures or characters. In those cases, the Castle Keeper
may find it necessary to require a group initiative instead, with the winning
COMBAT ROUND party acting before anyone in the opponent party.
One combat round is ten seconds long. During this round, all the characters, There is one exception to initiative: when a creature uses a weapon with a
monsters and non-player characters should get a chance to act. Generally, reach of greater than 10 feet against an opponent with a weapon with less
only one action is allowed, such as making a melee attack or casting a spell. than a 6 foot reach, or when a large creature is fighting a medium or smaller
The types of actions are discussed ahead. sized creature. In the first round only, the creature with the more lengthy
reach or of larger size is allowed to attack first, even if the creature with the
It is important to remember that each round is an abstract measurement.
shorter weapon or the smaller creature won the initiative roll. This rule only
The actions and activities that occur in a round are not meant to take place
applies if the creature with the shorter reach or smaller creature approaches
during specific seconds or segments. It should be viewed as a short range of
within ten feet. Such action counts as the action for that round for the larger
time during which many things happen. Although each character or monster
creature or the one with the longer weapon.
must wait their turn to act as determined by initiative, they do not necessarily
act in that same order in a narrative sense. The moment of occurrence is not
necessarily equal to the initiative roll. Abstract consideration of the combat For example, Hambone the halfling draws his short sword and charges a
round allows for a more fluid and expansive narrative. gnarly stone giant who just crushed his companion with a mighty oaken
club. Screaming in a rage driven by revenge and loss, Hambone leaps
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SURPRISE forward to attack. Hambone rolls a 9 initiative, and the stone giant rolls a
Before combat begins, the Castle Keeper determines if one or the other party 3. The stone giant is large and Hambone is small. Thus, when Hambone
is surprised. Surprise is a situation in which the adventuring party happens moves within 10 feet of the stone giant, the stone giant is allowed to swing
upon monsters and neither is aware nor expects the other. Surprise establishes first even though Hambone won initiative. The stone giant, mirthless and
who becomes aware first. The group that successfully surprises the other gains fearless, sweeps his club around aiming at Hambone’s head. Hambone
a free combat round in which to act. Those that are surprised get no action. ducks and dodges as he charges, and the stone giant’s massive club glances
After the surprise round, combat proceeds normally. off Hambone’s shoulder, but inflicts no damage. Hambone manages to
move in close and slices at the stone giant’s leg, slashing a deep gash.
Surprise may involve a situation where two characters or groups are unaware
of each other, or a situation where one group is attempting to surprise another.
Before any surprise roll is made, the Castle Keeper must determines, if surprise COMBAT ACTIONS
is possible. A group that is aware of another’s presence cannot be surprised. In a combat round, characters can perform a wide variety of actions. Every
Situations often arise in which one group is not able to surprise another, such possible action, however, can be categorized in one of the five types of actions
as if they have to pass over a hallway strewn with dead leaves that crack and that may be performed during combat, which all have a chance of failure. The
pop when stepped on, thus warning the inhabitants of the room down the five possible actions are attack, cast a spell, move, use an ability or use an item.
hallway.
ATTACK
Even in those instances in which surprise is possible, there is always a chance
something could go awry and the surprise fails to occur. If a party can be A character or monster is allowed one attack each round unless they possess a
surprised, a wisdom attribute check is made by the individual in the group special ability allowing them to exceed the limitation. Attacks include melee
with the best chance of succeeding at it, or by each member of the group attacks, either armed with a weapon or unarmed, and ranged attacks with
individually. If the check is successful, that party or individual is not surprised. a missile weapon. An attack allows a character or monster to move up to
Failure indicates surprise. one-half their movement rate. Moving farther than one-half movement rate
negates the ability to make an attack.
When two separate parties could be surprised, both groups or individuals
in the groups must make the wisdom check. If both groups fail the check, CAST SPELL
they are both surprised and nothing occurs as they stare at one another in A character or creature is allowed to cast one spell each round. Some spells
a moment of stunned silence. Initiative would be rolled as normal to begin require two or more rounds to cast, in which case the character must wait
combat. until the following round for the effect of the spell to take place. The magic
The chances for surprise can be mitigated by many circumstances. If a party is section fully details how spells are cast and when they take effect. A character
well hidden or camouflaged and awaiting a group of poorly perceptive orcs on may not move any distance and cast a spell in the same round unless the spell
a brightly lit road, the Castle Keeper may decide to penalize the wisdom check description states otherwise.
for the orcs. In general, the bonus or penalty should remain within a range of
-5 to +5, although it might be greater in extraordinary situations.
MOVE or monster description. The listed rate is the distance in feet that can be moved
If no other action is taken, a character or monster can walk a distance equal in one combat round. If encumbered, movement is reduced as described in
to their full movement rate. Full movement also includes jogging (twice the the encumbrance section. Movement can be increased by jogging (double the
normal move rate) and running (quadruple the normal move rate). movement rate) or running (quadruple the movement rate). Drop all fractions
when figuring movement rates (minimum of 1 foot). To translate the movement
USE AN ABILITY rate into inches, hexes, squares or centimeters, divide the movement rate by 5.
A character or monster may perform one class or racial ability each round. An attacker can move one-half their movement rate and still attack. No
Some abilities, like spells, take more than one round to complete. Some attack is allowed if a character exceeds one-half their movement rate. The
monsters can perform more than one ability per round. Ability may involve only exception to this rule is when a charge is attempted. Charging allows for
movement, but in most cases the movement an attack and full movement, but the special
will not exceed the normal movement rules for charging apply. The Castle Keeper
rate. Otherwise, the Castle Keeper retains has the option of reducing the movement
discretion as to whether any ability use rate due to terrain, obstacles, injuries or other
involves movement. circumstances. Generally, the movement rate
should not be reduced by more than three-
USE AN ITEM fourths (0.75). The Castle Keeper should
An item that is carried and readied can be always allow a character to move at least 5
used. The most common actions in this feet in a combat round, unless the character
category are using or activating a magic item is restrained or otherwise unable to move.
or piece of equipment. Such actions include,
but are not limited to, drinking a potion, CHARGING
using a wand, casting a spell from a scroll, Charging is a special, movement-based
or casting a grappling hook. In most cases, combat maneuver. When charging, a
no movement will be involved or allowed character precedes a melee attack by jogging
when using an item. Readying an item is or running, with the intent of using the gained
not difficult, as long as it is easily accessed. leverage and momentum to inflict greater
Usually, the item must be on a belt or hanging damage on a defender. A successful charge
from a pack, and readying it should not take attack results in a +2 bonus to damage
more than a few seconds. Whereas, if an inflicted, but imposes a -4 penalty to the
item is in a backpack, it would take at least attacker’s armor class for the entire combat
a round to take off the pack, dig through it, round. The charge must be announced prior
and retrieve the item. The Castle Keeper and to the character moving.
players must use common sense in deciding
When charging, a character is considered to
whether an item is readily available. In some
be jogging or running. The character must
cases, the Castle Keeper may require the
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hit roll. These include, but are not limited to, racial modifiers, magic weapon But the troll is two sizes larger, so a -4 adjustment to the halfling’s armor class
bonuses, class ability modifiers, spell effect modifiers, and situational modifiers. results in an armor class of 13.
Should an attack be successful, the defender is held and cannot act except to
RANGED COMBAT attempt to break the hold. The defender is considered prone and defenseless.
Ranged combat is much like melee combat except it occurs when an attack is The defender can break the hold by making his own successful grappling
made with a missile weapon against a defender some distance away. Dexterity attack.
is the attribute that modifies a ranged attack to hit roll. If the total of the d20
PUMMELING
roll plus the character’s basic to hit bonus and dexterity modifier is greater
than or equal to the defender’s armor class, the attacker has successfully hit Much like boxers or martial artists, pummeling involves the use of fists, feet,
the defender and inflicts damage as determined by the missile weapon used. knees, elbows or other body parts to inflict damage on an opponent with the
intention of knocking them out or otherwise incapacitating them. The attacker
There are two types of ranged weapons: thrown and propelled. Thrown rolls a d20 to hit, adding any strength modifier plus any other modifier the
weapons are those whose momentum are dependent upon the strength of Castle Keeper deems appropriate. The Castle Keeper may or may not deem
the character or monster throwing it. These include javelins, daggers, spears the basic to hit bonus an appropriate modifier. If the total equals or exceeds the
and the like. Propelled weapons are those whose momentum and thrust are defenders armor class, the pummeling inflicts 1-2 hit points of subdual damage.
dependent on the mechanism which propels them forward. This includes Damage is modified by strength.
crossbows, stones from a sling and similar devices. When attacking with
ranged weapons, the attacker’s dexterity modifies the to hit roll. Additionally, A monk’s unarmed combat ability and monsters natural weapons are not
a character’s strength modifier is added to the damage of thrown weapons, but considered pummeling attacks. Characters who are not monks who wish to
not propelled weapons. use hand-to-hand combat are subject to the pummeling rules.
Ranged weapons also have range increments, and they have a maximum OVERBEARING
effective distance equal to three times the listed range increment as detailed in
This type of attack is used to knock an opponent down. This is a tactic used in
the equipment list. The listed range increment is considered to be close range.
wrestling and other types of hand-to-hand combat, as well as when an animal
Twice the range increment is medium range and three times the increment is
charges and knocks someone over. The attacker rolls a d20 to hit and adds
long range. Medium range results in a -2 penalty to the ranged attack roll, and
any strength modifier or other modifier that the Castle Keeper deems fit. The
long range results in a -6 penalty to the attack roll.
Castle Keeper may or may not deem the basic to hit bonus an appropriate
Ranged weapons that miss their target continue on their path and can modifier.
potentially hit another target within close range. If the target of the attack
As with grappling, a standard armor class of 15 is used for all defenders. For
is missed, the projectile continues in a straight line and can hit anything in
overbearing, however, only strength and size difference modifies the standard
its path. For each ten feet traveled within close range, the attack accrues a -1
armor class. For each size difference larger add +2, and for each size difference
penalty. The exception to this rule is that bolts fired from a crossbow continue
smaller subtract -2.
up to long range, although the medium and long range modifiers still apply.
If a hit is successful, the defender is knocked prone for the remainder of that
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UNARMED COMBAT round. An attacker cannot knock over a defender two sizes larger. In addition, 403077
inebriated. A -10 to the attack roll would not be unreasonable. Dexterity modifies a character’s armor class if that character can physically react
to an attack. Characters lose their dexterity modifier when they are surprised,
Some situational modifiers can be applied with regularity. These are listed
unaware of an attacker or when they are restrained or otherwise rendered immobile.
below and can be used to help in making decisions about other unusual
Dexterity does not apply, for example, when a character is attacked from the rear.
situations. Concealment includes those circumstances where nothing
physically blocks an attack, but there is something that interferes with the COVER
attacker’s accuracy. The other modifiers should be self explanatory. The
Characters will often take cover behind objects such as tables, doors, chairs
modifiers are cumulative. In all instances, attackers must know of a defender’s
or other structures in order to gain some protection. Cover confers an armor
presence, though not their exact location. Also, the Castle Keeper should add
class bonus to the character as follows:
to this list and keep track of decisions which are made in the game in order
that they can be made with some regularity and consistency.
COVER ARMOR CLASS ADJUSTMENT
Armor class takes into account an active defense (aware of the attacker), the There are innumerable situational modifiers which can also adjust armor
armor worn and a general ability to withstand or avoid attacks. It is does not class. These are too numerous to list, but the Castle Keeper should always
represent armor alone. However, for game purposes, armor class is the primary bear in mind the current situation or circumstances. For example, a rusted
determinate of armor class as it is the most easy to quantify. suit of armor may suffer a -1 to its overall armor class adjustment. It is, as
Armor class begins at 10. A person wearing normal clothing has a 10 armor always, incumbent on the Castle Keeper to use common sense when making
class. Armor class can increase as much as modifiers allow. In rare cases, these adjustment. Always err on the side of safety. It is a game, after all.
modifiers can result in an armor class less than 10, though never below 1.
The following rules should be taken into account when determining COMBAT MANEUVERS
the armor class of a defender. It is not an exhaustive list and the
Players try all manner of inventive actions during
Castle Keeper is encouraged to develop their own adjustments as
combat, from using chairs as shields, trying to
needed.
dodge opponents blows or running haphazardly
ARMOR
away from some monstrous beast. It is impossible
to enumerate and describe all the possibilities and
Each armor’s adjustment is described in the it is unproductive to try and do so. These generally
equipment list. Chain mail, for example, has
fall into a category of combat maneuvers.
a +5 adjustment to armor class. This gives
the individual wearing it a 15 armor class Some of the more common combat maneuvers and
(10+5). their effects are listed and described below. These
rules can be considered optional as they are not
SHIELDS necessary to gameplay. They are provided to
Every shield has a +1 modifier to allow the Castle Keeper and players more
armor class, but the size of the shield options in combat and to introduce the
determines how many opponent’s concept of amending and adding
the +1 modifier applies against. rules to fit a group’s style of play.
Small shields only offer the They should be introduced slowly
adjustment against one and with practice to insure that
attacker, medium shields they meld with the style and
against two attackers tempo of play desired by
and large shields against three both the players and
attackers. Castle Keeper.
DEXTERITY DODGE
In this case, a character can
dodge up to three attacks in a round that originate from an attacker(s) which NARRATIVE OF COMBAT
they are facing and are aware of. If dodging, the character sacrifices their
action in that round. The character cannot attack, cast spells, move or use an A clear understanding of the rules is essential to running a smooth combat.
ability or item. The character gains a +2 to their armor class while dodging. A A competent grasp of initiative, movement and allowed actions allows the
character can dodge every round should they desire. A dodge can be declared Castle Keeper to react to circumstances, answer questions and resolve issues
at any time in a combat round as long as the character has not taken any that arise during the course of any combat. But a technical understanding of
other action. combat does not necessarily create a successful combat.
Combat is an essential part of the Castles & Crusades experience. It is often
DISENGAGING FROM COMBAT
that combat degenerates into rules manipulation, dice rolling and forays into
Disengaging from combat is a dangerous maneuver since it exposes the number crunching that more resemble an economics course than a heroic
character to attacks. If disengaging, a character can take no other action. encounter. Combat should be the heroic struggle between good and evil, law
The character is only allowed a movement, which is part of the two types and chaos. Combat pits the paladin against the lich, locks the knight in deadly
of disengagement. Monsters and non-player characters can disengage from struggle with a dragon and aligns the wizard in magical opposition to abyssal
combat. They can also opt to follow those disengaging from combat. creatures threatening his world. Castles & Crusades often revolves around
A hasty disengagement is one in which the character or monster attempts such struggles, and it is the Castle Keeper’s duty to make certain that combat
to leave combat and expends all effort to do so. A character disengaging resolution is balanced and challenging, but most of all fun. The Castle Keeper
hastily may move as far as possible up to their maximum running distance, must engage the players, make them forget the rules and draw them into the
but they suffer a -2 to armor class and their opponent gets an attack against whirling maelstrom of the bone crunching maw of the dragon. This is combat
them as they run away. This is a free attack and does not count against the through narrative.
opponent’s other action in the round, although the opponent may not make a There are several ways to achieve a successful narrative in your game’s battles.
second attack against the fleeing character. The armor class adjustment lasts Vivid descriptions can capture a group of the most lackluster players and keep
throughout the combat round and applies to every attack against the fleeing them engaged. There is a vast gulf between entering a room with “three
character. goblins who have swords and shields, and are sitting at a table drinking,” and
A fighting disengagement is a more carefully executed withdrawal from entering a room where “three humanoids are ranged around a table drinking
combat. By performing a fighting disengagement, the character moves one- from large wooden tankards; they’re a foul-looking lot, with mottled skin,
half their movement rate or less away from their opponent and they can spindly limbs, toes and fingers, wide eyes and maws emitting a putrid breath;
disengage from combat. The character suffers no penalty to armor class, but the creatures are armed for war with wickedly curved blades and iron rimmed
they cannot take any other action in the round. shields.”
Once the players are captured, the Castle Keeper must keep hold of them.
DISARM
Battle can be the most exciting part of the game, and the most memorable.
A fighter, ranger, knight, rogue, assassin, cleric and paladin can disarm an Compare the following two descriptions of an attack in combat. “The goblin
opponent. The character must successfully hit an armor class equivalent of swings at you. He hits, and you take 3 points of damage” vs. “The goblin twists
18 plus the hit dice or level of the defender to successfully disarm them. For about, bringing his sword across your shin. There you have no armor, and the
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example, a ranger would need to hit an armor class of 23 to disarm a 5 hit dice notched blade cuts the cloth of your leggings effortlessly to score through ash
403079
creature or 5th level opponent. The defender receives a dexterity bonus to and blood, biting to the bone for 3 hits points damage.” Good descriptions
this armor class, if applicable. help pace a combat, and keep players lively and excited.
Achieving such mastery leads to every game being one where the iron of At –7 to –9 hit points, the character or monster is mortally wounded and
battle mingles with the fantasy of swords-and-sorcery adventure. loses one hit point per round after reaching -7 hit points. Aid administered to
the wounds stops the hit point loss. This takes at least one full round, during
HIT POINTS which no hit point is lost. After 24 hours have passed, the normal healing
process as described for -1 to -6 hit points begins.
Hit points represent the amount of damage, physical and mental, a character,
non-player character or monster can take before passing out or dying. A At –10 hit points death occurs immediately. Only resurrection, reincarnation or
character’s hit points are a mere abstraction and are not a numeration of the bribes to the Castle Keeper can remedy death.
character’s physical being. It is generally a representation of the overall health
of the individual. The higher the hit points, the healthier the individual. DAMAGE
Hit points are determined by a character or monster’s hit die. There are If a hit is successful, damage is assessed for the opponent and its hit points are
several hit die types: d4, d6, d8 and d12. Class descriptions list the hit die type reduced. Damage delivered from a blow by a weapon depends on the weapon
for that class. Monsters have various hit die types also. These are listed with being used or as described in the monsters description. Damage is applied
the monster descriptions as given in the Monsters and Treasure book. immediately. If a character or monster dies as a result of damage inflicted, it
gets no opportunity to swing, cast spells or anything else. There are several
Hit points for the classes are acquired by level. At each level, the hit die type
categories of damage that need examining. From this, the Castle Keeper
is rolled and added to the previous levels total. The constitution modifier is
should determine the type and nature of any damage inflicted on a character
added or subtracted from this roll. At 10th level, all classes acquire hit points
if not specifically described in the rules.
at a specified rate. Constitution modifiers are added to or subtracted from this.
In all cases, a character gains at least 1 hit point for each level advanced. Damage takes its toll in a variety of ways. A sword cutting an arm, a mace
crashing into a shield and bruising an arm or simply physical exertion during
Monster hit points are specified in the monster description. Monsters receive
the course of a difficult or long combat. The Castle Keeper should not
a number of hit die types for hit points. Some rolls are adjusted. For example,
automatically assume that damage causes flesh to be shorn from limbs and
3d6 indicates that three 6 side dice are rolled and added together for that
bones crushed. Four points of damage to a 3rd level fighter could simply be
monster’s hit point total. A 3d12+4 indicates that three 12 sided dice are
bruising on the arm, a series of small cuts or exertion. Alternately, it could be a
rolled and 4 added to the total.
mortal blow that fells a character. In general, it is not wise to break bones, lop
In some instances, such as with a bard’s inspire ability, characters or monsters off limbs or inflict significant organ damage, as healing times for these types of
can gain temporary hit points. Temporary hit points are added to a character’s wounds are significant and complete recovery often impossible. Being creative
current hit points. In combat, temporary hit points are the first to be reduced with the type of damage inflicted should enhance combat rather than detract
due to combat, spells or other instances in which damage occurs. When all from game play. Be sure to keep it that way.
temporary hit points are gone, they are removed from the character’s normal
hit points. For all intents and purposes, temporary hit points act as real hit WEAPON DAMAGE
points as long as the spell or ability is in effect. The only exception is that The amount of damage inflicted is determined by the type of weapon being
temporary hit points cannot be healed or cured. used or natural weapons such as the claws of a lion, the fist of a golem or
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Hit points can be reduced by weapons, magical spells, exhaustion and poisons the beak of a hippogriff. Weapon damages are listed in the equipment chart. 403080
amongst other things. These are detailed in the following section. Once Damage from melee weapons are adjusted by the strength modifier, and
damage is taken, it must be healed for the hit points to be restored to their magical weapon bonuses and other factors or adjustments if applicable.
maximum level. Hit points can never be healed beyond what they were before Natural weapons and their effects are described in the appropriate monster
taking damage. description or combat rule. Any modifications to damage are noted in the
descriptions.
In general, hit points heal at a rate of one point per day and only if the
character is resting, well fed, kept warm and the wounds being tended to. MAGIC DAMAGE
After seven days, the rate of healing increases to include the constitution Damage caused by spell effects are applied in the same manner as those by
bonus, if any. After 14 days, the rate of healing doubles and after thirty days, it melee weapons or natural weapons. Special considerations are described in
triples. Rates of healing can be adjusted by magical healing, herbs, diet, level the appropriate spell. Of special note though, damage caused by illusions can
of care or other factors the Castle Keeper deems applicable. be real. Though not real in a material sense, the viewer of the illusion believes
In general, when 0 hit points is reached, the character or monster passes the damage to be real and suffers psychic and mental shock as if it were real.
out. They are not dead, but rather incapable of acting while passed out due The spell descriptions list the details of damage form illusions, but in general,
to blood loss and physical or mental damage. The character or monster is it can be said that damage received from illusory attacks is, in reality, subdual
unable to act and is unconscious or gravely wounded. Those so wounded can damage and the characters follow all the rules for subdual damage with the
do little more than crawl from the battlefield or call out for help. Those with following exception. Characters or monsters reduced to -10 hit points by
0 hit points recover consciousness in 1d6 hours, after which they can move illusory damage die from the psychic shock to the system, which is too great
at 1⁄2 their normal move rate, but cannot participate in combat, cast spells, to withstand.
turn undead or any other strenuous or demanding action. The full effects of
magical healing of characters reduced to 0 hit points is immediate. SUBDUAL DAMAGE
This type of damage is generally not fatal, though on occasion it can be.
At –1 to –6 hit points, the character or monster is unconscious and grievously
Subdual damage is more the bludgeoning one receives in a fist fight than the
wounded. They require bed rest to recover, unless magically healed. A
slashing, gashing bone breaking combat of swords and maces. It may hurt and
character so wounded must rest 24 hours before the process of healing begins,
even knock one unconscious, but rarely draws blood and usually results in
unless magically healed. With magical healing, the character’s hit points can
damage that heals quickly.
only be returned to 0, after which healing proceeds normally.
Subdual damage is usually caused in unarmed combat with natural weapons.
For example, a knight is struck by a club from an ettin and reduced to -1
However, many monsters use natural weapons that cause normal damage.
hit points. Before healing begins, the knight must wait 24 hours. However, a
If a monster’s attack causes subdual rather than normal damage, the
cleric of goodly intent decides to share the grace of their deity with the knight
monster description will note it. Otherwise, damage from monsters should
and cast a cure light wounds on the knight. The cure is for 8 hit points, but the
be considered normal damage. A monk’s unarmed attack is normal damage,
knight is only brought back up to 0 hit points. However, healing can proceed
unless the monk chooses to subdue as if using a weapon.
as normal thereafter.
An attacker can use weapons to deliver subdual damage but it does so at
varying rates. When being used for subdual, weapons inflict normal damage,
but it is mostly temporary damage. Minimally, these weapons deliver one point
of damage. All subdual damage delivers some normal damage. For every five
points of subdual damage inflicted, one point is considered normal damage.
Subdual damage heals faster than normal damage as it is not usually fatal.
It heals at a rate of 1 hit point per every 10 minutes. The normal damage
inflicted as a part of subdual damage heals as previously described. At the
Castle Keeper’s discretion, when a character reaches -10 hit points or more of
subdual damage, they have taken severe enough bludgeoning damage to an
internal organ to cause death or permanent incapacitation. Otherwise, they
should be considered unconscious for 24 hours and do not begin healing until
gaining consciousness.
FALLING DAMAGE
Falling damage occurs when a character or monster falls from a height of five
feet or more. Falling can be very deadly and players should be made aware of
the potential hazards of a fall prior to beginning a climb.
If a character falls from a height of six to ten feet, a dexterity check must be
made. If the check is successful, the person falling takes no damage. If the
check is not successful, the person takes 1d6 points of damage. From heights
greater than ten feet, damage accrues significantly. For every ten feet fallen,
the number of d6 used for damage increases by one. The damage for each 10
feet fallen is cumulative. For example, if a character falls 18 feet, they take 1d6
damage for the first ten feet and 2d6 damage for the next 10 feet for a total
of 3d6 damage. If a charcter were to fall from a height of 45 feet, they would
take 1d6 damage for the first 10 feet, 2d6 damage for the second 10 feet, 3d6
damage for the third 10 feet, and 4d6 damage for the last 10 feet, for a total
10d6 points of damage.
TURNING UNDEAD Common undead are non-sentient, automaton-like undead such as skeletons
and zombies. Extraordinary undead are semi-sentient undead of great power
lerics and paladins have the ability turn undead. This power allows
C
that usually have special abilities. They typically are trapped between the
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them to channel divine power through the display of a holy symbol material and spirit worlds, and include such monsters as wraiths and ghosts. 403081
and invocation, prayer or song for the purpose of repelling, controlling or Unique undead are those rare and powerful creatures of strong will and
destroying undead monsters. intelligence such as vampires and liches. The turn undead ability affects 1d12
common undead, 1d6 extraordinary undead, or 1 unique undead. For each
TURN UNDEAD (Wisdom): Turn undead requires a successful wisdom
type, the number turned is increased or decreased by the cleric or paladin’s
attribute check. The challenge level for the check is equal to the undead
charisma modifier.
creature’s hit dice. A successful turn undead check results in the undead
monster being turned or destroyed. Alternately, evil characters with this TURNED UNDEAD
ability can attempt to control the undead or even paladins. In game terms,
turning undead should be considered a special, ranged combat attack. The Turned undead flee at their full movement rate for ten rounds. If unable
maximum range for turning undead is 60 feet. to flee, they will cower. A +2 bonus to hit is awarded on all attacks versus
cowering undead. If the cleric approaches within ten feet, or attacks a
cowering undead monster, the turning is broken and the undead creature
A cleric can attempt to turn one type of undead per round. For example: will attack. Others may attack the cowering creature without breaking the
a group of 6 skeletons, 4 zombies and a vampire approach a cleric, who turning effect. Turned undead will not automatically flee evil clerics. Instead,
decides to attempt a turning. The cleric can attempt to turn one type the they are rebuked and will cower in awe.
first round. The cleric elects to attempt to turn the zombies. The cleric
makes a turn undead check and succeeds. On the next round, the cleric DESTROYING UNDEAD
can attempt to turn the skeletons or the vampire. If the cleric or paladin is five levels higher than the hit dice of the type of undead
being turned, the character destroys the undead instead of turning them. The
If the turn undead attempt fails, however, the cleric may not attempt to turn that
number destroyed is the same as the number of undead that the character would
specific group of undead again for the remainder of the combat and one full day
normally turn. If a cleric or paladin is ten levels higher than the hit dice of the
has passed. Again, using the situation described above, if the cleric failed to turn
undead being turned, the character automatically destroys the maximum possible
the zombies, he could attempt to turn the skeletons or vampire in round two, but
number of undead. For example, a 12th level cleric making a successful turn undead
could not attempt to turn the zombies again for that combat. The only exception
check against 1 hit dice skeletons automatically destroys 12 skeletons plus the
is that newly arrived creatures of the same type, or in a different group, can be
character’s charisma modifier.
turned. So, in the example situation, if a new group of zombies joins the combat,
the cleric could attempt to turn the new group of zombies. Essentially, a cleric EVIL CLERICS
has one chance to turn each opponent in a combat or 24 hour period, with each Evil clerics can assume control of undead instead of turning them, and can
opponent being composed of a group of undead of the same type. also turn paladins as if the paladin’s were undead. The evil cleric makes a
normal turn undead check to do so. If the check is a success, and the cleric
NUMBER OF UNDEAD TURNED
is five levels higher than the hit dice of the type of undead being turned,
The number of undead monsters that are turned is determined by special the cleric may control the undead instead of destroying them. The number
rules and depends on the undead monster’s type: common, extraordinary or controlled is equal to the number of undead that the cleric would normally
unique. turn. If an evil cleric is ten levels higher than the hit dice of the type of undead
sought to be controlled, the character automatically controls the maximum the character gains more abilities and greater chances of performing abilities
possible number of undead. successfully. Hit points increase as does bonus to hit.
Controlled undead become permanent servants under the evil cleric’s mental To gain a level, the character must accumulate enough experience points
command unless released. The cleric must take an action to give mental to meet the next level’s experience point progression (EPPs). The EPPs for
orders to controlled undead. Control can be freely passed from one evil cleric each class are located in the appropriate class description. Experience points
to another if the recipient cleric passes a turn check of his own. At no time, are gained by successfully completing an adventure, killing foes, successfully
however, may an evil cleric control a number of undead whose total hit dice is performing actions, collecting treasure and as rewards for good roleplaying.
greater than 5 times the cleric’s level. Thus, a 5th level evil cleric could control The Castle Keeper awards experience points as described in the rules but
a maximum of 25 skeletons. always has the right to add or subtract experience points for whatever reason.
Monster experience points are located in the monster manual. Experience
PALADINS
points awarded for treasure acquired is equal to the gold piece value of all
Paladins turn undead as a cleric of two levels lower than the paladin’s level. the treasure picked up in the course of adventuring. Optionally, the Castle
That means a paladin can’t turn undead until 3rd level, at which point the Keeper may not allow this or only some percentage of the treasure’s value, as
paladin may turn undead as a 1st level cleric. Paladins themselves can be this may speed up the rate of level progression depending on the amount of
turned by evil clerics. treasure acquired. For experience points awarded for defeating monsters and
roleplaying see the Castles & Crusades: Monsters and Treasure. Bear in mind
REWARDS that the Castle Keeper does not have to award this amount if the player did a
After defeating fearsome foes in deadly combat and gathering long lost poor job of roleplaying, but can if he wants to.
treasures from dark caverns, the characters should have garnered some little Once enough experience points are acquired to advance a level, the character
experience in the arts of mortal combat, the capacity to withstand the rigors must train for the number of weeks equal to the level reached before receiving
of a harsh world, the senses to avoid trouble and not some small amount of the benefits of that level. For example, a 6th level cleric, upon acquiring the
wisdom. Considering the gold, gems, jewelry and magical treasures acquired, experience points necessary to reach 7th level, must train for 7 weeks before
the real experience gained is that of knowledge. The characters end their receiving the benefits of that level. Once training is completed, the character
adventures stronger, wiser and more capable. gains the extra hit points, spells or abilities which that level confers upon the
Experience points are awarded by the Castle Keeper to the players either on an class.
individual basis or collectively. The experience points awarded are for monsters
killed or overcome, treasure acquired, good roleplaying and successful adventuring. TREASURE
Treasure can consist of any, some or all of the following: coins, gems, jewels,
EXPERIENCE POINTS art objects, mundane items, treasure maps, spellbooks and magic items.
After characters defeat monsters or acquire treasure, they earn experience Treasure can be found in lost dungeons, hidden in a merchant’s pocket or
points (xp). The Castle Keeper is free to award experience points in whatever serve as the bed for an ancient red dragon.
manner desired, but the following is a recommended general method. Treasure reflects the wealth that a character or monster owns or has acquired
in a lair. In most cases, a creature keeps valuables in its home or lair, and
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MONSTERS
carries little or no treasure when it travels. Intelligent creatures that own
The Castle Keeper adds the value of all monsters defeated or overcome on useful, portable treasure such as magic items tend to carry and use them,
the adventure. Each monster has a base xp value, and a bonus can be given if leaving bulky and valuable monies and gems in their lair.
a specific monster was greater than normal for its type. The total xp are then
divided by the number of characters that defeated the monsters. MOVEMENT
MONEY Movement is a fairly abstract necessity in any game. The movements rates
listed for characters, monsters and NPCs is an estimation of how far that
Although not all Castle Keepers do so, some award xp for non-magical
creature can move at a normal pace in a ten second round. In general, jogging
treasure. The Castle Keeper should award 1 xp to the party for every 1gp value
is twice that movement rate, while running is four times the movement rate.
of non-magical treasure such as money, gems, art and other items acquired
As this is a ten second movement rate, a full minute would be six times the
during the adventure.
movement rate. Movement outdoors equates to movement indoors. For
MAGIC ITEMS movement outdoors, it should be noted that at an average walking pace for
an unencumbered person is about 2 miles an hour.
Like monsters, magic items have a xp value. The Castle Keeper should award
a magic item’s xp value to a character who possesses and uses the item for a Moving silently occurs as per class description. Moving silently does not mean
period of time. that the character is moving without making a sound. Moving silently means
that the character is attempting to move and make as little noise as possible. If
STORY successful, this means that the character has moved in such a manner that no
The Castle Keeper should assign an xp value to each adventure and award one within hearing range has heard him. Some creatures have a more acute
that total to each character who completed the adventure successfully. An sense of hearing so adjustments to the roll might be necessary. For example, a
easy way to determine the story xp value is to compare the adventure to a wolf can hear better than a human, so the Castle Keeper may want to adjust
monster of a hit dice that is challenging to the party. The Castle Keeper can the challenge level by +2 or more. Further, it is easier to move silently in
then award xps as if the party overcame that monster. certain areas. For example, moving silently across a carpet is much easier than
moving silently across a dry forest bed full of leaves and twigs, so adjustments
ROLEPLAYING can be made for this environment also if the Castle Keeper chooses.
The Castle Keeper can also award specific characters xp bonuses for good In much the same manner, moving while invisible does not mean the
roleplaying (or penalties for bad) in a specific situation or over the course of character cannot be detected. If the character makes noise, this can be heard.
an adventure. A good range to award is 25 to 250 xps, depending on the level Further, all creatures smell and the odor of a sweating body can be detected.
of the character. Bear in mind, many creatures use sonar or other abilities to determine the
location of prey and this can reveal the presence of an invisible creature. An
GAINING LEVELS invisible creature does not leave a heat signature.
Characters gain levels as they adventure. Gaining levels equates to becoming
better and more experienced at one’s chosen profession. With new levels,
game and can offer very challenging roleplaying obstacles if the Castle Keeper time, though he’s lost initiative, such an action would not be impossible and
is not overly generous in handing them out and the player is intrigued enough earn him some bonus AC points from the Castle Keeper.
to unravel ancient societies’ customs with halting words and hand gestures.
THE ADVENTURING PARTY
VISION
It is a challenge to create a well-balanced party, but a well-balanced party
Light sources provide vision for creatures unable to see in the dark. The radius improves the survival rate of all characters. Almost all parties benefit from
of vision depends on the light source. the presence of the four classic archetypal classes: fighter, rogue, wizard and
cleric. These four classes supply the basic abilities of fighting, scouting, magic
TORCH 40 feet
and healing. These classes are almost indispensable for the composition of a
LANTERN 30-60 feet
well-rounded party. Yet, players are not limited to those four classes because
MAGICAL DAGGER 10 feet other classes are similar and expand upon the four classic archetypes.
MAGICAL SWORD 20 feet
The four classic classes embody specific roles in the adventuring party, and
Some creatures have the ability to see in the dark or in spaces where normal
those roles can be broadened to allow the play of classes that may be better for
human vision does not work. There are five gradations of vision: normal,
specific campaigns. The four basic class archetypes can be described as warrior
deepvision, twilight vision, dark vision and dusk vision.
(fighter, ranger, barbarian, knight, paladin), rogue (rogue, assassin), divine
DEEPVISION
spell caster (cleric, druid) and arcane spell caster (wizard, illusionist). Some
of these classes have aspects that cross the boundaries between archetypes,
Ages spent beneath the earth, and in the dark and quiet places of the world such as the paladin, a fighter who possesses some of the cleric’s worthy traits.
have imbued certain creatures with the ability to see into darkness that a And the remaining two classes, monk and bard, provide even more of a mix
human would find impenetrable with the naked eye. This vision extends up of different archetypal roles. They can fill one of the classic roles, or greatly
to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend enhance and round out a party, especially in certain types of campaigns.
to erode with deepvision, and objects appear in many shades of gray. It is
otherwise like normal sight, and creatures can function well with no light at Care must be taken, however, that characters are not too tailored for certain
all. Bright lights, such as from a lantern or other light source, spoil deepvision. encounter types. This leads to a superfluous character and bored players.
A creature requires one turn to adjust his or her eyes when a light source is Designing an assassin to join a party that is undergoing a lengthy overland
extinguished before gaining full use of deepvision. trek through a trackless wilderness is bound to prove fruitless for the character
and frustrating for the player.
TWILIGHT VISION
Racial diversity is also important to party composition, and can sometimes
Even under starlight, moonlight or torchlight these creatures have exceedingly make up for a weakness in one area. For example, a class without a rogue may
good vision. They can distinguish color and detail under these conditions for still have excellent scouting ability if it has an elf or halfling in it.
up to one mile when outside.
Overall, it should be remembered that one class’ weakness can be
compensated for by another’s strength. Each party member can play off of
another, and depend on each other for success. Cooperation is essential to
overcoming obstacles and achieving success in any given adventure, as well arms, leadership and divine magical ability, including healing and turning
as for providing fun to all. Below is a brief explanation of the purpose and role undead.
of each class. BARD: The bard provides leadership and inspiration, but often in support as
opposed to direct leadership. Their ability also lends itself to information
FIGHTER: Fighters combat and defeat opponents, thus helping to ensure
gathering, influencing others and even spying, often in a subtle way given
the party’s survival. Fighters lead the party, defending it and taking the its best effect through roleplaying. Additionally, their hit points, armor
brunt of any attack. Fighters protect the weaker members of a party and and weapon choices make them good fighters.
supply strategic knowledge and tactical expertise.
RANGER: Like a fighter, a ranger’s primary purpose is to fight monsters.
EXAMPLE OF PLAY
Additionally, a ranger’s special knowledge and tracking ability enhances For the novice Castle Keeper the following examples are included in this
a party’s ability to survive in the wilderness and to achieve success in the edition of the Players Handbook in order to supply a better understanding of
goals of an outdoor adventure. It also provides some of the scouting ability how conflict and resolution plays out in the game. Monsters are introduced
typically covered by the party’s rogue. in stat blocks.
ROGUE: The rogue serves as the eyes and ears of an adventuring party. The abbreviations and definitions are as follows:
Their ability to hide, move silently and strike from behind makes them Hit Dice (HD): The hit dice represents the number (and type) of die rolled
perfect scouts in both dungeon and outdoor settings. Their ability to find for the creature’s hit points.
and disarm traps, open locks and decipher scripts provides invaluable skills Hit Points (HP): The number of hit points each monster possesses.
necessary to a party’s survival. Armor Class (AC): The creature’s armor class.
ASSASSIN: The assassin possesses many abilities of the rogue, but their own
Move (MV): The creature’s movement rate.
specialities as well. While less useful in outdoor settings, they are more at Attributes: Abilities for monsters are expressed as primary or physical or
home in cities, towns and even dungeons. The assassin’s ability to evaluate mental attributes.
and specifically target individual foes, and disguise, make them dangerous and GOBLIN (These lawful evil creatures’ vital stats are HD 1d6, HP 4, AC 15,
capable spies and able to launch unexpected attacks. MV 20 ft. Their primary attributes are physical. They attack with a short
BARBARIAN: The barbarian is a warrior, but one that can take even
sword for 1d6 points of damage. They have darkvision that allows them to see
more damage than the typical fighter. Their unique abilities provide a in the dark up to 60 feet. They are worth 5+1 experience points.)
reserve of strength that many a party may need to survive the day. Their HOBGOBLIN (These lawful evil creatures’ vital stats are HD 1d10, HP 7,
backgrounds lend excellent roleplaying skills to outdoor adventures, and AC 15, MV 30 ft. Their primary attributes are physical. They attack with a
provide nice contrast when roleplaying more civilized encounters. Halberd for 1d10 points of damage. They have darkvision that allows them to
MONK: The monk should not be underestimated for its ability to act as
see in the dark up to 60 feet. They are worth 7+1 experience points.)
the party’s fighter. Their ability to withstand damage, and as they gain in WORG (These neutral creatures’ vital stat are HD 4d8, HP 18, AC 14, MV
experience, to deal damage, is potent. Further, their unique non-combat 50 ft. Their primary attributes are physical. They attack with a bite for 2d4
abilities provide an added resource to any party. The monk often plays points of damage. They have the ability to trip victims by pulling them to the
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many roles in a party. ground after the victim fails their dexterity check. They have darkvision and 403084
and wisdom. His basic attack bonus is +5 (+6 with flail). His attributes player rolls a d20 and gets an 11. He gets to add his wizard levels and dexterity
are strength 16, dexterity 15, constitution 13, intelligence 12, wisdom 9 and bonus to this, giving him a total of 18. This easily beats his prime challenge
charisma 10. His special abilities are weapon specialization (flail) and combat base of 12, so Suryc is not knocked down.
dominance. He carries a breastplate and small shield and wields a heavy flail
The goblins charge Bjorn. Since they are charging they take a -4 to their AC
for 1d10 points of damage.)
but gain +2 damage against the human. The Castle Keeper rolls five d20s
Una (She is a 6th level, neutral good elven rogue. Her vital stats are 6d6 HD, and gets a 4, 10, 15, 17, and 20 which are all modified by +1 (the hit die of
24 HP, AC 16, MV 30 ft. Her primary abilities are dexterity and charisma. the goblins). That means two of the goblins hit Bjorn. The Castle Keeper rolls
Her abilities are strength 9, dexterity 19, constitution 12, intelligence 16, their d6 damage and get a 3 and a 4, meaning that Bjorn loses 11 hit points
wisdom 12 and charisma 15. Her special abilities are back attack, cant, total, including the charge damage bonus. This reduces Bjorn down to 25 hit
climb, decipher script, listen, move silently, open lock, pick pocket, traps, sneak points, which still leaves him in pretty good shape.
attack, enhanced senses, twilight vision, move silently, spell resistance, spot Finally, Bjorn makes his attack during the surprise round. His player declares
hidden doors, weapon training in composite short bow. She wears leather that Bjorn will be using his combat dominance ability and attack two goblins
armor and a small shield and wields a short sword for 1d6 or a composite short this round. Since the goblins are all of 1d6 hit dice, he can do this. Bjorn’s
bow for 1d8 points of damage.) player makes two attack rolls, rolling a 3 and an 18. Adding his Strength
bonus and basic attack bonus, this means Bjorn hits AC 11 through 26. The
It is near twilight when Una, while trying to scout out a suitable campsite,
goblins normally have an AC of 15, but since they charged, it is an 11 this
discovers a small band of goblins lead by a hobgoblin mounted on a worg.
round, so he hits two goblins. He rolls his heavy flail’s damage and rolls a 4
Not having time to go back and warn her companions, Una scrambles into
and a 9. This is modified by his strength and his weapon specialization bonus,
the lengthening shadows and tries to hide from her foes. The worg sniffs the
meaning he does 7 damage to one goblin and 12 damage to the second, which
air, as if she smells something. The Castle Keeper tells Una’s player to make
is enough damage to kill both goblins.
a hide check to conceal her effectively. The Castle Keeper decides to use the
worg’s HD of 4 as the challenge level, modified by +2 for the scent ability. He Now the surprise round is over and the players and Castle Keeper roll
does not tell Una’s player this, though. Una’s player rolls a d20 and adds her initiative again. Suryc’s player can roll initiative this round since he is no
dexterity bonus as well as rogue level. She rolls an 11 on the die, giving her a longer surprised. Una rolls a 4, Suryc a 10, Bjorn a 2, and the goblins and worg
total of 20. Since dexterity is a prime attribute for her, she beats the challenge get a 5. So the turn order this round is Suryc, the goblins and the worg, Una
base of 12 by 8 with her roll. The Castle Keeper notes that this is more than and then Bjorn.
the challenge level of 6, so Una is successfully hidden. Suryc knows he is in trouble, since the worg is a killing machine. His player
Just as the worg settles down, however, they hear Suryc and Bjorn bumbling quickly checks his prepared spells and decides that his scare spell will do the
through the woods. The goblins also hear them coming and prepare a hasty trick. He casts the spell on the worg, forcing it to make a charisma save or
ambush. A few moments later, Bjorn and Suryc come to the clearing. The flee in panic. The worg’s saves are listed as physical only, so that means its
Castle Keeper tells the players to check for surprise as the goblins, hobgoblins, challenge base is 18. This is modified by Suryc’s casting level of 6, which
and worg are waiting for them. The two players make wisdom checks for their means the worg must beat a 24 on his roll. The Castle Keeper notes that the
characters. Suryc’s player rolls a 10, which gives him a 17, which isn’t quite worg cannot possibly beat a 24, so the worg is panicked and must flee the
27075915 enough to beat his non-prime challenge base of 18, so he is surprised. A 12 combat. The worg runs at his full run speed of 200 feet away from Suryc. 403085
comes up on Bjorn’s player’s die, but that is enough to beat his prime challenge The worg’s panicked departure greatly shakes the goblins. The Castle Keeper
base of 12, meaning that the seasoned warrior was not caught unaware by his determines that they will try to escape combat. Two of them decide to flee as
foes. Una’s player declares she will use her sneak attack ability on one of well, using the full withdrawal option while the third, more wisely, chooses
the hobgoblins this round. The Castle Keeper makes a wisdom check for the the fighting withdrawal. The two that make the hasty disengagement may
hobgoblin to see if he is surprised. Since the hobgoblin has his saves listed as move their maximum running distance (80 ft), but Bjorn gets a free attack
P, his challenge base is 18. The Castle Keeper rolls a 7 for the hobgoblin, so he on both of them. Moreover, their AC are lowered to 13 for these attacks due
is surprised by Una’s attack. to their hasty departure. Bjorn’s player rolls for his attacks and gets a 2 and
The players and Castle Keeper now roll a d10 for their initiative this round. a 6, which means he hits AC 10 and AC 14. Bjorn misses one of the fleeing
Suryc’s player doesn’t roll since he is surprised this round. Bjorn’s player rolls a 4, goblins but hits the other for 6 points of damage, cutting it down as well.
Una’s player rolls a 5 and the Castle Keeper rolls a 5 for the enemies. He chose The fleeing goblin moves 80 feet away. The other goblin, making a fighting
to roll the enemies as a group to speed things along. The Castle Keeper also withdrawal only moves 10 feet away, but does not provoke a free attack, nor
decides to give Una a +2 initiative boost this round for being so well hidden. is his AC lowered.
Following initiative, the Castle Keeper first lets Una’s surprise attack happen. Una’s turn comes up and she chooses to take a shot at the worg as it is fleeing.
Una will be firing her bow at the hobgoblin this round. Her player rolls a The Castle Keeper tells her the worg is about 180 feet away, which puts it at
d20 and gets a 9 which is then added to her dexterity bonus and basic attack long range for her composite short bow. This means she is at a -6 to her attack
bonus, giving her a total of 14. Una also gets a +2 bonus for her sneak attack roll due to the range. Una’s player rolls and gets a 15, which leaves her with
ability, resulting in a final to hit roll of 16. This is more than the hobgoblin’s a final to hit roll of 14. This is exactly the same as the worg’s AC so she just
AC of 15, so she hits. Una’s player rolls the d8 damage for the composite barely hits the beast. Una’s player curses that she only rolled a 2 on her 1d8
short bow and gets a 4. Her sneak attack ability allows her to add four to her damage die, barely damaging the fleeing creature.
damage, so she does a total of 8 damage to the hobgoblin. That is enough Finally Bjorn decides to give chase to the retreating goblins. He cannot reach
damage to drop him (he only had 7 hit points). Her arrow sinks deeply into the goblin that fled last round, but he can move and attack the one that made
the hobgoblin’s neck, and he falls limp from the worg’s back. a fighting disengagement. Moving 10 feet and then attacking again, Bjorn can
Next the goblins and worg can attack. The goblins are surprised by their make two attacks on this goblin due to his combat dominance ability and he
leader’s sudden collapse, but are still heartened by the worg’s presence. The chooses to do so. His first attack roll is a 1, which means he hits AC 9, which
worg leaps at the smaller, unarmed elf, thinking him quick prey. The goblins is a miss. His second roll, however, is an 18, which hits AC 26, meaning he
choose to charge Bjorn. First the worg’s attack is resolved. The Castle Keeper soundly hit the goblin’s AC of 15. The flail crashes heavily into the goblin for
rolls a 7 for the worg’s attack roll and adds the worg’s hit die total to the 12 points of damage, crushing it’s skull.
attack for its basic attack bonus. This gives the worg a total of 11 to hit, This round of combat is over and the players decide to let the goblin and
which just beat’s Suryc’s 11 AC. The Castle Keeper rolls 2d4 damage for the worg flee. The worg won’t come out from the effects of the spell for another
worg’s bite, and gets a 6, reducing Suryc’s hit points to 10 as the worg bites five rounds, and it will think better of doubling back to attack the party. The
deeply into Suryc’s leg. The Castle Keeper then decides to use the worg’s trip goblin runs away and tries to find its way back to its war party to inform them
ability, allowing her to automatically force her opponent to the ground on a of the adventurers in the woods.
successful bite attack. Suryc is allowed a dexterity save to prevent this. Suryc’s
27075916 403086
27075917 403087
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