Book of Lost Lore
Book of Lost Lore
Adventures
Dark and Deep ™
By Joseph Bloch
Cover art by Alonzo Emata, copyright © 2017 Fantasy Stockart. Used with permission.
Interior artwork by Carlos Castilho, Mollie Carson-Vollath, Brian “Glad” Thomas, Jeff Ward copyright © the respective artists. All rights
reserved. Some artwork copyright William McAusland, used with permission. Some artwork copyright Murzabaev Roman aka s0ulafein,
used with permission. Some artwork © 2008 Jeff Freels, used with permission. Some artwork courtesy Cliparts.co and Clker.com.
Special thanks to Kevin Serafini and Sherlock for finding last-minute typos before production.
Adventures Dark and Deep™, the BRW Games hex logo, and BRW Games™ are trademarks of BRW Games, LLC.
No challenge to any trademarks or other intellectual property owned by Wizards of the Coast LLC is intended.
Table of Contents
Preface
mistakes, and the rules were still not quite finalized. Still, I went
forth, Kickstarted the book, and published it in short order.
When I first set out on my project to explore Gary Gygax’s That was eight years ago. In that time, the core ADVENTURES
intentions for his second edition of the world’s most famous role- DARK AND DEEP™ books were published, along with several
playing game, I completely under-estimated the task before me. expansions and adventures. I got a lot more experience, more
books under my belt, and more feedback from those who
Starting with the 1st edition rules, I began to research into Gary’s purchased my books. Plus, ADVENTURES DARK AND
articles published in the early 1980’s, where he discussed where DEEP™ also grew beyond the original concept. I’ve expanded
he wanted to take the game. There were to be new character it in ways Gary never envisioned (although everything was still
classes, new monsters and spells, and a complete re- firmly inspired by his work), and there was also new material that
organization of the rules to bring them back into three books. I wrote that never made it into a published work, that I also
wanted to present to the gaming community.
I then began looking into his many, many online discussions
where he touched on the subject. There was information across I felt it was time to revisit the idea of a book for gamers who just
many online forums, and literally thousands of pages of posts to want “the new stuff”. Something that would look nicer, more in
sift through. What I thought would be a relatively quick writing line with the old 1E books, and something that would have a lot
project turned into a massive research project. more “new stuff” than the original. For instance, not all of the
monsters made it into the first book, and those would be
The result was ADVENTURES DARK AND DEEP™, which was included. And there were some errata that needed to be
my best attempt to write the game that Gary would have written; incorporated. And there is new material; over the years I wrote
the game I wanted to play in 1985 but couldn’t. Originally it was a lot of things that would be very appropriate for a book designed
going to be a three-book set, as Gary had intended, a stand- to expand the possibilities for old-school games. It would be a
alone game. true cousin of the original Unearthed Arcana, with exciting new
options for players and GMs.
But then something happened. The playtest version of
ADVENTURES DARK AND DEEP™ was very well received, You hold in your hand the result. Half the result, actually, as the
but many people didn’t want to have to invest in a whole three- project grew so large that it became two books; this one and the
book set. They were happy playing their own game, whether it BOOK OF LOST BEASTS. This book is not just a reprint of A
was 1E or one of the several retro-clones that had been CURIOUS VOLUME OF FORGOTTEN LORE, but a complete
produced. So I decided to make a book that would allow those remake, with a lot of new material added into the bargain. It’s
folks to just get the new stuff. That book was called A CURIOUS hoped that this book will find a place on the shelf of any player
VOLUME OF FORGOTTEN LORE and was the first book I of old-school games, and will add some fun options for all to
actually published. enjoy.
Character Races
TABLE 2: HEIGHT DETERMINATION (CENTAUR)
Die Roll Males (inches) Females (inches)
01-40 78 - 1d6 74 - 1d8
41-65 78 74
Centaurs
66-00 78 + 1d6 74 + 1d8
Centaurs are human-horse hybrids, with the bodies of horses The following multi-class combinations are available to
and the upper torsos and heads of humans. They frequent centaurs: bard/fighter, bard/mountebank, druid/fighter, druid/
sylvan-type woodlands, although some centaur tribes prefer ranger, druid/thief, mystic/thief, fighter/thief, fighter/assassin,
wide-open grasslands. They are noted as strong warriors and fighter/mountebank, and ranger/thief.
brilliant bards, but their skill as thieves is quite wanting, as they
are considered clumsy due to their size. Armor can be tricky to properly fit on a centaur, and any armor
that extends below the waist (such as brigandine, plate, mail,
Centaurs get a +2 bonus to strength (max. 18, or 18/00 for etc.) will cost 50% more than usual. Centaurs may also wear
fighters) and a -1 penalty to both intelligence and dexterity (min. barding on their equine halves as well, which also comes with a
3). Their ability score ranges are given below: 50% cost penalty. If they do not, then enemies attacking from
the flank or rear will strike at their unarmored horse half, which
TABLE 1: CENTAUR ABILITY SCORE RANGES is AC 5 (plus any applicable DEX bonus). One-third of all
Ability Male Female attacks, including those by missiles, from the front will also be
Strength 10-18 8-18 aimed at the unarmored equine half.
Intelligence 7-17 7-17
Wisdom 3-18 3-18 Centaurs are considered large creatures. Due to their size,
Dexterity 3-17 3-17 centaurs often find navigating dungeon corridors difficult. The
Constitution 8-18 8-18 GM should always bear this in mind, as it is an important balance
Charisma 3-18 3-18 against the centaur’s benefits in wilderness situations. Their
base move is 18” (they also favor charging in melee). In melee,
Centaurs can have the same variations of color and hair as their centaurs can strike with their hooves for 1d6 h.p. of damage
human and equine cousins. As a rule, their human hair will each. Two hooves can strike at enemies in front or in the rear of
match or complement their equine half; thus a palomino horse the centaur, but never both. The hooves cannot strike enemies
will have a human half with blonde hair, a dark bay will have on the flank. Centaurs can move overland 50% quicker than
brown hair, etc. Piebald or odd-colored equine halves will regular characters, and can carry loads (including riders) as
usually have hair matching the dark coloring on their human follows:
head. They favor loose clothing on their human halves, such as
bloused shirts or vests, and usually are attired in bright colors TABLE 4: CENTAUR CARRYING CAPACITY
and garish embroidery. Sex Move at Full Speed Move at Half
Speed
Height and weight are determined as follows: Male 0-400 lbs. 401-650 lbs.
Female 0-300 lbs. 301-500 lbs.
Strength weight allowance bonus applies to the load sizes Forest gnome characters may be bards, jesters, druids, fighters,
above. illusionists, savants, thieves (including the thief-acrobat split
class), or mountebanks.
As with all demi-humans, centaurs are limited in how many
levels they can attain in their chosen character class(es). The When in wooded terrain with underbrush (their preferred
maximum level depends on their ability scores (see Table 14). habitat), forest gnomes have the ability to blend in with their
surroundings 65% of the time, effectively making them invisible.
Centaurs speak their own language, Elvish, and the Common
tongue. In addition, they can communicate with horses and Forest gnomes share the same magic resistance as their hill
horse-like creatures of all types, including unicorns, gnome cousins; for every 3½ points of Constitution, they get a
hippocampuses, and the like. +1 on saving throws vs. spells. They have infravision, but only
with a range of 30’.
Forest Gnomes
Forest gnomes also have the same defensive bonuses when
A new sub-race of gnome is presented below. The “standard” fighting large humanoid creatures; gnolls, giants, bugbears,
gnome race is known as hill gnomes, as befits their skills ogres, etc., have a -4 penalty to hit when attacking forest
regarding mining and gem cutting. The new gnome race, forest gnomes. They do not get the same bonuses to hit against
gnomes, are more attuned to growing things and woodlands. goblins and kobolds as their tunnel-loving cousins, however;
They are also able to become savants, rather than illusionists as instead, they get a +1 bonus to hit vs. ettercaps and monstrous
can their hill gnome cousins. spiders (large, giant, huge, etc.) of all sizes and types.
Forest gnomes are found in gently rolling hills, where they make Forest gnomes are able to speak Gnomish, the Common
their homes either in the trunks of trees, or under and around tongue, Elvish, Halfling, Goblin, and Orcish. In addition, they can
their roots. They are usually on good terms with the various non- communicate with small, natural woodland creatures such as
evil creatures of the forest in which they live, and forest gnome foxes, squirrels, rabbits, woodchucks, etc. Regardless of their
communities will often be allied with local ranger or druid groups. intelligence, forest gnomes cannot learn more than two
They are noted for their woodworking and weaving crafts. additional languages.
Forest gnomes do not get any ability score adjustments. Their As with all demi-humans, forest gnomes are limited in how many
ability score ranges are given below: levels they can attain in their chosen character class(es). The
maximum level depends on their ability scores (see Table 28).
TABLE 5: FOREST GNOME ABILITY SCORE RANGES
Ability Male Female Half-Drow
Strength 6-18 6-15
Intelligence 7-18 7-18 It is possible for player characters to possess one parent of dark
Wisdom 3-18 3-18 elf lineage. Such characters are rare for player characters, as
Dexterity 3-18 3-18 they do not possess most of the special abilities of their drow
Constitution 8-18 8-18 parentage, but do possess their limitations. Too, there is the
Charisma 3-18 3-18 social stigma that such characters must endure both in drow and
surface societies. Still, for players interested in a role-playing
Forest gnomes tend to variations of brownish skin (wood brown challenge, they can be quite satisfying at the table.
to a grayish brown), with white hair and eyes of gray-blue or
bright blue color. Height and weight are determined as follows: It should be noted that half-drow player characters should under
no circumstances begin the game with drow armor or cloaks.
TABLE 6: HEIGHT DETERMINATION (FOREST GNOME) They may, of course, acquire such during play.
Die Roll Males (inches) Females (inches)
01-40 39 - 1d3 36 - 1d3 All half-drow have the magic saving throw bonuses of their dark
41-65 39 36 elf parent. They will get +2 on all saving throws vs. spells (both
66-00 39 + 1d3 36 + 1d3 magic-user and clerical), wands, staves, rods, miscellaneous
magical items, and so forth. Half-drow do not share the innate
TABLE 7: WEIGHT DETERMINATION (FOREST GNOME) spell-like abilities of their drow parents, except as noted below.
Die Roll Males (pounds) Females (pounds) All half-drow have 60’ infravision. They can also detect secret
01-20 82 - 2d4 75 - 1d8 and concealed doors as do elves.
21-37 82 - 1d4 75 -1d4
38-58 82 75 Half-drow are vulnerable to sunlight and other bright light as are
59-75 82 + 1d4 75 + 1d4 their drow parents. Within full sunlight or the effect of a light or
76-00 82 + 2d6 75 + 1d8 continual light spell, their dexterity score is reduced by 2, and
they receive a -1 penalty to all “to hit” rolls. This does not apply TABLE 10: WEIGHT DETERMINATION (ELF-DROW)
within an area of dimmer light, such as that of a fire beetle, Die Roll Males (pounds) Females (pounds)
torches and lanterns, or faerie fire spells (although they suffer 01-15 100 - 1d10 80 - 1d10
the normal effects thereof). 16-38 100 - 1d8 80 - 1d4
39-67 100 80
As with all demi-humans, half-drow are limited in how many 68-90 100 + 1d8 80 + 1d4
levels they can attain in their chosen character class(es). The 91-00 100 + 1d20 80 + 2d6
maximum level depends on their ability scores (see Table 18
through Table 21). Elf-drow hybrids can be bards, cavaliers, blackguards, clerics,
fighters, rangers, magic-users (including savants), thieves
Elf-Drow (including thief-acrobats), assassins, or mountebanks. When
appropriate, they use the same racial modifications for abilities
Hybrids of surface-dwelling elves and their evil subterranean as do full-blooded elves, unless otherwise indicated.
cousins, elf-drow are hated by both their parent races. They, in
turn, hate those societies which scorn them, and are usually Human-Drow
outcasts and drifters on the outskirts of civilization. At times they
will find sanctuary of a sort in communities where elves are not While much like their elf-drow cousins in many respects, human-
prevalent, and can sometimes make their way by dint of their drow are more accepted in human society, although they still
own abilities and drive. Unless otherwise noted, the type of face the same stigma among full-blooded drow. Generally
surface elf heritage possessed by the character does not speaking, males are dominant, which is an inversion of the
change any abilities or other statistics. normal drow social order.
Elf-drow hybrids get a bonus of +1 to their initial Dexterity and Male human-drow hybrids get a bonus of +1 to their initial
Intelligence scores (maximum 18 DEX and 18 INT), and a -1 Strength and Dexterity scores (maximum 18 STR and 19 DEX),
penalty to Strength and Constitution (minimum 3). They must and a -1 penalty to Intelligence and Constitution (minimum 3).
begin the game with ability scores within the following limits Females get a bonus of +1 to Dexterity and a penalty of -1 to
(although abilities can exceed these boundaries during play, of Constitution. Initial statistics must fall within the following
course): ranges:
TABLE 8: ELF-DROW ABILITY SCORE RANGES TABLE 11: HUMAN-DROW ABILITY SCORE RANGES
Ability Male Female Ability Male Female
Strength 3-14 3-16 Strength 5-18 3-16
Intelligence 8-18 8-18 Intelligence 6-17 8-18
Wisdom 3-18 3-18 Wisdom 3-18 3-18
Dexterity 7-19 7-19 Dexterity 7-19 7-19
Constitution 6-17 6-17 Constitution 6-17 6-17
Charisma 8-18 8-18 Charisma 7-18 8-18
Female elf-drow can cast dancing lights once per day. Female human-drow can detect lie once per day.
Elf-drow have dusky skin suggestive of the shadows, and brown Human-drow have a great variety of skin and hair colors,
or blond hair with prominent strands of white. Their ears bear although all tend to duskier tones of skin, and all see their hair
the points of regular elves, and their hair turns white with age turn white in early adulthood. Their ears are slightly pointed,
much sooner than that of regular elves. They age at the same betraying their elven ancestry. Human-drow hybrids age as do
rate as full-blooded drow. Height and weight are determined as their human parent, adding 20 years to every age category.
follows: Height and weight are determined as follows:
TABLE 13: WEIGHT DETERMINATION (HUMAN-DROW) original rules, each has its own particular point of emphasis,
Die Roll Males (pounds) Females (pounds) making it a unique and useful addition to any campaign or
01-20 130 - 1d20 100 - 1d12 adventuring party.
21-42 130 - 1d8 100 - 1d8
43-63 130 100 Most of the class descriptions make reference to spells that are
64-85 130 + 1d8 100 + 1d8 shared by other classes, such as magic-users and clerics. Since
86-00 130 + 1d20 100 + 1d12 these spells are already described in the original rulebooks, they
are not included in this book, in the interests of brevity.
Human-drow hybrids can be bards, cavaliers, blackguards,
clerics, fighters, rangers, magic-users (including illusionists and Level Limits for Demi-humans
savants), thieves (including thief-acrobats), assassins, or
mountebanks. When appropriate, they use the same racial Humans have no limits on how far they may advance in
modifications as do half-elves, unless otherwise indicated. experience level, with most character classes. But demi-humans
frequently have maximum limits they can reach, depending on
Character Classes their class and race. Further, those minimums will usually be
modified by one or more of the character’s statistics, as noted
below. Like cavaliers, blackguards have no level limits. Level
Below are several new character classes that can be added to limits and multi-class options for the new character classes
any campaign. All have some level of spellcasting ability, and presented herein are given below. A "U" on the level limit tables
while some may seem to be similar to classes found in the below indicates that advancement is unlimited.
Centaurs
Example: A centaur with a charisma of 16 could rise as high as Hill Dwarves / Mountain Dwarves
6th level as a bard.
TABLE 16: HILL/MOUNTAIN DWARF LEVEL LIMITS
Dwarves Ability Score Bard (CHA) Mountebank (CHA)
12 or less 4 4
Gray Dwarves (Duergar) 13 5 4
14 6 4
TABLE 15: GRAY DWARF LEVEL LIMITS 15 6 4
Ability Score Bard (CHA) Mountebank (CHA) 16 7 4
12 or less 4 4 17 7 4
13-14 4 4 18 8 4
15-17 5 4 19 or more 9 4
18 6 4
19 or more 6 4
Elves
Half-Drow (Elf-Drow)
* Includes Savant
Half-Drow (Human-Drow)
10
TABLE 24: HIGH ELF LEVEL LIMITS TABLE 28: FOREST GNOME LEVEL LIMITS
Ability Savant Ability Bard Druid Fighter Savant Mtbk.
Score Bard (CHA) (INT) Mtbk. (CHA) Score (CHA) (WIS) (STR) (INT) (CHA)
12 or less 6 14 7 14 or less 5 6 5 7 8
13 6 14 8 15 5 7 5 7 8
14 6 14 8 16 6 7 5 7 9
15 6 14 9 17 6 7 5 7 10
16 6 14 9 18 6 7 5 8 11
17 7 15 10 18/50 - - 6 - -
18 7 16 10 18/75 - - 7 - -
19 8 16 10 18/99 - - 8 - -
20 8 16 10 19 6 7 9 8 11
21 8 16 10 20 6 7 9 11 11
22 or more 8 16 10 21 or more 6 7 9 14 11
TABLE 25: WILD ELF LEVEL LIMITS Note that with the addition of forest gnomes, “regular” gnomes
Ability Score Mystic (WIS) are sometimes referred to as hill gnomes.
17 or less 10
18 or more 11 TABLE 29: HILL GNOME LEVEL LIMITS
Ability Score Bard (CHA) Mountebank (CHA)
Wood Elves 15 or less 5 8
16 6 9
TABLE 26: WOOD ELF LEVEL LIMITS 17 6 10
Ability Score Bard (CHA) Mystic (WIS) Mtbk. (CHA) 18-19 6 11
12 or less 4 7 3 20 6 11
13 4 7 4 21 or more 6 11
14 4 7 5
15 4 7 6 All gnomes are limited to the 6th level as jesters, regardless of
16 5 8 7 ability scores.
17 5 9 9
18 6 10 8 Halflings
19 6 11 8
20 or more 6 12 8 TABLE 30: HALFLING LEVEL LIMITS
Ability Bard (CHA) Mountebank (CHA)
Gnomes Score
15 or less 5 6
Deep Gnomes (Svirfneblin) 16 6 7
17 7 8
TABLE 27: DEEP GNOME LEVEL LIMITS 18 or more 7 9
Ability Score Bard (CHA) Mountebank (CHA)
15 or less 5 8 Halflings are limited to the sixth level as jesters, regardless of
16 6 9 ability scores.
17 6 10
18 or more 6 11 Half-Orcs
All gnomes are limited to the 6th level as jesters, regardless of TABLE 31: HALF-ORC LEVEL LIMITS
ability scores. Ability
Score Mountebank (CHA) Skald (CHA)
14 or less 4 5
15 5 6
16 6 7
17 7 7
11
Multi-class Options for Demi-humans The following multi-class options should be added to the
standard combinations, to make use of the new character
classes described herein.
TABLE 32: ADDITIONAL MULTI-CLASS OPTIONS BY RACE
Gnome, Forest
(Human-Drow)
Gnome, Deep
Halfling (all)
Gnome, Hill
Dwarf (all)
(Elf-Drow)
Half-Drow
Half-Drow
Elf, Wood
Elf, Gray
Elf, Dark
Elf, High
Elf, Wild
Half-Orc
Centaur
Half-Elf
bard/assassin - - - - - - - - - - Y Y - - Y
bard/cleric - Y Y Y Y - - Y - Y Y Y Y Y -
bard/druid - - - Y Y Y - - Y - - - Y Y -
bard/fighter Y Y Y Y Y Y - Y Y Y Y Y Y Y -
bard/illusionist - - - - - - - Y - Y - Y - - -
bard/magic-user - - Y Y Y - - - - - Y Y Y - -
bard/mountebank Y Y Y Y Y - - - Y Y Y Y Y Y -
bard/mystic - - - - Y - Y - - - - - Y - -
bard/savant - - Y Y Y - - - Y - Y Y Y - -
bard/thief - Y Y Y Y Y - Y Y Y Y Y Y Y -
cleric/fighter/savant - - Y - Y - - - - - Y Y Y - -
cleric/jester - - - - - - - - - Y - - - Y -
cleric/mountebank - Y - Y Y - - - - - Y Y Y - Y
cleric/ranger/savant - - - - Y - - - - - - - - - -
cleric/savant - - Y - Y - - - - - Y Y Y - -
fighter/magic-user/mountebank - - Y - Y - Y - - - Y Y Y - -
fighter/mountebank Y Y Y - Y - Y Y - Y Y Y Y Y Y
fighter/savant - - Y - Y - - - Y - Y Y Y - -
fighter/savant/mountebank - - Y - Y - - - - - Y Y Y - -
fighter/savant/thief - - - - Y - - - - - Y Y Y - -
illusionist/mountebank - - - - - - - Y Y - - Y - - -
jester/fighter - - - - - - - Y Y - - - - - -
jester/thief - - - - - - - - - Y - - - Y -
magic-user/mountebank - - Y - Y - Y - - - Y Y Y - -
mystic/fighter - - - - Y - Y - - - - - Y Y -
mystic/fighter/magic-user - - - - Y - Y - - - - - Y - -
mystic/magic-user - - - - Y - Y - - - - - Y - -
mystic/ranger - - - - Y - Y - - - - - Y - -
mystic/ranger/magic-user - - - - - - Y - - - - - - - -
mystic/savant - - - - Y - - - - - - - Y - -
mystic/thief Y - - - Y - Y - - - - - Y - -
ranger/savant - - - - Y - - - - - Y Y Y - -
savant/thief - - - Y - - - - Y - Y Y Y - -
savant/mountebank - - - Y - - - - Y - Y Y Y - -
skald/thief - - - - - - - - - - - - - - Y
skald/fighter - - - - - - - - - - - - - - Y
12
Bard
TABLE 33: BARD LEVEL ADVANCEMENT
The bard is a performer, minstrel, jongleur, poet, and storyteller Experience Experience Accumulated Hit
all rolled into one. Bards are able to cast spells through their Points Level Points
songs, and have some skill at thievery as well. In addition, they 0 1 1d6
are, or can become, repositories of lore and languages, 2,500 2 2d6
discovering snippets of odd knowledge here and there in the 5,000 3 3d6
form of rhymes, songs, legends, and so forth, which may 12,500 4 4d6
become useful in the most unexpected of circumstances. 25,000 5 5d6
50,000 6 6d6
100,000 7 7d6
200,000 8 8d6
400,000 9 9d6
650,000 10 10d6
900,000 11 10d6+2
Verbal Patter
Both dexterity and charisma must be at least 14; if both are
greater than 15, the bard receives a 10% bonus to all experience Verbal patter describes those skills the bard uses to entertain
points earned. Bards use six-sided hit dice to determine hit and influence his audiences. While engaging in verbal patter,
points. the bard cannot cast spells. Combat, however, is still allowed,
except when using a musical instrument to accompany his
Bards may be of any non-lawful alignment. Bards who become verbal patter ability.
lawful lose all spellcasting abilities, and no longer improve their
skills in hiding in shadows, listening at doors, and sleight of TABLE 34: BARD VERBAL PATTER
hand. Bards can be human, centaur, dwarf, elf, half-elf, half- Bard Distract, Trust,
drow, halfling, or gnome. Level Attend Inspire Entertain Value
1 40% 30% 20% 10%
Bards have the following powers and abilities: 2 45% 35% 25% 15%
3 50% 40% 30% 20%
• Verbal patter 4 55% 45% 35% 25%
5 60% 50% 40% 30%
• Spellcasting
6 65% 55% 45% 35%
• Lore
7 70% 60% 50% 40%
• Hide in shadows
8 75% 65% 55% 45%
• Listen at doors
9 80% 70% 60% 50%
• Read languages 10 85% 75% 65% 55%
• Sleight of hand 11 90% 80% 70% 60%
• Musical instrument 12 95% 85% 75% 65%
13 95% 90% 80% 70%
Bards may use the following armors: cuirass (any), furs, 14 95% 95% 85% 75%
gambeson, lamellar (any), ring armor, brigandine, scale armor 15 95% 95% 90% 80%
(any), and mail (but only if enchanted or elfin in nature). They 16 95% 95% 95% 85%
cannot use shields. They may only become proficient in the 17 95% 95% 95% 90%
following weapons: club, dagger, dart, garrote, javelin, knife,
lasso, sap, scimitar, sling, spear, quarterstaff, bastard sword, Verbal patter abilities can never exceed 95% effectiveness,
broadsword, falchion, long sword, and short sword. When using regardless of any bonus or modifier.
weapons in which they are not proficient, they suffer a -3 penalty
“to hit” (see p. 90 for details).
13
TABLE 35: CHARISMA ADJUSTMENT FOR VERBAL damage, and saving throw rolls. Note: include the bard’s
PATTER charisma morale adjustment when determining the success or
Distract, Trust, failure of a morale check. The bard must play a musical
Charisma Attend Inspire Entertain Value instrument while using this ability, but at higher levels can simply
16 5% - 10% - sing, if “voice” is chosen as a musical proficiency.
17 10% - 15% 5%
18 15% - 20% 10% Trust: With this ability, the bard attempts to persuade the
19 20% - 25% 15% audience that a third party (not the bard himself) is worthy of
their trust and faith. This will not mean automatic acceptance of
Note that all of these abilities are verbal in nature, and therefore anything that third party says, but it certainly makes him much
require that the target (audience) can understand what is being more likely to be heeded. The third party in question must be an
said! The game master should use discretion in assigning individual, not a group.
bonuses or penalties to these abilities, based on the specific
circumstances involved (e.g., a drunken and hostile crowd might Value: The bard attempts to make his audience revere and
be particularly less likely to respond positively to a bard’s efforts generally have a high opinion of a particular person or thing.
at persuading them to believe something). Each use of these
abilities requires one round; subsequent uses require additional Spellcasting
rolls to succeed, but each gains a +5% bonus if the one before
it has been successful, to a maximum 95% chance of success. Bards are able to cast magic spells in the form of songs, learned
over the course of a lifetime of wandering and study. The
There are no racial bonuses for verbal patter. In a round where number of spells that the bard can commit to memory at any
a bard uses his verbal patter ability, he may not cast spells. As given time is dependent on his level, as shown in the following
a rule, verbal patter has a range of 30’ and requires line of sight table:
(again, the GM may adjust these defaults for specific situations).
“Audience” can refer to a single individual or a group. TABLE 36: BARD SPELLS AVAILABLE BY LEVEL
Spell Level
Attend: The bard uses his patter and gab to grab the attention Level 1st 2nd 3rd 4th 5th 6th 7th
of the audience (or direct it to someone else) and get them to 1 1 - - - - - -
listen to what is being said. It does not guarantee agreement, 2 2 - - - - - -
only attention. 3 2 1 - - - - -
4 3 2 - - - - -
Distract: By means of this ability, the bard substitutes one 5 4 2 1 - - - -
object of attention for another. For example, he could come 6 4 2 2 - - - -
dashing into an orc guard room, claiming to be chasing his lost 7 4 3 2 1 - - -
puppy, distracting the orcs from the rest of the party coming 8 4 3 3 2 - - -
down the hall. If the character succeeds, the target transfers its 9 4 3 3 2 1 - -
attention from one object to the other. When using a musical 10 4 4 3 2 2 - -
instrument, the bard gets a 20% bonus to the roll. 11 4 4 4 3 3 1 -
12 4 4 4 4 4 1 -
Distrust: The bard uses his clowning to point out something 13 5 5 5 4 4 2 1
dishonest or otherwise disreputable in the target’s behavior or 14 5 5 5 4 4 2 2
history. If this is not personally known to the audience (including 15 5 5 5 5 5 3 3
if it is made up by the bard), there is a -10% penalty to the roll.
If successful, the audience takes the dimmest possible view of Bards do not gain any additional spells after 15th level.
the target’s intentions and actions.
Bards do not use spell books to record their spell-songs; they
Entertain: The bard attempts to occupy the attention of an memorize them as part of their training. However, before they
audience either with jokes, comedy, gags, and amusing yarns, can be used to create a magical effect, the bard must spend time
or with pathos-inspiring drama. On a successful roll, the in rehearsal and meditation at the beginning of the day, much
audience responds with laughter, chuckles, and a generally jolly like a magic-user or cleric must memorize or pray for a spell.
attitude, or somber emotion, depending on the bard’s intent.
When using a musical instrument, the bard gets a 20% bonus to All bard spells are actually sung, and require the use of the
the roll. bard’s instrument; see “musical instrument” below, for more
information. Spells that do not list somatic components as a
Inspire: With this ability, the bard attempts to bolster the morale requirement still require that the bard play his instrument in order
and fighting élan of those around him. If successful, all those to affect the spell. If the bard’s instrument is not available, there
friendly to the bard within 40’ receive a 20% bonus to their is a base 25% chance that the spell has no effect. Once a bard
morale rolls (see p. 95 for details) and a +1 bonus on all “to hit”, takes “voice” as an instrument, he can sing his spells a cappella,
14
and the 25% failure chance no longer applies. Most musical chance of the bard being able to add such a song to his
instruments require both hands to play properly. repertoire. This chance is adjusted as follows:
It should be noted that many bard spells have a casting time, but TABLE 37: BARD LEARNING SONGS, ADJUSTMENTS
their duration depends on how long the incantation is Adjustment to Chance to
maintained. What this means is that the spell’s effect begins at Circumstance Learn the Song
the end of the casting time, but endures as long as the bard Each point of intelligence of +1%
continues to sing. Unless otherwise stated in the spell the learner above 14
description, a bard can maintain such spell-singing for as long Each level difference ±5%; if the learner is higher,
as 30 minutes plus 10 minutes per experience level. between the learner and this is a bonus, if not, it is
the singer a penalty
It should also be noted that it is not normally possible to tell when
a bard is actually casting a spell. Assuming that he is just singing It is necessary for the listener to focus solely on the spell being
some song, the transition into spellcasting (or completing such cast; he cannot himself be singing, fighting, and so forth while
a spell) is undetectable except by its effects. Other bards, of doing so. If he is attacked during the process, he must make a
course, can tell when such a spell has been cast. This makes successful saving throw vs. spells to attempt to learn the spell.
bards especially effective in situations where their singing
talents are normally employed, such as inns, taverns, banquets, For example, Marcus the Singer is in combat against a party
courtly affairs, and so on. who includes amongst its ranks the evil Stephen the Rhymer.
Marcus is 6th level (and has a 16 INT) and Stephen is 7th level.
Bards add to their repertoire by listening to the songs of other Stephen begins singing a 3rd level spell, which Marcus wants to
bards. This can be done in an adversarial situation, where add to his own repertoire. Marcus has a 30% base chance, plus
another bard is singing “against” the bard and his party, or when 2% for his intelligence score, minus 5% for the level difference
another bard is singing on the same side as the bard who wishes between himself and Stephen, for a total of 27%. Because he is
to learn. The learner need not be able to cast the spell himself not being attacked during the round that the spell is being cast
in order to memorize it; he simply cannot cast it until he has by Stephen and learned by Marcus, Marcus does not need to
achieved the necessary experience level. There is a base 30% roll a saving throw.
15
Dexterity Score Lore Hide in Shadows* Listen at Doors Read Languages Sleight of Hand
21 - +18% - - +26%
22 - +20% - - +29%
23 - +23% - - +32%
24 - +25% - - +35%
25 - +30% - - +38%
* Do not apply dexterity bonuses to hide in shadows if wearing any armor heavier than leather.
Bards are like magpies, picking up bits of arcane and otherwise Bards are able to comprehend many written languages (but note
obscure knowledge. A bard has a base 5% chance per that this does not apply to hearing or speaking). This is an ability
experience level of being able to identify the basic properties of acquired in the study of inscriptions, old books and scrolls, and
enchanted weapons: armor, shields, rings, wands, rods, and the similar items.
like. Singular items, such as artifacts or relics, have a base 10%
chance per experience level. Cursed items that look like non- Sleight of Hand
cursed items (e.g., scarab of enraging enemies, amulet of
inescapable detection) have a 60% chance of being Sleight of hand allows the bard to perform minor feats of
misidentified as being of beneficial type. The bard must know an prestidigitation: palming, ditching, and switching small objects.
item is enchanted in order to determine its specific powers.
Musical Instrument
Hide in Shadows
All bards are proficient in the use of one musical instrument. This
Beginning at third level, bards can become practically invisible instrument is required for them to use their inspire verbal patter
(under the proper circumstances). Obviously, it is not a skill that abilities or to cast spells properly; there is a 25% chance of
can be practiced in the middle of a courtyard in glaring sunlight, failure (over and above any other chance) if the instrument is
but in the twisting streets of a town lit only by torchlight, or in the missing or otherwise unavailable for play. For every two levels,
deep passageways of a dungeon complex, the bard can render the bard may select a proficiency in an additional instrument. At
himself motionless while blending into the shadows. sixth level, the bard may select “voice” as his instrument, and
thus be able to use his inspire ability a cappella with no penalty.
Listen at Doors
Although each campaign will have different specifics, some
Bards are able, through careful practice, to discern voices and popular musical instruments from Medieval Europe are listed in
other sounds by listening at doors, windows, and similar portals. the following table:
This comes from the bard’s innate ear for sounds and
languages. It requires that the bard press one ear against the
door for a round. The GM should roll for success secretly, so the
player does not know when a “false negative” has been rolled.
16
Notes
17
Jesters may use only the following types of armor: leather Jesters can use any magic items available to magic-users or
cuirass, furs, gambeson, leather lamellar, brigandine, and thieves, as well as those that are open to all classes.
leather scale. They may not use shields. They may only become
proficient in the following weapons: club, dagger, dart, knife, Jesters begin with 2d4x10 g.p.
sword (short, long, or broad), sling, hand axe (including thrown),
slapstick, and javelin; they may use caltrops as weapons. Pranks
Characters using weapons in which they are not proficient suffer
a -4 penalty “to hit” with melee weapons and a -2 penalty with Pranks are physical gags, such as the pie-in-the-face and the
hurled weapons (see p. 90 for details). bucket of glue left in an awkward spot to be stepped in.
Jesters advance in experience levels according to the following Pranks come in three types: those which cause minor injury,
table: those which trip/delay, and those which humiliate. Those that
deal minor injury cause at most 1d6 h.p. damage and a stunning
TABLE 43: JESTER LEVEL ADVANCEMENT effect that lasts for 1-3 rounds. A trip/delay prank causes the
Experience Experience Accumulated Hit target to fall (possibly dropping carried items), lose an entire
Points Level Points round of movement, or be slowed to half movement for 1-3
0 1 1d6 rounds. A humiliation prank makes the victim appear clumsy and
2,250 2 2d6 oafish to witnesses, and results in a temporary loss of 1-4 points
4,500 3 3d6 of charisma, but otherwise causes no damage or delay.
10,000 4 4d6
20,000 5 5d6 When used in combination with the jester’s verbal patter
40,000 6 6d6 abilities, it could yield a bonus, depending on the circumstances.
70,000 7 7d6 Bear in mind that the jester may need to purchase or make props
110,000 8 8d6 for these pranks, and will usually need time to prepare.
200,000 9 9d6
350,000 10 10d6 Verbal Patter
600,000 11 10d6+2
850,000 12 10d6+4 Verbal patter is one of the most important of the jester’s abilities;
it is the heart of his powers of misdirection, confusion, and
For every level after 12th, the jester requires 250,000 persuasion. In a round where a jester is using his verbal patter
experience points to advance. The jester gains 2 hit points for ability, he may not cast spells, but may engage in combat.
each level earned past the 12th.
18
Note that all of these abilities are verbal in nature, and therefore chances for success assume the target is a generally liked and
require that the target (audience) can understand what is being respected member of the audience.
said! The game master should use discretion in assigning
bonuses or penalties to these abilities, based on the specific If the target is not present, but is still someone the audience
circumstances involved (e.g., a drunken and hostile crowd might would normally be sympathetic to, there is a 10% bonus to the
be less likely to respond positively to a jester’s efforts at chance of success.
persuasion, etc.). Each use of these abilities requires one round;
subsequent uses require additional rolls to succeed, but each If the target is present, but neither particularly liked nor disliked,
gains a +5% bonus if the one before it has been successful, to there is a 20% bonus. If the target is absent and hated, present
a maximum 95% chance of success. There are no racial and disliked, or is the jester himself, there is a 30% bonus. If the
bonuses for verbal patter. target is present and hated, there is a 40% bonus. Note that
these bonuses can be applied to the negative chances of
Attend: The jester uses his patter and gab to grab the attention success at lower levels, and turn them into a positive.
of the audience (or direct it to someone else) and get them to
listen to what is being said. It does not guarantee agreement, If the jester attempts to enrage an audience, and fails his roll by
only attention. more than 30%, the audience resents his attempts and turns
ugly in his direction, unless he himself was the original target.
Assure: The jester attempts to reinforce whatever
preconceptions the audience already has. This has the effect of Entertain: The jester attempts to occupy the attention of an
buttressing the perception of a decision as being right (or audience with jokes, comedy, gags, and amusing yarns. On a
wrong), causing the audience to pay less heed to those who successful roll, the audience responds with laughter, chuckles,
disagree, etc. The game master should apply penalties and a generally jolly attitude.
depending on what is being reinforced; if it is questionable, a
20% penalty would not be unfair, and a 40% penalty could be Question: By using this ability, the jester causes the audience
assessed for an opinion that was downright against the thoughts to question something that had been hitherto known; what
of the audience. someone said, what they did, etc. Note that the distinction
between this ability and the befuddle ability is subtle and much
Befuddle: The jester uses this ability to create utter confusion an issue of degree; question generally is used to merely cause
in the audience regarding some issue, fact, or event. By his doubt in the mind of the audience, while befuddle is used to
confusing patter, the jester causes the audience to no longer be completely make a mess of the subject at hand.
sure of what they once believed: who did what, where something
is, the facts behind some event, and so on. Second Look: By use of this ability, the jester causes his
audience to reevaluate a recent decision or judgment. If
Demean: The jester picks a specific target (person, event, thing, attempted after a successful use of question or befuddle, the
institution, place, etc.) and makes it the object of his derision, jester gains a 10% bonus to succeed. The difference between
insults, and so forth. If the jester demeans the same target this and the question ability is that second look actively attempts
again, a 10% penalty should be imposed instead of any to get the audience to change their minds, while question merely
charisma bonus. Note that if the target (or a representative causes doubt.
thereof) of the demeaning is present, it could lead to violence.
Trust: With this ability, the bard attempts to persuade the
Distract: By means of this ability, the jester substitutes one audience that a third party (not the bard himself) is worthy of
object of attention for another. For example, he could come their trust and faith. This will not mean automatic acceptance of
dashing into an orc guard room, claiming to be chasing his lost anything that third party says, but it certainly makes him much
puppy, distracting the orcs from the rest of the party coming more likely to be heeded. The third party in question must be an
down the hall. If the character succeeds, the target transfers its individual, not a group.
attention from one object to the other.
Value: The jester attempts to make his audience revere and
Enrage: By use of this ability, the jester brings his audience to generally have a high opinion of a particular person or thing.
paroxysms of rage, aimed at a particular target. The listed
19
20
Attack adds the stated “to hit” bonus to the jester’s rolls in hand- as his attack for that round. Juggling cannot be done while the
to-hand combat. character is “in melee”.
Evasion functions like an analog to magic resistance, applied to Knife Throwing allows the jester to use small hand-held missile
physical attacks. It allows the jester to caper, dodge, and weave weapons such as daggers, darts, axes, etc. In Table 46 above,
away from attacks. It only functions when the jester has a lower the first number indicates the number of missiles per round that
initiative score than an enemy in melee combat, and has a the jester can throw, as a modifier to the fire rate (thus, a 6th
maximum of 60% chance of success (even factoring in dexterity level jester could hurl four darts per round, because one can
and racial bonuses). It can be applied to a single attack; if more normally throw 3 darts per round, and the jester’s level gives him
than one attack is possible, the jester may choose which to apply an additional 1 dart per round). The second number is the bonus
the evasion chance to. It is not done in lieu of the jester’s normal “to hit” that the jester receives over and above the standard
combat action, but in addition to it. dexterity bonus for such things. In addition, the jester treats all
such hurled missiles as being one range class closer; i.e., L
Falling percentage indicates the chance for the jester to avoid range becomes M, and M becomes S. No range can ever be
damage when falling the distance given. Thus, a 3rd level jester smaller than S. Note that jesters can use weapons not normally
has a 75% chance of taking no damage from a 10’ fall. If the thought of as hurled weapons in such a fashion, with only the
jester fails the roll, he still avoids some of the normal falling normal non-proficiency penalty “to hit.” Unless otherwise
damage, as an inverse of the percentage indicated. For specified, this applies to hurled magic items such as iron bands
example, if the same 3rd level jester takes damage from that 10’ of binding, etc. If an adjusted rate of fire ever becomes less than
fall, he will only take 25% of the normal damage indicated by the 1, treat it as a rate of fire of 1/2 rounds.
dice.
Sword Swallowing does not have any immediate combat-
Balancing allows the jester to not only maintain his balance in related application, but an enterprising character could use this
unusual situations, but also to balance things upon his person. ability to conceal objects. The details of such use are left to the
Examples include remaining upright when the floor is tilting at a game master, but players should not be allowed to “get away
steep angle, balancing a plate on a stick on the forehead, with murder” in terms of using this ability. A key would be well
balancing at the top of a pole, etc. It also includes the skill of within the bounds of the ability, as might be a wand, but hiding
balancing things on each other. an actual sword would be too much.
21
TABLE 50: JESTER SPELLS AVAILABLE BY LEVEL Skalds must have the following minimum ability scores: strength
Spell Level 9, constitution 12, and charisma 14. They may not have a
Jester’s 1st 2nd 3rd 4th wisdom score greater than 16. Like barbarians, skalds will never
Level change classes. They must be humans or half-orcs, and can be
3 1 - - - of any non-lawful alignment. If a skald should change alignment
4 2 - - - to lawful, he will have become “civilized” and will lose his abilities
5 2 1 - - other than verbal patter and his hit point adjustment.
6 2 2 - -
7 2 2 1 - Skalds can be proficient in any weapon and may wear any armor
8 3 2 1 - or shield, but have required weapons in which they must be
9 3 2 2 1 proficient at 1st level. When using a weapon in which they are
10 3 3 2 1 not proficient, skalds suffer a -2 penalty “to hit”.
11 3 3 2 2
12 3 3 3 2 Skalds have the following powers, abilities, and limitations:
Jesters cannot memorize any additional spells after 12th level. • Required weapon proficiencies at 1st level
• Anti-magic bias
The jester must commit spells to memory before they can be • Higher base movement rate
cast. In order to do so, the jester must be rested prior to the • Woodcraft
actual study necessary to impress the mystical energies upon • “Sixth sense”
his mind, just like other spellcasters. • Leaping and jumping
• Verbal patter
Skald • Musical instrument
Skalds are a class of spellcaster that hail from the same sort of Skalds advance in level according to the following table:
lands and cultures as barbarians. They share the barbarian’s
disdain for civilization and their skills adapted to survival in the TABLE 51: SKALD LEVEL ADVANCEMENT
wilderness, but have many of the verbal patter skills of the bard. Experience Experience Accumulated Hit
They are just as tough and hardy as those of the barbarian class, Points Level Points*
but don’t have quite the emphasis on fighting skills. 0 1 1d12
3,000 2 2d12
6,000 3 3d12
12,500 4 4d12
25,000 5 5d12
50,000 6 6d12
100,000 7 7d12
175,000 8 8d12
300,000 9 9d12
500,000 10 9d12+3
1,000,000 11 10d12+6
At first level, skalds must choose the hand axe, knife, and spear
as weapons in which they are proficient. Depending on the place
of origin of the skald, the character may be required to have
22
other weapons as well. The player should check with the game Barbarians getting additional skill levels in their native habitat
master for details based on the campaign setting. only pay 3,000 x.p. per skill level.
Anti-magic Bias Your game master may, at his discretion and as dictated by the
campaign setting, allow your character to have other skills as
Skalds have an intense distrust and fear of magic, magic-users, well as or instead of woodcraft, linked to his habitat, such as
and magical items. Clerics and clerical spells (including those horsemanship, seamanship, etc.
cast by their own tribal shamans and witch doctors) are not
included, but sometimes certain high-level clerical spells will fall “Sixth Sense”
into that category as well. Because of this, they will actively seek
to destroy magical items, except those specifically intended for Skalds possess a “sixth sense” that allows them to know when
their use, and actually earn experience points for doing so the they are about to be attacked from behind (as with a thief’s
way that other character classes gain x.p. for finding and backstab ability, etc.). For each level of the skald, he has a 5%
keeping magical items. chance to detect such an attack. If successful, the skald wheels
around to face his attacker, negating any bonuses the attacker
This innate loathing of all things enchanted allows the skald to might have received for a rear attack. In addition, if he had his
strike creatures of a magical nature (such as demons, weapon in hand, the skald gets a bonus strike for the round
gargoyles, certain undead, etc.), that are normally only injured against the attacker, which does not count against his normal
by magical weapons, with such ferocity that they can be hit with number of attacks per round.
ordinary weapons, according to the following table:
Leaping and Jumping
TABLE 52: SKALD ATTACKS AGAINST MAGICAL
CREATURES Skalds have a natural ability to leap and jump. When standing
Can Injure Creatures with Normal still, the barbarian can jump up to 10’ forward or 3’ in any other
Experience Weapons That Normally direction. If the barbarian is able to get a running start, he can
Level Can Only be Hurt By… jump as far as 16-21 feet (1d6+15) across and 4½-6 feet (1d4+4,
4 +1 or better weapons with each “1” on the die equaling ½ foot) up.
6 +2 or better weapons
8 +3 or better weapons Verbal Patter
10 +4 or better weapons
12 +5 or better weapons Verbal patter describes those skills the skald uses to entertain
and influence his audiences. The skald may engage in combat
Note that this does not give the skald any actual bonus “to hit” in the same round as he uses verbal patter, except when using
or to damage; it only allows the skald to damage creatures that a musical instrument to accompany his verbal patter ability.
other classes would not be able to damage without an
enchanted weapon. TABLE 53: SKALD VERBAL PATTER
Attend, Distrust,
In addition, skalds have an innate ability to sense illusions, Skald Level Demean Inspire Entertain Value Enrage
whether they be audible, visual, or olfactory in nature. They have 1 40% 30% 20% 10% 0%
a 5% chance per level of detecting an illusion if they concentrate 2 45% 35% 25% 15% 0%
on doing so for 1 minute, to a maximum chance of 75%. As 3 50% 40% 30% 20% 0%
regards other types of magic, the keen senses of the skald are 4 55% 45% 35% 25% 5%
able to detect magic (other than illusions) with a base 25% 5 60% 50% 40% 30% 10%
chance of success, plus 5% for each level of the skald, to a 6 65% 55% 45% 35% 15%
maximum of 90%. 7 70% 60% 50% 40% 20%
8 75% 65% 55% 45% 25%
Higher Base Movement Rate 9 80% 70% 60% 50% 30%
10 85% 75% 65% 55% 35%
Skalds have a base movement rate of 150’ per minute, rather 11 90% 80% 70% 60% 40%
than the normal 120’. When other movement rates apply, be 12 95% 85% 75% 65% 45%
sure to add the additional 30’ to the movement rate. Of course, 13 95% 90% 80% 70% 50%
if the character is unable to move due to some magic or other 14 95% 95% 85% 75% 55%
circumstance, no bonus will change that. 15 95% 95% 90% 80% 60%
16 95% 95% 95% 85% 65%
Woodcraft 17 95% 95% 95% 90% 70%
Being bred to the wilderness, skalds get the woodcraft Verbal patter abilities can never exceed 95% effectiveness,
secondary skill automatically at first level (see p. 42 for details). regardless of any bonus or modifier.
23
TABLE 54: VERBAL PATTER CHARISMA ADJUSTMENTS Skalmejen: A hornpipe with a leather bladder attached; sort of
Attend, Distrust, like a small bagpipe.
Charisma Demean Inspire Entertain Value Enrage Tagelharpa: An instrument much like a lyre, but played with a
16 5% - 10% - - bow.
17 10% - 15% 5% -
18 15% - 20% 10% - Blackguard
19 20% - 25% 15% -
Musical Instrument
24
Blackguards have the following powers and abilities: Immunities and Detections
• Multiple attacks per round Blackguards are 90% resistant to magic which affects the mind,
• Familiar such as illusions, beguiling, charm, hold, sleep, suggestion, etc.
• Highly resistant to mind-affecting magic Note that this resistance is in addition to, not instead of, regular
• Protection from good saving throws. In addition to this resistance, blackguards gain a
• The ability to detect good +2 bonus to any saving throws vs. illusions.
• Command undead
• Cause disease, immune to disease All blackguards may detect good with a 60’ range. This ability
requires concentration in the proper direction (within a 90° or so
• Spellcasting
arc). They also radiate protection from good in a 10’ range, as
• Poison secondary skill
per the spell.
• Henchmen and hirelings
Command Undead
Blackguards are able to wear any sort of armor and shield, and
may become proficient in any sort of weapon. Those using
Beginning at 3rd level, blackguards are able to command certain
weapons in which they are not proficient will receive a -3 penalty
types of creatures, such as undead (zombies, ghouls, vampires,
“to hit”.
etc.), and some extra-planar creatures such as lesser demons,
minor devils, and the like. Commanding consists of attempting
Blackguards advance in experience levels according to the
to dominate the neutral or evil creature in question by sheer
following table:
force of will and an invocation of the dark powers whom the
blackguard serves, while good-aligned creatures will be turned
TABLE 56: BLACKGUARD LEVEL ADVANCEMENT
(as a cleric would do). The blackguard then rolls on the turning
Experience Experience Accumulated Hit
undead table and applies the result.
Points Level Points
0 1 1d10
Cause Disease
2,750 2 2d10
5,500 3 3d10
In addition to being immune to all diseases, blackguards have a
12,000 4 4d10
touch which can cause disease (as per the reverse of the cure
24,000 5 5d10
disease spell) once per week for every five levels of experience:
45,000 6 6d10
95,000 7 7d10
TABLE 57: BLACKGUARD CAUSE DISEASE FREQUENCY
175,000 8 8d10
Blackguard Level Cure Disease
350,000 9 9d10
1-5 Once / week
700,000 10 9d10+3
6-10 Twice / week
1,050,000 11 9d10+6
11-15 Three times / week
16-20 Four times / week
After 11th level, each level requires 350,000 additional
experience points, and the character adds 3 hit points to their
total.
Blackguards are able to get in more than the standard one attack
per round when in melee. When facing opponents with only one
hit die, 1d4 or 1d6, the blackguard gets a number of attacks
equal to his level. Note that this also applies to characters; a 3rd
level blackguard attacking a 1st level magic-user would get
three attacks per round. It does not apply when fighting
creatures with 1d8 or better hit dice, nor does it apply to any
creature with more than one hit die, no matter what type it is.
Familiar
At 4th level, the blackguard may cast the spell find familiar. If the
familiar is ever slain, he may cast it again after one year and a
day have passed since the killing of the familiar.
25
Spells for blackguards work the same way as they do for magic-
users. The blackguard will have a spell book, and must
memorize spells at the beginning of the day to “fill up” the spell
slots for a particular spell level. Upon reaching 9th level the
blackguard must find a tutor, and must pay for his own spell
book. The tutor will normally charge 10,000 g.p. for such
training, but many blackguards find alternative means of
payment. The training will take one month, at the end of which
time the blackguard will be given four spells in his spell book
(see “Magic” below).
26
hallmarks and ultimate goals of the mystic. Most good-aligned TABLE 61: MYSTIC SPELLS AVAILABLE BY LEVEL
faiths have such mystery traditions within them, even if they are Spell Level
not enthusiastically promoted by the hierarchy or followed by Level 1st 2nd 3rd 4th 5th 6th 7th
masses of people. The spells available to the mystic are 1 1 - - - - - -
centered on knowledge and defense, and his connection with 2 2 - - - - - -
the multiverse gives him special insights into the workings of the 3 2 1 - - - - -
planes. He cannot craft magical items, but objects particularly 4 3 2 - - - - -
associated with him in life, and even parts of his body, often 5 3 3 1 - - - -
become relics after his death. 6 3 3 2 - - - -
7 3 3 2 1 - - -
Mystics must have a wisdom score of 13 or higher, and a 8 3 3 3 2 - - -
dexterity of 9 or above. They can be of any good alignment. 9 4 4 3 2 1 - -
Mystics cannot wear armor, and are restricted in their choice of 10 4 4 3 3 2 - -
weapons: club, mace, spear, or staff. Those using weapons in 11 5 4 4 3 2 1 -
which they are not proficient suffer a -4 penalty “to hit” (see p. 12 6 5 5 3 2 2 -
90 for details). Humans, centaurs, elves, half-elves, and 13 6 6 6 4 2 2 -
halflings can all become mystics. 14 6 6 6 5 3 2 -
15 7 7 7 5 4 2 -
Mystics have the following powers, limitations, and abilities: 16 7 7 7 6 5 3 1
17 8 8 8 6 5 3 1
• Spellcasting 18 8 8 8 7 6 4 1
• Create scrolls 19 9 9 9 7 6 4 2
• Meditation 20 9 9 9 8 7 5 2
• Pain management 21 9 9 9 9 8 6 2
• Asceticism 22 9 9 9 9 9 6 3
• Disciples at high level 23 9 9 9 9 9 7 3
24 9 9 9 9 9 8 3
Mystics advance in level according to the following table: 25 9 9 9 9 9 8 4
26 9 9 9 9 9 9 4
TABLE 60: MYSTIC LEVEL ADVANCEMENT 27 9 9 9 9 9 9 5
Experience Experience Accumulated Hit 28 9 9 9 9 9 9 6
Points Level Points 29 9 9 9 9 9 9 7
0 1 1d6
2,250 2 2d6 Higher-level spells require a minimum wisdom score in order to
5,000 3 3d6 be memorized, as shown in the following table:
10,000 4 4d6
20,000 5 5d6 TABLE 62: MYSTIC MINIMUM WISDOM FOR SPELL LEVEL
40,000 6 6d6 Spell Level Minimum Wisdom
75,000 7 7d6 6 17
125,000 8 8d6 7 18
250,000 9 9d6
450,000 10 9d6+2 Mystics gain bonus spells for high wisdom scores just like clerics
650,000 11 9d6+4 do.
After 11th level, mystics need an additional 200,000 experience Spells are granted directly to the mystic by virtue of his inner
points to gain the next level. They receive 2 additional hit points awareness and instinctual connection with the multiverse.
every time they do so. Because of this, mystics are able to memorize spells without
penalty when traveling through other planes of existence (unlike
Mystics begin the game with 3d8x10 g.p. clerics, who may find themselves cut off from their deities).
Mystics receive spells as a result of their inner awareness and At seventh level, mystics can create scrolls with mystic spells
communion with the multiverse. The number of spells that the inscribed upon them.
mystic can commit to memory at any given time depends on his
level, as shown in the following table:
27
Meditation from pure physical damage. During this time, he does not lose 1
h.p. per round from bleeding (unless struck by a weapon that
Part of the unity the mystic seeks with the multiverse depends explicitly causes such damage, such as a weapon of wounding),
on the development of a rigid mental discipline achieved through nor does he suffer any penalties to movement, spellcasting, etc.,
meditation. The exact form of this meditation depends on which from going below 0 hit points. After the eight minutes are up,
specific mystery tradition the mystic follows, and usually however, all the standard effects of such wounds apply. Mystics
consists of “traditional” meditation on a particular word or are also immune to any attacks that rely solely on pain for their
thought form. However, it could conceivably consist of anything effect, such as a whip.
from rigorous calisthenics to a walk communing with nature, to
enduring physical duress on a recurring basis. The game master Beginning at third level, the mystic can heal injuries and damage
will establish the exact form of the meditation required; it usually to himself at twice the normal rate, when healing naturally.
needs to be observed for one hour every day, over and above
the time required to memorize spells. This meditation yields a Beginning at sixth level, the mystic takes 1 h.p. less per attack,
number of significant benefits. (Note that the mystic does not so attacks that would normally do 1 h.p. actually do no damage.
need to be actively meditating to use his powers unless noted.) This is doubled at ninth level.
Pain Management
The inner peace and mental discipline of the mystic allows him
to overcome pain and shock. The mystic can operate at up to
negative 8 hit points for up to eight minutes before collapsing
28
Spellcasting
Savants have the following powers and abilities: TABLE 64: SAVANT SPELLS AVAILABLE BY LEVEL
Spell Level
• Spellcasting Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
• Scroll use 1 1 - - - - - - - -
• Create magic items 2 2 - - - - - - - -
• Scholarship 3 2 1 - - - - - - -
4 3 2 - - - - - - -
Savants must have a minimum intelligence score of 14 and a 5 3 2 1 - - - - - -
minimum wisdom of 12. Savants with intelligence and wisdom 6 3 3 2 - - - - - -
scores both exceeding 15 gain a 10% bonus to all experience 7 4 3 2 1 - - - - -
points earned. Humans, elves, forest gnomes, and half-elves 8 4 3 3 2 - - - - -
(including half-drow) can become savants. They can be of any 9 4 4 3 2 1 - - - -
alignment f. 10 4 4 3 3 2 - - - -
11 5 4 4 3 2 1 - - -
Savants who wear armor or use shields cannot cast spells, 12 5 4 4 3 3 2 - - -
although they may use magic items (except those magic items 13 5 5 4 4 3 2 1 - -
which are usable only by magic-users). Thus, a savant wearing 14 5 5 4 4 3 3 2 - -
plated mail could use a wand of lightning bolts which is usable 15 5 5 5 4 4 3 2 - -
by any class, but not a staff of the magi which is usable only by 16 6 5 5 4 4 3 3 1 -
magic-users. Savants may only become proficient in dagger, 17 6 5 5 5 4 4 3 2 -
dart, knife, sling, or staff; they may also use caltrops as 18 6 6 5 5 4 4 3 2 1
weapons. Those using weapons in which they are not proficient 19 6 6 5 5 5 4 4 3 2
suffer a -5 penalty “to hit” (see p. 90 for details). 20 6 6 6 5 5 4 4 3 2
21 6 6 6 5 5 5 4 3 3
Savants advance in level according to the following table: 22 7 6 6 6 5 5 4 4 3
23 7 6 6 6 5 5 5 4 3
29
• Disguise
• Performing and prestidigitation
TheseÈrunesÈdontÈmean • Spellcasting
• Alchemy
anythingÈbutÈtheyÈsure • “Thieves’ cant”
lookÈimpressive • Verbal patter
30
which they are not proficient suffer a -3 penalty “to hit” (see p. Condition Modifier
90 for details). INT+WIS of observer is 16 -4%
INT+WIS of observer is 15 -5%
Mountebanks advance in level according to the following table: INT+WIS of observer is 14 -6%
INT+WIS of observer is 13 -7%
TABLE 68: MOUNTEBANK LEVEL ADVANCEMENT INT+WIS of observer is 12 or less -8%
Experience Experience Accumulated Hit
Points Level Points A check is made for each concerned party (the mark himself,
0 1 1d6 and any of the mark’s companions, guards, etc.) encountering
1,750 2 2d6 the disguised mountebank, with a further check every 24 hours.
3,500 3 3d6 Magic items, such as a gem of seeing, penetrate a disguise
7,000 4 4d6 automatically.
14,000 5 5d6
28,000 6 6d6 Performing and Prestidigitation
56,000 7 7d6
100,000 8 8d6 Performing and prestidigitation allow the mountebank to prove
200,000 9 9d6 that the hand is indeed quicker than the eye. With these skills
400,000 10 10d6 he can use his deft manual dexterity to befuddle, distract, and
600,000 11 10d6+2 amuse others.
800,000 12 10d6+4
TABLE 70: PERFORMING AND PRESTIDIGITATION
Mountebanks require 200,000 x.p. to advance in level beyond Sleight
12th, and gain 2 h.p. when they do so. They begin the game with Mountebank Pick of Knife
2d6x10 g.p. Level Pockets Hand Juggling Throwing
1 30% 35% 25% +0, +1
Disguise 2 35% 40% 30% +0, +1
3 40% 45% 35% +0, +1
The mountebank uses disguise to change his appearance, 4 45% 50% 40% +1, +1
making it much more difficult for marks to pursue him if they 5 50% 55% 45% +1, +1
discover his con. This ability can make one appear up to three 6 55% 60% 50% +1, +2
inches shorter, or five inches taller, than his actual height. 7 60% 65% 55% +2, +2
Gender can be changed, as can weight; the disguised character 8 65% 70% 60% +2, +2
can appear up to 25% slimmer or 50% heavier than his actual 9 70% 75% 65% +2, +3
weight. Race can also be changed, within reason; a human 10 80% 80% 70% +2, +3
might be able to pass as an elf, but never a halfling. On the other 11 90% 85% 75% +3, +3
hand, a gnome could appear as a dwarf or halfling, in theory. 12 100% 90% 80% +3, +4
Class, as well as social class, is very easily imitated, and the 13 105% 95% 85% +3, +4
disguised character can appear as anything from a magic-user 14 110% 96% 90% +3, +4
to a prince, from a merchant to a beggar. 15 115% 97% 95% +3, +5
16 125% 98% 96% +4, +5
There is a base chance of 2% per day, however, that the 17 125% 99% 97% +4, +5
disguise will be penetrated, modified as follows:
TABLE 71: PERFORMING AND PRESTIDIGITATION
TABLE 69: MOUNTEBANK DISGUISE MODIFIERS RACIAL ADJUSTMENTS
Condition Modifier Pick Sleight Knife
Posing as another race +2% Race Pockets of Hand Juggling Throwing
Posing as opposite gender +2% Centaur - - - 0, +1
Posing as another class +2% Dwarf -10% - -10% -
INT+WIS of observer is 36 or more +6% Elf (all)* +5% +5% +5% 0, +1
INT+WIS of observer is 35 +5% Gnome +5% - +5% -
INT+WIS of observer is 34 +4% Half-Elf** +5% +5% +5% 0, +1
INT+WIS of observer is 33 +3% Halfling - -5% - -1, 0
INT+WIS of observer is 32 +2% Half-Orc -5% -5% -5% +1, +1
INT+WIS of observer is 31 +1%
INT+WIS of observer is 19 -1% * Includes elf-drow hybrids.
INT+WIS of observer is 18 -2% ** Includes human-drow hybrids.
INT+WIS of observer is 17 -3%
31
TABLE 72: PERFORMING AND PRESTIDIGITATION modifier to the fire rate (thus, a fourth level mountebank could
DEXTERITY ADJUSTMENTS hurl four darts per round: the normal three per round, plus one
Pick Sleight Knife bonus for his level). The second number is the bonus “to hit” that
Dexterity Pockets of Hand Juggling Throwing the mountebank receives over and above the standard dexterity
15 - +5% - - bonus for such things. In addition, the mountebank treats all
16 - +10% +5% - such hurled missiles as being one range class closer (i.e., L
17 +5% +15% +10% +1, +0 range becomes M, and M becomes S). Note that mountebanks
18 +10% +20% +15% +1, +0 can use weapons not normally thought of as hurled weapons in
19 +15% +25% +20% +2, +1 such a fashion, with only the normal non-proficiency penalty “to
20 +20% +30% +25% +2, +1 hit.” Unless otherwise specified, this also applies to hurled magic
21 +25% +33% +30% +2, +2 items such as iron bands of binding, etc. If an adjusted rate of
22 +30% +36% +35% +2, +2 fire ever becomes less than 1, treat it as a rate of fire of 1/2
23 +35% +39% +38% +3, +2 rounds.
24 +40% +42% +41% +3, +2
25 +45% +45% +45% +3, +3 Spellcasting
TABLE 73: PERFORMING AND PRESTIDIGITATION Mountebanks are able to cast spells, but do not gain them
ARMOR ADJUSTMENTS automatically when they advance in level. Rather, mountebanks
Pick Sleight Knife obtain spells haphazardly, while adventuring, and are able to
Armor Type Pockets of Hand Juggling Throwing copy them into their spell books (no special spells or magical
None +5% +5% - - inks are required). Note that while they are able to copy spells
Brigandine -30% -30% -5% - from magic-users, illusionists, and savants, the reverse is not
Elven mail -20% -20% - - true; regular spellcasters cannot understand the abbreviated
Furs -30% -30% -5% - notation mountebanks use when writing down their spells. They
Gambeson -30% -30% -5% - can, of course, copy spells from other mountebanks’ spell books
Jousting plate -100% -80% -40% -5, -4 into their own. Mountebanks can memorize a number of spells
Leather lamellar - - - - based on their level:
Leather cuirass - - - -
Mail -40% -50% -15% -2, -1 TABLE 74: MOUNTEBANK SPELLS AVAILABLE BY LEVEL
Plate armor -75% -70% -30% -4, -3 1st 2nd 3rd 4th
Plated mail -50% -60% -20% -3, -2 Mountebank Level Level Level Level
Steel lamellar -50% -40% -10% -1, +0 Level Spells Spells Spells Spells
Steel scale -50% -40% -10% -1, +0 5 1 - - -
6 2 1 - -
Like thieves, mountebanks can pick pockets, cut purses, 7 2 2 - -
remove small items from belt pouches, palm trinkets, pilfer small 8 2 2 1 -
items from market stalls, and so forth. 9 3 2 1 1
10 3 3 2 2
Sleight of Hand allows the mountebank to perform minor feats
of prestidigitation: palming, ditching, and switching small Mountebanks cannot memorize any additional spells after 10th
objects. level.
32
33
Attend: The mountebank uses his patter and gab to grab the chance of success than a character that does not possess that
attention of the audience (or direct it to someone else) and get skill. In some cases, possessing a skill is a requirement for doing
them to listen to what is being said. It does not guarantee a particular thing, but as a general rule, just because a character
agreement, only attention. doesn’t have the artistry skill doesn’t mean he can’t compose a
poem; it just means he probably won’t compose as good a poem
Befuddle: The mountebank using this ability attempts to create as someone who does have that skill.
utter confusion in the audience regarding some issue, fact, or
event. By his confusing patter, the mountebank can cause the While most skills are, by design, rather generalized, some have
audience to be unsure of what it once knew for certain: who did various specialties listed. Construction, for instance, includes
what, where something is, the facts behind some event, and so carpentry, engineering, and masonry all under its rubric. Such
forth. skills may require that the character choose from one of the
specialties listed, so the character might choose construction
Distract: By means of this ability, the mountebank substitutes (masonry) as a skill. Characters may only choose one specialty
one object of attention for another. For example, he could run under a particular skill at each experience level.
up to guards on a castle parapet, urging them to look at the
dragon attacking from the south, while his companion scales the It cannot be over-emphasized that merely because a character
north side of the wall. If the character is successful, the target doesn’t have a secondary skill, it does not mean that the
transfers his attention from one object to another. character is utterly incapable of performing functions that fall
under its umbrella. Most characters will be able to swim, ride a
Distrust: The mountebank uses his clowning to point out horse, set an ambush, etc. Characters with skills in those areas
something dishonest or otherwise disreputable in the target’s will, in most instances, do those things better and faster than
behavior or history. If this is not personally known to the those without. Some skills, of course, are exclusive or
audience (including if it is made up by the mountebank), there is dependent on the specific background of the character;
a -10% penalty to the roll. If successful, the audience takes the someone who has spent all his life in a desert would have little
dimmest possible view of the target’s intentions and actions. chance of knowing how to rig a square sail, and few characters
would know how to forge a sword without direct instruction or
Question: By using this ability, the mountebank causes the experience. The game master should apply his discretion in all
audience to question something that had been hitherto known: such cases.
what someone said, what they did, etc. Note that the distinction
between this ability and befuddle is subtle and much an issue of Obtaining Secondary Skills
degree; question generally is used to merely cause doubt in the
mind of the audience, while befuddle is used to completely make Skills are obtained by “spending” experience points, which are
a mess of the subject at hand. used to either obtain a new skill or gain an additional skill level
in a skill he already possesses. A character can only spend
Second Look: By use of this ability, the mountebank causes his experience points on the same skill once per experience level.
audience to reevaluate a recent decision or judgment. If If the player chooses to spend x.p. on a skill, those x.p. are
attempted after a successful use of question or befuddle, the forever lost, although new x.p. can, of course, be earned to
mountebank gains a 10% bonus to succeed. The difference make up for that loss. Skills can be obtained at any point, but
between this and question is that second look actively attempts the game master may, at his discretion, require the character
to get the audience to change their minds, while question merely engage in some sort of study, training, or other experience to
causes doubt. obtain the skill.
Trust: With this ability, the bard attempts to persuade the The base x.p. cost of obtaining a given skill is listed in the
audience that a third party (not the bard himself) is worthy of particular description of that skill. For each additional skill level,
their trust and faith. This will not mean automatic acceptance of the cost is equal to the base cost multiplied by the skill level
anything that third party says, but it certainly makes him much being added. For example, if a character is adding a skill with a
more likely to be heeded. The third party in question must be an base cost of 3,000 x.p., and already has two skill levels in that
individual, not a group. particular skill, the cost for the third skill level would be 9,000
x.p.
Value: The mountebank attempts to make his audience revere
and generally have a high opinion of a particular person or thing. The base experience point (x.p.) cost of a skill sometimes is
dependent on the attributes the character possesses (strength,
Secondary Skills intelligence, etc.). If an attribute is listed, then the character can
pay that price if the attribute is the highest he possesses (or is
tied for highest). For example, a character with S 12, I 11, W 14,
Every character is able to purchase secondary skills (or just D 17, Co 15, Ch 15 would only pay 5,000 for the ambush skill,
“skills”), which will allow him to perform actions with a greater but would have to pay 8,000 for business.
34
It should be remembered that a skill check will not be necessary This skill allows the character to hide either objects or creatures
for purely routine things. They should only be required when the (including himself), and set traps and snares. Hiding (similar to
outcome would really be in doubt, when failure would be the thief’s hide in shadows ability) cannot be done where there
catastrophic, or in a combat situation (as applicable). In addition, is nowhere to hide (for instance, in the middle of a brightly-lit
the game master should feel free to apply situational modifiers room with no furnishings), but in a dungeon situation, or a
as he sees fit; anything from a -8 for completely routine and darkened city street, the character can effectively go unnoticed
novice-level basics, to a +11 for something regarded as nigh if a successful skill check is made. Setting traps, such as snares,
unto impossible to achieve. deadfalls, trip-wires, and the like, requires a successful dexterity
check.
When the use of a skill requires that another character make a
saving throw or roll against some attribute, that character gets a Animal Training and Handling
penalty of -2 to his roll for every skill level possessed by the first
character. Base X.P. Cost: 3,000 (all)
Make Skill Checks Against: charisma
Where a secondary skill has obvious application to a class ability Specialties: falconry (x.p. cost 5,000)
or power (for example, a mountebank applying the swindling
skill to his verbal patter ability), the skill will provide either a +2 This skill allows the character to both train and handle non-
or 10% bonus to their chance of success for every relevant skill monstrous mammals and birds of most sorts. Simple sorts of
level the character possesses. tricks, such as fetching, guarding, etc., can be taught to
domesticated animals in a number of weeks equal to the hit dice
of the animal. More complex tricks would require four times as
Skills and Commoners long.
Skills are the basis by which many commoners make their living. As a rule, teaching such tricks would not require a charisma
Rather than expending the time and effort to become one of the check, but if the character wanted to do the teaching in less time,
various character classes such as fighter, druid, etc., they spend
35
a check would be made with a +10 penalty. Wild animals (such Note that some types of armor also require the services of a
as timber wolves) can be domesticated, with the process taking leather worker. Adjusting already-made armor to fit someone
as long as a year, and requiring a charisma check, again with a else will only take 20% of the time listed above.
+10 penalty.
As a rule, no skill check will be necessary to create a suit of
Training an animal to respond to a new master is also possible, armor. However, if the work is to be done in less than the
and takes a minimum of 1 week. At the end of the week, make normally allotted time, or is done using unusual or rare materials
a charisma check with a +3 penalty. If successful, the training is (dragon hide, mithril, etc.), then a skill check is warranted.
complete. If the check fails, another week’s training is required,
at the end of which time another check is made. The process
will never take more than 4 weeks, however.
Armor Making
36
the purview of the thespianism skill. This skill also assumes some intricacy of the local tax laws. If the character was trying
some scholarly knowledge of art, including its history and to do the cheating, the intended victim would make the wisdom
appraisal. A specialty must be chosen with this skill. check, with a +2 penalty for every skill level the cheating
character possessed.
Whether the character uses intelligence or dexterity to check this
skill depends on the nature of the action being attempted. Charioteer
Creating a sculpture, for instance, would require a dexterity
check, while identifying a particular sculptor’s work would Base X.P. Cost: 4,000 (strength), 6,000 (all others)
necessitate an intelligence check. Make Skill Checks Against: strength
Specialties: n/a
Blacksmithing
This skill allows the character to drive a chariot 30% faster than
Base X.P. Cost: 3,000 (all) normal. It also allows anyone riding in the chariot to fire missile
Make Skill Checks Against: strength weapons without the standard -2 penalty “to hit”. It does not
Specialties: n/a allow the charioteer to take his vehicle into terrain where it could
not ordinarily go, such as very rough hills, thick woods, etc.
This skill allows the character to shoe horses, create items of
iron or steel (nails, agricultural tools, bars and gates, cooking Close Fighting
utensils, etc.), and so forth, assuming that he has access to a
forge and blacksmithing tools. It assumes a forge, workshop, Base X.P. Cost: 1,500 (dexterity), 2,000 (all others)
etc., worth at least 300 g.p. For each skill level possessed, the Make Skill Checks Against: dexterity
blacksmith can create one of the following per month: 30 arrow Specialties: n/a
heads/bolt tips, 10 spear heads, 5 morning stars, 2 flails, or 2
pole arm heads. A character with 4 skill levels could, for Normally in melee the combatant with the shorter weapon gets
example, make 8 flails in a month. a penalty on initiative. However, for those who have studied the
art of close-in fighting with smaller weapons, this is reversed. An
Bullying enemy with a longer weapon, facing someone with this skill, gets
a +1 penalty to initiative for each skill level of the player. If two
Base X.P. Cost: 3,000 (all) people with weapons of the same length each have the same
Make Skill Checks Against: strength or charisma skill level in close fighting, no penalty is applied to either.
Specialties: n/a
Construction
This skill not only allows the character to intimidate someone
else, but also makes them more effective at non-weapon Base X.P. Cost: 3,000 (all)
combat, such as punching and wrestling. During a bullying Make Skill Checks Against: intelligence or strength
attempt, it is the target that must make a successful wisdom Specialties: artillery, engineering/architecture, carpentry,
check to avoid being bullied into compliance (with a +2 penalty masonry, mining
for every skill level possessed by the character doing the
bullying). For every skill level, the character also gets a +1 bonus This skill includes all sorts of construction-related skills: practical
“to hit” when using unarmed combat (grappling, etc.). skills such as carpentry and masonry as well as theoretical
knowledge such as engineering and architecture. The character
Business would be able to determine shoddy work, repair structures, build
fortifications, etc. Strength checks would be used when
Base X.P. Cost: 5,000 (intelligence), 8,000 (all others) physically building things such as bridges and dams, but
Make Skill Checks Against: intelligence or wisdom intelligence checks would be made when evaluating
Specialties: n/a construction or designing a keep. A specialty must be chosen
with this skill.
This skill encompasses knowledge of various things related to
business: finance, banking, exchange rates, investing, etc. It Cooking
allows the character to know if he is getting a good deal or
getting ripped off, can make a bigger profit margin on the Base X.P. Cost: 2,500 (intelligence), 3,500 (all others)
transportation and sale of trade goods, understand complex tax Make Skill Checks Against: intelligence
laws, be adept at counting and converting currency, etc. Specialties: n/a (or according to the campaign setting)
If the character is being cheated in some business dealing, this This skill allows the character to either cook an especially
skill would allow him to recognize it (if a successful wisdom delicious meal, or to cook for a large number of people, or (if two
check were made). An intelligence check would be made when skill levels are taken) both. This skill is not necessary for regular
converting currencies, or to see if the character would know cooking for oneself or a few people.
37
Courtly Graces Class skills, such as verbal patter, could definitely be used to
bolster the espionage skill. The exact intersection would be left
Base X.P. Cost: 2,750 (all) to the game master, but should range from as little as a +1 bonus
Make Skill Checks Against: charisma to as much as a +8 bonus, for a spectacularly inventive and
Specialties: etiquette, dance, courtly love ingenious application that was accompanied by a very good roll
of the dice.
This skill allows the practitioner to fit in with the stylized and often
contrived lifestyle of a medieval-style royal court. It covers the Farming
intricacies of etiquette (the vast array of forms of address, when
to nod or bow (and how deeply), seating arrangements at Base X.P. Cost: 1,500 (all)
banquets, etc.), the ritualized and formal dance steps found at a Make Skill Checks Against: intelligence or strength
typical ball, and the rules covering the art of courtly love, in which Specialties: herding
a suitor may woo a sometimes remote and unattainable partner.
This skill allows the character to perform basic agricultural tasks:
Detection planting and harvesting crops, tending livestock, butchering
animals, preserving food, etc.
Base X.P. Cost: 3,000 (all)
Make Skill Checks Against: intelligence Fire-building
Specialties: n/a
Base X.P. Cost: 3,000 (all)
This skill covers both the observation of details as well as the Make Skill Checks Against: wisdom
ordering of those details into coherent trains of thought, much Specialties: n/a
like a private detective might do. Subtle clues can be detected,
and their relevance reasoned out, by use of this skill. This skill allows the character to start fires without a flint box, as
long as there is some sort of tinder and wood (or other
Espionage flammable substance such as dried dung, etc.) available. Such
a fire will take 2d20 minutes to start, or 3d20 in wet or windy
Base X.P. Cost: 6,000 (dexterity or intelligence), 9,000 (all conditions.
others)
Make Skill Checks Against: dexterity or intelligence Fishing
Specialties: n/a
Base X.P. Cost: 3,000 (wisdom), 5,000 (all others)
Espionage (aka spying) allows the character to infiltrate enemy Make Skill Checks Against: wisdom
positions, scout out encampments and determine numbers and Specialties: line, net
types of troops, briefly convince the enemy that the spy is in fact
a friend, or in the most extraordinary of cases, to impersonate This skill allows the character to catch fish, either using a fishing
others for sustained periods. pole and line or a net, as applicable. A successful skill check
means a fish (or several small fish) has been caught. As a rule,
If the espionage task entails only blending in with a crowd (of, one fish can feed one person for one day. Each use of the fishing
say, enemy soldiers) in order to ascertain troop types and skill requires one hour, and obviously there must be fish to be
capabilities with little or no chance of discovery, no modifier caught. The game master should make adjustments depending
would be needed. on the specifics of the campaign; some areas will be devoid of
fish, while others may be teeming with them. A specialty must
If the task requires the spy to actively gain the confidence of be chosen with this skill.
someone in order to gain access to information, such as getting
access to a secure location in order to steal or copy a map, or Forgery
to convince a guard that the spy is actually a messenger from a
trusted ally, the task will have a -4 penalty to the roll. Base X.P. Cost: 5,000 (dexterity), 8,000 (all others)
Make Skill Checks Against: dexterity
If the task is really extraordinary, requiring that the spy insinuate Specialties: n/a
himself into a position of trust for a long period of time (for
example impersonating some visiting ambassador or general This skill allows the character to counterfeit a signature, copy a
and convincing a prince that he was who he said he was), the map, falsify documents, and the like. This skill requires a two-
skill would have a -6 penalty, and would need to be re-checked step process: first, the forger must make a successful skill check
on a regular basis (depending on the circumstances, such a to create the forgery in the first place. Then, those to whom the
check could be made every day or every week, depending on forgery is presented must make an intelligence check (with the
how exposed to scrutiny the spy was). usual +2 penalty per skill level of the forger) to detect the forgery.
38
Furrier on their saving throw, as long as they are treated within 1 minute
of receiving the wound.
Base X.P. Cost: 3,000 (dexterity), 4,000 (all others)
Make Skill Checks Against: dexterity Horsemanship
Specialties: n/a
Base X.P. Cost: 3,000 (all)
This skill allows the practitioner not only to professionally skin Make Skill Checks Against: wisdom
and dress wild animals, but also to tan hides and turn fur pelts Specialties: n/a
into garments, such as coats, cloaks, or trim for other garments.
As much as trim for 8 garments, 4 cloaks, or 2 coats may be so This skill allows the character to do more while on horseback,
created in any given week, as long as the necessary pelts are ride faster and fancier, etc., similar to the cavalier’s
available. horsemanship ability. After examining a horse (and making a
successful skill check), he can tell if its hit points are in the lower
TABLE 81: PELTS NEEDED TO MAKE GARMENTS third, the middle third, or the top third of the possible range.
Garment Type Small Pelts Med. Pelts Large Pelts Mounts will always be friendly and obedient as long as they are
Trim 3 1 1/4 well treated.
Cloak 6 2 1/2
Coat 12 3 1 Hunting
Gloves 2 1 1/4
Hat 1 1/4 1/8 Base X.P. Cost: 2,000 (all)
Make Skill Checks Against: wisdom and strength
Thus, if a furrier had 7 pelts of a small creature available, such Specialties: n/a
as a badger, he could create a cloak and a matching hat from
them. This skill allows the character to improve his chances of hunting
successfully. A successful wisdom check means that the chance
Generalship of finding prey is increased by 25% per skill level. Complete
rules for hunting can be found on page 128.
Base X.P. Cost: 5,000 (intelligence or charisma), 8,000 (all
others) Jeweler
Make Skill Checks Against: intelligence or charisma
Specialties: logistics, tactics, siege warfare Base X.P. Cost: 3,000 (all)
Make Skill Checks Against: intelligence and dexterity
This skill includes logistics, organization, and strategizing as Specialties n/a
well as battlefield leadership. As a rule, it applies only to large
numbers of soldiers (100+), and would not apply in a typical This skill allows the character to not only appraise objects of
dungeon exploration situation. This would enable the character value such as precious metals, pieces of jewelry, and
to set up a supply line, for example, from a town to an army in gemstones, but also to create or embellish jewelry, add precious
the field, to organize and train a village militia, and to inspire metals and stones to ordinary items such as sword hilts, and to
troops on the battlefield to greater exertions, giving them a cut gems to improve their value. Appraisal would require an
morale bonus (+2 or +10% per skill level, as applicable). intelligence check, while enhancement of gems or jewelry would
require a dexterity check. When attempting to embellish an
Healing already-existing piece of jewelry, the character will improve its
value by 10% per skill level he possesses if he is successful in
Base X.P. Cost: 3,000 (all) his skill roll (failure indicates that the project is beyond the skill
Make Skill Checks Against: intelligence of the character).
Specialties: n/a
Gems can be improved by re-cutting only if they are under 5,000
This skill deals with first aid, the setting of broken bones, g.p. in value to start with; anything of that caliber or above is
treatment of diseases, etc. A successful skill check means that already flawlessly cut. A successful skill check will mean that the
the character with this skill can tend to his companions who may stone will increase in value one step. A natural 20 will always
be recovering from their wounds, and they will thus heal at twice mean that the stone is ruined, no matter what other modifiers
the normal rate (2 h.p. healed per day of rest, rather than just 1), might apply.
and those who rest only for the space of an 8-hour sleep period
will regain 1 h.p. even though they did not rest for an entire day.
The healer can tend to up to three people at a time per skill level,
up to a total of 20 people. A separate check must be made each
day. Someone with healing skill can also assist those who have
been bitten or stung by poisonous creatures, allowing them a +2
39
Judgment are able to brew any of the commonly known basic poison types,
depending on their skill level. The process requires a laboratory
Base X.P. Cost: 5,000 (wisdom), 8,000 (all others) with some 2d6x100 g.p. of equipment. Poisons can be brewed
Make Skill Checks Against: intelligence and wisdom for 50% of their listed cost. Note that antidotes for ingested
Specialties: n/a poisons can also be created by characters with this skill, with
similar requirements and costs. The amount of time required for
This skill allows the character to detect when others are the brewing of poison depends on its type:
attempting to deceive him, weigh the words of others, judge the
trustworthiness of another, know when someone is dissembling TABLE 82: TIME AND LEVEL TO BREW POISONS
or cheating, etc. A wisdom check would be made when the Days to Level to Level to Create
character was attempting to make a general determination as to Type Create Create Poison Antidote
whether someone else was lying. An intelligence check would A 1 1 2
be made when attempting to evaluate the accuracy of some B 2 1 2
factual statement which the character might have some chance C 3 2 3
of actually knowing. D 4 2 3
E 5 3 4
Scholarship (area)
40
Swindling
TABLE 84: SCHOLARSHIP SKILL SUCCESS MODIFIERS
Circumstance Modifier Base X.P. Cost: 5,000 (charisma), 8,000 (all others)
Intelligence score +1% per point above 14 Make Skill Checks Against: intelligence or charisma
Modest relevant facilities +1% per 1,000 g.p. value of Specialties: n/a
available (20,000 - 60,000 the facilities, max. 60% /
g.p. value) 60,000 g.p. This skill allows the character to gamble, cheat, plan and
Fine relevant facilities +1% per 4,000 g.p. value of execute confidence games, defraud others, etc. It could be used
available (60,000 - the facilities over 60,000. to cheat at cards or dice, for example, requiring an intelligence
100,000 g.p. value) check. It could also be used to rig a “Ponzi” scheme amongst
Using shared facilities -20% the petty nobility of a valley, necessitating a charisma check.
41
See “The Game Environment” on page 111 for details on Weapon makers without any specialty are able to make all other
wilderness pursuit/tracking procedures and modifiers. types of weapons (pole arms, flails, maces, etc.) at a rate of 1
per day.
Wainwright
One weapon maker is able to support 80 men-at-arms.
Base X.P. cost: 2,000 (all)
Make Skill Checks Against: strength Woodcraft
Specialties: none
Base X.P. Cost: 5,000 (all)
This skill allows the character to make, maintain, and repair Make Skill Checks Against: wisdom
carts, wagons, chariots, and similar conveyances. It requires Specialties: tropical jungle, temperate forest, cold forest,
basic woodworking tools to use: hammers, saws, planes, etc. steppe, desert
Iron parts are usually purchased from a blacksmith, and are
included in the cost of materials, below. Characters with this skill are born and bred to the wilderness,
and can climb natural surfaces such as trees, stone cliffs, etc.
TABLE 87: CREATING CARTS, ETC. The specialty that is chosen is considered their “native terrain”;
Type Time to Create Cost of Materials everything else is considered non-native terrain (a specialty
Cart 3 days 25 g.p. must be chosen with this skill). New terrains can be added as
Chariot, 1-man 10 days 100 g.p. “native” by buying another skill level, or further levels can be
Chariot, 2-man 12 days 250 g.p. bought in the native terrain, improving the character’s chance to
Wagon 8 days 75 g.p. climb and hide.
Weapon Making Characters with this skill are able to hide when in natural
surroundings; they are more effective in their native terrain, of
Base X.P. cost: 3,000 (all) course, but still skilled in any sort of wilderness. Such
Make Skill Checks Against: dexterity surroundings must naturally include places to hide (trees, brush,
Specialties: bowyer, swordsmith crevices, embankments, etc. The character’s chance to climb
and hide is determined by the following table:
This skill allows the character to create weapons of all sorts,
from swords to bows to halberds. It requires a forge and TABLE 89: WOODCRAFT
workshop costing at least 300 g.p. to practice most forms of this Skill Hide (Native Hide (Non-Native
art (the simplest tasks, such as fletching arrows, can be done Level Climb Terrain) Terrain)
without such facilities, upon a successful skill check). A specialty 1 85% 10% 0%
must be chosen with this skill. 2 86% 15% 0%
3 87% 20% 0%
Those who take the bowyer specialty are able to create 1d4+1 4 88% 25% 10%
composite bows, 1d4+1 longbows, 1d3 hand crossbows, or 15 5 90% 30% 15%
heavy crossbows per month. (Composite bows and longbows
require a startup period of 1 year.) Other types of bows can be When in familiar terrain, characters with woodcraft get a +2
constructed at the rate of 1 per day after a startup period of 1 bonus to surprise rolls and enemies get a -2 penalty to theirs (if
month. Arrows and bolts may be created for these as well. the character is alone or with other characters with woodcraft).
Even in unfamiliar terrain, they get a +1 bonus and enemies get
Those who take the swordsmith specialty are able to create a -1 penalty to surprise.
several swords or daggers per month, depending on type:
In their native terrain, characters with this skill are able to forage
TABLE 88: WEAPONS PRODUCED PER MONTH for food, fish, trap small game, build shelter, improvise clothing,
Sword Type No. Created Per Month etc. They can also identify types of plants and animals, and
Bastard sword 8 determine direction even on the most overcast of days. They
Broad sword 15 may also predict weather as per the spell.
Dagger 30
Falchion
Knife
10
45 Monthly Expenses
Long sword 12
Scimitar 10 A character’s social class dictates the minimum monthly
Short sword 20 expenses associated with his lifestyle. Note that this is simply a
Two-handed sword 5 minimum, and the game master should deduct these
automatically from the pockets of the characters as “living
42
Magic
expenses” (including lodging, food and drink, entertainment,
new clothing, etc.). Other considerations may increase the
monthly living expenses dramatically (high-level magic-users
conducting experiments, characters who have hired henchmen Most fantasy role-playing games presuppose a world in which
or hirelings, etc.). magic works. It is a world where the creatures of myth walk the
earth, and where magic spells cause miraculous effects.
TABLE 90: MONTHLY EXPENSES BY SOCIAL CLASS However, magic works according to very specific rules, and the
Minimum Monthly Living Expenses way magic works for one is consistent with how it works for all.
Social Class Poor Good Fine
Lower class 1 s.p. 2 s.p. 1 g.p.
Starting Spells
Middle lower class 1 g.p. 2 g.p. 5 g.p.
Upper lower class 2 g.p. 10 g.p. 10 g.p.
First level spellcasters should use the following tables to
Lower middle class 10 g.p. 25 g.p. 50 g.p.
determine spells contained in their spell books at 1st level. This
Middle class 25 g.p. 100 g.p. 125 g.p.
only applies to those classes who use spell books or similar
Upper middle class 100 g.p. 250 g.p. 500 g.p.
devices to store spells; it does not apply to clerics and their ilk.
Lower upper class 250 g.p. 500 g.p. 1,250 g.p.
Middle upper class 500 g.p. 1,000 g.p. 2,500 g.p.
Bards begin with a repertoire of four spells, rolling randomly from
Upper class 1,000 g.p. 2,000 g.p. 5,000 g.p.
the lists on the following table (roll twice on each list, ignoring
and re-rolling duplicates):
If a character lacks the funds to spend the minimum for poor
living according to his social class, roll 1d12. On a roll of 1, the
TABLE 91: BARD INITIAL SPELLS
character loses one social class rank in the eyes of those around
Die Roll List A List B
him. Resuming the required spending amount raises the social
1 Alter Animal Calmness
class one rank on a similar roll of 1 on 1d12, but a character can
2 Alter Plant Disgust
never rise above his station simply by spending money
3 Bless Dry
(although it can certainly help to expand his social circles into
4 Climb Friends
the next higher rung if such spending is maintained on a regular
5 Cure Animal Wounds Haunting Dream
basis).
6 False Trail Message
7 Jump Perception
8 Sharp Note Ready Spell
9 Sleep Resist Cold
10 Wizard Lock Ventriloquism
43
Savants roll once on each column, plus they receive the spell
read savant magic in their spell books.
Optional Rule: Human Sacrifice
TABLE 93: SAVANT STARTING SPELLS
Die
One of the long-standing tropes of fantasy literature is the evil
Roll Informational Defensive Misc.
wizard bent on sacrificing some young victim in order to attain
1 Detect Evil Alarm Affect Normal
magical power. As a story-telling device within the game, the
Fires
power of such a thing is obvious; the heroes must save the day,
2 Detect Illusion Invisibility to Comprehend
stopping the evildoer before he can complete the sacrifice.
Animals Languages
3 Detect Life Invisibility to Erase
Within the mechanics of the game, the necessity of human
Undead
sacrifice can be completely justified, should the game master
4 Detect Magic Protection ESP
desire it. Certain spells (wish, gate, etc.) and other magical
from Evil
activities can, as a side effect, age the caster beyond his normal
5 Detect Poison Spider Climb Light
years. Obviously, this severely limits their utility (necessarily so,
6 Detect Snares Wall of Fog Message
lest high-level spellcasters become all but omnipotent), and
and Pits
means that a magic-user with ability to cast wish only does so
7 Identify Ventriloquism
once or twice in his lifetime, lest he cause his own death by old
8 Locate Animals Write
age in the process.
9 Predict
Weather
Using this rule, a spellcaster may commit a human (or demi-
10 (Choose any
human) sacrifice while casting a spell that would otherwise
informational
cause magical aging. By doing so, the caster transfers the
spell)
karmic debt of the spell to the sacrificial victim, whose life-force
must be shed at the moment the spell is cast, thereby preventing
the magical aging effect.
Optional Rule: Easy Material Components
Needless to say, engaging in this practice is an inherently evil
Some game masters (and players, for that matter) find the act, and anyone of good or neutral alignment automatically has
prospect of tracking material components daunting, and believe his alignment turned to evil, with all that such entails. This
it adds unnecessary bookkeeping. If the game master decides, optional rule is intended to give game masters some in-game
he may use the following optional material components rule: justification for the dastardly actions undertaken by his NPCs,
not to give PCs free reign to slaughter innocents at will.
Any spellcaster may simply spend a flat 100 g.p. per month to
cover the cost of all everyday material components for his spells.
This includes all components which themselves cost less than
100 g.p. Any spell component that costs 100 g.p. or more must
still be individually purchased and tracked.
44
Spell Lists
Note: Spells in italics are new spells described in this book
45
46
Fifth Level Sixth Level Seventh Level Eighth Level Ninth Level
1 Command Word Animate Object Banishment Demand Astral Spell
2 Conjure Elemental Anti-Magic Shell Cacodaemon Detect Curse Gate
3 Dismiss Creature II Cloudkill Detect Power Devil’s Advocate Light of Truth
4 Dismissal Dismiss Creature III Dismiss Creature IV Dismiss Creature V Reverse Transmutation
5 Distance Distortion Ensnarement Enchant an Item Elemental Shadow Walk
Transformation
6 Dolor Exaction Invisible Stalker Inanimate Object Word of Knowledge
7 Find the Path Legend Lore Know Name Limited Wish
8 Minor Creation Repulsion Measure Mind Blank
9 Sending Sequester Phantom Stalker Permanency
10 Shadow Magic Shadow Door Dune Stalker Vision
11 Stone Tell Spiritwrack Torment
12 Wall of Force True Seeing Truename
47
Spell Descriptions strawberry plant, etc.). Magical plants, or monstrous plants, are
not affected.
Alter Animal (Alteration)
Superficial changes can be affected by any caster in but the
Level: 1 (bard, druid) Components: V space of 1 minute. Such changes include changing color,
Range: 60’ Casting Time: Special texture, adding thorns, etc. Size can be changed up to 10% per
Duration: Special Saving Throw: None level of the caster. As a rule, such changes will not add any
Area of Effect: One animal attacks or other abilities to the plant; they are merely cosmetic
(but nonetheless quite amazing to witness).
This spell allows the caster to temporarily change one or more
aspects of some animal. The target creature must be within 60’ More substantive changes can be affected by this spell, but the
of the caster, and can only be a “natural” animal (pig, horse, extent of the change that can be affected is dependent on the
hawk, salmon, etc.). Magical creatures, or monsters, are not level of the caster. With more time spent, and greater
affected. knowledge, a given plant can be fully transformed into another
sort. Each such change will take 10 minutes to accomplish.
Superficial changes can be affected by any caster in but the
space of 1 minute. Such changes include changing color, adding TABLE 103: ALTER PLANT
fangs to a duck, or antlers to a jackrabbit, etc. As a rule, such Minimum Change possible Example
changes will not add any attacks or other abilities to the animal; Level
they are merely cosmetic (but nonetheless quite amazing to 2 small/large tulip → rose
witness). 3 low/medium/tall rose → willow
4 soft/hard willow → oak
More substantive changes can be affected by this spell, but the 5 edible/non-edible potato →
extent of the change that can be affected is dependent on the butterweed
level of the caster. With more time spent, and greater 6 fruiting/non-fruiting oak → apple
knowledge, a given animal can be fully transformed into another 7 non- tomato →
sort. Each such change will take 10 minutes to accomplish. poisonous/poisonous nightshade
TABLE 102: ALTER ANIMAL The casting times are cumulative, and the changes will occur as
Min. the particular casting time has elapsed. Thus, after ten minutes,
Level Change Possible Example the tulip would become a rose, and ten minutes later a willow,
2 carnivore/herbivore fox → rabbit then an oak, etc. Poison will cause a maximum of 1d6 h.p. of
3 larger/smaller/lighter/heavier rabbit → horse damage (save for no damage). The spell’s effect will last for ten
4 faster/slower horse → cow times as long as the spell took to cast, plus one hour per level
5 quadruped/biped cow → monkey of the caster.
6 mammal/avian/reptile/fish monkey → lizard
7 chordate/arachnid/mollusk lizard → octopus
The casting times are cumulative, and the changes will occur as
the particular casting time has elapsed. Thus, after ten minutes,
the fox would become a rabbit, and ten minutes later a horse,
then a monkey, etc. Poison will cause a maximum of 1d6 h.p. of
damage (save for no damage). The spell’s effect will last for ten
Animal Fear (Enchantment/Charm)
times as long as the spell took to cast, plus one hour per level
of the caster.
Level: 2 (bard) Components: V
Range: 0 Casting Time: 4 segments
Alter Plant (Alteration)
Duration: Special Saving Throw: None
Area of Effect: 60’ radius
Level: 1 (bard, druid) Components: V
Range: 60’ Casting Time: Special
This spell allows the caster to create a 60’ radius zone centered
Duration: Special Saving Throw: None
around himself. Any non-magical animals (horses, dogs, birds,
Area of Effect: One plant
snakes, etc.) within that zone flee from the caster in panic,
stopping some 1d3 minutes after they leave the zone. Magical
This spell allows the caster to temporarily change one or more
creatures (basilisks, mimics, etc.) are not affected by the spell,
aspects of some plant. The target plant must be within 60’ of the
nor are animals with an intelligence of 5 or higher.
caster, and can only be a “natural” plant (oak tree, rose bush,
48
Answer (Divination) rock will use attack column G (see p. 85), and will do 1d4 h.p. of
damage if it hits. Each minute each character may make a DEX
Level: 3 (savant) Components: V,S check to take only half damage (min. of 1 h.p. per rock). If any
Range: 2’ Casting Time: 3 segments character takes more than 20 h.p. of damage in a minute, he will
Duration: Instant Saving Throw: None be swept down the slope and will suffer falling damage in
Area of Effect: One book addition to the regular landslide damage. Outdoors, the range is
10 yards per caster level, to a maximum of 100 yards.
This spell causes a book or scroll to open to the desired answer
to a question, assuming it appears in the book in the first place. Awaken First Chakra (Alteration)
The caster states the question (up to 36 words) and waves his
hand over the book (which must lie flat, and not be impeded by Level: 1 (mystic) Components: V,S
any sort of device such as a lock, or weight upon its cover). The Range: Touch Casting Time: 10 rounds
book will then open and the pages riff to the correct page, or the Duration: 2 hours/level Saving Throw: None
scroll will unroll to the proper position, wherein the answer may Area of Effect: Creature touched
be found. If the answer cannot be found within the book, the
book will flip all the way through its pages until the back cover By means of this intense meditation, the caster can activate the
closes upon it. The spell does not impart any understanding of first of seven energy centers of the body—the seven chakras—
the language in which the book is written and, if the answer is located at the base of the spine. It requires that the subject be
obscure, will not yield any clues to its nature, save that it is to be touched (it can be the caster himself, of course), and lasts for
found on one of the two pages to which the book has opened two hours per caster level. Once the spell is completed, the
itself. recipient enjoys the following effects:
This spell can only be in effect upon the same person once at
any given time.
The effect of this spell varies depending on the surroundings, By means of this intense meditation, the caster activates the
but the general effect is to create a sonic resonance that causes second of seven energy centers of the body—the seven
stone to crumble and tumble. Underground, it causes the ceiling chakras—located at the abdomen. It requires that the subject be
to collapse in an area 1 square foot per caster level, centered touched (it can be the caster himself, of course), and lasts for
on a spot 10’ distant per caster level. This lasts for 1d3 rounds, two hours per caster level. Once the spell is completed, the
doing 1d6 h.p. of damage to all creatures in the area of effect on recipient enjoys the following effects:
the first round, 2d6 h.p. on the second round (if applicable), and
1d6 on the third round. • The recipient gains a 50% immunity to all disease
(including such illnesses as are caused by the bite of
Outdoors, the spell causes a small avalanche (in snow and ice giant ticks, etc.)
conditions) or landslide (otherwise) as long as there are hills, • A +10% bonus to any system shock rolls
cliffs, mountains, and the like in the vicinity. Those caught in a • A bonus of +1 to any ability checks made vs.
landslide while on the slope of a hill or mountain will be hit by constitution. (Only one stat check bonus can be in
1d6 rocks per minute for a total of 1d4+1 minutes. Each such effect at a time. This takes precedence over lower
49
chakras being awakened, and will be lost if higher three spells remain in effect, subject to racial maximums. Ability
chakras are awakened.) score bonuses due to chakra arousal are cumulative.
If the first chakra has been awakened prior to the second, the This spell can only be in effect upon the same person once at
recipient gains 1 point of dexterity for as long as both spells any given time.
remain in effect, subject to racial maximums. Ability score
bonuses due to chakra arousal are cumulative. If cast alone, this spell takes 30 minutes to cast. If the first two
chakras of the subject have already been awakened, this spell
This spell can only be in effect upon the same person once at only takes 10 minutes.
any given time.
Awaken Fourth Chakra (Alteration)
If cast alone, this spell takes 20 minutes to cast. If the first chakra
of the subject has already been awakened, this spell only takes Level: 4 (mystic) Components: V,S
10 minutes. Range: Touch Casting Time: Special
Duration: 2 hours/level Saving Throw: None
Area of Effect: Creature touched
50
can be the caster himself, of course), and lasts for two hours per If cast alone, this spell takes 60 minutes to cast. If the first five
caster level. Once the spell is completed, the recipient gains the chakras of the subject have already been awakened, this spell
following effects: only takes 10 minutes.
This spell can only be in effect upon the same person once at • Immunity to all fire, magical and non-magical
any given time. • An additional +1 bonus “to hit” and damage when in
melee combat
If cast alone, this spell takes 50 minutes to cast. If the first four • Ability to see with infravision and ultravision with a 120’
chakras of the subject have already been awakened, this spell range
only takes 10 minutes. • Immunity to possession of any sort (demonic, magic jar
spell, etc.)
Awaken Sixth Chakra (Alteration) • +1 bonus to all saving throws (cumulative with bonus
from the sixth chakra being aroused, if applicable)
Level: 6 (mystic) Components: V,S
Range: Touch Casting Time: Special If the first through sixth chakras have been awakened prior to
Duration: 2 hours/level Saving Throw: None the seventh, the recipient gains 1 point of intelligence for as long
Area of Effect: Creature touched as all seven spells remain in effect, subject to racial maximums.
Ability score bonuses due to chakra arousal are cumulative;
By means of this intense meditation, the caster activates the thus, all ability scores have a +1 bonus if this condition is met.
sixth of seven energy centers of the body—the seven chakras—
located at the brow. It requires that the subject be touched (it This spell can only be in effect upon the same person once at
can be the caster himself, of course), and lasts for two hours per any given time.
caster level. Once the spell is completed, the recipient enjoys
the following effects: If cast alone, this spell takes 70 minutes to cast. If the first six
chakras of the subject have already been awakened, this spell
• Immunity to all charm, suggestion, etc., spells only takes 10 minutes.
• Ability to see with ultravision with a 120’ range
• Take half damage from non-blunt weapons Awareness (Alteration)
• A bonus of +1 to any ability checks made vs.
intelligence. (Only one stat check bonus can be in Level: 5 (mystic) Components: V,S
effect at a time. This takes precedence over lower Range: Touch Casting Time: 5 segments
chakras being awakened, and will be lost if higher Duration: 10 min. per level Saving Throw: None
chakras are awakened.) Area of Effect: Creature touched
• +1 bonus to all saving throws
This spell allows the caster, by touch, to enhance the senses of
If the first through fifth chakras have been awakened prior to the either himself or another. With such heightened awareness of
sixth, the recipient gains 1 point of charisma for as long as all six his surroundings, the beneficiary of the spell can detect secret
spells remain in effect, subject to racial maximums. Ability score and concealed doors as if he were an elf (elves get a -1 bonus
bonuses due to chakra arousal are cumulative. to their rolls when detecting such) and can never be surprised.
The spell lasts for 10 minutes per caster level.
This spell can only be in effect upon the same person once at
any given time.
51
This spell allows the caster to hold his target(s) in rapt attention. This spell creates the illusion that a (non-magical) book or scroll
All creatures within a 30’ radius of a spot centered on a point up is, in fact, comprised completely of blank pages. All creatures
to 60’ distant can be affected. Each must make a saving throw with an intelligence of 8 or greater are automatically entitled to a
vs. spells. Failure means they are held in utter attention on the saving throw vs. spells. Those who deliberately attempt to
caster for as long as he maintains the spell by playing his disbelieve are entitled to a separate check. The book must be
instrument and singing. Subjects so awestruck cannot speak or within 10’ of the caster, and within line of sight.
move, but suffering damage breaks the spell.
Bonhomie (Enchantment/Charm)
Birdsong (Enchantment/Charm)
Level: 6 (bard) Components: V
Level: 2 (bard, druid) Components: V Range: 0 Casting Time: 2 rounds
Range: 0 Casting Time: 4 segments Duration: Special Saving Throw: Neg.
Duration: Special Saving Throw: None Area of Effect: 120’ radius
Area of Effect: 120’ radius
This spell allows the caster to create a welling-up of good will
This spell allows the caster to enchant all normal (non-magical and warm feelings in a crowd. All those within 120’ of the caster
and non-giant) birds within a 120’ radius, causing them to flock can be affected; each is entitled to a saving throw vs. spells.
to him in a friendly fashion, perch on and around him, and the Success indicates that the spell has no effect, but only another
like. The caster can then request one of the following services: bard will even recognize the fact that a spell has been cast.
Naturally, to be affected, the listeners must be able to
• Messenger. The birds will fly up to 1 mile per caster understand the caster. The following effects impact those who
level, bearing a small message either tied to their leg fail their saving throw:
or in their beak, which they will deliver to a specific
person named. The general description of the desired • Be well disposed towards the caster and his
recipient's location is required. Up to six separate companions. This is reflected in a +20% reaction
messages can be so dispatched to different recipients. adjustment, and similar bonuses to other social
The caster must supply the notes. interaction rolls (or +4, where applicable). Such
• Guardian. The birds will perch nearby for 1 hour per bonuses do not apply to the other effects of this spell,
caster level. If danger approaches visibly within 240’, however.
the birds begin a cacophonous noise that acts as a • If called upon to join some enterprise, or contribute to
warning. The birds, however, regard the approach of some cause, they will do so, joining for a number of
any sort of predator, particularly one that feeds on hours equal to the caster level. Calls to join
birds, as such a threat. undertakings likely to result in loss of life or liberty,
• Defender. The birds will actively defend the caster exhortations for relatively large amounts of cash or
against attack for 1 minute per caster level. A flock of other contributions, and so on, result in those listening
small birds swarms around a single enemy, rendering getting a +4 bonus to their saving throws. Obviously
him effectively blind, unable to cast spells, and with a suicidal or avaricious requests result in automatic
-4 penalty “to hit.” No dexterity bonus is allowed in such failure; the game master should exercise his judgment.
a circumstance. If the target of the flock of birds has no • Those affected by the spell receive a +2 bonus to all
such bonus, he receives a 1-point penalty to his armor saving throws vs. fear, despair, catatonia, etc. Those
class. There is a 2% chance that a larger predatory bird already suffering from fear, etc. are entitled to a new
such as a hawk will answer the call. saving throw, as long as they had one to begin with.
52
This spell calls into being a physical stone bridge some five This spell allows the caster to alter the
yards in width. Its length will be three feet per caster level. Note handwriting of a single page, making it
that the bridge must have secure points on either side upon appear as if it were written by an expert
which it can rest. Any difference in height between the two ends calligrapher. The spell does not
of the bridge cannot exceed 10% of its length; thus a bridge 42’ affect magical writings of any
long could go up/down no more than a total of 4’ or so, lest the sort. The page in question must
bridge itself be unstable and collapse when any weight was be within 10’ of the caster, and
placed upon it. The bridge can hold 100 pounds per caster level. visible.
The bridge will remain for as long as the caster continues the
spell; once he ceases, it begins to dissolve, losing 100 pounds Calmness (Abjuration)
of capacity per minute (i.e., a number of minutes equal to the
level of the caster). When the entire capacity is lost, the bridge Level: 1 (bard) Components: V
crumbles into nothingness. Range: 0 Casting Time: 2 segments
Duration: Instantaneous Saving Throw: Special
Area of Effect: 10’ radius
Ceremony (Invocation)
Cacophony (Abjuration) Reversible
Level: 1 (cleric/druid/mystic) Components: V,S,M
Level: 7 (bard) Components: V Range: Special Casting Time: 1 hour
Range: 0 Casting Time: 1 round Duration: Special Saving Throw: None
Duration: Special Saving Throw: Special Area of Effect: Special
Area of Effect: 120’
In addition to the ceremonies that can be performed by clerics
This spell creates a loud and cacophonous noise that is and druids, mystics can perform the following:
especially harmful to creatures of evil alignment and the
denizens of the lower planes. All such creatures within 120’ must Burial: This ceremony can be performed by a 1st level mystic.
make a saving throw or be affected. All creatures within 60’ of
the caster are not entitled to a saving throw (magic resistance Coming of age: This ceremony can be performed by a 1st level
does apply). Those affected suffer the following effects (a lack mystic.
of understanding, or even a lack of hearing, does not impact this
spell): Marriage: This ceremony may be performed by a 1st level
mystic.
• Creatures of evil alignment suffer 1d6 hit points of
damage per minute. Special vows: This ceremony can be performed by a 6th level
• Creatures linked to the negative plane, and the mystic.
undead, suffer 2d6 hit points of damage per minute.
• Creatures native to the lower planes, such as devils, Vow of silence: This ceremony can only be performed by a
demons, and daemons, suffer 3d6 hit points of damage mystic upon reaching the ninth level of experience. The effects
per minute. are listed under the description of the mystic character class, on
p. 26.
The reverse of the spell, euphony, affects creatures of good
alignment or from the upper planes, in a manner similar to that
indicated above.
53
This spell allows the caster to imbue one person within a 10’ By means of this spell, the caster can discern one command
radius with the ability to climb walls as if he were a thief of the word that activates a magical property of some object (such as
same level, and to climb cliffs and trees as if he were a barbarian a wand). If it is a device that the caster is unable to use himself,
of the same level. The effect lasts for 10 minutes per caster there is a base 20% chance that the discerned word will, when
level. spoken, cause a reverse effect. Most often, this affects the
wielder of the item in question; the game master should use his
Cloud of Unknowing (Alteration, Enchantment/Charm) discretion in determining exactly how this failure should be
applied. This base chance is reduced by 1% for every level of
Level: 6 (mystic) Components: V,S experience of the caster above 10th.
Range: 0 Casting Time: 6 segments
Duration: Special Saving Throw: None Commune with the Multiverse (Divination)
Area of Effect: Self
Level: 5 (mystic) Components: V,S
This spell causes the caster to become lost in the contemplation Range: 0 Casting Time: 10 rounds
of the true nature of the universe. While in such a state, he loses Duration: Instantaneous Saving Throw: None
all conscious faculties, and is essentially an automaton. He Area of Effect: Self
cannot cast spells, engage in combat, or perform any other
action that requires conscious thought. Telepathy and similar This spell allows the caster to enter close attunement with the
mind-reading enchantments have no effect; the caster appears multiverse itself. By doing so, he can discern the answers to
to be some sort of magical construct or undead of indeterminate three questions, whose answers will be in the form of a single
sort. He can, however, respond to simple commands from his word. The answers are always truthful, but could be ambiguous
friends, and is impervious to any sort of mind-affecting magic within the limits of the spell. A mystic can only cast this spell
whatsoever (illusions, enchantment/charm spells, demonic once per week. If more than one mystic inquires about the same
possession, etc.). The caster is vaguely aware of his issue, they receive the same answer.
surroundings, however, and can attempt to end the spell’s effect
at any time. When he attempts to return to normal Cram (Enchantment/Charm)
consciousness, he must roll 1d20. If the result is less than his
wisdom score, he is able to emerge from the trance. He may Level: Cantrip (savant) Components: V,S
attempt to end the contemplative trance once every two Range: 0 Casting Time: ½ segment
minutes. Duration: Instantaneous Saving Throw: None
Area of Effect: Special
Comfortable Refuge (Evocation)
This spell allows the caster to commit a particular bit of
Level: 3 (bard) Components: V knowledge to memory. The knowledge in question is limited to
Range: 30’ Casting Time: 6 segments that which can be contained on a single page of paper, vellum,
Duration: 1 hour per level Saving Throw: None or papyrus, which must be held by the caster as the spell is cast.
Area of Effect: One 20’ diameter tent From that point on, the caster retains a perfect memory of the
writing on the page, for the next number of days equal to his
This spell calls into existence a pavilion-style tent some 20’ in experience level (minimum one day for apprentices).
diameter (able to hold up to 15 persons within, including the
caster). It remains in force up to 1 hour per caster level, and Crystal Magic I (Evocation)
maintains a constant temperature of 70 degrees Fahrenheit
within, regardless of the temperature outside. The sphere also Level: 1 (mystic) Components: V,S,M
provides protection against winds up to 100 miles per hour. It Range: 0 Casting Time: 1 hour
does not defend against spells, arrows, or other forms of attack, Duration: 6 hours Saving Throw: None
but vermin and other animals cannot enter the tent except at the Area of Effect: Self
discretion of the caster. The tent will remain if the caster leaves
it, but only for half the normal time. This spell allows the caster, by concentrating on an attuned
crystal, to call forth its power for a specific purpose. The caster
may choose between the following:
54
• Self improvement. The caster increases one of his • Magical reservoir. The caster may store the energy of
ability scores by 1 point for 6 hours, subject to racial two spells of third level or less in the crystal. They must
maximums. be cast within the next six hours or they are lost. Note
• Self healing. The caster can heal 1d6 h.p. of damage that these spells are “bonus” spells and do not need to
on himself at some point in the next six hours. be previously memorized to be stored within the
crystal.
The spell requires a crystal of at least 10 g.p. value, which is not
destroyed by the casting. Note that the same crystal cannot be The spell requires a crystal of at least 100 g.p. value, which is
used to power different versions of this spell at the same time, not destroyed by the casting. Note that the same crystal cannot
and multiple castings of the spell cannot be active be used to power different versions of this spell at the same time,
simultaneously (even if a different specific effect is chosen). The and multiple castings of the spell cannot be active
caster must therefore choose which of the above effects he will simultaneously (even if a different specific effect is chosen). The
benefit from for the next six hours. caster must therefore choose which of the above effects he will
benefit from for the next six hours.
Crystal Magic II (Evocation)
Crystal Magic IV (Evocation)
Level: 2 (mystic) Components: V,S,M
Range: 0 Casting Time: 1 hour Level: 4 (mystic) Components: V,S,M
Duration: 6 hours Saving Throw: None Range: 0 Casting Time: 1 hour
Area of Effect: Self Duration: 6 hours Saving Throw: None
Area of Effect: Self
This spell allows the caster, by concentrating on an attuned
crystal, to call forth its power for a specific purpose. The caster This spell allows the caster, by concentrating on an attuned
may choose between the following: crystal, to call forth its power for a specific purpose. The caster
may choose between the following:
• Self defense. The caster’s armor class improves by 1,
for 6 hours. • Scrying. The crystal functions as a crystal ball for one
• Reflect negativity. The caster may, at some point in the minute per caster level. The crystal cannot then be
next 6 hours, touch someone. If the target fails a saving used for the next six hours.
throw vs. spells, he suffers a -1 penalty on all saving • Detection. The crystal functions as a gem of seeing for
throws and “to hit” rolls for 6 hours after being touched. the next six hours.
The caster may have to roll a “to hit” roll in order to
successfully touch the target. The spell requires a crystal of at least 1,000 g.p. value, which is
not destroyed by the casting. Note that the same crystal cannot
The spell requires a crystal of at least 50 g.p. value, which is not be used to power different versions of this spell at the same time,
destroyed by the casting. Note that the same crystal cannot be and multiple castings of the spell cannot be active
used to power different versions of this spell at the same time, simultaneously (even if a different specific effect is chosen). The
and multiple castings of the spell cannot be active caster must therefore choose which of the above effects he will
simultaneously (even if a different specific effect is chosen). The benefit from for the next six hours.
caster must therefore choose which of the above effects he will
benefit from for the next six hours. Cure Animal Wounds (Necromantic)
55
Depression (Enchantment/Charm)
This spell causes everyone within its area of effect who fails a
saving throw vs. magic to fall into a deep and profound
depression. Any course of action seems hopeless, the odds
against them too terrible to ever be overcome, and so on. They
cease fighting (or will not start fighting), halt any journey, stop
any task, and so on. Even spellcasting is disrupted (or, if
applicable, spells requiring concentration are abandoned in the
general sense of hopelessness). The spell continues for as long
as the caster concentrates, plus 1 minute per caster level.
56
This spell allows the caster to see into the ethereal plane, This spell allows the caster to create a field some one mile in
through a “beam” some 10’ wide and 90’ in length. Any creature radius per level of experience. The field lasts for one day per
or object that exists in the ethereal plane, but coexists with the level. During that time, the caster knows whenever a potent
locale on the material plane, appears to the caster as a shadowy magical item enters or leaves the area. The spell will not detect
gray outline. Thus, the specific identity of an ethereal traveler the movement of minor magical items such as swords +1, but
cannot be discerned, but a chest could be so identified, and the will detect anything bearing an enchantment of +4 or greater.
presence of the traveler revealed. Note that the spell does not Artifacts and relics will likewise trigger the spell. In no case will
allow for actual travel to the ethereal plane, or manipulation of the type or location of the object be revealed, merely that it has
the ethereal objects thus detected. It lasts for 10 minutes plus 1 entered or left the zone of effect. The area of effect does not
minute per caster level. move with the caster, and if the caster moves outside of the
area, the spell immediately terminates. Magical items other than
Detect Plane (Divination) weapons may be detected depending on their relative power; a
wand of magic missiles would not be detected, but a staff of
Level: Cantrip (mystic) Components: V,S power would. The precise cut-off is left to the discretion of the
Range: Touch Casting Time: ½ segment game master, but one suggestion is that the spell detects
Duration: Instantaneous Saving Throw: None magical items worth 5,000 or more experience points. This is not
Area of Effect: One object cumulative; a character bringing a number of minor magics into
the area does not trigger the spell’s effect.
This spell allows the caster to determine whether a particular
object originated on a plane other than the material. It will not The reverse of the spell, veiled power, conceals a single item
function on living beings, nor will it give the name of the from the effects of a detect power spell for one day per caster
originating plane, merely the fact that it was a plane other than level. Both versions of the spell require a series of silver bars
the material. The caster must hold the object in question when wrought into precise shapes and graven with mystic symbols.
casting this spell. The creation of these bars usually costs no less than 500 g.p.,
and they are not destroyed when the spell is cast.
Detect Possession (Divination)
Devil’s Advocate (Conjuration/Summoning)
Level: 2 (savant) Components: V,S,M
Range: 5’ Casting Time: 1 round Level: 8 (savant) Components: V,S,M
Duration: Instantaneous Saving Throw: None Range: Special Casting Time: 9 hours
Area of Effect: One creature Duration: Special Saving Throw: Special
Area of Effect: Special
This spell allows the caster to determine whether an individual
or object is possessed by another being (such as a demon). It This spell allows the caster to conjure forth a diabolic spirit to
will also detect the operation of a spell such as magic jar. The carry out a very specific task. The caster must have prepared
target must be within 5’ of the caster, who must be able to hold the relevant pentacle (and the presence of other spells, to
a mirror before the subject’s eyes (or simply hold the reflection protect himself from such beings, often as a backup). By means
of the object). If the subject is indeed possessed, the reflection of the spell, the caster undertakes a very dangerous game: he
betrays the possessor’s presence and gives a rough pretends to offer his own soul to the conjured devil in exchange
approximation of its nature; it will be revealed to be a lesser for the precise wording necessary to cast a wish with the least
demon, greater demon, spellcaster using a spell, or so forth. The possible chance of backfiring and unintended consequences. At
mirror is not destroyed during the casting. the last minute, once the devil provides the desired wording, the
caster reneges on the deal and dismisses the spirit. It is,
obviously, a very dangerous conjuration.
57
the devil before the pact is finalized. The spell thus requires two Dismiss Creature I (Abjuration)
separate saving throws of special nature.
Level: 4 (savant) Components: V,S,M
The first requires that the caster roll a d20. If his roll is equal to Range: 0 Casting Time: 4 segments
or less than his intelligence, he has successfully tricked the devil Duration: Instantaneous Saving Throw: Neg.
into providing the desired wording. There is a +2 penalty if the Area of Effect: 60’ + 10’/level
caster is of good alignment, as the devil’s suspicions will be
heightened. If the caster has successfully cast this spell This spell causes any creature summoned by the various
previously, the penalty is +4. summoning, conjuring, calling, etc., spells of first to third level to
be instantly sent back whence it came. If the spellcaster who
The second requires that the caster roll another d20. If his roll is cast the original summoning/conjuring/etc. spell is within 300’
equal to or less than his wisdom, he successfully stymies the when the dismiss creature I spell is cast, he is entitled to a saving
devil, canceling the pact before the contract is formally signed. throw vs. spells to nullify the dismiss spell. If his experience level
There is a +2 penalty if the character is of chaotic alignment, as is greater than that of the dismiss spell’s caster, he gets a +1
it is more difficult for those whose ethos is not attuned to law to bonus per level difference. If he is of a lower level, he gets a -1
counteract diabolic legalisms. penalty per level difference. The spell requires a brass candle
snuffer, which is destroyed as the spell is cast. This spell has no
If successful, the caster emerges from the contest with a effect on conjured elementals or creatures summoned from
wording for a single wish that will be free of unintended other planes of existence.
consequences. Note that it will not provide the wish itself; it is
assumed that this spell will be used prior to the subsequent use Dismiss Creature II (Abjuration)
of a ring of wishes, a wish granted by an efreeti, or so on. If
unsuccessful, the caster will have sold his soul to the forces of Level: 5 (savant) Components: V,S,M
Hell, and once he dies is unable to be raised, resurrected, etc., Range: 0 Casting Time: 5 segments
by any means short of divine intervention. Duration: Instantaneous Saving Throw: Neg.
Area of Effect: 60’ + 10’/level
Dictation (Evocation)
This spell works just as dismiss creature I, but affects spells of
Level: Cantrip (savant) Components: V,S,M 1st-4th level instead.
Range: 0 Casting Time: ½ segment
Duration: Special Saving Throw: None Dismiss Creature III (Abjuration)
Area of Effect: Special
Level: 6 (savant) Components: V,S,M
This spell records all speech within a 10’ radius of a quill, an ink Range: 0 Casting Time: 6 segments
pot, and a piece of paper, vellum, or papyrus that have all been Duration: Instantaneous Saving Throw: Neg.
set up on a level, stable surface for that purpose. What results Area of Effect: 60’ + 10’/level
is a perfect annotation of the words spoken within the radius of
effect. Once the writing surface has been filled, or the ink supply This spell works just as dismiss creature I, but affects spells of
is exhausted, the magical writing ceases and the spell ends. It 1st-5th level instead.
will end in a maximum of 10 minutes, in any case.
Dismiss Creature IV (Abjuration)
Disgust (Enchantment/Charm)
Level: 7 (savant) Components: V,S,M
Level: 1 (bard) Components: V,S Range: 0 Casting Time: 7 segments
Range: 0 Casting Time: 2 segments Duration: Instantaneous Saving Throw: Neg.
Duration: Special Saving Throw: Neg. Area of Effect: 60’ + 10’/level
Area of Effect: 10’ + 1’/level
This spell works just as dismiss creature I, but affects spells of
This spell causes all creatures within 10’, plus 1’ per caster level, 1st-6th level instead.
to appear disgusting and revolting to outside observers. This
has the effect, in most circumstances, of making such observers
actively avoid looking at those affected. Note that this may not
be the case in all circumstances; guards would not let such
disgusting creatures into the king’s throne room, for instance,
nor are those affected truly invisible. They are merely severely
unpleasant to behold and will thus be avoided. The spell lasts
for as long as the caster concentrates, plus one round per caster
level.
58
Dismiss Creature V (Abjuration) speed is never noticed, even by observers, but simply remarked
upon when the journey seems to end ahead of schedule. This
Level: 8 (savant) Components: V,S,M mode of travel can be maintained for one hour per caster level.
Range: 0 Casting Time: 8 segments
Duration: Instantaneous Saving Throw: Neg. In addition, the caster can sink into the ground, traveling at
Area of Effect: 60’ + 10’/level whatever his normal rate of speed would be, impeded only by
the lack of solid earth and stone (such as a chasm, water, etc.).
This spell works just as dismiss creature I, but affects spells of This mode can be maintained for 10 minutes per caster level. If
1st-7th level instead. this mode and the overland mode of travel are mixed, the time
spent in each should be figured proportionally when deciding
Distraction (Enchantment/Charm) how much time is remaining (i.e., every hour spent in overland
travel counts as 10 minutes of underground travel, and vice
Level: 3 (bard) Components: V,S versa). In either case, while the spell is in effect, any damage
Range: 0 Casting Time: 3 segments the caster suffers at the hands of creatures native to the
Duration: 1 segment/level Saving Throw: Neg. elemental plane of earth is reduced by 1 h.p. per die of damage.
Area of Effect: 30’ radius
Easy Travels (Alteration)
The caster causes everyone looking at him to direct their
attention to some other point within 10’ per caster level, simply Level: 3 (bard) Components: V
by pointing his finger and uttering the quick charm. The Range: 0 Casting Time: 6 segments
distraction lasts only for 6 seconds (1 segment) per caster level, Duration: Special Saving Throw: None
and any creature with more than 1 hit die, 1 experience level, or Area of Effect: 120’
an intelligence score of 8 or more, is entitled to a saving throw
vs. spells. This spell allows the caster to increase the overland marching
speed of himself and his fellows by 30%, as long as he continues
Dune Stalker (Conjuration/Summoning) the spell. All must be within 120’ of the caster, and mounted
travel is affected as equally as pedestrian travel. Note that the
Level: 7 (magic-user, savant) Components: V,S,M spell does not apply to travel by sea or underground, in cities, or
Range: 60’ Casting Time: 3 rounds in large buildings. It is not cumulative with other magics that
Duration: 1 turn/level Saving Throw: None increase overland travel speed, such as horseshoes of speed.
Area of Effect: Special
Elemental Transformation (Alteration)
This spell will conjure a dune stalker from the elemental plane
of earth, compelling it to serve against its will. The creature will Level: 7 (druid), 8 (savant) Components: V,S,M
obey the summoner even without the latter concentrating, but Range: 90’ Casting Time: 2 rounds
the stalker will immediately seek to pervert its instructions by Duration: Permanent Saving Throw: Neg.
following them to the letter, thus seeking to bring about the doom Area of Effect: 100 cu. ft. per level
of its master so that it can return to its home plane. There is
always a 5% chance that the stalker will outright turn on its By means of this spell, the caster can transform one of the basic
summoner. If the summoner is slain before the expiration of the elements (earth, air, fire, and water - not lead and gold!) into
spell, the stalker will remain in the Prime Material Plane to wreak another. He can affect up to 100 cubic feet of material per caster
havoc. Note that any given spellcaster can only have one stalker level, as long as it is all within a 60’ radius and centered on a
of any type (phantom, invisible, etc.) under his control at any point no further than 90’ away from the caster. Thus, earth
given time. (including stone, dirt, sand, etc.) can be transformed to an equal
volume of water, or made to disappear in a puff of smoke. The
Earthwalk (Alteration) very air could be turned into an inferno, burning itself out in a
flash, but inflicting 1d6 h.p. of damage per hundred cubic feet so
Level: 5 (druid, mystic) Components: V,S transformed. A cloud could be turned into a boulder, and so on.
Range: 0 Casting Time: 5 segments
Duration: 10 min./level Saving Throw: None If cast upon a creature native to one of the elemental planes, it
Area of Effect: Self can transform it into a creature of another such plane. A water
elemental could be turned into an earth elemental, a djinni
This spell allows the mystic to become one with the very forces turned into an efreeti, and so forth. In such cases, the creature
of the earth, tapping into that force to facilitate travel. When is entitled to a saving throw vs. spells. The spell requires one
traveling overland, the caster moves at double normal speed. cubic foot of the substance into which the target is to be
Note that this does not apply to combat or other such “tactical” transformed: sand/rock/soil for earth, fire for fire, water for water,
situations, but only when the caster is traveling long distances and incense smoke for air. These materials are consumed in the
(greater than a quarter mile) during which time the increased casting of the spell.
59
This spell establishes a mental connection between the caster This spell allows the caster to improve the quality, flavor, and
(or some other individual he touches) and other creatures within nutritional value of any food within 10’. A bowl of dandelions
a radius equal to 10’ per caster level. This communication is not tastes like the finest greens, a bowl of mush will be fully
sufficient to divine actual thoughts, names, passwords, and the nutritious, filling, and completely pleasing to the palate, and so
like. It is, however, sufficient to transmit images, emotions, on.
feelings, and so on.
Note that the appearance (and, ultimately, substance) of the
The creatures so communicated with need not share the same food is not affected. One meal per casting of the spell can be so
language as the empath, and creatures with an intelligence of 1 affected. A meal consisting of enhanced food also cures 1d3 hit
or greater can be so engaged. points of damage.
The spell is, however, indiscriminate. Not only does the caster Enhance Image (Alteration)
receive empathic input from all creatures within the radius, but
they receive the same from him, as well. It will be effective for Level: 2 (bard) Components: V
one minute per caster level. Note that if the caster wishes to cast Range: 0 Casting Time: 4 segments
this spell upon an unwilling recipient, he must succeed at a “to Duration: Special Saving Throw: None
hit” roll; failure indicates the spell is ruined and lost. Area of Effect: Special
Enhance Beverage (Alteration) This spell allows the caster to actually change the outward
appearance of himself and several companions, making them
Level: 2 (bard) Components: V seem to be wearing better clothing. The spell also cleans faces
Range: 10’ Casting Time: 4 segments and hands, removes odor, coifs hair, and so forth. The spell can
Duration: Permanent Saving Throw: None affect a number of individuals equal to the caster level divided
Area of Effect: Special by two (rounded up), all of whom must be within 60’ of the caster
when the spell is cast (the caster can be included in the spell’s
This spell allows the caster to improve the quality and flavor of effect).
any beverage within 10’. Brackish water turns pure, cheap wine
becomes fine, and so forth. Even the effects and/or durations of The spell lasts for as long as the caster maintains the
magical potions increase by 10% (although multiple applications incantation, plus a like amount of time after the incantation ends.
of this spell are not cumulative). Thus, if a bard casts this spell and sings the incantation for two
hours, the effects remain for two more hours beyond that point.
The effect on ordinary drink is permanent, but magical potions It should be noted that this is not an illusion; the clothing and
must be consumed within one hour per caster level or the effect people are actually changed, so effects such as true seeing,
disappears (but the potion will be otherwise unaffected). The detect illusion, and such will reveal nothing. Those affected by
amount of liquid this spell can affect depends on the type of the spell will dimly radiate magic if detected for, however.
liquid:
60
This spell envelopes an object or creature in a sheath of living This spell allows the caster to obscure his trail and that of his
flame. The flame does no harm to the spell recipient. Only a companions, and to set forth a false trail to confuse would-be
creature a maximum of 9’ in height, or an object of similar size, pursuers and send them in the wrong direction. One person’s
can be affected, and it must be within 30’ of the caster. trail per caster level can be obscured by means of this spell;
horses and similar mounts count as two people for this purpose.
Any other creature touched by the flame suffers 1d6 h.p. of fire The caster can set a false trail, which begins at the point where
damage, flammable objects will be set alight, etc. Cold-based the casting began and leads off in the direction and manner
creatures suffer an additional 3 h.p. of damage per hit. The flame chosen for as long as he continues the casting. For example, if
lasts for one minute per caster level, once the casting time has a bard begins to cast the spell, and maintains his song for 20
been reached. minutes, the false trail that is created extends as far as it would
have taken him to travel for 20 minutes, after which time the trail
Ethereality (Alteration) ends. If cast by a druid, the trail goes as far as it would have
taken to travel in 5 minutes per level. In any case, the false trail
Level: 4 (jester) Components: V,S disappears when dispelled, disbelieved, or after one hour per
Range: Touch Casting Time: 3 rounds caster level.
Duration: 1 hour Saving Throw: Neg.
Area of Effect: See below Far Wandering (Alteration)
This spell allows the jester to transport an object or creature into Level: 2 (bard) Components: V
the ethereal plane. If cast upon an inanimate object, the object Range: 0 Casting Time: 4 segments
gains no saving throw, and can have a maximum size of 1,000 Duration: Special Saving Throw: None
pounds and maximum volume of 30 cubic feet. If it is cast on Area of Effect: 60’ radius
living creatures, they do get a saving throw if they are unwilling
to be so transported. This spell allows the caster to increase the time that he and his
companions can travel overland, without resting, by 20%. This
Up to six living creatures can be so transported, as long as all does not increase the speed with which they travel, but does
are within 60’ plus 10’ per caster level of the caster, and all are allow them to travel longer. The caster must be able to continue
within 30’ of one another. They will remain in that state for one his song while traveling, or the effect is lost. One person per
hour. caster level can be so affected; mounts count as two persons,
and all must remain within 60’ of the caster. Note that the spell
Exchange (Alteration, Illusion/Phantasm) does not apply to travel by sea or travel underground, in cities,
or in large buildings.
Level: 4 (jester) Components: V,S,M
Range: 60’ plus 10’/level Casting Time: 2 segments Fetter (Evocation, Abjuration) Reversible
Duration: Permanent Saving Throw: None
Area of Effect: 3 cubic feet Level: 4 (bard) Components: V
Range: 10’ Casting Time: 8 segments
This spell causes any non-magical inanimate object within 60’ Duration: Special Saving Throw: Neg.
plus 10’ per caster level to be destroyed and instantly replaced Area of Effect: One creature
with an illusionary duplicate. The item must be seen (i.e.,
something within a chest could not be affected, but the chest This spell brings into being a heavy-duty magical leg-iron to
and everything in it could be), and can be no more than 3 cubic restrain an individual. Only a single creature can be so
feet in volume. Living creatures cannot be affected. restrained (creatures with more than one pair of legs find their
hindmost legs restrained). Fettered movement is limited to a
The target item is permanently destroyed, but the illusionary maximum of 20’ per minute while walking. The fetter lasts for 1
replacement lasts until it is struck, touched, or otherwise turn for every minute the caster continues his incantation. A
handled. The material component is a piece of cake. successful bend bars roll will break the fetter; otherwise it can
be removed only if dispelled or at the will of the caster. A knock
spell is effective against fetter. The reverse of the spell, remove
fetter, allows the caster to cause any bonds on his person to
61
immediately loosen and free him. Bards do not require a musical has a 5% chance of misfiring (with an additional 25% chance of
instrument to cast this spell. affecting someone nearby instead). The effect lasts for one
round per caster level.
Flame Dagger (Evocation)
Fresh Air (Alteration)
Level: 2 (druid, magic-user) Components: V,S
Range: 0 Casting Time: 2 segments Level: 3 (bard) Components: V
Duration: 1 round/level Saving Throw: None Range: 0 Casting Time: 6 segments
Area of Effect: Special Duration: Special Saving Throw: None
Area of Effect: 20’ radius
This spell causes a dagger of pure fire to appear in the
spellcaster’s hand. The dagger can be used as an ordinary This spell creates a zone of fresh breathable air in a 20’ radius
weapon, doing damage as if it were a regular dagger, but it will around the caster for as long as he continues the incantation,
also be able to harm creatures normally only harmed by plus 1 minute per level. In this zone, no sort of poison gas will
weapons of +1 or greater enchantment. The flame dagger does be effective. This spell does not function underwater, however;
not actually receive any bonuses, however, except against it is most effective against poison gas, even the breath weapon
creatures particularly vulnerable to heat and fire, such as yetis. of a green dragon.
Against such creatures the flame dagger gets a +1 bonus “to hit”
and to damage. A flame dagger cannot be thrown or given to Gale (Evocation)
another creature; it disappears instantly if it leaves the hand of
the spellcaster. If the caster is 7th level or above, he can choose Level: 7 (bard) Components: V
to have two daggers appear, one in each hand; they are subject Range: 120 yards Casting Time: 1 round
to the usual penalties for wielding two weapons, however. Duration: 1 round Saving Throw: None
Area of Effect: Special
Flourish (Alteration)
This spell evokes a sudden burst of very strong wind that rages
Level: Cantrip (magic-user) Components: V,S a number of miles per hour in strength equal to the caster’s level
Range: 0 Casting Time: Special plus 30. At sea, this will wreck the sails of most ships, snapping
Duration: Instantaneous Saving Throw: None the mast of a normal sailing ship 25% of the time. On the ground,
Area of Effect: Special this has the effect of forming a cone some 360’ long and 60’ wide
at the base, aimed from the caster in a direction of his choosing;
The flourish cantrip is one of the few cantrips than can be cast creatures within that area are blown back 2d12 feet and suffer
in the same round as a regular spell, for that is its purpose. The 4d6 h.p. of damage. Creatures with less than 1d8 hit dice will be
cantrip is cast immediately before the spell in question, requiring slain automatically. In the air, this causes 5d6 h.p. of damage to
6 seconds (1 segment) per level of the spell it is to affect. Thus, all flying creatures, who are blown back 4d12 yards and sent
it takes 6 seconds (1 segment) to add a flourish to a 1st level crashing to the ground. The gale itself lasts only a minute.
spell, 12 seconds (2 segments) to add a flourish to a 2nd level
spell, and so on. Flourish then allows the caster to change the Greater Morphing (Alteration)
visible effect of the spell in question in some subtle way; a
fireball might be purple, magic missiles may have the Level: 3 (jester) Components: V,S
appearance of golden bees, a grasping hand could look like a Range: 30’ Casting Time: 4 segments
dragon’s claw, and so on. Under no circumstances can flourish Duration: 24 hours Saving Throw: Neg.
be used to change the actual effect of a spell. Magic-users and Area of Effect: One creature
their sub-classes can recognize a flourish.
By means of this spell, the jester can effect a minor alteration in
Fool’s Luck (Conjuration/Summoning) the physical appearance of another creature within 30’; the
target is entitled to a saving throw vs. spells. The caster could,
Level: 1 (jester) Components: V,S,M for instance, cause leaves to grow on the target, change its skin
Range: Touch Casting Time: 1 round color, cause it to sprout horns, or turn its ears into those of a
Duration: 1 round/level Saving Throw: None donkey. It is not possible to change the target’s appearance into
Area of Effect: One creature that of another specific person (i.e., one could not use it to
disguise someone as someone else) or to change their racial
Upon casting the blessing of fool’s luck upon another creature appearance (i.e., turn someone into a half-orc). Height and
(or upon himself) by touch, the jester bestows a temporary effect weight can be changed by up to 25% greater or lesser. It cannot
whereby the target gains a +1 “to hit”, a +1 bonus on all saving be used to grant (or remove) any special powers such as flight,
throws, and a general 5% favorable bonus in any circumstance underwater breathing, or so on. A remove curse or dispel magic
where luck or chance is involved (gambling, etc.). Anyone spell cancels the effect. The spell lasts for 24 hours.
attempting to hit the lucky fool incurs a -1 penalty, and any trap
62
Grounding (Evocation) healing sleep. It does not induce sleep itself, but once the
listener falls asleep, he heals wounds at twice the normal rate
Level: 6 (mystic) Components: V,S (as long as sleep comes within two hours of hearing the spell).
Range: Touch Casting Time: 6 segments The doubling effect does not apply to magical healing, of course,
Duration: 10 rounds + 1/level Saving Throw: None but even if someone is only able to rest eight hours (rather than
Area of Effect: One creature the full day’s rest that is normally required), they still regain a
lost hit point.
This spell allows the caster to imbue himself, or someone
touched, with a grounding energy that instills calmness and Hide in Plain Sight (Enchantment/Charm)
clear-headedness. This has the effect of rendering the recipient
immune to all fear effects, enchantment and charm type spells, Level: 3 (jester) Components: V,S,M
and insanity (unless already insane; this spell is preventative, Range: 5’ Casting Time: 2 segments
not curative in nature). In addition, it provides a +2 bonus to all Duration: 1 turn/level Saving Throw: None
attempts to disbelieve illusions. It lasts for 10 rounds plus 1 Area of Effect: 9 cu. ft.
round per caster level.
This spell causes a single object (9 cubic feet maximum) to be
Haunting Dream (Enchantment/Charm) completely ignored by anyone looking for it. That is, it is not
invisible, but rather those seeing it simply take no notice of it. It
Level: 1 (bard) Components: V can be cast upon a living being, but if that being moves more
Range: 60’ Casting Time: 2 segments than 10’ per round, the effect is disrupted. The material
Duration: Special Saving Throw: Neg. component is a pinch of flour, which the caster must sprinkle on
Area of Effect: All intelligent creatures in area of effect the object to be hidden.
This spell allows the caster to plant a seed in the mind of those Ignore (Enchantment/Charm)
who hear; all those within 60’ when the spell is cast, and who
can understand the language of the caster, must make a saving Level: 2 (jester) Components: V,S,M
throw vs. spells. Failure indicates they suffer from a haunting Range: 30’ Casting Time: 6 segments
dream that night. For each listener, the subconscious creates a Duration: 1 turn/level Saving Throw: Neg.
nightmarish vision that haunts the victim in the hours after he Area of Effect: 9 cu. ft.
awakens (one hour per caster level of the haunting dream spell).
The exact effects of the haunting dream are determined This spell causes a single creature to ignore one object. The
randomly for each listener: creature acts as if the object does not exist, and completely
forgets about it for 10 minutes per caster level. The object must
TABLE 105: HAUNTING DREAM be within 30’ of the caster when the spell is cast. It is possible,
Die of course, for the creature affected to accidentally damage or
Roll Effect destroy the ignored object while he is so enchanted. The target
1 -1 “to hit” in melee creature gets a standard saving throw vs. spells; the ignored
2 -1 “to hit” using missile weapons object does not get a separate save. The material component of
3 -1 to all saving throws vs. poison this spell is a piece of bread.
4 -5% to all verbal patter abilities (re-roll if not
applicable) Illuminate (Evocation)
5 +1 to armor class
6 All spells do 1 h.p. less damage per die (re-roll if Level: Cantrip (savant) Components: V,S,M
not applicable) Range: Touch Casting Time: ½ segment
7 -5% to all reaction adjustments Duration: 1 min.+1/level Saving Throw: None
8 -1 penalty to all surprise rolls Area of Effect: One crystal gives off 1’ radius
9 +1 penalty to all initiative rolls
10 -5% to all thieving abilities (re-roll if not applicable) This spell causes a single piece of clear crystal (no more than
1” in diameter) to glow with a light sufficient to read by, but little
Healing Sleep (Necromantic) else, some 1’ in radius. The light remains in effect for 1 minute
plus 1 minute per caster level. The crystal must be in the caster’s
Level: 2 (bard) Components: V hand when the spell is cast, but may be re-used.
Range: 0 Casting Time: 4 segments
Duration: Special Saving Throw: None
Area of Effect: 30’ radius
63
TABLE 106: IMPROVED FEAR If the objects are measured in hit dice, 1 hit die can be affected
Targets’ Hit Dice/Level % of Dropping Held Item for every level of the caster. If they are measured in hit points
1 60% instead, 8 h.p. per caster level can be de-animated. Those
2 55% constructs with more than 4 hit dice, or 40 h.p., are entitled to a
3 50% saving throw vs. spells. Homunculi are also affected by this
4 45% spell, but are entitled to a saving throw vs. spells with a +3
5 40% bonus. The spell requires a miniature broom, which is broken at
6 35% the end of the incantation. The caster must touch the animated
7 30% object in question in order for the spell to take effect.
8 25%
9 20% The spell is permanent on most objects (although animate
10 15% object could be used on the object again later), with the following
11 10% exceptions:
12 5%
13+ 0% TABLE 107: INANIMATE OBJECT
Magical Construct Effect Lasts…
Improved Redirection (Abjuration) Animated statue 15 rounds
Bronze golem 2 turns, 5 rounds
Level: 6 (magic-user) Components: V,S Clay golem 2 turns
Range: 0 Casting Time: 1 segment Flesh golem 3 turns
Duration: Instantaneous Saving Throw: Neg. Homunculus 7 rounds
Area of Effect: Special Iron golem 4 rounds
Necrophidius 1 turn
This spell functions just like the 4th level magic-user spell Scarecrow 15 rounds
redirection, except it can be used against spells of 5th level or Stone golem 1 turn
below. Sword of dancing 4 rounds
64
Inspiration (Divination) Mara, a 15th level mystic, wants to know whether the party
should go up or down an elevator shaft they have discovered.
Level: 5 (bard) Components: V The time-frame is immediate, as they must go one way or the
Range: 10’ Casting Time: 1 round other right now. The GM decides the importance is major, so
Duration: Instantaneous Saving Throw: None there is a 65% chance she will get a correct hunch (base 50%
Area of Effect: One creature plus 15% for her level). Later on, she casts the same spell to
determine whether the party should go north or south once they
This spell inspires the caster or someone else (who must be have finished exploring the dungeon. The time frame is within
within 10’) to make a breakthrough in the solving of some puzzle, 30 days (as they won't be done by the next day) and the GM
conundrum, etc. This has the practical effect of increasing the decides the importance is minor. Thus, she has a 95% chance
intelligence score by +2, for those times when INT is a of getting a correct hunch.
necessary factor. In other circumstances, the game master must
play this spell very carefully by ear. The answer to a given puzzle If the intuition is not successful, there is a chance that the spell
should not be just blurted out (unless it’s something mind- gives a false result. Divide the chance of success by 5; the total
numbingly obvious that has simply been overlooked), but rather is the percent chance of a false result, rather than simply
another clue might be given, or a previous clue emphasized, to nothing.
nudge the player into figuring out the answer on his own. It also
has the side effect of giving a +1 bonus on rolls to determine Invisible Librarian (Evocation)
how to open secret doors that have already been detected; it
does not give a bonus to detect the doors in the first place. Level: Cantrip (magic-user, Components: S
savant, illusionist)
Interrupt Concentration (Alteration) Range: 20’ Casting Time: ½ segment
Duration: Instantaneous Saving Throw: None
Level: 4 (bard) Components: V Area of Effect: One book
Range: 0 Casting Time: 1 segment
Duration: Instantaneous Saving Throw: Neg. This cantrip causes any one book in the caster’s hand to return
Area of Effect: 60’ radius to its proper place on a bookshelf within 20’. The book moves
gently and slowly; the force is not strong enough to defy an
This spell has the effect of interrupting the concentration of any attempt to hold onto the book and prevent its return.
other spellcasters within a 60’ radius. Any spells or other magical
effects (including magical items) that require concentration, Ironice (Alteration)
meditation, or any level of conscious maintenance are
interrupted and thereby ruined. Level: 4 (magic-user) Components: V,S,M
Range: Touch Casting Time: 4 segments
Intuition (Divination) Duration: 1 turn/level Saving Throw: None
Area of Effect: One 10’ cube per level
Level: 6 (mystic) Components: V,S
Range: 0 Casting Time: 6 segments This spell changes the properties of ordinary ice, making it as
Duration: Instantaneous Saving Throw: None hard as iron. Such ice can withstand blows as if it were made of
Area of Effect: Self solid metal, as well as making it more resistant to heat. Such ice
will take ten times the normal amount of fire or other heat in order
This spell allows the caster to get a “hunch” about some to melt, as long as the spell remains in effect. The caster must
question. The answer should be something that can be touch the ice in order to transform it, and the spell requires a
answered in a single word: yes/no, up/down, live/die, and so pinch of iron filings, which are lost as the spell is cast.
forth. The game master should secretly determine the chance of
success of the intuition. The chance of success is adjusted by Just Out of Time (Enchantment/Charm)
+1% per caster level. A roll of 00 always results in failure,
regardless of the actual chance of success. Level: 3 (jester) Components: V,S,M
Range: 30’ Casting Time: 3 segments
TABLE 108: INTUITION Duration: Instantaneous Saving Throw: Neg.
Time-frame of the Subject of the Question Area of Effect: One creature
Within 24 Within 30
Importance Immediate Hours Days This spell causes hesitation in a combatant. When in melee or
Trivial 70% 80% 90% other combat situations, if the target loses initiative, he keeps
Minor 60% 70% 80% hesitating—thereby not attacking—until the round is over and
Major 50% 60% 70% new initiative must be rolled. If the target wins initiative for the
Critical 40% 50% 60% round, he attacks normally. The target must be within line of
sight and 30’ of the caster. He is entitled to a saving throw vs.
65
spells; success means the spell has no effect. The material This spell allows the caster to divine the future through the songs
component is a small round bell, which is struck as the spell is and flight of birds. It must be cast outdoors or, rarely, in an indoor
cast. The bell is not consumed in the casting. or underground environment where birds are naturally found. It
does not work with bird-like creatures such as harpies, stirges,
Know Name (Divination) and so on. Once cast, the spell allows the caster to determine
whether or not an intended course of action will be favorable,
Level: 7 (savant) Components: V,S,M unfavorable, or neutral over the next 24 hours; more detail is not
Range: 0 Casting Time: Special available through this spell. Thus, a decision to investigate a
Duration: Instantaneous Saving Throw: Neg. particular section of a dungeon, to embark on a journey to a
Area of Effect: One creature nearby shrine, or attend a royal ball, for instance, could be
investigated. If circumstances change, of course, the outcome
This spell allows the caster to learn the true name of one of the reading is no longer valid. For example, if the choice to
individual or creature. This information is normally most closely invade a dragon’s lair is read to be unfavorable, the party might
guarded, and can in many instances be used to achieve power decide to increase its numbers, in which case the unfavorable
or influence over the creature in question. It is, for instance, often reading would no longer apply. A second application of the spell
used in connection with the spell truename, as it grants the might be used to determine the new outcome.
caster the knowledge needed to employ that spell’s effects, as
well as when attempting to coerce creatures from other planes Light of Truth (Alteration, Evocation)
of existence.
Level: 9 (savant) Components: V,S,M
The spell requires at least a week of meditation and divination, Range: 60’ Casting Time: 10 minutes
during which time the caster must burn special herbs worth at Duration: 10 min./level Saving Throw: None
least 1,000 g.p. At the end of that time, the target is entitled to a Area of Effect: One light source
saving throw vs. death magic. If successful, the caster does not
glean the true name of the subject; the caster must then make a This spell allows the caster to transform some light source (a
saving throw vs. spells or have his own true name suddenly torch, lantern, staff with continual light cast upon it, etc.) into a
known by the subject! Naturally, this alerts the subject to what powerful tool of detection. Any lie, obfuscation, or deception
the caster has been doing, and he might well decide to take uttered aloud while the light falls upon the speaker becomes
advantage of the new-found information to wreak his own instantly revealed as false to all who hear it. All illusions touched
revenge. If both saving throws succeed, the caster may elect to by the light of truth become translucent, revealing their nature.
continue, with another 1,000 g.p. worth of herbs, and another The spell must be cast on an object within 60’ of the caster, and
saving throw for the subject (and possibly for the caster as well). its effects last for 10 minutes per caster level. The light source
is not used up by the casting, but may naturally expire while the
Know Self (Alteration, Abjuration) spell is in effect. If that happens, the spell ends.
66
The lucky streak begins in 1d6+6 hours and lasts for 1d8 days. the number of weights equals the number of charges in the item,
Only one lucky streak can benefit a given person at a time; if two the scales will be brought into balance. The scale and weights
such lucky streaks are predicted for the same person in an can be re-used.
overlapping time period, the result will, in fact, be an unlucky
streak during the period of overlap (see below). The target of the Minor Morphing (Alteration)
spell must be within 20’ of the caster when the spell is cast.
Level: 1 (jester) Components: V,S
The spell requires the use of the caster’s divinatory tools, which Range: 30’ Casting Time: 4 segments
are not consumed during the casting. The reverse of the spell, Duration: 1 turn/level Saving Throw: Neg.
ill-luck, is a prediction of an unlucky streak, whose effects are Area of Effect: One creature
the reverse of those listed above. The unlucky streak lasts for
1d4+1 days. This spell effects a minor alteration in the physical appearance
of another creature. He could, for instance, cause leaves to grow
Lucky Draw (Alteration) on the target, change its skin color, cause it to sprout horns, or
turn its ears into those of a donkey. The target of the spell must
Level: 2 (bard) Components: V be within 30’ of the caster, and the effect lasts for a maximum of
Range: 30’ Casting Time: 4 segments 1 turn per level. It is not possible to change the target’s
Duration: Instantaneous Saving Throw: None appearance into that of another specific person (i.e., one could
Area of Effect: Special not use it to disguise someone as someone else), or to change
his racial appearance (e.g., turn someone into a half-orc). Height
This spell allows the caster to alter some chance-based and weight are not affected by this spell. It cannot be used to
outcome, such as a roll of the dice, a hand of cards, the flip of a grant (or remove) any special powers such as flight, underwater
coin, and so on. (Note that this does not mean that rolls of dice breathing, etc. A remove curse or dispel magic spell cancels the
by the players or game master can be altered—this is limited to effect.
in-game activities undertaken by characters or NPCs.) The tools
of chance to be altered must be within 30’ of the caster, and Palm of My Hand (Enchantment/Charm)
must be able to be seen. One such outcome can be “fixed” per
caster level, as long as he maintains the incantation. Level: 1 (jester) Components: V,S
Range: 60’ Casting Time: 5 segments
Martial Airs (Alteration) Duration: 1 round/level Saving Throw: Neg.
Area of Effect: 40’x40’ square
Level: 3 (bard) Components: V
Range: 20’ Casting Time: 6 segments This spell allows the caster to increase the effectiveness of his
Duration: Special Saving Throw: None verbal patter abilities on a particular audience (or portion of the
Area of Effect: All friendly combatants audience). He will have them “eating out of the palm of his
hand,” hence the name of the spell. The enchantment affects up
This spell allows the caster to improve the fighting quality of to one creature per caster level, as long as all are within a 40’ x
those around him. All those friendly to the caster in a 20’ radius 40’ area that is centered on a point within the range of the spell
will strike in melee as if they were fighters, rather than their (which can be up to 60’ away from the caster). All creatures
normal class. Those who are already fighters or cavaliers within the area of effect get a single shared saving throw (the
receive a bonus of +1 on their “to hit” rolls. This applies to missile save of the toughest individual); if one saves, they all do. If this
combat as well, but does not improve hit points, armor class, or spell is used on a subset of a larger audience, the game master
saving throws. The spell lasts for as long as the caster maintains should roll singly for the enchanted and non-enchanted
the incantation, but there is a maximum duration of one minute members of the audience, but apply the bonus only to the
per caster level. This cannot be combined with any other spell former; it is possible for the one to be affected by the jester’s
effect that gives bonuses in combat (bless, etc.). patter, and the other not to be. The jester gains a 25% bonus
when attempting verbal patter on those “eating out of the palm
Measure (Divination) of his hand.” The effect lasts for 1 round per caster level.
67
effect, the caster can detect secret and concealed doors as if he general idea of which plane of existence it has traveled to. More
were an elf (elves get a +1/+5% bonus to detecting such things), detailed information can be obtained, as indicated below:
and gets a +1 bonus to all surprise rolls. The spell lasts for as
long as the caster maintains the incantation. TABLE 109: PLANETRACK
Base
Phantom Stalker (Conjuration/Summoning) Minimum Chance of
Information Revealed INT+WIS Success
Level: 7 (magic-user, savant) Components: V,S,M Destination plane 30 70%
Range: 10’ Casting Time: 1 round Layer of destination plane (if 31 60%
Duration: Special Saving Throw: None applicable)
Area of Effect: Special Within 100 miles of destination 32 50%
Within 1 mile of destination 33 40%
This spell will conjure a phantom stalker from the elemental Within 20 yards of destination 34 30%
plane of earth, compelling it to serve against its will. The creature
will obey the summoner even without the latter concentrating, In all cases, add the caster’s intelligence plus wisdom as a
but the stalker will immediately seek to pervert its instructions by modifier to the chance of success. If the caster has access to a
following them to the letter, thus seeking to bring about the doom crystal ball, it automatically adds 25% to the chance of success.
of its master so that it can return to its home plane. There is The game master should roll a single set of percentile dice to
always a 5% chance that the stalker will outright turn on its determine success. The roll indicates just how much information
summoner. If the summoner is slain before the expiration of the the spell reveals.
spell, the stalker will remain in the Prime Material Plane to wreak
havoc. Note that any given spellcaster can only have one stalker For example, famed mystic Larson the Pious is battling a
of any type (phantom, invisible, etc.) under his control at any fearsome marilith demon. Sorely pressed, she flees to her
given time. palace in the Abyss. Larson, who has a combined intelligence
and wisdom of 33, casts planetrack and rolls a 61. He easily
Planar Stability (Alteration) divines the destination plane (103% chance), the layer of the
plane (93% chance), knows to within 100 miles on the layer
Level: 3 (savant) Components: V,S,M where the quarry is (83% chance), and even to within a mile on
Range: Touch Casting Time: 3 segments the Abyssal plane (73% chance). Due to the limitations of his
Duration: 1 week + 1 week/level Saving Throw: None intelligence and wisdom, that is as much information as he could
Area of Effect: One magical item hope to gain from the spell. Had he but a single point of wisdom
or intelligence more, he would have been able to track the
This spell allows the caster to “stabilize” any one magical item demon to within 20 yards of her lair (63% chance), but
for planar travel. The caster must touch the item in question, and unfortunately he must make do with what he can get.
only one item may be treated per spell; of course the spell may
be cast multiple times, so long as it is cast on a different object If the creature in question has an innate magic resistance, the
each time. Any enchanted weapon or armor treated by the spell creature is entitled to a magic resistance roll to see if its trail is
retains one “plus” that it would otherwise have lost moving from masked from the planetrack. The spell is particularly useful in
one plane to another. For example, a long sword +3, if taken to protracted battles with powerful extra-planar beings who often
the astral plane, would normally only have a +2 bonus on that use their powers of planar travel to elude enemies, only to have
plane. If treated by this spell, it retains its +3 enchantment. If that their foes arrive a minute later in a place they had thought a safe
same blade were taken to the Nine Hells (for example), it would haven. The spell must be cast within five minutes of the target
have a +2 enchantment, rather than +1, as it normally would creature’s departure, requires some sort of divination tool, and
have. The effect lasts for one week plus an additional week per may only be cast once per target creature per caster, in any 24-
caster level, in subjective time. hour period.
This spell allows the caster to determine where in the multiverse By means of this spell, the caster creates a miniature extra-
some creature has gone. Whether by gate, astral or ethereal dimensional space inside another (ordinary) space. The extra-
travel, summoning or conjuration, teleport, or any other means, dimensional pocket will be a 10’ cube, plus 1’ per caster level
the caster can sense the trail of the target creature and have a (e.g., a 10th level caster creates a cube 20’ on each side). The
pocket has sufficient light, heat, and air to sustain life for the
68
duration of the spell. It must be within 30’ of the caster. The event he desires to learn the outcome of, but the answer will be
object upon which the spell is cast must have a volume of its both specific and shrouded in ambiguities, possibly couched in
own, plus a door, or other opening. The extra-dimensional space some sort of rhyme or bit of doggerel. For example, if predicting
can be entered and exited through that opening; the spell is the outcome of a future battle, the answer might be “A kingdom
often used to create the illusion that a great number of creatures bright and true shall fall, once the ring of steel’s been heard by
are entering or exiting from a place that should be far too small all.” Only one prediction can be made about any given subject
to accommodate them all. If anyone or anything is in the extra- by a particular caster.
dimensional space when the spell duration ends, they are
ejected unceremoniously from the opening. If the opening is Prophecy (Divination)
destroyed or otherwise uncompromisingly blocked to the point
where movement is impossible, those within the extra- Level: 5 (mystic), 4 (savant) Components: V,S,M
dimensional space are lost forever on the astral plane. It lasts Range: 0 Casting Time: 4 rounds
for 10 minutes per caster level. Duration: Instantaneous Saving Throw: None
Area of Effect: Special
Plant Friend (Abjuration)
By means of this spell, the caster can forecast a single future
Level: 2 (druid, mystic) Components: V,S event based on the current state of the world(s). It will always be
Range: Touch Casting Time: 2 segments granted in the form of a rhyme, couplet, quatrain, etc., and
Duration: 6-9 rounds Saving Throw: None couched in symbolism and allegory. The caster may attempt to
Area of Effect: One creature confine his prophecy to a specific future event such as a war,
election, the next harvest, or a specific person such as a king,
This spell causes all implements made of plant material to resist guild master, bride, and such. If so, he has a 2% chance per
inflicting any harm upon the caster or other individual he touches experience level, plus 1% per point each of wisdom and
as the spell is cast. The protection lasts for 1d4+5 minutes. This intelligence, of doing so. The caster knows if the prophecy deals
protection extends to weapons that are made entirely of wood with the intended subject or not. If he fails, or if he does not
(such as quarterstaffs, clubs, etc.), but not to those that merely specify what sort of event or individual will be the object of his
have wood as a component of their construction (such as spears prophecy, the game master may determine such randomly
or arrows). Such weapons deal the minimum possible amount (although the exact event described by the prophecy will remain
of damage on the person thus protected. Spells such as unknown):
entangle have no effect, and purely plant-based creatures such
as vegepygmies react favorably to the character (but such TABLE 110: PROPHECY
reaction instantly turns to one of hostility if the object of their Die Roll Object of Prophecy
friendship attacks). 01-10 The prophet’s home nation
11-25 The nation in which the prophet is currently
dwelling
26-30 The prophet’s home town or district
31-49 The town or district where the prophet currently
dwells
50-65 Someone close to the prophet
66-75 A casual acquaintance
76-80 A complete stranger, unknown to the prophet
81-95 A famous personage
96-00 The prophet himself
69
This spell affords the caster, or someone he touches, complete This spell allows the caster to “hold” some other spell in
immunity from diseases. This includes natural diseases (such readiness until such time as it is required. It is thus especially
as might be gotten from a miasmic bog), as well as those useful when applied to spells with very long casting times. The
transmitted by the bite or touch of certain creatures (such as caster can only have one such spell ready at any given time, of
mummies, giant rats, otyughs, etc.). The spell lasts for 1 hour course; it requires that the caster maintain the incantation until
per caster level. It will not cure someone of a disease he already such time as he wishes to activate the other spell. When that
has contracted. happens, treat it as if it had a casting time of but 6 seconds (1
segment), regardless of its actual casting time. If the caster’s
Quantify (Divination) concentration should be interrupted by some agency (taking
damage, magical silence, etc.), both the ready spell and the
Level: Cantrip (savant) Components: V,S,M spell that was on hold are lost. The casting time of the ready
Range: 10’ Casting Time: ½ segment spell itself is the same as the spell to be held ready. For
Duration: Instantaneous Saving Throw: None instance, if a 4th level spell with a casting time of 3 turns is
Area of Effect: Special readied, the ready spell spell would have a casting time of 3
turns, and would require 1 segment to activate.
This spell allows the caster to measure the weight, length,
height, or width of some object or space. The object to be Redirection (Abjuration)
measured must be within 10’ of the caster, and can itself be no
more than 20’ on a side. The spell will return the exact weight or Level: 4 (magic-user) Components: V,S
measurement. The spell requires a small (1”) measuring stick, Range: 0 Casting Time: 1 segment
which can be re-used. Duration: Instantaneous Saving Throw: Neg.
Area of Effect: Special
Read Savant Magic (Divination) Reversible
This spell allows the magic-user to redirect the energy of any
Level: 1 (savant) Components: V,S,M spell cast upon him, redirecting it back upon the original
Range: 0 Casting Time: 1 round spellcaster, or off to some other target. The spell to be redirected
Duration: 2 rounds/level Saving Throw: None must be of 3rd level or below, must be directed specifically at
Area of Effect: Special the magic-user (thus, area effect spells cannot be redirected),
and cannot be bestowed by touch. Range of the redirected spell
This spell allows the caster to understand magical writings, is dependent on the range of the original spell; the spell can only
scrolls, and inscriptions written in magical scripts used by travel as far as it had range remaining. Example: a magic missile
savants. The spell lasts for two minutes per caster level, and spell is cast by a 4th level magic-user from 60 feet away.
requires the use of a crystal prism (which is not destroyed by the Normally the spell has a range of 100’. It could therefore be
casting). When used on scrolls, spell books, and such, the spell redirected back at any target within 40’ of the spellcaster. This
enables the caster to determine what is contained within spell can be cast out of normal initiative order; as soon as the
(although doing so usually triggers cursed scrolls and the like). spellcaster realizes he is the target of a spell, this counter-spell
can be cast, unless the magic-user has already acted in the
A savant never needs this spell to read his own spell book, or a round, in which case he could not.
spell he inscribed, of course. Once the spell is used on a given
piece of magical writing, it need not be used again; a savant Refresh (Abjuration)
could use it to determine the contents of a magic scroll (as long
as the scroll contained a savant spell), and then later, when he Level: 2 (bard) Components: V
wishes to actually use the scroll, would not need to cast read Range: 20’ Casting Time: 4 segments
savant magic again. Duration: Instantaneous Saving Throw: None
Area of Effect: One creature
The reverse of the spell, unreadable savant magic, enables the
caster to render magical writings indecipherable, even by means This spell reinvigorates one target creature within a 20’ radius.
of a read savant magic spell, until it wears off or is dispelled. The target feels instantly refreshed, all natural fatigue or
drowsiness gone, the effects of magical sleep removed, and
even the effects of paralysis (as that of ghouls and other
70
creatures) ended. It will not remove the effects of a hold person Resist Water (Abjuration)
spell, however.
Level: 3 (mystic) Components: V,S
Relive Memory (Enchantment/Charm) Range: Touch Casting Time: 3 segments
Duration: 7-10 rounds Saving Throw: None
Level: 2 (illusionist) Components: V,S Area of Effect: One creature
Range: 30’ Casting Time: 2 segments
Duration: 1 round/level Saving Throw: Neg. This spell provides a resistance to any sort of water-based
Area of Effect: One creature attack or other harm to either the caster or some other person
he touched. The effect lasts for 1d6+4 minutes. This resistance
This spell allows the caster to force any single creature within results in a reduction of -2 h.p. damage per die when under
30’ to relive a memory that is somewhat similar to the current attack by water-based creatures such as water elementals.
surroundings and situation. For instance, if engaged in melee in Damage from floods, being swept along a raging river, crashing
a dungeon corridor, the target would flash back in his own mind on rocks in a small boat, and the like, is similarly reduced by -2
to some previous encounter where he had done so, perhaps h.p. per die. The spell does not enable the target to actually
fighting some different foe. If riding a horse across a field, the breathe water, but for the duration of the spell he suffers no
target would flash back to some previous time when he had harmful effects of drowning. The subject must be able to breathe
done so, perhaps with different companions beside him. If the normally when the spell expires, however, or else the lack of
caster is aware of a specific memory that would fit the situation, oxygen will suddenly catch up to him and death will almost
he can choose it. If not, roll to determine the effect of the relived certainly ensue.
memory. If the effect does not apply to the current situation, no
memory is relived and the spell is ignored:
The relived memory lasts for 1 round per level of the caster.
71
Note that this will even restore those who were targeted by a death (-10 hit points) can break the concentration thus achieved.
polymorph other spell and lost their saving throw to retain their In combat, it allows the caster to function at up to -7 hit points
mind. No system shock roll is required when using this spell. The without flinching, but only with the proviso that he never rests;
spell requires a sprig of moly, which is destroyed as the spell is he must constantly be attacking, charging, parrying, or
cast. otherwise engaged in activity. Even a single round of standing
still (including taking time to be cured, drink a potion, or
Sacred Place (Evocation) otherwise engage in non-combat activities) breaks the spell. The
spell lasts for as long as the caster can maintain his activity.
Level: 5 (mystic) Components: V,S When walking or running, this allows the caster to keep moving
Range: 60’ Casting Time: 5 hours for eight or four hours, respectively.
Duration: Special Saving Throw: None
Area of Effect: Special Sharp Note (Evocation)
This spell allows the caster, by means of communing with the Level: 1 (bard) Components: V
particular spirits of a place or object, to store magical energy Range: 60’ Casting Time: 2 segments
within it that can then be tapped into later. Each caster may only Duration: Instantaneous Saving Throw: None
have one sacred place operative at any given time, and no more Area of Effect: 1 target/2 levels
than two sacred places can be extant within a mile of each other
(if someone attempts to create such a place within a mile of an This spell creates a sharp sonic barb that strikes one target
already-existing sacred place, the new one will simply not creature within 60’ of the caster. The target must be within line
“take”). Two different casters cannot “charge” the same sacred of sight, and no other creatures can be between the caster and
place. the target. The sharp note deals 1d6 h.p. of damage. For every
two levels of experience beyond the first, the caster can affect
Each week the caster performs this spell at the same place, he another target with the sharp note (i.e., two at 3rd level, three at
adds one spell level’s worth of energy, up to his current level 5th level, etc.).
(thus, a 19th level mystic could store up to 19 levels worth of
magical energy in the sacred place). The spell must be cast Shout (Evocation)
within 20 yards of the specific point designated as the sacred
place (a spring, boulder, tree, cave, etc.). If the same caster fails Level: 3 (bard) Components: V,M
to maintain the chain of spellcasting for four continuous weeks, Range: 0 Casting Time: 1 segment
the entire storehouse will be drained, and the caster must start Duration: Instantaneous Saving Throw: Neg.
over. Area of Effect: 30’ x 10’ cone
While within 20 yards of the sacred place, the caster may cast This spell allows the caster to issue forth an incredibly loud noise
any spell (subject to the limits of the highest-level spell he could beginning at his mouth and forming a cone some 30’ long and
normally cast) using the energy stored in the sacred place, 10’ wide at its end. Any creature within the area of effect must
without using up the spells he had memorized through the make a saving throw vs. spells; failure indicates it is deafened
normal process. Each spell so cast drains the sacred place of for 2d6 minutes and must take 2d6 h.p. of damage. Anything
that many spell levels, until the sacred place is completely within the area that might normally be disrupted or destroyed by
drained. It may, of course, be built up by more repeated castings loud noise (crystals, glass, wall of ice, etc.) will be shattered. The
of the sacred place spell. spell can only be used once per day; more than that will deafen
the caster permanently.
Selflessness (Alteration)
This spell cannot be cast underwater, save within the area of
Level: 4 (mystic) Components: V,S effect of an airy water spell.
Range: 0 Casting Time: 4 segments
Duration: Special Saving Throw: None Skyhook (Alteration)
Area of Effect: Self
Level: 2 (jester) Components: V,S,M
This spell allows the caster to “lose himself” in the moment of Range: 10’ Casting Time: 2 segments
whatever he happens to be doing, be it walking down a tree- Duration: 1 round/level Saving Throw: None
lined path, playing chess, casting another spell, engaging in Area of Effect: Special
melee, or whatever else may be envisioned. For ordinary
activities, the spell grants a temporary bonus of +25% (or +5, as This spell creates an invisible “hook” in mid-air, from which the
applicable) to the chance of success for that task. If cast before caster can then hang things that could normally be hung from a
some other spell that requires concentration to maintain, the hook. The invisible hook must be within 10’ of the caster when
selflessness spell allows the caster to maintain his concentration the spell is cast. It will hold 100 pounds of weight plus 10 pounds
even if he suffers damage. In fact, nothing short of physical per caster level, and does not move with the caster. The material
72
component of this spell is a small brass hook, which disappears Song of Combat (Enchantment/Charm)
as the spell is cast.
Level: 3 (bard) Components: V
Sobriety (Abjuration) Range: 60’ Casting Time: 6 segments
Duration: Special Saving Throw: None
Level: 2 (mountebank) Components: V,S,M Area of Effect: Special
Range: Touch Casting Time: 2 segments
Duration: Instantaneous Saving Throw: None This spell raises the experience level of any single fighter or
Area of Effect: One creature cavalier (or sub-class) by one for the duration of the spell. This
person must be named by the caster and within 60’ at the time
This spell is a special form of the neutralize poison spell that of the incantation. Hit points are temporarily increased during
allows the caster to completely and instantly remove the effects this time, and any damage taken while the spell is in effect will
of alcohol or other drugs that have the function of impairing be taken first from those additional and temporary hit points. The
judgment and coordination, causing drowsiness, and the like. It effect lasts for as long as the caster maintains the incantation,
will not function on more potent toxins, and will in no case heal plus a like amount of time once the incantation is completed. In
damage caused by breathing, drinking, or eating poison. addition, any fighters or cavaliers (or sub-classes) within 120’
get a +5% bonus to their morale while the incantation is being
Social Grace (Alteration) sung, but not afterwards.
73
has no control over which exact spirit comes forth; this is All winds can be invoked in whatever direction the caster
determined randomly: chooses, emanating from his pointing finger. They appear in a
cone some 200 yards long and 160’ wide at the base. The effect
TABLE 112: SPIRIT GIFT I of the spell can be called upon once, no more than one hour
Dragon after the spell is cast. If a spirit gift spell (of any level) is cast on
Die Roll Spirit Effect someone already affected by a spirit gift, the second spell has
1-2 Silver Duration of all spells cast is doubled no effect and is lost. The spell requires the feather of a non-
3-4 Electrum Initiative bonus of -2 natural creature (of any type, such as hippogriff, sphinx,
5-6 Gold +2 to all saving throws vs. spells pegasus, etc.), which is destroyed during the casting.
The effect of the spell lasts for an hour. If a spirit gift spell (of any Spirit Gift III (Evocation)
level) is cast on someone already affected by a spirit gift, the
second spell has no effect and is lost. The spell requires the Level: 5 (mystic) Components: V,S,M
scale of a dragon (of any type), which is destroyed during the Range: 0 Casting Time: 5 segments
casting. Duration: 1 hour Saving Throw: None
Area of Effect: Self
Spirit Gift II (Evocation)
This spell allows the caster to invoke one of the Spirits of the
Level: 3 (mystic) Components: V,S,M Flowers, either in himself or on someone he touches. The caster
Range: 0 Casting Time: 3 segments has no control over which exact spirit comes forth; this is
Duration: 1 hour Saving Throw: None determined randomly:
Area of Effect: Self
TABLE 114: SPIRIT GIFT III
This spell allows the caster to invoke one of the Spirits of the Die Flower
Winds, either in himself or on someone he touches. The caster Roll Spirit Effect
has no control over which exact spirit comes forth; this is 1 Rose Immune to all magical aging, withering, or
determined randomly: slowing, plus all attacks against the
recipient are reduced by 1 h.p. of damage
TABLE 113: SPIRIT GIFT II per die, regardless of type (min 1 per die).
Die Wind 2 Lily Immune to all water-based damage,
Roll Spirit Effect including attacks by creatures from the
1 East The recipient can bring into effect a single elemental plane of water. Half damage
sudden 75 mph hurricane-force wind. The done by steam, ice, etc. Able to breathe
wind knocks down people, light structures, water during the duration of the effect.
etc. Individuals caught in the wind are blown 3 Thistle Immune to all fire-based damage, both
back some 5d6 yards and suffer 5d6 h.p. of mundane and magical in nature, including
damage. red dragon’s breath and attacks by
2 South The recipient brings into effect a sudden 50 creatures from the elemental plane of fire.
mph gale with a temperature of 100° F. All 4 Pansy Immune to all forms of cold- or ice-based
those in the area of effect must save vs. damage, whether magical or mundane,
spells or have their strength and constitution including white dragon’s breath and
scores reduced by -1 for 5d6 minutes. For attacks by creatures from the para-
creatures without such scores, reduce all elemental plane of ice.
rolls “to hit” by -2, and all damage rolls by
-1, for the duration of the effect. The effect of the spell lasts for an hour. If a spirit gift spell (of any
3 West The recipient brings into effect a sudden 35 level) is cast on someone already affected by a spirit gift, the
mph fresh gale. All those in the area of effect second spell has no effect and is lost. The spell requires a whole
must make a saving throw vs. spells or flee fresh flower (of any type), which is destroyed during the casting.
in fear (as per the spell) in the same
direction the wind blows. Spirit Gift IV (Evocation)
4 North The recipient can bring into effect a sudden
25 mph strong breeze with a -10° F Level: 7 (mystic) Components: V,S,M
temperature. All those within the area of Range: 0 Casting Time: 7 segments
effect must save vs. spells or have their Duration: 2 hours Saving Throw: None
movement slowed to half speed and their Area of Effect: Self
melee attacks reduced to half normal
frequency. This spell allows the caster to invoke one of the Spirits of the
Seasons, either in himself or on someone who is touched. The
74
caster has no control over which exact spirit comes forth; this is
determined randomly:
75
TABLE 119: ARCHON SUB-TABLE more inclined to indulge in trivial conversation, only giving
Die Roll Archon Type substantive answers when seriously pressed.
01-50 Hound
51-89 Warden Most spirits will remain in a body for 1d20 minutes plus the
90-98 Sword minimum duration listed above. If the reaction adjustment was
99-00 Tome particularly positive, and the need is particularly great, the game
master may use his discretion to say that the spirit will remain
TABLE 120: CHAOTIC GOOD SPIRIT POSSESSION until a particular criterion is fulfilled. Such exceptions should be
Die Roll Type of Spirit Duration exceedingly rare, however, and will probably be accompanied
01-33 Dead 40 min. by other requirements, such as the sacrifice of 50% of all
34-83 Deva 30 min. treasure recovered to the deity whom the spirit serves, at the
84-89 Foo Creature (Dog) 20 min. very least. If the caster wishes, he may attempt to dispel the
90-95 Foo Creature (Lion) 10 min. spirit before it wishes to go; in such cases, there is a base 50%
96-97 Planetar 20 min. chance of success. For every point of intelligence difference
98 Solar 10 min. between the spirit and the caster, there is a 5% modifier
99-00 Demon See below (negative if the spirit’s intelligence is higher, and positive if the
reverse is true). The attempt can only be made once; if it fails,
TABLE 121: DEVA SUB-TABLE the spirit remains until it is good and ready to depart.
Die Roll Deva Type
01-55 Movanic Spirits of the lower planes (such as devils, daemons, and
56-80 Monadic demons) occasionally roam the ethereal plane, keeping an eye
81-00 Astral out for persons inviting spirits to possess them, then swiftly
occupying the body before some more benevolent spirit can do
For all spirits except devils, daemons, and demons, a reaction so. There is a 2% chance of this happening per casting of the
roll should be made, with a +25% adjustment, but no charisma spell (the GM should determine type randomly). Once firmly
adjustment. The result determines the sort of assistance (if any) ensconced, they attempt to impersonate some other type of
the spirit provides. A hostile reaction will, of course, result in spirit, with the ultimate aim of retaining control, faking both the
nothing but belittling, sniffing about how poorly the caster has departure of the “good spirit” and the restoration of the host to
lived up to the ideals of his alignment, and so forth. A neutral control of his body. An exorcism spell, or similar magical
reaction may (45% chance) result in some very minor bit of coercion, is required to dislodge the evil spirit, but there is a -
information that will help the caster, but almost certainly will be 20% modifier to the chance of success, owing to the fact that the
couched in rhyme, metaphor, and obscurity. A positive reaction spirit was invited to possess the body in the first place.
will, at the very least, result in substantive information useful to
the caster, and may, depending on how positive the reaction Steadfast Mount (Alteration)
was, result in the spirit remaining in the body of the caster long
enough to work directly through him. If the caster is in immediate Level: 4 (bard) Components: V
physical danger, there is a +35% adjustment to the reaction roll; Range: Special Casting Time: 1 round
if it is positive, the spirit acts out through the caster, battling Duration: Special Saving Throw: None
whatever sort of danger presents itself. Once that is completed, Area of Effect: One mount
the spirit departs.
This spell allows the caster to cause some beast of burden,
A spirit in possession of a body can employ whatever physical whether it be a horse, mule, hippogriff, or even an elephant, to
or magical powers the body itself possesses (including increase one or more of its abilities:
knowledge of any relevant command words for magic items,
etc.). In addition, it can employ whatever magical abilities it • Double its capacity to carry burdens
would otherwise be able to use, but none of the physical. Thus, • Double its speed
an astral deva “horsing” a mortal body (as the practice is • Double the amount of time it can travel without tiring
sometimes called) would be able to dispel invisibility or
polymorph self, but would not have its fearsome mace. The caster can alter one of those factors in one animal per
experience level. The creature must remain within 120’ for as
Spirits of the dead cannot employ any special powers, but have long as the incantation is recited, but the effect of the spell lasts
all the knowledge that they did in life; 80% of the time, the dead for as long again as the incantation was maintained. For
spirit will be a loved one or close associate of the caster. It does example, a 12th level bard can double the carrying capacity and
whatever it can to extend its time back in a mortal body, speed of six horses. He sings the incantation for four hours,
particularly enjoying simple physical pleasures such as eating, during which time the beasts are able to carry twice as much as
drinking, and lovemaking. The game master should use the spell normal, twice as fast. After four hours elapse, he ceases the
speak with the dead as a guideline, but the spirit will be much incantation, meaning the horses can continue their doubly heavy
76
burden at double speed for four more hours, for a total of eight Sympathy (Enchantment/Charm)
hours.
Level: 5 (bard) Components: V
Stream (Alteration) Range: 30’ Casting Time: 1 round
Duration: 1 day Saving Throw: Neg.
Level: 2 (jester) Components: V,S,M Area of Effect: Special
Range: 0 Casting Time: 2 segments
Duration: Instantaneous Saving Throw: None This spell allows the caster to convince all within earshot (who
Area of Effect: Special can understand him) that a particular individual has been
unjustly victimized. He engenders in them a heartfelt and
This spell causes a stream of objects (or material) to spray from overwhelming desire to see those wrongs righted. All those
the hand of the caster. There are several possible effects, within 30’ of the caster can be affected; only those with an
depending on the material component used: intelligence of 14 or higher are entitled to a saving throw vs.
spells to resist the spell. Those affected by the spell will not
TABLE 122: STREAM endanger their own life and liberty, or put themselves in poverty,
Component Effect but do their utmost (short of laying down their lives) to help the
Used poor, oppressed focus of their sympathy. The effect will last for
Butterfly wing Stream of 600 butterflies blinds everyone one day at most, or until such time as a meaningful gesture has
within 25’ for 2 rounds been made, after which time all feelings of sympathy from the
2 oz. water Seltzer shoots forth in 6’ x 2” stream for 1 spell will dissipate.
round, soaking anything in range (puts out
non-magical fires), any creature hit gets -3 Telepathy (Divination, Alteration)
initiative penalty
1 g.p. gem 10-40 gems, base value 1 g.p. each, shoot Level: 4 (mystic) Components: V,S,M
forth 30’ from the caster’s hand. Each does Range: ¼ mile per level Casting Time: 4 segments
1 h.p. of damage to creatures in its path. Duration: 2 min./level Saving Throw: None
They turn to ordinary stones after 1 hour. Area of Effect: One creature
2” x 2” paper Confetti bursts from the caster’s hand in a
10’ cloud; all creatures within the cloud are This spell allows the caster to engage in silent, direct mind-to-
stunned for 1 round mind communication with another creature. The caster must
6” string A 15’ long by 1’ wide stream of colorful, but know the general location of the creature in question (for
sticky, string shoots forth from the jester’s example, “in the village” or “in the castle”), and must be within
hand. A single creature can be caught in the one-fourth mile per caster level. Communication is allowed just
string, as if caught in a web spell. as if the two were standing next to one another, but neither
individual shares any information that he does not wish to share.
Note that the material component used in the spell is consumed The spell’s effect lasts for two minutes per caster level. Note that
during the casting. this spell does not impart the ability to understand the language
spoken by the other creature, nor does it impart emotions or
Sunrise (Evocation) images. The material component for this spell is a pair of tiny
metal cylinders connected by a short piece of wire. The
Level: 2 (mystic) Components: V,S component is destroyed during the casting.
Range: Touch Casting Time: 2 segments
Duration: 22 minutes Saving Throw: None Teleport Other (Alteration)
Area of Effect: Special
Level: 7 (bard) Components: V
By means of this spell, the caster can infuse himself (or some Range: 30’ Casting Time: 1 round
other whom he touches) with the very spirit of the sunrise. This Duration: Instantaneous Saving Throw: Neg.
has the effect of causing the target to glow with the power of the Area of Effect: One creature
dawning sun. He radiates light that has all the effects of actual
sunlight (thus affecting vampires, impairing those races who This spell allows the caster to choose a single individual within
suffer in full sunlight, degrading drow armor and cloaks, etc.). a 30’ radius (and within line of sight) and teleport him (without
One minute after the spell is cast, the glow radiates 10’ in all chance of error) to some destination with which the caster is at
directions; after two minutes it radiates 20’, and so on, until 6 least somewhat familiar. The target is entitled to a saving throw
minutes have passed and the light radiates a full 60’ in all vs. spells, and magic resistance applies. The spell cannot be
directions. The light lasts for a total of 22 minutes, with the radius used to cross from one plane of existence to another.
decreasing by 10’ every minute for the final 6 minutes (beginning
at minute 16).
77
This spell allows the caster to create three separate types of This spell calls forth a shower of razor-sharp frozen shards that
shadows. Each lasts for as long as the caster maintains the seek out any single target within a radius of 90’ plus 10’ per
incantation. The caster may create one shadow (of any type) per caster level. The volley of icicles inflicts 7d6 h.p. of damage on
experience level, but the shadows must be within 90’ of the the target, and those creatures which are composed of, or are
caster at all times, or they will dissolve. based in, flame suffer an additional 14 points of damage. Cold-
based creatures are immune to the effect.
• Swift shadows. The caster may create moving, swiftly
shifting shadows in whatever guise he desires. These Volley of Javelins (Alteration)
shadows dart to and fro amongst an enemy, distracting
and frightening them. Those distracted by such a Level: 5 (bard) Components: V,M
shadow suffer a +1 penalty to initiative and a -1 penalty Range: 20’ Casting Time: 4 segments
“to hit” in melee or when firing missile weapons. Duration: Instantaneous Saving Throw: None
• Slow shadows. This creates a zone of shadow some Area of Effect: Special
10’ in diameter that obscures all within. It can move at
up to 20’ per minute. All those within are, of course, This spell allows the caster to launch any available javelin within
obscured from detection. Direct sunlight or a continual a 20’ radius as if it were shot from a throwing stick (aka atlatl).
light spell renders the slow shadow only 50% effective. The javelin has a chance to hit its target equal to the caster’s, as
• Still shadows. This creates a zone of shadow, within if he actually fired the missile himself (non-proficiency penalties
which the chance to hide in shadows (as per the do not apply). As many as two such javelins can be launched
thieving ability) is doubled. Direct sunlight or a per minute, and the volley can be continued for as long as the
continual light spell renders the still shadow only 50% caster maintains the incantation, provided the supply of javelins
effective, thus only increasing the hide in shadows is not exhausted. If any magical javelins are available, they too
chance by 50%. may be fired at such targets as the caster chooses. When
calculating the chance of each javelin to hit, treat each as being
Volley of Arrows (Alteration) at short distance, regardless of the actual distance, up to 90
yards. The missiles can be fired at a single target or multiple
Level: 6 (bard) Components: V,M targets (up to two javelins per round), as the caster wishes.
Range: 20’ Casting Time: 1 round
Duration: Instantaneous Saving Throw: None Volume (Evocation)
Area of Effect: Special
Level: Cantrip (savant) Components: V,S
This spell allows the caster to launch any available arrow (or Range: 10’ Casting Time: ½ segment
crossbow bolt) within a 20’ radius as if it were shot from a long Duration: 3 seconds (approx.) Saving Throw: None
bow (or heavy crossbow). The shot has a chance to hit its target Area of Effect: One book/scroll
equal to the caster’s, as if he actually fired the missile himself
(non-proficiency penalties do not apply). As many as six such This spell allows the caster to cause a book or scroll to float
arrows can be launched per minute, and the volley can be down gently from a shelf into his hands. It will not move with
continued for as long as the caster maintains the incantation, enough force to overcome someone trying to hold onto it. The
provided the supply of arrows is not exhausted. If any magical book must be within 10’ when the spell is cast.
arrows are available, they too may be fired at such targets as
the caster may choose. When calculating the chance of each Weakness (Alteration)
arrow to hit, treat each as being at short distance, regardless of
the actual distance, up to 210 yards. The missiles can be fired Level: 3 (bard) Components: V,S,M
at a single target or multiple targets (up to one per missile per Range: Touch Casting Time: 3 segments
round), as the caster wishes. Duration: 1 hour/level Saving Throw: Neg.
Area of Effect: One creature
78
Timekeeping in Combat
Alternate Combat System For ease of bookkeeping, so that players and game masters
don’t need to keep track of every combat down to the second,
Many games feature combat as a central element, while others
combat is handled in rounds. Each round is the equivalent of
use it sparingly. How often the player characters find themselves
one minute. As a rule, characters in combat can take one action
in a combat situation depends on the style of play favored by the
per round, although there are certain exceptions to this, as noted
game master and the players, but it is almost certain that the
elsewhere in the rules.
player characters will find themselves in battle at some time.
Each round is divided into 10 segments, with each segment
In this alternate system, combat is handled in a fairly abstract
lasting 6 seconds. The segments help determine when a given
manner. Rather than playing out every thrust and parry, or giving
character or creature can act in a given round.
detailed (and often gory) descriptions of every cut and
contusion, the game presents combat as a series of die rolls.
Any action that, because of various circumstances, would take
place past segment 10, actually takes place in what are called
Despite the (often quite specific) rules presented herein, the
79
Surprise
In the close quarters of dungeon corridors or cavern tunnels,
cramped city alleyways, or the thickets of a forest, it is possible
for two creatures (or groups of creatures) to stumble upon one
another and be surprised by the sudden encounter. In such a
situation, dice are rolled to determine whether one or both
parties are surprised, and if so, for how long. In practical terms,
this means that one side or the other receives a penalty to their
initiative roll on the first round of combat (low = better, so a +2 likely to be surprised in a given situation. No matter the type of
to initiative is a penalty). Each “plus” is equal to a penalty of 1 die, a character or monster is only surprised on a roll of 1 or 2.
segment, or 6 seconds, during the round.
Each side (players and monsters/NPCs) rolls for surprise as a
When to Roll for Surprise whole. The following table gives the relevant modifier to initiative
on the first round of combat. Note that it is impossible for anyone
Surprise is possible in any situation where one side can’t plainly to be surprised to such an extent that he is unable to do anything
see or hear another. For example, if one side carries torches in a round. The worst that can happen is that he is almost
whose light radiates out in all directions, it is usually impossible guaranteed to go last.
for them to surprise a foe; a stealthy foe could surprise them,
however. Too, in open terrain, surprise is generally impossible
unless there are outstanding circumstances (one side is
concealed in camouflaged pits, for example). Surprise is most Surprise Hits (Optional Rule)
often a factor when one side opens a door or turns a corner in
an underground passage and then encounters the other, or in If your game master chooses, surprise can afford more of a
areas of close terrain such as dense woods. Use common sense bonus than simply allowing the surprising party to strike first in a
when deciding when one side or another would be surprised. round. In such cases, rather than giving a bonus to initiative,
Surprise only matters on the first round of combat. each “plus” in the Surprise table gives a chance to hit, with a
maximum of 5. Thus, if the monsters roll a 2 and the PCs roll a
How to Roll for Surprise 4, the monsters would each get 2 free bonus rolls “to hit” before
the PCs can react. If applied, this rule must be scrupulously
Most creatures roll a d6 when determining whether or not they applied to both monsters and player characters in order to
are surprised. However, some creatures or classes roll other maintain game balance.
types of dice. For instance, a ranger might roll a d8 instead of a
d6, meaning he is less likely to roll a 1 or a 2, and is thus less
3 Foes +2 Foes +1
4 Foes +3 Foes +2
5 Foes +4 Foes +3
6 Foes +5 Foes +4
7 Foes +6 Foes +5 No effect
8 Foes +7 Foes +6
9 Foes +8 Foes +7
10 Foes +9 Foes +8
11+ Foes +9 Foes +9
80
Initiative determines when in a given round a character or other If two characters are in melee with weapons, the character with
creature can act (this can be very important in situations where the shorter weapon length suffers an initiative penalty of +1. If
who gets to hit first could determine who lives and who dies). one character or creature is fighting without a weapon, the
There are 10 six-second segments in each round. Each unarmed character gets this penalty automatically.
character or creature involved in combat rolls 1d10 to determine
in which segment it gets to act, and adds whatever modifiers Pole Arms
may be appropriate. Initiative is modified (on the first round of
combat) by surprise, and certain combat actions such as If a number of creatures are using pole arms while fighting in
charging, attack, and such. formation (that is, in ranks with their weapons pointed out
towards the enemy), they usually get an automatic first strike,
TABLE 125: INITIATIVE MODIFIERS regardless of the initiative roll, due to the fact that a swordsman
Cause Initiative Modifier has to first get through the massed formation of blades and
Dexterity Per ability score description points in order to reach them. The number required for this
Magic spell or scroll in hand Casting time of spell in bonus depends on the circumstances; in a dungeon corridor, as
segments few as two or three creatures could keep an enemy at bay. In
Magic scroll (not already in +1d6 plus casting time of larger quarters, more would be required. If two groups are both
hand) spell in segments armed with pole arms, the group with the longest weapon length
Misc. magic item +1 strikes first. If the lengths are identical, they strike
Potion (not already in hand) +1d4+1 simultaneously.
Priming oil flask with burning +5
rag The following are considered pole arms: awl pike, bardiche, bec
Rod +3 de corbin, bill, bill hook, fauchard, fauchard-fork, glaive, glaive-
Shorter weapon in melee +1 fork, glaive-guisarme, guisarme, halberd, lucern hammer,
(only when both are armed) military fork, partisan, pole axe, ranseur, spetum, voulge,
Staff +2 voulge-guisarme. Note that this is not exactly an exhaustive list
Unarmed and attacking +1 of the various types of pole arms developed historically.
someone with a weapon
Wand +1 Position
Weapon See Table 139
If a character attacks another from a flank, the defender cannot
The above is by no means an exhaustive list; the game master apply any shield bonus to his armor class.
should feel free to impose what he feels to be appropriate
modifiers to initiative, as needed. Note that it is always possible If the character attacks another directly from the rear, the
for a character to hold his action until later in the round, should defender cannot apply any shield or dexterity bonus to his armor
he choose to do so. class. This is especially important when a thief uses his
backstab ability.
How to Roll Initiative
Note that standing side-by-side makes it impossible for enemies
Each player should roll for his own character’s initiative, and that to attack on a flank, and usually makes it very difficult at best to
of his henchmen and hirelings. The game master can opt to do come around from the rear.
the same for his monsters and NPCs, but may find it simpler to
use a single roll for all of them. Initiative should be rolled anew Multiple Attacks
at the start of each round, once combat actions have been
announced. Roll a d10, apply your modifiers, and the result is Sometimes, actions happen automatically at some point during
the segment in which your character acts (anything over 10 is a round, regardless of (or in addition to) actions whose order is
assumed to happen in segment 10, but use the modified dictated by the initiative roll. For instance, if a character gets an
initiative roll to break ties). In the event of a tie (after all the “extra” attack during a round, it automatically occurs at the end
relevant modifiers have been applied), the actions occur of the round. Some character classes or weapons get three
simultaneously, in which case it is possible for two combatants attacks per two rounds, or even two or more attacks per round,
to kill each other, because damage is applied in the same for instance. The exact determination of when an attack occurs
segment. depends on the number of attacks the character is entitled to
make in a round.
One attack per round: The character just rolls normally for
initiative and so forth. This is the default for most characters.
81
One attack every other round: This can happen if the creatures are actually doing so. The possible actions are
character is slowed or otherwise impaired. In this case, the described below, but bear in mind that many magical effects can
character simply doesn’t bother to roll initiative on the first round. have an impact on combat actions. The game master should
He rolls normally for initiative on the next round, then skips the apply common sense in adjudicating such situations.
one after that, then rolls normally, etc.
Attack (hand-to-hand)
Three attacks every two rounds: On the first round, the
character rolls initiative and acts normally. On the following Start round: in melee
round, he gets two attacks. The first occurs as if he had End round: in melee
automatically rolled a 1 on his initiative die. The second attack Initiative adjustment: 0
is treated normally. The pattern is then repeated.
The attacker must be “in melee” to take this action. Monsters
Two attacks per round: The first attack occurs as if he had often choose this action, in order to attack with claws, fangs, etc.
rolled a 1 for initiative. The second attack is treated normally. However, when a human or humanoid chooses this action, it
refers to punching, grabbing, wrestling, and such (see below).
Three attacks every five rounds: The first attack happens There is no adjustment to the initiative roll when performing a
normally in the first round. The second attack occurs normally in hand-to-hand attack.
the third round. The third attack happens normally in the fifth
round. Attack (melee)
Three or more attacks per round: The first attack occurs as if Start round: in melee
he had rolled a 1 for initiative. The second attack is treated End round: in melee
normally. The third and all subsequent attacks happen in the Initiative adjustment: per weapon
end-of-round actions, simultaneously.
The attacker must be “in melee” to take this action. With this
Note that this does not apply to monsters. Even if a monster gets action, add the weapon’s initiative penalty to the character’s
multiple attacks per round (for example, many monsters attack initiative roll for the round. It can only be selected if a character
with two claws and a bite), all of its attacks occur in the segment is “in melee.” The attacker rolls 1d20, applies any modifiers, and
designated by the initiative roll. consults the appropriate combat table to determine whether or
not his attack inflicted damage. If so, roll for damage, again
Waiting applying any appropriate modifiers.
Sometimes, a character wants to wait until other members of his Attack (missile)
party have had a chance to act, or until he sees what the enemy
is doing, before acting. In the former case, the character can Start round: not in melee
wait until his compatriot acts, and then perform his action, as End round: not in melee
long as it is after his own would have originally taken place (at Initiative adjustment: 0
least one segment later).
“Missiles” in this sense, include all hurled or fired weapons, such
Characters with exceptionally high dexterity scores, however, as rocks, arrows, bolts, thrown daggers or spears, vials of
have a chance to act simultaneously with or even before the flaming oil or acid, and the like. For this action, only modify the
enemy. If the enemy has a higher dexterity than the player character’s initiative roll for the round if such is indicated in the
character, subtract the difference from the PC’s dexterity. If the description of the missile weapon in question. This action cannot
player character’s adjusted dexterity is between 16 and 18, he be chosen if the character is already “in melee.” If the target is
can act simultaneously with the enemy. If it is greater than 18, not in melee, roll to hit normally (being sure to include any
he can act in the segment before, as his incredible reflexes allow dexterity bonus “to hit”, if applicable). If the target is in melee,
him to react to the slightest stimuli, and anticipate the action of then there is a chance of hitting someone else; see “firing
his foe. missiles into melee” below.
At the beginning of the round, and before initiative has been Start round: not in melee
determined, all of the player characters announce their actions. End round: in melee or not in melee
There are 10 possible actions that any given character can Initiative adjustment: per weapon
attempt in a combat situation. The game master should secretly
determine the actions that his own monsters and NPCs will take, Charging usually occurs at the beginning of a battle, in order to
but shouldn’t announce those decisions to the players until his rush up to an opponent and strike. At the end of the round, the
character will be “in melee” with whatever opponent he charged
82
against (if his opponent was in reach by then). Charging doubles Disengage
the movement rate of the character or monster for that round.
Charging creatures cannot apply any armor class bonus for Start round: in melee
dexterity or shield (if they don’t have any such bonuses, their End round: not in melee
armor class is worsened by 1). A charging creature, assuming it Initiative adjustment: 0
reaches an opponent by the end of the round based on its
movement rate, gets to attack at the end of the round with a +2 The character can only take this action when already “in melee”
bonus “to hit”, but the enemy also gets to attack (such an attack with another. By choosing this action, the character is attempting
does not count against the enemy’s normal rate of attack). Note to disengage from the combat and put distance between himself
that the character or creature with the longest weapon length and his opponent. In such a case, the opponent automatically
gets to attack first in this situation, even though technically gets an attack during the segment that the character attempts to
they’re both attacking at the end of the round. If the target chose disengage, with a +2 bonus “to hit.” This is in addition to any
the defend action, some weapons (as defined in the weapons attacks that the opponent might have already made during the
section above) allow him double damage if he hits; a defending round, but if the opponent’s attack would have occurred after the
target and a charging attacker attack in weapon length order, character’s disengagement, the opponent loses the attack. If the
longest to shortest. No one can charge more than once every character disengaging so chooses, he can end up in melee with
10 rounds. Creatures subject to a charge attack from the rear or some other character, as long as the distance is within his
flank are not entitled to an automatic counterattack; only those movement rate.
charged from the front get a free strike. It is possible to charge
and not attack; in such cases movement is doubled and AC is Magic
worsened by 1.
Start round: not in melee
Close End round: in melee/not in melee
Initiative adjustment: special
Start round: not in melee
End round: in melee If the character intends to cast a spell during the round, add the
Initiative adjustment: 0 casting time of the spell (in segments) to the initiative roll. That
is when the spell will go into effect. Remember that if the
This action differs from the maneuver action, in that the object is spellcaster is attacked and takes damage during the round
to end the round “in melee” with an opponent. If the character before he can finish casting his spell, the spell is ruined and lost.
can move the required distance in that round, he ends the round No one can cast spells while “in melee”, although some
in melee with his opponent(s) and may attack (or take other monsters are able to employ spell-like powers, and magic items
appropriate actions) in the following round. (such as wands) can be used. Count any such devices as having
an initiative penalty of 1 for wands, 2 for staves, and 3 for rods.
Defend If casting a spell, the spellcasting time (in segments) is used as
the initiative adjustment. Spells that require touch to cast will put
Start round: in melee/not in melee the spellcaster “in melee” with the target, unless it is a friendly
End round: in melee/not in melee and willing subject.
Initiative adjustment: 0
Maneuver
A character may opt to defend whether or not he is in melee; it
involves parrying, maneuvering, etc., in such a way that most Start round: not in melee
opportunities for attacking the enemy are passed over in order End round: not in melee
to prevent the enemy from landing a hit. If in melee, the Initiative adjustment: 0
character improves his armor class by 2 points. In addition, if he
would normally get a bonus “to hit” because of his strength, that This combat action cannot be made if the character is “in melee”
is reduced from his opponents’ “to hit” rolls. The character with another. Maneuvering refers to moving that is not intended
choosing to defend gets only one attack against one opponent to bring the character into melee range with an opponent. It is
(regardless of how many attacks he would otherwise have been often used to get a better vantage from which to cast spells or
entitled to) with a -4 penalty “to hit”. A character using the defend aim missile weapons, or to simply retreat from the combat
action automatically goes last in the round (use initiative rolls to altogether.
break ties, if applicable). If a character that chose to defend is
subject to a charge action, he causes double damage if he Other
scores a hit against the person or creature charging when using
certain weapons, as noted in the weapon descriptions (spear, Start round: in melee/not in melee
etc.). End round: in melee/not in melee
Initiative adjustment: variable
83
This combat action includes a variety of different activities, TABLE 126: NUMBERS ABLE TO MELEE
including but not limited to turning undead and attempting to Defender Size Defender Size
communicate (“parley”) with the other group. Players being what Attacker (Standing Alone) (Side-by-Side)
they are, there is no possible way to anticipate every action they Size S M L S M L
will take in combat (or, indeed, in any other situation). As a S 6 8 12 3 4 6
matter of fact, this is the strength of the game: the ability to do M 4 6 8 2 3 4
the unexpected and creative. In such situations, the game L 2 4 6 1 2 3
master should use his good sense, feel for what would and
would not unbalance the game, and use judicious rolls of dice to Naturally, the game master must take into account the relative
decide the success or failure of a given action, and its impact on size and position of those involved in combat. It is not correct to
the battle at hand. The rule of thumb should always be “yes, you say that twelve humans could attack four orcs standing side by
can try that”, but with the unspoken caveat that the character side; there simply wouldn’t be enough room. For example, in the
might not succeed. diagram below, the attacker indicated would have the option of
attacking any of the three defenders to whom he is adjacent, but
doing so would mean that he wouldn’t be able to attack the other
two. So while it is technically correct to say there he is in melee
with three defenders (and vice versa), he can only attack one at
a time.
Melee Combat
Melee refers to close-quarters fighting, either with hand
weapons (swords, spears, daggers, etc.) or with bare hands,
fangs, claws, and so forth. While melee is measured in one-
“In Melee” minute rounds, the majority of that time is spent in parrying,
riposte, feinting, maneuvering, and so on. Usually, a given
Many of the rules relating to combat refer to being “in melee.” combatant gets the chance to make a wounding or killing shot
This means that the character is toe-to-toe with an opponent, only once within the round. When that happens, the player rolls
trading blows, dodging, parrying, etc. Characters must be “in 1d20 and applies any “to hit” modifiers (the following is not an
melee” in order to attack with melee weapons or hand-to-hand, exhaustive list):
but must take actions to get “in melee” and once there cannot
automatically retreat. TABLE 127: MELEE "TO HIT" MODIFIERS
Cause “To Hit” Modifier
The number of characters that can be “in melee” with one Strength See ability score description
another depends on their size and whether or not they are in a Attacking from flank +2
formation (usually this means standing side-by-side), as shown Attacking from the rear +4
on the following table: Magic See spell or magic item description
84
Once the player applies all the appropriate modifiers to his “to Sometimes an effect will double or even triple the damage.
hit” roll, the game master should consult the combat tables When this happens, remember that magical bonuses are not
below, and announce whether or not the blow hit. If it did, the doubled or tripled; you should roll the damage first, apply the
player rolls the appropriate dice to determine damage, applies multiplier, and then add the magical bonus for damage.
any damage modifiers, and informs the game master of how
much damage the blow did.
-3 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
-2 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
-1 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
0 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
1 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
2 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
3 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
4 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
5 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1
6 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2
7 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3
8 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4
9 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5
10 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6
First, use the Attack Column Determination Table and determine A commoner is just what the name implies: a normal person
which lettered column applies. For instance, if your character is (farmer, innkeeper, etc.) who is attacking someone else in
a 9th level thief, you would use column F. Then, look on the combat. It is not, strictly speaking, a class unto itself, but rather
appropriate column on Table 129: "To Hit" Determination to find encompasses all of those teeming multitudes that do not belong
your “to hit” number. That is the number you must roll or more to any character class. If needed, a commoner has 1d6 hit points
on a d20 in order to hit the target (applying the appropriate if a laborer, farmer, etc., or 1d4 hit points if someone of a more
modifiers, of course). sedentary profession, such as a merchant, innkeeper, etc.
85
Missile Combat player whether or not the shot hit. If it did, the player rolls
damage and informs the game master of the total.
Missile combat refers to fighting with those weapons that are
either hurled (such as a rock, dagger, javelin, etc.) or fired (such Firing into Melee
as an arrow, bolt, etc.). The target can be in or out of melee, and
may be partially protected behind cover. If the character is firing at a target that is in melee, the process
is a little more complicated. Because melee combatants are
Range considered to be fighting in close quarters, dodging,
maneuvering, and so on, there is a chance that the missile
Any missile weapon fired or thrown at medium range gets a -1 intended for an enemy might hit a friend instead.
penalty “to hit”. Firing a missile at long range receives a -2
penalty “to hit”. There is no penalty for firing at short range. Divide the combatants in the melee into two sides: friend and
foe. Tally up the numbers of each, counting small creatures as
Hiding Behind Cover 1, man-sized creatures as 2, and large creatures as 3. By
comparing the two totals, you will arrive at a percentage that a
Sometimes targets of missile fire will be behind cover (crouching given missile will hit one side or the other. Table 130 below gives
behind a wall, firing from an arrow-slit, etc.). In such situations, the exact chance that a friend will be hit in such a situation. Note
the game master should determine how much cover exists, and that these are not automatic hits; a “to hit” roll is required once a
then have the attacker roll percentile dice. If the attacker’s roll is target has been determined.
higher than the defender’s percentage of cover, then the
attacker can roll to hit normally. Otherwise, the missile strikes An exception should be made for very large creatures such as
the cover and has no chance of hitting the defender. giants and dragons, when they are in melee against man-sized
or smaller creatures. In such circumstances, it can be assumed
If a character fires at another who is not in melee or behind that archers and the like can aim at the larger creatures and
cover, then his player should roll 1d20 “to hit” and apply any have no chance of hitting their smaller opponents.
applicable bonuses. The game master should then inform the
3 25% 40% 50% 57% 63% 67% 70% 73% 75% 77% 79% 80% 81% 82% 83% 84% 85% 86%
4 20% 33% 43% 50% 56% 60% 64% 67% 69% 71% 73% 75% 76% 78% 79% 80% 81% 82%
5 17% 29% 38% 44% 50% 55% 58% 62% 64% 67% 69% 71% 72% 74% 75% 76% 77% 78%
6 14% 25% 33% 40% 45% 50% 54% 57% 60% 63% 65% 67% 68% 70% 71% 73% 74% 75%
7 13% 22% 30% 36% 42% 46% 50% 53% 56% 59% 61% 63% 65% 67% 68% 70% 71% 72%
8 11% 20% 27% 33% 38% 43% 47% 50% 53% 56% 58% 60% 62% 64% 65% 67% 68% 69%
9 10% 18% 25% 31% 36% 40% 44% 47% 50% 53% 55% 57% 59% 61% 63% 64% 65% 67%
10 9% 17% 23% 29% 33% 38% 41% 44% 47% 50% 52% 55% 57% 58% 60% 62% 63% 64%
11 8% 15% 21% 27% 31% 35% 39% 42% 45% 48% 50% 52% 54% 56% 58% 59% 61% 62%
12 8% 14% 20% 25% 29% 33% 37% 40% 43% 45% 48% 50% 52% 54% 56% 57% 59% 60%
13 7% 13% 19% 24% 28% 32% 35% 38% 41% 43% 46% 48% 50% 52% 54% 55% 57% 58%
14 7% 13% 18% 22% 26% 30% 33% 36% 39% 42% 44% 46% 48% 50% 52% 53% 55% 56%
15 6% 12% 17% 21% 25% 29% 32% 35% 38% 40% 42% 44% 46% 48% 50% 52% 53% 55%
16 6% 11% 16% 20% 24% 27% 30% 33% 36% 38% 41% 43% 45% 47% 48% 50% 52% 53%
17 6% 11% 15% 19% 23% 26% 29% 32% 35% 37% 39% 41% 43% 45% 47% 48% 50% 51%
18 5% 10% 14% 18% 22% 25% 28% 31% 33% 36% 38% 40% 42% 44% 45% 47% 49% 50%
For example, four orcs and an ogre are in melee with two friendlies (to the orcish archer, anyway) and 6 enemies, there is
halflings and two humans. An orcish archer attempts to fire into a 65% chance that the bowman hits one of his companions. Not
the melee. There are 4 M-sized orcs (=8) plus 1 L-sized ogre the smartest maneuver, but orcs are not generally known for
(=3), for a total of 11. There are 2 S-sized halflings (=2) plus 2 their intellectual prowess.
M-sized humans (=4), for a total of 6. Cross-checking 11
86
87
Hit points are determined by rolling dice of the appropriate type. If a character reaches -10 h.p., he dies. Magical healing no
The number of dice you roll depends on your character’s “hit longer has any effect. Spells such as resurrection, reincarnate,
dice.” Generally speaking, you get 1 hit die for every level your or raise dead must be employed.
character has reached. So, for example, a 5th level cleric would
have 5 hit dice. Monsters also have hit dice; generally speaking, Healing
the more hit dice it has, the harder a monster will be to kill.
Characters restore hit points by resting, at the rate of 1/day. After
Your character’s class determines the type of die you roll. seven days of such rest, characters heal at the rate of 5 h.p. per
Mountebanks roll a d8, savants roll a d4, etc. The type of die you day of rest. Such rest can include no exertion on the part of the
roll is listed in the section on character classes. Every time you character beyond slow walking. Magical healing can, of course,
earn enough experience points to go up another level, you get be combined with conventional rest to regain hit points at a
to roll another hit die and add the roll to your total. Monsters also quicker pace. Even magical healing can never cause a
have different types of hit dice, depending on whether they are character to get more hit points than he originally had (with the
physically imposing brutes (like giants) or less physical exception of certain spells or magic items that explicitly state that
creatures (such as a goblin shaman). they give temporary extra hit points to characters).
Every character begins the game with the maximum number of Falling Damage
hit points (h.p.) for his character, including any adjustments for
his constitution score. For instance, a bard with a constitution of Characters falling (e.g., dropped by a dragon, fallen down a
12 begins the game with 6 hit points (6 for his class, and no covered pit trap, jumped off a cliff, etc.) suffer falling damage as
constitution bonus). A savant with a constitution of 15 begins the follows:
game with 5 h.p. (4 for his class, plus 1 for his constitution
bonus).
88
TABLE 134: FALLING DAMAGE when he purchases plate armor, it includes the mail worn
Fall Damage Fall Damage underneath.)
10’ 1d6 60’ 7d6
20’ 2d6 70’ 10d6 TABLE 135: ARMOR TYPE AND MOVEMENT
30’ 3d6 80’ 14d6 Base Cost Weight
40’ 4d6 90’ 19d6 Armor Type AC (g.p.) (lbs.) Movement
50’ 5d6 100’+ 25d6 None 10 - - 100%
Helmet or shield 9 varies 100%
Those falling onto especially hazardous surfaces (for example, Cuirass (leather) 8 3 15 100%
sharpened spikes at the bottom of a pit trap) should make a Furs 8 2 8 100%
saving throw vs. petrification or sustain some sort of additional Gambeson 8 4 10 75%
penalty (usually extra damage), as determined by the game Lamellar (leather) 8 15 20 75%
master. Ring 7 30 25 75%
Brigandine 7 30 20 75%
Characters falling (or jumping) into water that is at least 10’ deep Scale (leather) 7 25 30 50%
take no damage for the first 20’ of the fall. Those characters with Lamellar (steel) 7 35 30 50%
the swimming skill can dive up to 40’ into water and take no Cuirass (steel) 6 60 25 60%
damage. If the dive is more than 40’ in height, they must make Scale (steel) 6 45 40 50%
a skill check (with a -1 penalty for every 10’ past 40’), or else Mail 5 75 30 75%
take damage from the “fall”, not counting the first 40’. Plated mail 4 90 35 75%
Plate 3 400 45 50%
Saving Throws Jousting plate 1 4,000 100 25%
There are many instances in which you will be told to roll a Brigandine: Leather or cloth with steel plates riveted or sewn to
“saving throw.” This represents a last-ditch escape from near- the inside. A.k.a. coat of plates, jack of plates, jack, plata, etc.
certain doom: the venom being washed out by a bleeding Cuirass: A breastplate made of either leather or steel.
wound, dodging to one side to avoid the dragon’s breath, Furs: Heavy, thick furs that provide protection against both cold
shaking off the effect of the evil wizard’s spell on your mind, and and weapons.
so on. The game master has tables that indicate just what Gambeson: A quilted jacket stuffed with padding. A.k.a. arming
numbers you need to roll (on a d20) in order to successfully coat, padded armor, vapntreyiu, aketon, etc.
“make a save.” Sometimes that means that whatever you’re Jousting Plate: Similar to plate armor, but the metal plates are
saving against had no effect, or half effect, or something similar. extremely thick and heavy, providing superior protection but
In any event, you want to roll high. at a severe cost in mobility. A.k.a. tournament plate.
Lamellar: A series of scales (leather, steel, or occasionally other
materials) connected to one another to form a shirt.
Armor Mail: Interconnected rings of steel (or occasionally) other metal
forming a mesh. A.k.a. lorica hamata.
Armor refers to any sort of protective covering worn to help Plate: A full suit of armored plates covering most of the body,
prevent weapons from inflicting damage. Helmets, mail coats, worn over mail.
suits of plate armor: all count under the broad category of armor. Plated Mail: Mail with small steel plates embedded within for
reinforcement. A.k.a. banded mail, splint mail, lorica
Armor Class vs. Armor Type segmentata, etc.
Ring: Rings of metal sewn onto a leather backing.
The type of armor your character wears has a big impact on his Scale: Small metal or leather scales mounted on an inner layer
“armor class”, but they’re not the same thing. Armor class should of leather or cloth. A.k.a. lorica squamata.
not be confused with armor type. Armor type is just that: the kind
of armor he wears, such as a mail coat, helmet, suit of plate Shields
armor, and such.
Carrying a shield improves your character’s armor class by 1.
Armor class is a game measure of just how hard it is to hit your However, he can only use a shield against so many opponents
character and do him bodily harm in combat. It is a combination in a melee round.
of his armor type (which gives you the “base armor class” from
which everything else depends), plus bonuses (if any) for his TABLE 136: SHIELD TYPES
dexterity score, shield, magical protections, any cover he might Shield Size Usable Against
be hiding behind, and occasionally other circumstances. Buckler / Small 1 opponent per round
Medium 2 opponents per round
As a rule, the best armor worn determines the armor class, so Large 3 opponents per round
that plate armor worn over mail is still only AC 3. (However,
89
When your character is being shot at with missiles (arrows, sling TABLE 137: WEAPON PROFICIENCIES
bullets, etc.), he can only count a medium or large shield as Initial New Non-
protection. He can never count a shield when an opponent Weapon Proficiency Proficiency
attacks him from a flank or the rear (see p. 81), or when he’s Class Proficiencies Every… Penalty
being attacked by siege weapons (catapults, etc.) or giants Bard 2 3 levels -3
throwing boulders. Jester 2 4 levels -4 / -2
Skald 3 3 levels -2
A pavise is a very large shield that is intended to be set into the Blackguard 3 2 levels -3
ground rather than moved about to block attacks. Some are Mystic 2 5 levels -4
fitted with wheels to make moving them easier. It doesn’t Savant 1 6 levels -5
improve armor class, but it does afford 90% protection against Mountebank 2 4 levels -3
all normal missile weapons. When firing against someone
standing behind a pavise, the attacker must roll a 91 or higher Note that no character can ever be proficient with acid, caltrops,
on percentile dice. If that succeeds, then he still has to make a holy water, improvised weapons, or oil. Jesters have different
successful “to hit” roll. A pavise is very cumbersome, however, penalties depending on whether the weapon is a melee/missile
and is rarely seen outside of a siege. Each costs 40 g.p. and weapon or a hurled weapon.
weighs 30 lbs.
Each individual sort of weapon requires a separate proficiency;
Helmets knowing how to use a short sword does not make your character
equally proficient with a broadsword. If a weapon can be used
Normally, armor includes a helmet or other head covering of both hand-to-hand and as a missile weapon, it is assumed that
some type. Mail includes a mail coif, plate armor includes a great being proficient in one form means not being proficient in the
helm, brigandine includes a small helmet, and so forth. If, for other (without taking up a new proficiency slot). However, a few
some reason, your character is wearing armor but decides not weapons do count for each other (i.e., being proficient in one
to wear a helmet, his armor class will be worsened by 1. means the character is proficient in all):
A great helm adds an additional +1 bonus to the wearer’s AC. • Bow, long / composite long
However, it also imposes a -2 penalty to surprise rolls and a +2 • Bow, short / composite short
penalty to initiative. Vision is very limited in such a helm, as is • Crossbow, light/heavy
hearing. The game master should adjudicate such effects • Dagger/knife
according to the situation, but at the very least it makes sneaking • Fauchard / fauchard fork / hook fauchard
up on such a character easier (say, for a back stab attack by a • Glaive / glaive guisarme
thief) and makes listening at doors impossible.
• Guisarme / bill guisarme / guisarme voulge
• Voulge / guisarme voulge
Weapons
Weapon proficiency does not apply to grappling, pummeling,
Almost all characters, even those with little inclination or etc. Training with the use of a particular weapon underwater
prowess at fighting, have some sort of weapon. From the counts as a separate proficiency, and the training itself must be
mounted knight’s lance to the sly illusionist’s dagger, being done underwater.
armed is a natural state of affairs for those who choose the
adventuring lifestyle. Different classes have varying options Multiple Weapons
when it comes to weapons; clerics, for instance, are forbidden
to use any sort of sharp or pointed weapons, and a magic-user Characters may, if they choose, use two weapons in melee; the
is limited to a very small choice of weapons, due to his non- secondary weapon is sometimes referred to as a main-gauche.
martial nature. This obviously does not apply to two-handed weapons (such as
spears, pole arms, etc.). Characters using two weapons cannot
Weapon Proficiencies use shields (except spiked bucklers, which are a special case
described below). Characters throwing missile weapons or firing
Each character may choose a number of weapons of which he crossbows may do so using these rules, but not those using two-
has made a special study, and can use with practiced ease. handed fired weapons such as long bows. For purposes of
When using weapons in which he is not proficient, the character initiative and attacks per round, treat each weapon individually.
receives a penalty on his “to hit” roll. The number of weapons, However, only one initiative die need be rolled; simply apply the
how quickly new ones are added, and the penalty for using non- different modifiers, if any, to the same die roll.
proficient weapons, are given below:
90
91
Initiative Damage Against class is possible, and the wielder can move the victim by moving
Weapon Length Penalty S/M L the man catcher (doing so causes 1d2 h.p. of damage per
Slapstick 3’ 4 1d2 1d2 round). Those trapped can be jerked to the ground with a 25%
Spear 5’-12’ 7 1d6 1d8 chance per round. Those trapped may attempt to bend bars to
Spetum 8’ 8 1d6+1 2d6 escape, and multiple attempts are permitted, but each such
Sword, bastard 4 ½’ 6 2d4 2d8 attempt inflicts 1d4 h.p. of damage on the victim unless he is
Sword, broad 3 ½’ 5 2d4 1d6+1 wearing gauntlets or other heavy hand protection. The pole can
Sword, long 3 ½’ 5 1d8 1d12 be hacked through by inflicting 6 h.p. of cutting damage.
Sword, short 2’ 3 1d6 1d8
Sword, two-handed 6’ 10 1d10 3d6 Sap/blackjack: This weapon can be used in normal melee
Trident 6’ 7 1d6+1 3d4 combat, where it inflicts only half damage, but its true usefulness
Voulge 8’ 10 2d4 2d4 is as a weapon for striking from the rear to render the victim
Whip 8’-20’ 8 1d2 1 unconscious. Any sort of protective headgear prevents such a
result, however. If a rear attack to the head succeeds, there is a
Buckler, Spiked: The spiked buckler is a small shield capable 5% chance per point of attacker’s STR that the victim falls
of attacking an opponent who is already in melee with the unconscious. If the attacker’s strength is greater than 18,
wearer. Such an attack always occurs at the end of the round, unconsciousness is automatic.
does not count against the normal maximum number of attacks
a character can normally make, and receives an additional -2 Slapstick: Usually only used by jesters, a slapstick consists of
penalty “to hit.” two slats of wood that make a very loud smacking sound when
they hit.
Garrote: When using a garrote, the attacker must attack from
behind, and the target must be relatively still (i.e., not engaged Whip: Those who are proficient in whip and score a hit have a
in melee). Any sort of neck protection (leather collar, having one 5% chance per level of entangling the target. Entanglement
arm up to block such an attack, etc.) foils the garrote. If the means that the target suffers a +10 penalty to initiative until the
attack succeeds, the garrote deals normal damage on the first entanglement is undone (either by the wielder or victim
round and kills the victim on the second. Before that happens, if detangling the whip, or the whip being severed (2 h.p. of cutting
the attacker is successfully hit, the garrote is released and the damage)). The wielder may detangle the whip with a flick of the
victim survives. The victim can attack the garrote wielder, but wrist and a successful DEX check (roll his dexterity or less on
with a -2 penalty “to hit.” 3d6). The victim has a 5% chance per round, plus 1% per point
of STR, to detangle the whip. A whip cannot damage creatures
Hook Fauchard: Can be used to unhorse an enemy (see with particularly thick hides (dragons, rhinoceroses, etc.).
“Unhorsing Weapons” above). When used against a non-
mounted opponent, a successful hit will have a 20% chance of Ranged Weapons
knocking him to the ground, forcing him to spend the next melee
round getting back up (see “Overbear” above). It cannot be used There are three different types of weapons in the ranged
to knock down an opponent more than twice the size of the weapons category: hurled weapons, missile weapons, and
wielder. missiles. Hurled weapons are those that are actually thrown at
an opponent (such as a dagger, hammer, etc.). They are usually
Improvised Weapon: This can be almost anything: a heavy lost when thrown, but may be recovered after the combat ends.
candlestick, a broom-handle used as a staff, and so forth. It is Missile weapons, such as a bow or crossbow, are those that fire
not possible to become proficient in improvised weapon. Note some sort of ammunition at the enemy. They do not leave the
that an improvised weapon breaks, is lost, or otherwise become hand of the wielder, but are useless if they run out of
useless if the character wielding it rolls a natural 1 in melee. ammunition. Missiles are the ammunition fired by a missile
Some improvised weapons, such as chairs found in taverns, will weapon (such as arrows, sling bullets, etc.). They are usually
break upon use; the GM will make the final determination. They lost in combat, but 50% of missiles that missed their targets can
may or may not be used with two hands, depending on their be recovered after a battle; the remainder are broken (magical
nature. missiles, however, only have a one in six chance of breaking).
Lance: When used by a non-mounted combatant, lances of all In the tables below, bear in mind the following:
types are treated as pikes (heavy lance) or spears (light/medium
lances). When wielded by a mounted combatant using the • Ranges are short, medium, and long. Weapons used
charge action, the lance will do double damage if it hits. at medium range suffer a -1 penalty “to hit”, while those
at long range suffer a -2 penalty.
Man Catcher: As the name implies, this 8’ pole arm is designed • Rate of fire is per round.
to catch man-sized targets in its two-pronged jaws and prevent • Range outdoors is measured in yards, while in a
them from moving around on their own. A successful hit dungeon or indoors it is measured in feet.
indicates the victim is trapped; no shield or DEX bonus to armor
92
TABLE 140: HURLED/THROWN WEAPONS it causes 2 h.p. of damage to all those susceptible to its effects
Range Rate of Damage vs. within 1’ of the landing point, assuming the vial shatters (see
Weapon S M L Fire S/M L “Misses with Missile Weapons” below). Undead (both corporeal
Acid 10 20 30 1 see below and non-corporeal), demons, devils, and other creatures from
Aklys 3 - - 1 1d6 1d3 the lower planes are usually affected by holy water. Paladins,
Axe, throwing 10 20 30 1 1d6 1d4 angels, devas, and other creatures from the upper planes are
Dagger 10 20 30 2 1d4 1d3 affected by unholy water.
Dart 15 30 45 3 1d3 1d2
Hammer 10 20 30 1 1d4+1 1d4 Lasso: This weapon deals no damage, but is used exclusively
Harpoon 10 20 30 1 2d4 2d6 for the purposes of entangling and/or unhorsing the target. A
Holy water 10 20 30 1 see below successful hit entangles the target, allowing the attacker to pull
Improvised weapon 5 10 15 1 1d6 1d3 it towards himself at a rate of 10’ per minute, if the circumstances
Javelin 20 40 60 1 1d6 1d6 and size/strength of those involved warrants. A hit also has a
Knife 10 20 30 2 1d3 1d2 75% chance of unhorsing a mounted target, and a 25% chance
Lasso 10 20 30 1 see below of pulling a non-mounted target to the ground. If the line between
Oil 10 20 30 1 see below the target and the wielder is allowed to slacken, the target can
Spear 10 20 30 1 1d6 1d8 get out of the lasso in a single minute. In any event, 2 h.p. of
cutting damage severs the lasso (a successful bend bars roll
Acid: Acid contained in a vial can be thrown at an enemy, but does so as well; only one such attempt may be made).
the vial itself must break for the acid to do full damage. On a roll
of 1-18 on 1d20, the vial breaks. If the vial hits the target, the Oil: A vial of oil can be thrown at an enemy, but the vial must
acid within deals 2d4 h.p. (assuming the target is harmed by break and be somehow set alight for the oil to do full damage.
acid, of course). If the vial misses, it causes 1 h.p. of damage to On a roll of 18 or less on 1d20, the vial breaks. If the vial hits
all those within 1’ of the landing point, assuming the vial breaks and breaks on the target, the fiery oil deals 2d6 h.p. on the first
open (see ”Misses with Missile Weapons“ below). round, and 1d6 h.p. on the second before it burns itself out
(assuming the target is harmed by fire, of course). If the vial
Aklys: This is a club attached to the wielder by means of a stout misses, it causes 1d3 h.p. of damage to all those within 3’ of the
thong some 10’ in length. If the wielder rolls a natural 20 “to hit” landing point, assuming the vial breaks open and is lit (see
against a man-sized or small creature, it entangles the target “Misses with Missile Weapons” below). Oil does no damage
rather than causing damage, at the wielder’s option. Medium or unless it is exposed to a source of fire. Thus, it is possible to
small creatures, once entangled, will either be unhorsed (if make a “Molotov cocktail” with a burning rag in the opening of
applicable) or knocked to the ground, where they must spend at the oil vial; doing so imposes an initiative penalty of 5, but the oil
least 1 melee round removing the thong (which can be cut with automatically ignites if the vial smashes on impact. Otherwise,
2 points of cutting damage, as from a dagger). If used against a the oil must be hit by some other source of fire: torch, spell, etc.
large-sized creature, a natural 20 indicates automatic Note that if a torch is thrown at an oil-covered opponent with the
entanglement, but it is the wielder who falls to the ground until intention of setting him on fire, a separate “to hit” roll must be
he spends a round disengaging or cutting the thong from his made for the torch.
wrist.
TABLE 141: RANGED WEAPONS
Harpoon: This is essentially a stout spear that is attached either Range
to the attacker or some other object by a line. A successful hit Weapon S M L Rate of Fire
indicates the target is thus tethered to the harpoon’s anchor and Blowgun 10 20 30 2 / round
is also entangled in the line. It must spend a round detangling Bow, composite, long 60 120 210 2 / round
itself (although it will still be impaled by the harpoon and thus Bow, composite, short 50 100 180 2 / round
tethered to the anchor). To remove the harpoon completely, the Bow, long 70 140 210 2 / round
target must have an intelligence of 2 or greater, and must Bow, short 50 100 150 2 / round
successfully make a saving throw vs. poison. Success indicates Crossbow, hand 20 40 60 1 / round
the harpoon is removed. Failure indicates that the victim suffers Crossbow, heavy 80 160 240 1 / 2 rounds
1 additional h.p. in damage from the attempt. Note that victims Crossbow, light 60 120 180 1 / round
impaled by harpoons can be dragged towards the anchor at a Crossbow, repeating 40 80 120 2 / round
rate of 10’ per minute, on average, if the circumstances and Crossbow, underwater 30 60 90 1 / round
size/strength of those involved warrants. Javelin-thrower 30 60 90 1 / round
Sling 40 80 160 1 / round
Holy Water: A vial of holy (or unholy) water can be thrown at an Staff sling - 45 90 1 / 2 rounds
enemy, but the vial must break for the holy water to do full
damage. On a roll of 1-18 on 1d20, the vial breaks. If the vial hits
the target, the holy water within deals 1d6+1 h.p. (assuming the
target is susceptible to holy water, of course). If the vial misses,
93
TABLE 142: RANGED WEAPONS - AMMUNITION Of course, if the weapon is a liquid such as oil or acid, a saving
Damage vs. throw for the container is required to see if it breaks on impact.
Weapon S/M L Depending on the situation of the various antagonists in a fight,
Arrow (normal) 1d6 1d6 it is possible that a missed hurled weapon could land on either
Blowgun needle 1 1 a friend or a foe.
Crossbow bolt, hand 1d3 1d2
Crossbow bolt, heavy 1d4+1 1d6+1 This rule is not used with shot missiles (such as arrows or
Crossbow bolt, light 1d4 1d4 quarrels), but it is used with missiles launched from siege
Crossbow bolt, repeating 1d3 1d3 weapons.
Crossbow bolt, underwater 1d4 1d4
Sling bullet 1d4+1 1d6+1
Sling stone 1d4 1d4
Staff sling bullet 2d4 1d8+2
Staff sling stone 1d8 2d4
Crossbow: The rate of fire for any crossbow assumes that the
weapon is already loaded and set, ready to be fired. If this is not
the case, the first round (or first and second rounds, in the case
of a heavy crossbow) must be spent preparing the weapon for
firing. Crossbows can be fired one-handed, but require two
hands to load. Then the rate of fire applies normally. Note that
crossbows only fire crossbow bolts; only bows can fire arrows.
Intended
7
Target
3 Gaze Attacks
6 4 Many creatures (such as basilisks, medusae, etc.) can attack
5 using their very gaze. There are two separate conditions under
94
which one can fight such a creature: when one is surprised, and Mounted: Characters mounted in melee get a +2 bonus “to hit”
when one knows it’s there. vs. those who are not. Creatures on foot attacking mounted
characters in melee get a -2 penalty “to hit.”
When surprised, there is a chance that a victim simply meets the
gaze of the creature and is affected by the attack. The chance Blind: A blinded character (whether blindfolded, in the area of a
of meeting the monster’s gaze is equal to the number of continual darkness spell, or simply deep underground without
segments’ worth of initiative penalty the character receives, benefit of a torch) incurs a -4 penalty on all “to hit” rolls, saving
times 10%. For example, if a character encounters a medusa throws, and damage rolls, as well as a +4 penalty to his armor
and is surprised, it results in a 6-segment initiative penalty. class. If he rolls a modified 0 or less “to hit”, he hits some other
There is a 60% chance that the character met the creature’s random object in his weapon’s range (the game master should
gaze and must make a saving throw or be turned to stone. If the determine randomly whether he strikes a friend or foe).
character does not meet the gaze immediately due to surprise,
the encounter proceeds normally. Darkness: In complete darkness, characters without benefit of
either infravision or ultravision fight as if they are blind (see
If the character is simply looking at the creature, but is not in above). In near-total darkness, or other circumstances where
melee, there is a 50% chance he meets the creature’s gaze the foe can be seen only as a vague outline against the
inadvertently. background, attackers get a -2 penalty “to hit.”
Note that all of this presupposes that the character is within the
range of the creature’s gaze attack.
Special Conditions
Prone: A prone character can only pummel, grapple, or attempt
to stand up. He does not gain any armor class bonus for
dexterity, and those attacking him get a +4 bonus “to hit” (as
long as they are not prone themselves). If he is successfully
overborne again, or grappled, he remains prone. Otherwise, he
can get up, but loses his action for that round if he does so.
95
• 25% of friendly force is eliminated from the battle Critical Hits (Optional Rule)
• 50% of friendly force is eliminated from the battle
• Leader is incapacitated Many gaming groups like the idea that some hits in battle do
• Leader is slain or flees more than normal damage. If your game master so chooses, he
• The enemy force is approximately twice as powerful as may institute a critical hit rule in his game. Note that the decision
the friendly force (or more) to include such a rule is his alone; individual players cannot
simply decide that they will be playing with critical hits when the
When a morale check is indicated, roll a d20 for each creature rest of the game universe does not make allowances for them.
(or group of creatures, as appropriate) and apply the following
modifiers: Critical hits represent the lucky or exceptionally skillful blow.
They are the dagger finding the sweet spot between two pieces
TABLE 143: MORALE CHECK MODIFIERS of plate armor and sinking in to the hilt. They are the arrow
Condition Modifier piercing the unprotected patch on the dragon’s breast. They will,
25% of friendly force eliminated -1 regardless of the particular system used, make the game
Leader incapacitated -2 deadlier, as a single hit in combat inflicts more damage. For this
50% of friendly force eliminated -3 reason, it is imperative that critical hit rules, if used, be applied
Taking casualties without inflicting any -4 equally to monsters as well as to player characters. Otherwise,
Leader slain or flees -6 they tend to unbalance the game in favor of the PCs, losing
Charisma (highest on friendly side, or See ability score some of the dramatic tension of real threats to the player
personal employer) description characters’ lives.
Per level/hit die above 1st +1
Inflicting casualties without taking any +4 There are numerous ways to include critical hits. The following
are offered as being not so dangerous as to completely
A result of 10 or less indicates a failed morale check. When that unbalance the game, while at the same time allowing for the
happens, roll on the following table to see how they react occasional “great shot.” The following critical hit rules are not
(creatures of lawful alignment get a -5 modifier on this table). mutually exclusive.
TABLE 144: FAILED MORALE CHECK RESULTS Critical Hit Method A: Double on 20
Die Roll Result
1-3 Well-formed fighting retreat If a character or monster rolls a “natural 20” while attacking
4-6 General retreat (whether melee, hand-to-hand, or missile attack), that attack
7-10 Retreat in disarray causes double the damage rolled. A “natural 20” means that the
11-20 Surrender* number 20 actually appears on the die, without any sort of
modifiers.
* Unintelligent creatures do not surrender; they simply retreat.
Note that intelligent creatures, in a situation where surrender is Critical Hit Method B: Follow Through Damage
obviously untenable (such as when fighting against trolls or
ghouls or unintelligent creatures), retreat rather than surrender. If a combatant’s damage roll on any given hit is the maximum
possible for that attack, he rolls damage again, adding this
It should be stressed that the game master should not “follow through” damage to the first die roll. If the maximum is
ignore the morale rules! If every creature encountered fights rolled again, more “follow through” damage is rolled, and so on.
to the death, not only does it render the game more than a little Note that no matter how many times the die ends up getting
unrealistic (which is itself a relative term in a game that features rolled for damage, the combatant’s damage modifiers (for
dragons, animated skeletons, and fireballs), but it also means strength, magic, etc.) are only applied once.
the player characters are going to suffer a lot more damage in
each combat and won’t have to deal with the logistical challenge Critical Hit Method C: Carry-over Damage
of handling prisoners.
If a character is in melee with more than one opponent, and
Creatures Harmed Only by Enchanted manages to kill one of them, he may immediately “carry over”
any remaining damage from the now-dead opponent to another
Weapons adjacent one, as long as it is in range of his weapon.
Some creatures have the unique defensive power that they can
only be harmed by certain types of weapons, in particular those
When such creatures are in combat with other monsters,
which are silver or have an enchantment of +1 or better.
however, some accommodation must be made, or else such
creatures would be completely invulnerable. Therefore,
96
creatures with sufficient hit dice may wound creatures that are Weapon Adjustments vs. Armor Type
normally wounded only by enchanted weapons, as follows:
Game masters desiring a little more verisimilitude in combat may
TABLE 145: CREATURES HARMED BY MAGIC WEAPONS wish to include weapon adjustments vs. specific types of armor.
Creature Is Wounded by… May Be Wounded by… Certain weapons are simply more effective against certain types
+1 or better weapon 4d10, 5d8, or 6d4 HD creatures of armor (or lack thereof), and naturally some weapons are
+2 or better weapon 5d10, 6d8, or 7d4 HD creatures likewise not as effective. In many cases, weapons (particularly
+3 or better weapon 6d10, 7d8, or 8d4 HD creatures pole arms) were specifically designed to be “can openers”, and
+4 or better weapon 7d10, 8d8, or 9d4 HD creatures are more effective against heavily armored opponents.
+5 or better weapon 8d10, 9d8, or 10d4 HD creatures However, if these adjustments are used when player characters
are attacking, they must also be used for their opponents, in the
It should be stressed that the above does not apply to interests of both fairness and game balance.
characters, whether PCs or NPCs, in any way. Barbarians,
however, have their own rule regarding creatures that are Note that these adjustments have no impact on creatures that
normally struck by enchanted weapons, to make up for their own do not normally wear armor; they only affect the “to hit” rolls of
lack of the same. specific weapons against targets wearing the armor indicated.
97
98
Table of Contents
Social Encounters ................................................................ 100 Magic Items .......................................................................... 111
Encounter Reaction .......................................................... 100 The Game Environment ....................................................... 126
Other Social Encounters................................................... 100 Ability Checks................................................................... 126
Alternate Treasure Rules...................................................... 101 Dungeons ......................................................................... 126
Magic Items as Treasure .................................................. 105 The Wilderness ................................................................ 128
Disposing of Treasure ...................................................... 110 Swimming and Underwater Travel ................................... 132
99
100
animosity between the two races. The outcome of the attempt The treasure type determines the nature of the loot, and shows
depends on who succeeded and failed their respective rolls. just how easy the treasure will be to transport. A golden
necklace encrusted with rubies is going to be a lot easier to get
TABLE 149: SOCIAL ENCOUNTER RESOLUTION out of a dungeon lair than a 7’ high alabaster statue, while a
NPC Makes NPC Fails hoard of a million copper coins would be harder still to move.
INT roll INT roll The game master should not go easy on his players when
PC makes CHA roll Tie; PC can try again PC determining treasure troves for them to discover; the logistical
with a -2 penalty succeeds challenge of removing the loot is yet another aspect of the rigors
PC fails CHA roll PC fails Tie; PC can of the adventuring life.
try again
TABLE 150: COMPOSITION OF TREASURE
Remember, you don’t need to roll a die every time a PC speaks Treasure
with an NPC. If the interaction is relatively inconsequential, and Type Sundries Luxuries Art Jewelry Gems Coins
consistent with the initial reaction, you should use your judgment I 100% 0% 0% 0% 0% 0%
as to whether or not it’s something that needs to be rolled out. II 75% 15% 0% 5% 0% 5%
III 50% 25% 5% 10% 5% 5%
The table above shows the breakdown of the total value of the
hoard by the type of treasure found within it. For example, an
orc has a treasure type of XI and a treasure value of 5 g.p. That
does not mean he has five gold coins in his purse. Looking at
the breakdown for treasure type XI, we see it is 25% jewelry and
75% coins. The orc in question has a piece of jewelry worth
approximately 1 g.p. and the rest in coins. The exact types
should be determined using the sub-tables below, but don’t be
afraid to toss out results that don’t make sense. An orc is more
likely to have an arm-ring than a tiara.
101
Naturally, common sense should prevail. If the characters have Die Roll Sundry Type Value Encumbrance
just defeated a horrible undead lord in a tomb that has not been 87-88 Spice (common) 3 0.5
opened in a thousand years, they are unlikely to find fresh meat 89-90 Tallow 1 1
as part of his treasure hoard. In such cases, simply re-roll the 91-92 Wax 2 1
result. 93-94 Weapon See Table 152 below
95-96 Wine (gallon) 4 8
In the tables below, encumbrance is given in pounds, and value 97-98 Wire 9 10
in gold pieces, unless otherwise specified. 99-00 Wool (bale) 12 250
102
Die Roll Luxury Type Value Encumbrance Die Roll Luxury Type Value Encumbrance
15 Bowl, gold 14 1 91 Vase, glass 7 6
16 Bowl, porcelain 11 3 92 Vase, gold 50 2
17-18 Bowl, silver 9 1 93 Vase, porcelain 40 6
19 Box, engraved 100 6 94-95 Vase, silver 23 2
(large) 96 Water clock 500 35
20-21 Box, engraved 50 4 97-98 Wine, fine (pint) 4 1
(medium) 99-00 Wood, rare 40 25
22-23 Box, engraved 25 2
(small) TABLE 155: FUR LUXURY SUB-TABLE
24-25 Brocade (bolt) 120 26 Die Roll Fur Type Value Encumbrance
26-27 Candelabra 15 10 01 Fur cape, bear 300 7
28-29 Candlestick 3 2 02-05 Fur cape, beaver 200 8
30 Chandelier 50 25 06 Fur cape, ermine 3,600 8
31 Chiurgeon’s tools 350 15 07-11 Fur cape, fox 300 7
32-33 Clothing, fine (1 30 4 12-16 Fur cape, marten 400 7
set) 17 Fur cape, mink 2,700 9
34-35 Comb, silver 10 1 18-23 Fur cape, muskrat 100 7
36 Crystal ball, non- 8 3 24 Fur cape, sable 4,500 7
magical 25-30 Fur cape, seal 125 8
37-39 Cup, brass 1 1 31 Fur coat, bear 600 14
40-42 Cup, copper 2 1 32-35 Fur coat, beaver 400 16
43 Cup, glass 10 3 36 Fur coat, ermine 7,200 16
44 Cup, gold 15 1 37-39 Fur coat, fox 600 14
45 Cup, porcelain 12 3 40-42 Fur coat, marten 800 14
46-47 Cup, silver 6 1 43 Fur coat, mink 5,400 18
48-50 Ewer, brass 3 2 44-47 Fur coat, muskrat 200 14
51-52 Ewer, copper 6 2 48 Fur coat, sable 9,000 14
53 Ewer, glass 30 5 49-52 Fur coat, seal 250 16
54 Ewer, gold 45 2 53 Fur trim, bear 30 2
55 Ewer, porcelain 36 5 54-58 Fur trim, beaver 20 2
56-57 Ewer, silver 18 2 59-64 Fur trim, ermine 360 2
58-59 Fur See Table 155 below 65-70 Fur trim, fox 30 2
60-61 Furniture, fine 2d6x100 Value ÷ 10 71-76 Fur trim, marten 40 2
62-63 Gong, bronze 13 9 77-82 Fur trim, mink 270 2
64-65 Hourglass 25 4 83-88 Fur trim, muskrat 10 2
66-67 Incense, block 20 1 89-94 Fur trim, sable 450 2
68-69 Incense, rare 50 1 95-00 Fur trim, seal 12 2
(block)
70-71 Ivory 75 25 Note that fur trim will be attached to some other garment, such
72 Magnifying lens 15 2 as a tunic, dress, cloak, and such. The value is for the combined
73-74 Mirror case, 35 1 garment.
engraved
75 Mirror, large 20 12 TABLE 156: MUSICAL INSTRUMENT LUXURY SUB-TABLE
76-77 Mirror, small 10 2 Musical
78-79 Musical See Table 156 below Die Roll Instrument Value Encumbrance
instrument 01-03 Bagpipe 60 20
80-81 Perfume, rare 10 1 04-08 Bladder pipe 12 5
82 Royal bee jelly (1d6+2)x1, 1 09-11 Cornamuse 35 20
unguent (jar) 000 12-14 Crumhorn 16 3
83 Silk (bolt) 85 9 15-19 Drum 4 8
84 Spice, rare 50 1 20-22 Dulcian 19 4
85-86 Stuffed animal 4 5 23-26 Dulcimer 20 6
(taxidermy) 27-30 Flute 5 1
87 Unguent, rare 12 1 31-33 Gamba (& bow) 55 29
(one jar) 34-38 Gemshorn 3 1
88-90 Vase, copper 4 2 39-42 Harp 75 14
103
Musical Die
Die Roll Instrument Value Encumbrance Roll Art Type Value Encumbrance
43 Harpsichord 500 350 58-61 Statue (4’+), 4d4x150 400
44-46 Hurdy-gurdy 100 12 marble
47-50 Kortholt 15 3 62-65 Statue (4’+), 3d4x100 400
51-53 Lute 25 15 stone
54-57 Lyre 150 3 66-69 Statue (4’+), 1d4x100 100
58-61 Mandolin 28 10 wood
62 Organ 750 500 70-71 Statuette, 1d4x200 50
63-64 Organetto 120 19 alabaster
65-69 Psaltery 90 11 72-73 Statuette, gold 1d4x400 40
70-74 Rackett 8 2 74-75 Statuette, marble 1d4x100 30
75-77 Rebec (& bow) 30 5 76-78 Statuette, silver 1d4x200 30
78-81 Recorder 6 1 79-82 Statuette, stone 1d3x50 20
82-84 Sacbut 38 21 83-86 Statuette, wood 1d3x25 5
85-87 Shepherd’s shawm 32 17 87-92 Tapestry (1d4+2 1d8x10 / 10 / sq. yard
88-91 Trumpet 15 8 sq. yards) sq. yard
92-95 Viol (& bow) 21 17 93-94 Triptych, gold 3d6x400 15
96-00 Zink 15 2 95-96 Triptych, ivory 3d6x100 10
97-98 Triptych, silver 3d6x200 10
TABLE 157: ART 99-00 Triptych, wood 3d6x50 5
Die
Roll Art Type Value Encumbrance TABLE 158: JEWELRY MATERIAL
01-02 Carving, ivory, 3d12x20 15 Die Roll Jewelry Material Value
large 01-10 Silver or ivory d10x100
03-05 Carving, ivory, 2d12x20 10 11-20 Silver and gold 2d6x100
medium 21-40 Gold 3d6x100
06-10 Carving, ivory, 1d12x20 5 41-50 Jade, coral, platinum 5d6x100
small 51-70 Silver and gems 1d6x1,000
11-13 Carving, wood, 3d6x20 12 71-90 Gold and gems 2d4x1,000
large 91-00 Platinum and gems 2d6x1,000
14-17 Carving, wood, 2d6x20 7
medium TABLE 159: JEWELRY TYPE
18-22 Carving, wood, 1d6x20 2 Die Roll Jewelry Type
small 01-04 Anklet
23-26 Ceremonial 1d4x100 30 05-08 Armlet
shield, bronze 09-12 Belt
27-28 Ceremonial 1d4x300 45 13-16 Belly chain
shield, gold 17-20 Bracelet
29-31 Ceremonial 1d4x150 35 21-24 Brooch
shield, silver 25-28 Cameo
32-35 Ceremonial 1d3x100 20 29-32 Chatelaine
weapon, bronze 33-36 Choker
36-37 Ceremonial 1d3x300 35 37-40 Circlet
weapon, gold 41-44 Clasp
38-40 Ceremonial 1d3x150 25 45-48 Collar
weapon, silver 49-52 Comb
41-42 Painting, large 1d10x100 35 53-56 Coronet
43-46 Painting, small 1d10x30 15 57-60 Crown
47-51 Rug/carpet 1d6x10 / 10/sq. yard 61-64 Diadem
(1d4+2 sq. sq. yard 65-68 Earrings (pair)
yards) 69-72 Hairpin
52-53 Statue (4’+), 4d4x200 200 73-76 Locket
alabaster 77-80 Medallion
54-57 Statue (4’+), 3d4x100 500 81-84 Necklace
bronze 85-88 Pendant
104
Die Roll Jewelry Type coins to equal the value of the treasure. For example, a 100 g.p.
89-92 Pin treasure is found, all in coins. The game master rolls and gets a
93-96 Ring 97, then rolls and gets a 50, indicating 50 platinum pieces.
97-00 Tiara However, since 50 platinum pieces would be worth 250 g.p., the
game master reduces the number of platinum pieces found to
Each piece of jewelry is worth 1 lb. towards encumbrance, 20, which equals 100 g.p. If the indicated coins do not equal the
regardless of type. g.p. value of the treasure, simply keep rolling until all of the value
is accounted for; if this results in a mixture of different types of
TABLE 160: GEM SIZE coins, all the better.
Die Roll Gem Size
01-25 Very small Magic Items as Treasure
26-50 Small
51-70 Average Some treasure types have a chance to contain certain types of
71-90 Large magical items, with some having multiple items possible. Each
91-99 Very large relevant type of item is listed with the quantity potentially found,
00 Huge plus a percentage chance that the group of creatures possesses
them (not each creature in the group, unless noted). For
TABLE 161: GEM TYPE instance, if a creature is said to have 1d6 items (40%), the game
Die Roll Gem Type master would first roll 1d6 to determine the total number of
01-25 Hardstone (agate, malachite, lapis lazuli, potential items. Next, he would roll percentile dice for each
obsidian, turquoise, etc.) potential item. If the roll is equal to or less than the chance a
26-50 Semi-precious (bloodstone, jasper, given item is present, it will be. In the case that there are
moonstone, onyx, crystal, quartz, etc.) restrictions on the types of items to be found (some creatures
51-70 Fancy (amber, amethyst, coral, garnet, jade, will not have weapons, for instance, and some will have a certain
jet, pearl, etc.) number of potions), simply ignore rolls that do not apply.
71-90 Precious (aquamarine, peridot, blue spinel,
topaz, etc.) Note that individual magic items should be determined no matter
91-99 Gemstone (opal, emerald, amethyst, sapphire, which treasure method you are using. If no specific type of magic
etc.) item is indicated, roll to determine type using Table 164 below:
00 Jewel (black sapphire, diamond, jacinth, ruby,
etc.) TABLE 164: MAGIC ITEM TYPE
Die Roll Magic Item Type
TABLE 162: GEM VALUE 01-15 Armor or shield
Hard- Semi- Gem- 16 Book
Size stone Precious Fancy Precious stone Jewel 17-18 Charm
V. Small 1 5 10 50 100 500 19-22 Garment
Small 5 10 50 100 500 1,000 23-24 Musical instrument
Avg 10 50 100 500 1,000 5,000 25-41 Potion or liquid
Large 50 100 500 1,000 5,000 10,000 42-46 Ring
V. Lg. 100 500 1,000 5,000 10,000 50,000 47 Rod
Huge 500 1,000 5,000 10,000 50,000 100,000 48-61 Scroll
62-63 Spell book
Each gem is worth one-tenth of a pound towards encumbrance 64-65 Staff
(regardless of size). In the case of very many small gems, feel 66-68 Wand
free to adjust this rule of thumb accordingly. 69-94 Weapon
95-96 Wondrous item (A-E)
TABLE 163: COIN TYPE 97-98 Wondrous item (F-L)
Die Roll Coin Type 99-00 Wondrous item (M-Z)
01-30 10d100 c.p.
31-60 10d100 s.p. Once you determine the general type of magic item, roll on the
61-80 4d100 e.p. appropriate table to determine the exact item. Magic items in
81-94 1d100 g.p. italics are described in this book, starting on page 111.
95-00 1d100 p.p.
105
TABLE 165: MAGIC ITEMS (ARMOR OR SHIELD) Die Roll Charm Type
Die Roll Armor or Shield 88-94 Scarab of Protection
01-56 Armor, enchanted 95-97 Talisman of Pure Good
57-65 Mail, Elfin 98 Talisman of the Sphere
66-00 Shield, enchanted 99-00 Talisman of Ultimate Evil
TABLE 166: MAGIC ITEM (BOOK) TABLE 168: MAGIC ITEM (GARMENT)
Die Roll Book Type Die Roll Garment Type
01-28 Blessed Book 01 Boots of Dancing
29-32 Book of Holy Benisons 02-04 Boots of Elvenkind
33-36 Book of Infinite Spells 05-06 Boots of Levitation
37-40 Book of Unholy Damnation 07 Boots of the North
41-44 Codex of Making Friends and Influencing People 08-09 Boots of Speed
45-48 Libram of Gainful Conjuration 10-11 Boots of Striding and Springing
49-52 Libram of Ineffable Damnation 12 Boots of Varied Tracks
53-56 Libram of Silver Magic 13 Boots, Winged
57-60 Manual of Bodily Health 14-15 Bracers of Archery
61-64 Manual of Gainful Exercise 16 Bracers of Brachiation
65-68 Manual of Golems 17-24 Bracers of Defense
69-72 Manual of Puissant Skill at Arms 25 Bracers of Defenselessness
73-76 Manual of Quickness of Action 26 Circlet of Domination
77-80 Manual of Stealthy Pilfering 27 Circlet of Far Travels
81 Necrophidius Handbook 28 Cloak of Arachnidia
82-85 Tome of Clear Thought 29-30 Cloak of the Bat
86-89 Tome of Leadership and Influence 31-32 Cloak of Displacement
90-93 Tome of Understanding 33-36 Cloak of Elvenkind
94-98 Vacuous Grimoire 37 Cloak of the Manta Ray
99-00 Workbook of Animated Statues 38 Cloak of Poisonousness
39-45 Cloak of Protection
TABLE 167: MAGIC ITEM (CHARM) 46 Cyclocone
Die Roll Charm Type 47 Eyes of the Basilisk
01-02 Amulet of Inescapable Location 48 Eyes of Charming
03 Amulet of Life Protection 49 Eyes of the Eagle
04-05 Amulet of the Planes 50 Eyes of Minute Seeing
06-10 Amulet of Proof against Detection and Location 51 Eyes of Petrification
11-12 Amulet of Undead Command 52 Gauntlets of Ogre Power
13-14 Amulet of Undead Turning 53 Girdle of Dwarvenkind
15-16 Brooch of Golem Command 54 Girdle of Femininity/Masculinity
17-23 Brooch of Shielding 55 Girdle of Giant Strength
24-26 Medallion of ESP 56-58 Girdle of Many Pouches
27-28 Medallion of Thought Projection 59 Gloves of Dexterity
29-31 Necklace of Adaptation 60 Gloves of Fumbling
32-36 Necklace of Missiles 61 Gloves of Missile Snaring
37-43 Necklace of Prayer Beads 62 Gloves of Swimming and Climbing
44-45 Necklace of Strangulation 63-64 Gloves of Thievery
46-47 Periapt of Foul Rotting 65-66 Hat of Difference
48-50 Periapt of Health 67-68 Hat of Disguise
51-59 Periapt of Proof Against Poison 69-70 Hat of Stupidity
60-64 Periapt of Wound Closure 71 Helm of Brilliance
65-71 Phylactery of Faithfulness 72-73 Helm of Comprehension
72-76 Phylactery of Long Years 74 Helm of Opposite Alignment
77-78 Phylactery of Monstrous Attention 75 Helm of Telepathy
79 Phylactery of Shortened Years 76 Helm of Teleportation
80 Scarab of Death 77 Mantle of Starry Wandering
81-83 Scarab of Enraging Enemies 78 Robe of the Archmagi
84-85 Scarab of Golem Slaying 79-80 Robe of Blending
86-87 Scarab of Insanity 81 Robe of Eyes
106
107
108
109
TABLE 180: MAGIC ITEMS (WONDROUS ITEM M-Z) local alabaster statuette shop, turn in the item, and walk away
Die Roll Wondrous Item Type with 400 gold coins (or, preferably, 80 platinum pieces!). Nothing
01-02 Magical Herbs could be further from the truth.
03-04 Mail, Elfin
05-06 Marvelous Pigments In reality, when disposing of treasure, the adventurers will not
07 Mattock of the Titans receive the full value of the booty. In some cases, they may only
08 Maul of the Titans recover less than half the value of the item in cold, hard cash.
09 Mirror of Life Trapping
10 Mirror of Mental Prowess It is up to the game master to decide how to handle the disposal
11 Mirror of Opposition of treasure. Each transaction may be role-played out, but this
12 Murkstone could quickly become tedious if a large hoard consisting of
13-14 Net of Entrapment mainly artworks and luxuries is at hand. The game master might
15-16 Net of Snaring want to simply roll on the following table to determine how much
17 Pearl of Folly the player characters get for their haul. A good compromise may
18 Pearl of Loss be to do a mixture: act out the disposition of two or three very
19-20 Pearl of Power expensive, high-end items, and simply say “and you’re able to
21 Pearl of the Sirens dispose of the rest in a similar fashion, for a total value of X g.p.”
22-23 Pearl of Wisdom
24-29 Pipes of the Sewers The amount obtained for a treasure depends on its type (it being
30-31 Plow of Mighty Furrowing easier for an adventurer-type to get a good price for a ruby
32-32 Portable Hole necklace than a bale of cotton), and is modified by the charisma
33-36 Pouch of Accessibility of the seller. Note that characters get experience points for the
37 Prison of the Magus full value of treasure recovered, not just for what they’re able to
38-42 Rope of Climbing sell it for.
43-44 Rope of Constriction
45-47 Rope of Entanglement TABLE 181: SALE OF TREASURE ITEMS
48 Rug of Smothering Charisma Sun- Lux- Jewel-
49 Rug of Welcome of Seller dries uries Art ry Gems
50 Saw of Mighty Cutting 3-6 35% 40% 45% 50% 55%
51 Shadow Lanthorn 7-8 40% 45% 50% 55% 60%
52-54 Sheet of Smallness 9-12 45% 50% 55% 60% 65%
55 Spade of Colossal Excavation 13-14 50% 55% 60% 65% 70%
56-61 Spell Component Case, Enchanted 15-16 55% 60% 65% 70% 75%
62 Sphere of Annihilation 17 60% 65% 70% 75% 80%
63-66 Spoon of Stirring 18 65% 70% 75% 80% 85%
67-69 Stone Horse 19+ 70% 80% 85% 90% 95%
70-71 Stone of Controlling Earth Elementals
72-73 Stone of Good Luck The percentage above indicates how much of the items’ worth
74-75 Stone of Weight will be paid for in coin. Add 10% if the players’ characters have
76-78 Sustaining Spoon sold to the same buyer before, with no bad history between
79-83 Trident of Fish Command them.
84-87 Trident of Warning
88-89 Trident of Yearning If the items were stolen from someone in the area, and are easily
90-94 Walking Chest identifiable (most art and many luxuries would fall into this
95-96 Well of Many Worlds category, as would very expensive or noteworthy gems), normal
97 Whip of Intimidation merchants will not only refuse to buy, but will almost certainly
98-00 Wind Fan (90% chance) turn the would-be seller over to the authorities. If
a proper underworld fence can be found, or is already known,
Disposing of Treasure such items can be sold for a further 50% reduction to the prices
given above (10% minimum). Note that the player characters
It is a common misconception that, when an adventurer finds an don’t need to be the ones who necessarily stole the goods; re-
alabaster statuette worth 400 g.p., he can simply nip down to the stealing from the thieves still requires the use of a fence!
110
Magic Items
“natural 20” on a “to hit” die, the armor itself will fall to
pieces, removing the cursed armor but leaving the
wearer completely unprotected. If cursed armor is
Armor, Enchanted indicated, roll on the following table to determine the
exact effect.
Enchanted armor is either armor of normal type that has been
enchanted, or armor created with special magical materials that TABLE 184: CURSED ENCHANTED ARMOR
render it both relatively weightless and of superior protective Die Roll Armor Class Penalty
quality; it can also be both of these. Both the type and quality of 01-50 -1
the armor should be randomly determined when it is first found 51-75 -2
(if necessary). 76-88 -3
89-94 -4
TABLE 182: ENCHANTED ARMOR TYPE 95-00 -5
Die Roll Armor Type X.P. Value
01-05 Cuirass (leather) 100 Finally, the size of the armor should be determined:
06-07 Furs 100
08-10 Gambeson 100 TABLE 185: ENCHANTED ARMOR SIZE
11-14 Lamellar (leather) 150 Die Roll Armor Sized For
15-20 Ring armor 150 01-65 Human
21-27 Brigandine armor 200 66-85 Elf
28-32 Scale armor (leather) 200 86-95 Dwarf
33-36 Lamellar armor (steel) 250 96-00 Gnome / Halfling
37-42 Cuirass (steel) 250
43-48 Scale armor (steel) 250 Bowl of Seeing
49-63 Mail 300
64-85 Plated mail 400 This magical device is usable only by clerics and mystics. It
86-98 Plate armor 500 consists of a metal bowl, which, when filled with (un)holy water,
99-00 Jousting plate 750 functions as a crystal ball. The material of the bowl of seeing
determines its additional features (if any). An iron bowl has no
TABLE 183: ENCHANTED ARMOR QUALITY additional features. A copper bowl enables the user to use
Die Roll Quality X.P. Value clairaudience. A silver bowl enables the user to employ ESP. A
01-25 Weightless n/a gold bowl enables the user to use telepathy (communication
26-54 +1, weightless +200 only).
55-79 +2, weightless +1,000
80-89 +3, weightless +2,000 An iron bowl is worth 1,000 x.p., copper 2,000 x.p., silver 3,000
90-93 +4, weightless +3,000 x.p., and gold is worth 4,000 x.p.
94 +5, weightless +4,000
95 +5, weightless, +4,500 Brooch of Golem Command
etherealness
96-00 Cursed 0 This magical brooch allows the wearer to take control of a golem
whose original creator has died. It will not work on any golem
X.P. value is cumulative, except in the instance of cursed armor, whose creator is still alive, even if they are not present. It has no
which is never worth any experience points. effect on a flesh or clay golem that has gone berserk. If the
brooch is removed, the golem will revert to its original
• Weightless: The armor only weighs as much as instructions. Each brooch can only control a single golem, and
normal clothing, and thus has no impact on movement control cannot be transferred from one golem to another unless
rate. The plus indicates the bonus to the wearer’s the golem being controlled is destroyed. The experience point
armor class; thus ring armor +3 (normally AC 7) would value depends on the type of brooch found:
give the wearer an AC of 4.
• Etherealness: With the utterance of a command word, TABLE 186: BROOCH OF GOLEM COMMAND
the armor, the wearer, and his other possessions will Die Roll Golem Type X.P. Value
become ethereal. 01-35 Flesh 238
• Cursed: This armor cannot be removed unless a 36-70 Clay 360
remove curse spell is first cast. Usually, its cursed 71-85 Bronze 365
nature will not be apparent until it is worn in an actual 86-98 Stone 895
combat situation (mock combat testing will usually not 99-00 Iron 1,455
work). If the armor is struck by an opponent with a
111
112
113
This is a short (2’ long) and very thick (3”) rod with a four-finger When found, 1d4 doses of this dust will be present. It is
claw atop it. It allows the bearer to cast each of the following identifiably lotus dust due to its granular appearance, but there
once per day: interposing hand (1 charge), forceful hand (2 is no real way to discern the type just by visual examination.
charges), grasping hand (3 charges), clenched fist (4 charges), When a pinch is spread in the air, it will spread in a 10’x10’ cloud,
and crushing hand (5 charges). The rod can be recharged. It is and those within the cloud who breathe in the dust must make a
usable only by magic-users, and is worth 5,000 x.p. saving throw vs. poison (if the dust is involuntarily used) or have
their vision filled with swirls of psychedelic color, flashes of light,
Lotus Dust, Black and so forth. In reality, those breathing in the dust gain both
infravision and ultravision for 1d6+3 rounds. If this is the first time
When found, 1d4+1 doses of this dust will be present. It is using the dust of the yellow lotus, the disorienting effects will
identifiably lotus dust due to its granular appearance, but there cause the user to always go last in the round following breathing
is no real way to discern the type just by visual examination. in the dust, but the creature will get used to the effects thereafter.
When a pinch is spread in the air, it will spread in a 10’x10’ cloud,
and all those within its effect must make a saving throw vs. Lyre of Charming
poison or fall into a deep slumber filled with prophetic dreams of
the distant past for 2d4 rounds. It is worth 150 x.p. per dose. This enchanted stringed instrument can only be used by bards
or jesters. Those playing it can cast the equivalent of a charm
Lotus Dust, Green person or charm monster spell.
When found, 1d3 doses of this dust will be present. It is Lyre of the Elements
identifiably lotus dust due to its granular appearance, but there
is no real way to discern the type just by visual examination. This is a stringed instrument. If a bard with a proficiency in lyre
When a pinch is spread in the air, it will spread in a 10’x10’ cloud, plays it, he can call forth the following powers once per day:
and all those within are covered with a fine dusting of the
powder. Anyone so coated will be immune to the effects of green • Control winds
slime for up to 6 hours, as long as the dust is not washed or • Transmute rock to mud
blown off by a strong wind. One large, 3 medium, or 5 small • Wall of fire
creatures can be so protected. It is worth 50 x.p. per dose. • Lower water
Lotus Dust, Gray A bard without proficiency in lyre can employ these powers only
30% of the time. If he attempts and fails, he cannot make
When found, only a single dose of this dust will be present. It is another attempt until the next day. A bard with lyre proficiency
identifiably lotus dust due to its granular appearance, but there receives a 20% bonus to his verbal patter skill when using this
is no real way to discern the type just by visual examination. instrument. Those without lyre proficiency can still use it and
When a pinch is spread in the air, it will spread in a 10’x10’ cloud, receive a +10% bonus to verbal patter, but no other abilities. It
and any creature within must make a saving throw vs. poison or is usable only by bards and skalds (but not jesters). It is worth
be struck dead. It is worth 800 x.p. 5,000 x.p.
When found, 1d3+1 doses of this dust will be present. It is Some plants are inherently magical and can produce magic or
identifiably lotus dust due to its granular appearance, but there magic-like effects as-is, without the need for any alchemical
is no real way to discern the type just by visual examination. processing into potions or oils. The following are only a few of
When a pinch is spread in the air, it will spread in a 10’x10’ cloud, these magical herbs. Each herb plant found contains enough
and those within the cloud who breathe in the dust must make a material for a single dose, but 1d3 plants of each type are
saving throw vs. poison (if the dust is involuntarily used) or fall usually found together.
into a trance for 1 round, during which time they will have a flash
of insight about what will happen in the following round. In the Devil Pod: While the nut-like pod of this plant is chewed, the
round following their trance, they will automatically go first in person doing so gets a +1 bonus to their armor class when
initiative, get a +4 bonus “to hit” and to saving throws, and will fighting any creature from the Nine Hells. The effect lasts 1d4+1
know where any creature that begins the round within 30’ will minutes. Each is worth 100 x.p.
move. It is worth 100 x.p. per dose.
King’s Crown: When the flower of this plant is dried and burned
as incense, it will temporarily bestow the power of understanding
any spoken language for 1 hour. It is worth 250 x.p.
114
Physic Weed: When boiled into a tea, this herb will cure 1 h.p. Only one character can read from it at a time. After it has been
of damage, up to once per day. It is worth 200 x.p. read, at the end of the construction process, the book will
disappear into dust. If a character of less than 10th level
Red Veined Susan: When the leaves of this plant are broken off attempts to create a golem using the manual, there is a 10%
and the red sap within sucked out, they provide the imbiber with chance per level below 10th that the end product will be a failure;
the ability to breathe fire, causing 1d4 points of fire damage to either (1-17) falling to pieces within minutes of the construction
any creature within 3’ of the imbiber’s mouth. It is worth 200 x.p. being complete, or (18-20) going berserk and turning on its
creator.
Spidermoss: Not a true moss, but the spider-like flowers give the
impression of moss. If the flowers are eaten raw, they will give Clerics can only create clay golems or read the appropriate
the person doing so the ability to hold their breath for up to 30 manual. Magic-users can only create the other types. If a magic-
minutes (it is possible to eat two doses 30 minutes apart). It is user reads the least bit from a manual intended for clerics, he
worth 175 x.p. will lose 1d6x10,000 x.p. immediately, If a cleric reads anything
from a manual intended for magic-users, he will lose 1 level of
Toadwart: When this herb is swallowed raw, it will give the experience. If any other class reads from the manual, they will
person who does so the power to stick to walls (as per a spider take 6d6 h.p. of damage. It is worth 3,000 x.p. when discovered.
climb spell) for up to 1d3 minutes. It is worth 150 x.p.
Murkstone
Mandolin of Might
Originating on the plane of Shadow, a murkstone is a powerful
This stringed instrument, if played by a bard with a proficiency magical item that allows its wielder to command the very stuff of
in mandolin, can call forth the following powers once per day: Shadow itself. At will, the holder can hide in shadows as if he
were a 10th level thief (if the holder is already a thief, then he
• Cure serious wounds can hide in shadows as if he were a thief ten levels higher than
• Dispel magic he is). At all times the wielder has magic resistance as if he were
• Protection from lightning 10’ Radius a shade. Three times per day the holder can create a cloud of
darkness 40’x30’x20’ that has the same effects as the breath
A bard or skald with no proficiency in mandolin can employ these weapon of a shadow dragon. Once per day the wielder can
powers only 30% of the time. If he attempts and fails, he cannot shadow walk (as per the level 7 Illusionist spell). All effects are
make another attempt until the next day. A bard, jester, or skald created by concentrating for 1 segment; no command word is
with mandolin proficiency receives an additional 20% bonus to required. It is worth 5,000 x.p.
his entertain, distract, or inspire verbal patter skill when using
this instrument. Those without mandolin proficiency can still use Necrophidius Handbook
it and receive a +10% bonus. It is usable only by bards and
skalds (but not jesters). It is worth 4,000 x.p. This magical tome allows the reader to create a necrophidius,
as long as he can labor uninterrupted and with the handbook by
Manual of Golems his side, and has the requisite materials ready.
This will appear as a large book, bound in leather with metal Only one character can read from it at a time. After it has been
bindings, and its true nature cannot be discerned except by read, at the end of the construction process, the book
scanning its contents. The manual of golems allows the reader disappears into dust. If a character of less than 10th level
to create a golem of a particular type, as long as he is able to attempts to create a necrophidius using the handbook, there is
labor uninterrupted and with the manual by his side, and of a 20% chance per level below 10th that the end product is a
course has the requisite materials ready. There are different failure, simply never coming to life once created. The construct
types of manuals, depending on the type of golem to be created; itself costs 500 g.p. per hit point, and requires the complete
the type should be determined when the manual is first skeleton of a giant snake, the skull of a murderer (dead not more
discovered. than 24 hours), and 10 days to create.
TABLE 189: MANUAL OF GOLEMS If any class of character other than a magic-user (not including
Time to Materials sub-classes) reads from the manual, they lose 1d6x1,000 x.p.
Die Roll Golem Type Create Cost (no saving throw). It is worth 1,000 x.p. when discovered.
1-5 Clay 1 month 65,000 g.p.
6-15 Flesh 2 months 50,000 g.p. Oil of Monster Attraction
16-17 Bronze 6 weeks 50,000 g.p.
18-19 Stone 3 months 80,000 g.p. This viscous fluid will, once applied to an individual, double the
20 Iron 4 months 100,000 g.p. chances of a random encounter or wandering monster. It cannot
115
116
such as continual light, however. The effect lasts for 1d6+6 Spell scrolls are worth a number of experience points equal to
minutes. their total spell levels times 100, but such should only be
awarded to those characters actually able to use the spells.
It is worth 500 x.p. (four times as much to a vampire, drow, or
other creature adversely affected by sunlight). Once cast from a scroll, the spell disappears forever.
Scroll, Spell If the spell is one that the caster could normally cast, success is
automatic. It is possible for a spellcaster to use a scroll spell of
Characters often discover magic spell scrolls within treasure higher level than he can ordinarily cast. There is, however, a risk
hoards. All scrolls are usually protected by scroll cases of that doing so causes the spell to fail or, worse, backfire on the
leather, wood, or bone. A magic-user or other spellcaster must caster. Determine the difference between the spell’s minimum
use read magic to determine what spells are written upon a caster level and the experience level of the caster, then roll to
particular scroll, but he need not do so more than once per scroll. determine the result:
At the game master’s discretion, the spells on a scroll may fade TABLE 196: SPELL SCROLL RESULT
(up to 30% chance) if their nature is not immediately discerned Difference in Levels Spell Spell Spell
upon their discovery. Spell scrolls are usually of a single type, Needed to Cast Success Failure Backfire
and are very rarely mixed: 1 01-95 96-99 00
2 01-90 91-99 00
TABLE 194: SPELL SCROLL TYPE 3 01-85 86-99 00
Die Roll Spell Scroll Type 4 01-80 81-97 98-00
01-16 Cleric 5 01-75 76-96 97-00
17-23 Druid 6 01-70 71-95 96-00
24-30 Mystic 7 01-65 66-91 92-00
31-85 Magic-user 8 01-60 61-90 91-00
86-92 Illusionist 9 01-55 56-89 90-00
93-99 Savant 10 01-50 51-82 83-00
00 Mixed (roll twice, ignoring further rolls of 00 11 01-45 46-81 82-00
and duplicates) 12 01-40 41-79 80-00
13 01-35 36-67 68-00
The number of spells on each scroll, as well as the possible level 14 01-30 31-65 66-00
of each spell, is determined randomly: 15 01-25 26-62 63-00
16 01-20 21-44 45-00
TABLE 195: SPELL SCROLL LEVEL 17 01-15 16-40 41-00
Magic-user All Others 18 01-10 11-37 38-00
Die Roll # of Spells Spell Level Spell Level 19 01-05 06-33 34-00
01-17 1 1d4 1d4 20 - 01-30 31-00
18-27 1 1d6 1d6
28-32 1 1d8+1 1d6+1 Where applicable, assume each spell scroll was written by a
33-40 2 1d4 1d4 spellcaster one level higher than the spell’s minimum caster
41-45 2 1d8 1d6 level (for his class). Thus, a fireball spell cast from a scroll would
46-53 3 1d4 1d4 function as if it were cast by a 6th level caster.
54-58 3 1d8+1 1d6+1
59-65 4 1d6 1d6 Shield, Enchanted
66-70 4 1d8 1d6
71-77 5 1d6 1d6 Enchanted shields weigh as much as their mundane
78-82 5 1d8 1d6 counterparts, but improve armor class by the indicated amount.
83-87 6 1d6 1d6 Both the size and the qualities of the shield must be determined:
88-90 6 1d6+2 1d4+2
91-95 7 1d8 1d6 TABLE 197: SHIELD, ENCHANTED (SIZE)
96-98 7 1d8+1 1d6+1 Die Roll Shield Size X.P. Value
99-00 7 1d6+3 1d4+3 01-05 Buckler 25
06-15 Small 50
(If of mixed type, roll once for each type, re-rolling results over 16-85 Medium 100
90.) Once the number of spells has been determined, simply roll 86-00 Large 125
the appropriate die for each spell to verify its level, then
reference the spell lists in your primary rulebook(s) to determine
which spells are on the scroll. Roll each spell’s level separately.
117
118
period, for instance, will probably have enchanted spears as the TABLE 205: WEAPON PRIMARY QUALITY
foremost type, rather than swords. It is also possible for a Die Roll Quality X.P. Value
weapon to have multiple enchantments, and certain special 01-50 +1 400
types are also possible. Unless otherwise specified, magical 51-73 +2 800
melee weapons radiate light in a 10' radius when grasped. First, 74-81 +3 1,400
determine the type of weapon: 82-87 +4 2,000
88-92 +5 3,000
TABLE 202: WEAPON TYPE SUB-TABLE 93-00 Cursed 0
Die Roll Weapon Type
01-05 Axe, battle
06-10 Axe, hand Optional Rule: Swift Weapons
11-21 Dagger
22-25 Flail At the GM’s discretion, for every “plus” a melee weapon
26-29 Hammer possesses as a primary quality, it loses one point of initiative
30-33 Knife penalty. Thus, a battle axe +2 would only have an initiative
34 Lance penalty of 5, rather than 7. Remember that a lower initiative is
35-39 Mace better.
40-41 Morning star
42-43 Pole arm
44 Quarterstaff Quality refers to the bonus received in melee combat, both on
45-49 Spear the “to hit” and damage rolls when using the weapon. In addition,
50-99 Sword 33% of all randomly discovered non-cursed weapons have an
00 Trident additional quality, as determined below:
TABLE 203: SWORD TYPE SUB-TABLE TABLE 206: WEAPON SECONDARY QUALITY
Die Roll Sword Type Die Roll Secondary Quality X.P. Value
01-10 Bastard sword 01 Alertness 5,000
11-25 Broad sword 02-03 Backstabbing 600
26-90 Long sword 04 Dancing (+1 only) 4,000
91-93 Scimitar 05-06 Defender (+2 min.) 1,000
94-98 Short sword 07-12 Detection 600
99-00 Two-handed sword 13-14 Disruption 1,350
15-17 Dragon Slayer 100
TABLE 204: POLE ARM TYPE SUB-TABLE 18-22 Flame Tongue 500
Die Roll Pole Arm Type 23-26 Frost Brand 200
01-05 Awl pike 27-31 Giant Slayer 100
06-10 Bardiche 32 Holy Avenger 1,000
11-15 Bec de corbin 33 Life Stealing 4,200
16-20 Bill 34 Luck Special
21-25 Bill hook 35-41 Lycanthrope Bane 300
26-30 Fauchard 42-48 Magic Scourge 200
31-34 Fauchard-fork 49-50 Nine Lives Stealer 800
35-39 Glaive 51 Planar 1,200
40-42 Glaive-fork 52-57 Quickness 200
43-46 Glaive-guisarme 58-65 Scalefoe 400
47-51 Guisarme 66 Sharpness (bladed only) 6,000
52-59 Halberd 67-76 Short-mower 400
60-66 Lucern hammer 77 Solar 2,200
67-71 Military fork 78 Speed 2,200
72-76 Partisan 79-80 Submission 850
77-81 Pole axe 81-89 Tall-reaper 600
82-86 Ranseur 90 Thunderbolts 1,100
87-91 Spetum 91-96 Trollslayer 400
92-96 Voulge 97-98 Venom (non-crushing only) 1,200
97-00 Voulge-guisarme 99 Vorpal (non-piercing only) 8,600
00 Wounding (non-crushing 4,400
Next, roll to determine the primary qualities of the weapon: only)
119
Experience point values are cumulative, except in the case of • Defender: The wielder of this weapon can split its
cursed weapons, which are never worth any experience points. bonus between a “to hit” bonus and a bonus to his
The descriptions of the various secondary qualities are as own armor class. Note that if this quality is rolled for
follows: a weapon that only has a +1 bonus, the game master
should re-roll for the secondary quality.
• Alertness: The wielder gains a +1 bonus to all • Detection: This weapon enables the wielder to detect
surprise rolls and a -1 bonus to his initiative. When one or more of the following, upon concentrating, as
the holder grasps the weapon and concentrates, it long as the weapon is held prominently. The feeling
can detect any one of the following once per minute is transmitted via a tingling in the hilt or handle of the
(each as per the appropriate spell, and not using up weapon.
any charges): alignment, evil, good, illusions,
invisibility, lie, and magic. If one charge is expended, TABLE 207: WEAPON OF DETECTION
and the weapon set into the ground, it searches for Die Roll Detect
any unfriendly creatures in a 120’ radius. If any are 01-10 Elevator/shifting rooms, shifting walls, etc.,
detected, it creates light (as per the spell) in a 60’ within 10’
radius, sends a mental alert to friendly creatures 11-20 Sloping passages within 10’
within 20’, and creates a zone of prayer (also as per 21-30 Evil or good within 10’
the spell) within a 20’ radius, affecting those creatures 31-50 Gems (reveals kind and amount, but not size)
friendly to the possessor of the weapon. This lasts for within 5’
six hours or until the weapon is removed from the 51-60 Precious metals (kind and amount) within 20’
ground. If an additional charge is used (and it must be 61-70 Magic within 10’
used when the first is; it cannot be added later) and if 71-80 Secret doors within 5’
enemies are detected as indicated above, up to 16 81-90 Invisible objects and creatures within 10’
objects (branches, bushes, etc.) within a 60’ radius 91-00 Roll twice, ignoring rolls above 90. If a duplicate
will animate (as per the spell animate object) to help is indicated, the weapon detects only one
in the defense of the weapon’s owner and his thing, but the range is doubled.
compatriots. When found, the weapon has a number
of charges equal to 51 minus 1d10; as long as a • Disruption: This weapon has an inherently neutral
single charge remains, it can be recharged by the good alignment, and any character of evil alignment
cleric spell holy/unholy word. If all the charges are touching it suffers 5d4 hit points of damage with no
gone, all of its magical effects are lost. Spells function saving throw. If the weapon strikes an undead
as if cast by a 16th level spellcaster. creature or creature from one of the lower planes
• Backstabbing: In addition to its ordinary magical (devil, daemon, demon, etc.), the creature must make
bonus, this wielder of this dagger is able to backstab a special saving throw:
as if he were a thief of equal level.
• Dancing: This quality can only apply to weapons with TABLE 208: WEAPON OF DISRUPTION
a +1 bonus; if otherwise, re-roll for the secondary Creature Type Saving Throw
quality. On the first round of melee combat, it has a Skeleton - Wraith Automatic failure
bonus of +1. On the second, it has a +2 bonus, and Mummy 4
so forth. On the fifth round, the bonus returns to +1 Spectre 7
and the cycle begins again. However, on the fifth Vampire 10
melee round (or any other round when the bonus of Ghost 13
the weapon is +1), the wielder can opt to let the Lich 16
weapon “dance”; that is, to float in the air, fighting Special 19
against enemies without the need for the wielder to
concentrate. Such fighting occurs as if a character of If the creature rolls the indicated number or higher on
the same level and class as the wielder is using the 1d20, it merely suffers double the normal damage it
weapon. While the weapon is dancing, the wielder would otherwise take. If it fails the saving throw, it is
can pick up another weapon, cast spells, and so on. instantly blasted into nothingness.
The sword can never be more than 30’ from the
wielder, and does not suffer damage itself (although • Dragon Slayer: This weapon has an additional
it is susceptible to magic such as dispel magic, bonus of +2 when used against any true dragon. This
fireball, etc.). If the weapon stops dancing for any includes red, silver, faerie, shadow, and other such
reason (e.g., the combat is over or the owner moves true dragons, but excludes creatures like dragonnes,
more than 30’ away), it begins the cycle again when dragon turtles, and dragon-shaped deities. In
it is picked up, having a bonus of +1, then +2, etc. addition, the weapon causes triple damage against a
single type of dragon, determined randomly:
120
TABLE 209: WEAPON OF DRAGON SLAYING wielder (which functions as magic resistance does for
Die Roll Dragon Type monsters). This zone will also automatically dispel
01-06 Black magic (as per the spell) as if cast by a magic-user of
07-12 Blue the same experience level as the paladin. Lastly,
13-18 Brass when used against enemies of chaotic evil alignment,
19-24 Bronze the holy avenger provides a total of +10 damage.
25-30 Cloud • Life Stealing: This weapon will drain one hit die or
31-36 Copper level when the wielder rolls a natural 20 in combat.
37-41 Faerie The victim will lose any relevant abilities (spell
42-47 Fog casting, special abilities, etc.), and one hit die worth
48-53 Gold of hit points will be permanently lost; hit points are first
54-59 Green lost because of normal damage caused by the
60-65 Mist weapon, and additional points removed as needed.
66-71 Red For example, if an enemy is hit for 2 h.p. damage, and
72-76 Shadow got 5 h.p. on his last leveling up, he loses 2 h.p. that
77-82 Silver can eventually be healed, is drained of one level, and
83-88 Steam loses 5 h.p. permanently. If the wielder has taken
89-94 Vapor damage, those hit points will be transferred to him as
95-00 White his energy is replenished. The wielder's hit points can
never be raised past their normal total. Thus, if a
• Flame Tongue: When the wielder speaks a target loses 5 hit points permanently, the wielder will
command word (usually engraved somewhere on the be healed of 5 hit points damage, assuming he had
weapon itself), a bright flame ignites along the blade already taken at least that much damage.
or haft of the weapon (as appropriate). It will not harm • Luck: The weapon affords the wielder a bonus of +1
the wielder, but sets fire to flammable objects such as on all saving throws, and contains 1d4+1 wishes (as
oil, parchment, and the like. When flaming, the per the spell). This adds 600 x.p. plus 1,000 x.p. per
weapon provides an additional +1 bonus when used wish.
against creatures that can regenerate. It also yields • Lycanthrope Bane: The weapon provides an
an additional +2 when used against cold-based additional +2 bonus against all lycanthropes and
creatures (such as ice toads or white dragons), as other creatures able to alter their form (such as
well as birds and other avian creatures. Finally, it doppelgangers, vampires, druids, etc.). This bonus
gives an additional +3 bonus when used against the also applies to creatures whose form has been
undead. Note that these bonuses are not cumulative; changed by some item or spell, such as polymorph
when used against a creature that falls under more other.
than one category, use the highest bonus. • Magic Scourge: The weapon gives an additional +1
• Frost Brand: This weapon gives an additional bonus bonus against magic-users (and sub-classes), spell-
of +5 vs. all fire-using creatures and those who dwell using monsters of all sorts, and creatures that are
in or are made of flame (such as fire giants, red conjured, gated, or summoned. It does not apply to
dragons, fire elementals, salamanders, etc.). It does creatures with magical powers granted by some
not glow except when the ambient temperature is 32° magic item, or upon whom some third party has cast
Fahrenheit or less. It also allows the wielder to a spell.
function as if he were wearing a ring of warmth. • Nine Lives Stealer: On a natural roll of 20 in melee
Finally, if thrust into a stationary fire, there is a 50% combat, the weapon drains the life force of the
chance that it extinguishes the flame (with a 10’ unfortunate target if he fails a saving throw vs. magic.
radius of effect). Fireballs or meteor swarms would This function only works a total of nine times;
not be affected, as they are not stationary. thereafter the weapon loses its secondary quality
• Giant Slayer: When used against a giant, ettin, ogre forever.
mage, or titan, this weapon deals an additional +1 h.p. • Planar: The weapon provides an additional +1 bonus
of damage. When used against a giant (hill, stone, when used against creatures native to one of the
fire, etc.), the weapon also causes double damage inner planes of existence (elemental, etc.). It also has
(but does not double the bonus). an additional +2 when used on or against natives of
• Holy Avenger: This weapon displays no special the outer planes, and an additional +3 when used on
qualities until and unless it is in the hands of a paladin. or against creatures native to the ethereal or astral
At that point the weapon has a (total) bonus of +5; if planes.
the weapon ordinarily has a +5 bonus, it will be a +6 • Quickness: The weapon automatically strikes first in
weapon when wielded by a paladin. It also radiates a any round where its wielder is not surprised.
zone of 50% magic resistance in a bubble 5’ from the
121
• Scalefoe: This weapon gives an additional bonus of • Thunderbolts: Regardless of the type of weapon, it
+3 when used against reptiles, snakes, dinosaurs, appears to be too large for its type, and of some
dragons, and the like. subtle imbalance that makes it difficult (if not
• Sharpness: Only bladed weapons may have this impossible) to wield properly in combat. However,
quality; if a non-bladed weapon is indicated, re-roll the once picked up by a character with at least 18/01
quality. Regardless of its actual bonus, this weapon strength and a height of 6’ or more, its full potential is
can strike creatures normally only hit by +3 weapons realized. In such hands, the weapon gains its magical
or better. It severs a limb (arm, leg, pseudopod, bonus and inflicts double normal damage when it hits.
tentacle, etc.) when a certain natural (unmodified) If the wielder knows the true name of the weapon, is
result is rolled on a “to hit” roll. The roll required to wearing a girdle of giant strength (any type) and
sever depends on the nature of the target being gauntlets of ogre power, he gains an additional +2
attacked: bonus and can hurl the weapon (no matter what sort
it is, even those not normally usable as missile
TABLE 210: WEAPON OF SHARPNESS weapons). When hurled, the damage bonus for
Target “Natural” Roll to Sever strength (and magical bonuses) still applies, it
Man-sized or smaller 18+ automatically slays any giant it hits, and if the weapon
Large 19+ does hit (any type of creature, not just giants), a titanic
Metal or stone (golems, etc.) 20 thunderclap stuns all creatures within 30’ of the point
of impact for 1 minute. The hurled weapon has a
• Short-mower: This weapon provides an additional range of 10’ plus 5’ per point of damage bonus gained
+1 bonus when used against creatures of small size. from the girdle and gauntlets, combined. It can only
• Solar: This weapon has 50% of the normal weapon be hurled every other minute, and if hurled five times
initiative penalty (round down). When used against in any given 20-minute period, its wielder must rest
creatures of evil alignment, it provides an additional for 10 minutes.
+2 bonus. When used against creatures from the • Trollslayer: The weapon gains an additional +2
negative material plane, or those with magical links to bonus when used against any creature that can
that plane (such as mummies), it inflicts double regenerate lost hit points while in combat, such as
damage. The blade emits a golden glow when trolls or individuals wearing a ring of regeneration.
unsheathed and, if swung in a circular motion, creates • Venom: Crushing weapons (maces, flails, etc.)
a sphere of illumination equal to normal daylight in cannot have this attribute; re-roll if it is indicated for
strength. The illumination begins at a 10’ radius such weapons. The weapon contains a reservoir of
around the wielder of the weapon and grows 5’ per poison; on a roll of a natural 20 in combat, the target
minute, to a maximum total radius of 60’. Once it must succeed at a saving throw vs. poison or be
reaches its maximum size, the orb of illumination instantly killed. The weapon holds six doses of such
shrinks at a rate equal to that at which it grew. This poison, and can be refilled. Note that conscious use
sphere of illumination can only be used once per day. of such a weapon is an inherently evil act, and should
• Speed: This weapon allows the wielder to always be adjudicated accordingly.
attack first in a given melee round. In addition, the • Vorpal: Piercing weapons such as lances and spears
wielder can strike more than once per round. If the may not have this quality; if such is indicated, re-roll
wielder is normally able to only hit once per melee the quality (items such as maces and hammers, if
round, he strikes three times per two rounds. If he possessed of this quality, will “knock the block off” the
normally strikes three times every two rounds, he enemy). The weapon severs the head of an enemy
strikes twice per round, and so forth. This is when a certain natural (unmodified) result is rolled on
cumulative with any other speed-affecting magic that a “to hit” roll. The roll required to sever depends on
may be applicable. the nature of the target:
• Submission: Any creature struck by this weapon
must make a saving throw vs. spells. Failure indicates TABLE 211: VORPAL WEAPON
the creature must make a morale check in the Target “Natural” Roll to Behead
following melee round instead of its normal attack. If Man-sized or smaller 17+
it fails that morale check, it surrenders, overcome by Large 18+
hopelessness for 2d4 minutes. This function can be Metal or stone (golems, etc.) 19+
used a total of 1d4+16 times, after which the weapon
loses its secondary quality (but not its primary • Wounding: Crushing weapons (maces, flails, etc.)
quality). cannot have this attribute; re-roll if it is indicated for
• Tall-reaper: This weapon gives an additional +1 such weapons. Each wound inflicted with this weapon
bonus when used against creatures larger than man- bleeds for 1 h.p. of additional damage per round for
sized. 10 rounds, unless the victim takes an entire minute to
122
123
• Fireburst: This weapon bursts into flames upon TABLE 217: WEAPON OF SLAYING
impacting an enemy (if it misses its target, it will not Die Roll Creature Type
ignite). This inflicts double damage to any cold-using 01-04 Angels
or cold-based creatures, such as white dragons or ice 05-08 Arachnids
toads. If this attribute is found on ammunition, the 09-12 Archons
missile will be destroyed as it hits. 13-16 Avians
• Homing: This hurled or fired weapon will, if it hits, 17-20 Bards
automatically return to the wielder; if the quality 21-24 Clerics
applies to a fired weapon, all ammunition thus fired 25-28 Daemons
will return to the owner. If it misses, it will not return, 29-32 Demons
and if ammunition, the enchantment disappears. In 33-36 Devas
addition, ranges are doubled. 37-40 Devils
• Hurling: This quality cannot be applied to fired 41-44 Dragons
weapons (bows, crossbows, slings, etc.) or 45-48 Dwarves
ammunition (arrows, bolts, bullets, etc.). If such is 49-52 Elementals
indicated, re-roll the secondary attribute. This 53-56 Elves
weapon can be thrown twice the ordinary range, and 57-60 Fighters
always returns to the hand of the welder, whether it 61-64 Giants
hits or misses. In addition, the damage inflicted is 65-68 Gnomes
twice normal (apply any magical bonuses after the 69-72 Golems
damage is doubled). The damage doubling does not 73-76 Halflings
apply if the weapon is not thrown. 77-80 Humanoids
• Impact: If this quality is applied to a hurled or fired 81-84 Magic-users
weapon, it can only be used 1d6+6 times. After that, 85-88 Mammals
the weapon loses all of its enchanted properties. This 89-92 Reptiles
quality allows the weapon to do additional damage, if 93-96 Thieves
the die roll “to hit” is higher than the actual number 97-00 Undead
needed to hit. For each point of difference between
the “to hit” die roll and the number needed to hit the • Snowsurge: This weapon creates a super-cold flash
target, the weapon inflicts an additional 2 points of of ice and snow upon impacting an enemy (if it misses
damage. For example, a bow of impact is fired at an its target, the magic does not activate). This inflicts
enemy, and the wielder needs a 10 to hit. He rolls a double damage to any fire-using or flame-based
17. The arrow fired from the bow does its normal creatures, such as salamanders or red dragons. If this
damage, plus the magical bonus provided by the bow, attribute appears on ammunition, the missile is
plus an additional 14 points of damage (since 17- destroyed as it hits.
10=7, and 7x2=14)! • Speed: This allows the wielder to fire at twice the
• Seeking: The weapon functions as an enchanted normal rate. In addition, the wielder always fires first
weapon both “to hit” and to damage, but cannot hit in a melee round. If surprised, the weapon gives a -2
creatures capable of only being struck by magical bonus to the initiative penalty for the wielder only (not
weapons, such as gargoyles. for his friends or allies).
• Slaying: If encountered as a group of objects • Throwing: This quality cannot be applied to fired
(arrows, bullets, etc.), only one of the group has this weapons (bows, crossbows, slings, etc.) or to
quality; it will stand out in some way to indicate its ammunition (arrows, bolts, bullets, etc.). If such is
special nature. If this is the quality of a fired or hurled indicated, re-roll the secondary attribute. It has double
weapon, it is only usable once; when it hits, the the normal range, and the strength bonus of the
enchantment leaves the object (the missile itself is not wielder applies to both the “to hit” and damage rolls.
harmed). If the weapon is used against the • Cursed. All cursed weapons can only be discarded by
appropriate sort of creature, it kills that creature the application of a remove curse spell for ammunition
instantly (no saving throw, but magic resistance does (such as arrows, bolts, bullets, etc.), or by an exorcise
apply, if applicable). The type of creature against spell for a cursed weapon itself (bow, crossbow, sling,
which the weapon of slaying is targeted should be etc.). Otherwise, it returns to the hand of the owner
determined randomly when it is first discovered; the when battle is joined no matter what steps are taken to
game master should feel free to alter the list to make get rid of it. Cursed ammunition only does so once,
it more appropriate to his own campaign. however; once fired, that particular cursed item has
spent its effect. Of course, if a character finds a dozen
cursed arrows, he’ll have to shoot all of them in a real
combat environment to be fully rid of the curse…
124
TABLE 218: CURSED MISSILE WEAPON SUB-TABLE other effect is obtained, the whip can be used again after five
Die Roll Curse Effect minutes.
01-45 -1
46-70 -2 Repeated use of and exposure to the whip over the course of
71-90 -3 months will make the victims more pliant and susceptible to its
91-00 Backbiter effects.
Only one character can read from it at a time. After it has been
read, at the end of the construction process, the book
disappears into dust. If a character of less than 8th level
attempts to create an animated statue using the manual, there
Whip of Intimidation is a 10% chance per level below 8th that the end product will be
a failure. It may (01-17) simply fail to animate or respond to
This enchanted weapon allows the user to dominate animals commands, or (18-20) go berserk and turn on its creator.
and other unintelligent creatures. It functions as a whip +1. Upon
a successful hit, the victim must make a saving throw vs. spells. Only magic-users or savants can read from a workbook of
Failure means the creature struck will be affected as indicated animated statues. If an illusionist reads any of it, he is blinded
below: for 1d6 days (no saving throw). If any other class reads even a
single word, they lose 1d4x10,000 x.p. It is worth 1,600 x.p.
TABLE 219: WHIP OF INTIMIDATION when discovered.
Die Roll
INT 1 2 3 4
0-3 Cowed Cowed Cowed Cowed
4 No effect Cowed Cowed Obey
5 No effect No effect Cowed Obey
6 No effect No effect No effect Cowed
7+ No effect No effect No effect No effect
Cowed: The creature will not attack either the wielder of the whip
or anyone else. It will slink away if possible. If it is attacked again
by the wielder or one of his companions, the effect is ruined.
The whip can be used more than once; if a “no effect” result is
obtained, the whip cannot be used again for another hour. If any
125
Light
126
are held open with iron spikes. Of course, setting such spikes is The game master should be able to calculate fairly easily at what
a noisy process, and can attract nearby creatures. Pounding point the pursuit becomes pointless by counting squares or
spikes to hold open a door takes one round, and results in an hexes on his map. (If needed, roll randomly when the pursued
automatic random encounter check. force comes upon an option such as a door, intersection, etc.).
Of course, if the pursuing party has a ranger or other means of
One-way doors, as the name suggests, only allow movement in tracking the pursued, those rules take precedence. When a
one direction. However, as an added feature, they are usually pursuing NPC or group of monsters gives up the pursuit
completely camouflaged from the other side, as secret doors. depends on their relative speed:
Thus, it is possible to move through such a door and be
completely stymied when one tries to retrace one’s steps. TABLE 221: GIVING UP PURSUIT
Pursuer Equally Pursued
Sloping Passages Circumstance Faster Fast Faster
Pursued is in sight, n/a 150’ 100’
Sloping passages need to travel 100’ for every 10’ of vertical pursuer gives up if
drop in order for the slant to be undetectable. Any steeper and pursued are this far
the slant becomes noticeable even by non-dwarves. Thus, ahead…
players may well find themselves on a different level of the Pursued is out of sight, 200’ 80’ 50’
dungeon than they believe themselves to be on. For this reason, pursuer gives up if
dungeons that use this trick should have many such lengthy pursued are this far
corridors in them; otherwise the presence of an unusually long ahead…
passageway will be a dead giveaway that something is up. Don’t Pursuit has lasted… n/a 10 min. 5 min.
forget, however, that such slopes don’t need to be long, straight
hallways; they can certainly twist and turn around like any other For example, a group of orcs is pursuing a group of elves. Since
dungeon corridor. Just make sure you keep track of how far the elves move more quickly than the orcs, the orcs give up the
above or below the rest of the level a given piece of hallway is, pursuit once the elves are 100’ away and can still be seen, or
to make sure that it doesn’t intersect some room or passage on once they have ducked around a corner or through a door within
another level. 50’ of the orcs, or after 5 minutes have elapsed in any case.
Pursuit in a dungeon is a function of movement rate and how Pursuit in close urban areas should use these rules. Pursuit in
much of a lead the pursued creature(s) has. If the pursuing spread-out villages or hamlets, where there is a lot of ground
creature is slower, it cannot see where the prey goes in the between buildings, should use the pursuit rules for wildernesses
twisty maze of passages, doors, and so forth. It may be able to (below).
keep the pursued within visual sight for a while (particularly
when the pursued has a light source), but will ultimately lose
him.
127
The Wilderness
In this case, “wilderness” can refer to any sort of overland travel,
whether it be in more civilized regions or those which are less
so. As characters travel overland, there is a chance for an
encounter with some creatures.
Random Encounters
TABLE 222: CHANCE OF FALLING INTO A PIT Characters frequently hunt to supplement purchased rations,
Circumstance Open Pit Covered Pit whether out of necessity or a desire for culinary variety. Often,
Running Automatic Automatic characters residing at an inn may find free food and lodging if
Dark
Walking, no pole DEX check +8 Automatic they bring in a brace of ducks or a deer for the benefit of the
Walking, 10’ pole DEX check DEX check, +4 house.
Running DEX check, +4 Automatic
Light
Walking, no pole DEX check, -2 DEX check Hunting consists of two phases. First, the prey must be located.
Walking, 10’ pole DEX check, -4 DEX check, -2 Second, it must be killed. Hunting takes 1d6 hours, whether it is
successful or not.
128
Birds immediately flee if attacked. If they are only wounded in TABLE 226: BECOMING LOST
the initial attack, they fly out of range of pursuit. Chance of Becoming
Terrain Lost
Animals may be small game (rabbits, squirrels, hares, etc.; 75% Plains 10%
chance) or big game (deer, antelope, elk, etc.; 25% chance). Scrub 30%
Small game have 1d4 HD, and big game have 2d8 HD. Forest 70%
Desert 40%
If an animal is not killed with the initial attack, it may be followed. Hills 20%
As it is wounded, it moves slower and with more noise. There is Mountains 50%
a base 50% chance that anyone, even a non-ranger, can track Marsh 60%
a wounded animal and come upon it at half the initial range. Within 5 miles of settlement -5%
Rangers and those with the tracking secondary skill use their Weather other than clear +20%
tracking skill. Druids have a 75% base chance of successfully
tracking. If the party becomes lost, roll 1d8 to determine their new
direction (where “0” is the intended direction):
A “threat” is a dangerous creature that will not flee from the
hunters, but likely (75% chance) turns and attacks. Such threats
include wild boars, brown bears, aurochs, polar bears, and so
on. It will not be a monster, but is potentially dangerous. Some
hunters seek out these sorts of animals, considering them a
greater challenge. If a threat-type animal flees the encounter, it
can be tracked as any other animal.
129
If the party moves into an area they previously traversed, they Normal Actively
realize their error by the end of the day. Similarly, if they are lost Circumstance Modifier Hiding
one day, and the die roll indicates they are not lost the next, they Slowest member of pursued group is -10% -10%
have realized their mistake and can backtrack if they desire faster than fastest member of
(losing two days’ travel, of course). pursuing force
Terrain allows impressions (mud, +20% +10%
Pursuit in the Wilderness and Villages sand, snow, dirt floor, etc.)
Terrain allows occasional spoors +0% -50%
Pursuit in the wilderness is a somewhat different affair than in a (wooden floor, stony path, other
dungeon setting, because the movement of either party is creatures confusing the trail, etc.)
usually not so constrained. Unlike in a dungeon, tracking is Terrain allows signs of passage +10% +0%
possible in wilderness as the pursuers can find their prey by (broken grass, etc.)
following noise, tracks, and so on. Terrain does not allow signs (solid -50% Automatic
stone, etc.) failure
There is a base 50% chance of being able to track prey. Use the
following modifiers (all are cumulative). Roll once for the entire The game master should always use common sense when
pursuit; it is either successful or it is not. If circumstances determining whether or not tracking is possible, and may (at his
change, roll for each point where they change. Use the column discretion) apply other modifiers based on the conditions at the
labeled “actively hiding” when the pursued creature(s) are taking time. Some creatures, such as those that leave a slimy trail, can
steps to conceal their passage by deliberately obscuring usually be tracked. Remember, however, that tracking involves
footprints and such. Note that doing so slows down the pursued more than merely visual clues on the ground; scent, broken
force by half. cobwebs, absent or disturbed animals (agitated birds, for
example), and more factors are all taken into account.
TABLE 227: WILDERNESS PURSUIT MODIFIERS
Normal Actively When indoors or underground, unless the pursuer is familiar
Circumstance Modifier Hiding with tracking the type of creature in question, or has actually
Close terrain (mountains, forest, -30% -40% seen the creature making the tracks in question, tracking will be
jungle, etc.) all but impossible.
Fastest member of pursuing force is +10% +10%
faster than slowest member of When tracking, the pursuers move more slowly than they would
pursued force ordinarily:
For every hour of rain or snow since -25% -25%
the trail was made TABLE 228: MOVEMENT WHILE TRACKING
Night: dark night; no moon, no stars -50% -60% Chance to Track Good Light Poor Light
Night: starlight, no moon -20% -30% 71% or greater 75% speed 67% speed
Night: twilight -20% -30% 31% to 70% 67% speed 50% speed
Open terrain (plains, desert, etc.) +50% +40% 30% or less 50% speed 25% speed
Per 12 hours elapsed since the -5% -5%
creature being tracked was Pursuit in spread-out villages or hamlets, where there is a lot of
present ground between buildings, should use these rules. Pursuit in
Per creature in group being tracked +2% +2% close urban areas should use the pursuit rules for dungeons
over the first (above).
Pursued force less than 3 persons -10% -10%
(mounts count double) A group that catches another unawares at a distance of 20’ or
Pursued force more than 6 persons +20% +20% more may automatically evade, if they so choose, as long as
(mounts count double) they remain unseen and unheard.
Pursued force more 25 persons +30% +30%
(mounts count double) Forced March
Pursuing force less than 12 +20% +20%
individuals Characters moving overland may elect to move faster than
Pursuing force more than 24 -10% -10% normal. This is referred to as a “forced march.”
individuals
Pursuing party includes a ranger + (ranger’s level +1 x Those on foot may increase their speed by an additional one-
10%) (max. 110%) third of their normal movement per day. Thus, someone who is
Semi-open terrain (scrub, marsh, -10% -10% moving on foot and is lightly burdened can travel 40 miles
hills, etc.) through clear terrain rather than 30 miles. Such characters suffer
1 h.p. of damage per day of forced march unless they succeed
130
at a constitution check. Remember that healing requires a full Die Roll Temperature Modifier for Next
day of rest, not merely a night’s sleep. 71-85 Cool +5
86-95 Cold +10
Traveling on horseback or in some horse-drawn conveyance, 96-00 Bitter cold +15
such as a chariot or wagon, can improve movement rate by
20%. However, there is a 10% chance that one of the horses or “Modifier for next” is the adjustment made for the next time
other animals in the group goes lame from such treatment. Lame temperature is determined. Temperature should be rolled for the
horses move at 50% speed until allowed to rest for 1d6 days next 1d4 days, and then rolled again.
without having to walk. In particularly large groups (those with
over 12 mounts or draft animals), 1d10% of the animals in the Second, roll once per day for cloud cover and precipitation. The
group will be affected if lameness is indicated (round up). For exact type of precipitation depends on temperature and season.
example, a troop of 30 horsemen decides to force march. The
game master rolls percentile dice for lameness and gets a result TABLE 230: CLOUD COVER AND PRECIPITATION
of 7, indicating that some of the mounts have gone lame from Die Roll Cloud Cover Precipitation
the extended riding. He rolls a d10 and gets a 6, so 6% of the 01-10 Very clear None
total number of animals (2 of the 30) have gone lame. 11-50 Clear None
51-65 Light clouds / hazy None
In a group where some are mounted and some are walking, both 66-80 Partly cloudy None
rules apply if they are moving in a forced march. 81-90 Heavy clouds None
91-95 Heavy clouds Light rain / snow / hail
Those traveling by boat or ship cannot force march. 96-00 Heavy clouds Heavy rain / snow / sleet
131
Swimming and Underwater Travel magic items allow for this, opening up fascinating opportunities
for characters to engage in adventures while under water
Whether in a dungeon environment or while traveling overland, (exploring sunken ships, or entire cities vanished beneath the
characters often need to deal with water. waves in ages past, etc.). While so doing, however, they might
encounter certain unique difficulties, as described below.
Swimming
As noted above, 20 pounds is sufficient to hold most characters
There is no secondary skill required to know how to swim. As a on the floor of whatever sort of water is at hand (lake, river, sea,
rule, you can assume that any human, elf, halfling, gnome, or and such). While the sort of terrain encountered may be different
half-orc character knows how to swim, unless there is some (coral, seaweed, etc.), it still needs to be navigated.
reason to declare that he cannot (growing up in a desert village,
for example). Dwarves are in the reverse situation; unless there While under water, characters without some specific magical
is an extraordinary reason for assuming a dwarf learned to swim means of movement can move at the dungeon exploration rate.
at some point, assume he cannot. No matter what the race of Those with fins, a ring of free action, or some other helpful item,
the character is, swimming can be learned (at least to a basic can move at three times that rate.
level) in 1d6 days, assuming there is a sufficient body of water
around in which he can practice. Vision will naturally be impaired while underwater, with the exact
distance determined by the depth and type of water:
TABLE 232: ARMOR AND SWIMMING
Wearer Can Swim? TABLE 233: VISION UNDERWATER
Armor Type Normal Armor Magic Armor Vision Vision
None Yes Yes Depth (Fresh Water) (Salt Water)
Helmet only Yes Yes 10’ or less 50’ 100’
Cuirass (leather) Awkward Yes 20’ 40’ 90’
Furs Awkward Awkward 30’ 30’ 80’
Gambeson Awkward Awkward 40’ 20’ 70’
Lamellar (leather) Awkward Yes 50’ 10’ 60’
Ring No Awkward 60’ 0’ 50’
Brigandine No Awkward 70’ 0’ 40’
Scale (leather) Awkward Yes 80’ 0’ 30’
Cuirass (steel) Awkward Yes 90’ 0’ 20’
Lamellar (steel) No Awkward 100’ 0’ 10’
Scale (steel) No Awkward 110’ or deeper 0’ 0’
Mail No Awkward
Plated mail No Awkward Note that a light spell allows vision to 30’ regardless of depth.
Plate No No Mud and silt, such as that kicked up by combat, completely
Jousting plate No No obscures vision for 1d6+1 minutes after melee combat ends, if
such is fought on any sort of underwater surface except stone
“Awkward” in the above table means that swimming is possible, or coral.
but there is a 5% chance per 30 minutes of drowning, plus 2%
for every 5 pounds of weight being carried (other than the armor In combat, only weapons that attack with thrusting motions can
itself). Note that a character with 20 pounds or more of be used (such as a spear, trident, etc.). Slashing weapons such
possessions (including weapons, packs, loot, etc.) automatically as swords, or blunt weapons such as maces and hammers, are
sinks to the bottom; strength is not a factor for that useless. Weighted nets can be used, either with or without
determination. Once on the bottom, the wearer can walk, of barbs.
course (see below). Characters who can swim may move at
one-third their normal movement rate while swimming. Creatures that are not native to the underwater environment
Naturally, currents will either add to or subtract from that always suffer a +15 initiative penalty when facing enemies that
movement rate, depending on whether the character is are native underwater dwellers. The only missile weapons
swimming with or against the current. A current in a slow-moving useful underwater are spear guns. Shields are useless under
river moves 20’/min., while a swift stream could be as fast as normal circumstances underwater.
120’/min.
Because underwater combat can occur in a 360° environment,
Functioning Underwater it is possible to have more figures than normal attacking a single
individual. In such situations, use the following table to
Never forget that, in a world of magic, various opportunities exist determine the maximum number of attackers per defender:
for characters to be able to breathe underwater. Both spells and
132
TABLE 234: MULTIPLE ATTACKERS IN A 360° half for moderately encumbered characters (which includes any
ENVIRONMENT wearing non-metal armor) and reduced to a quarter for heavily
Attacker’s Defender’s Size encumbered characters (including those wearing metal armor).
Size Small Medium Large After that, the character must make a STR check every 10
Small 8 12 18 minutes to keep his head above water.
Medium 6 8 12
Large 3 6 8 Holding Your Breath
In addition, attacks from below are always made as if they were A normal character, with a few seconds of preparation to fill his
from the rear. Thus, attacks from below receive a +4 bonus “to lungs, can hold his breath underwater for one minute per point
hit.” In addition, thieves can backstab from below as if they were of constitution. If he was unable to fill his lungs, this time is cut
attacking from the rear. in half. If he is engaged in any sort of strenuous activity other
than swimming (such as combat), this time limit is also halved;
Special underwater spell effects or limitations appear in the both penalties are cumulative, and should be rounded down. At
appropriate spell description. the end of that time, the character must make a CON check
every minute, with a +2 penalty, cumulative for every minute
Drowning thereafter. Failing a CON check means the character drowns.
Drowning starts when a creature incapable of breathing For example, Drogo has a CON of 14. He holds his breath and
underwater is submerged. After holding one’s breath (see dives into a pool, where a giant crab attacks him! Because he
“Holding Your Breath” below), the drowning creature dies. filled his lungs before entering, he would normally be able to
survive for 14 minutes, but because he is in combat, the time is
Treading Water reduced to 7 minutes. After 7 rounds elapse, he must make a
CON check with a +2 penalty. In the next round, he must attempt
A character does not need to know how to swim in order to tread a CON check with a +4 penalty, and so forth.
water. An unencumbered character can tread water for 10
minutes for every point of strength he possesses. This is cut in
133