A1e SRD
A1e SRD
By Peter J. Schroeder
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Table of Contents
ABILITY SCORES 4 NEUTRAL GOOD (Benefactor) 23 EXPERIENCE 89
CHAOTIC GOOD (Rebel) 23 LIGHT AND VISION 90
STRENGTH 4 LAWFUL NEUTRAL (Judge) 23 INFRAVISION 90
DEXTERITY 4 NEUTRAL 23 FALLING 90
CONSTITUTION 4 CHAOTIC NEUTRAL (Free Spirit) 23 ITEM SAVING THROWS 90
INTELLIGENCE 5 LAWFUL EVIL (Dominator) 23 COMBAT 91
WISDOM 5 NEUTRAL EVIL (Malefactor) 23 COMBAT ACTIONS 92
CHARISMA 5 CHAOTIC EVIL (Destroyer) 23 COMBAT MODIFIERS 93
ATTACK AND SAVING THROW
RACES 6 EQUIPMENT 25 MATRICES FOR MONSTERS 93
STARTING AGE 6 TURNING THE UNDEAD 93
MONEY 25
RACIAL LIMITATIONS 6 DAMAGE AND DEATH 94
EQUIPMENT TABLES 25
DWARF 6 NATURAL HEALING 94
ARMOR 27
ELF 7 SUBDUAL DAMAGE 94
HALF-ELF 7 MAGIC 28 LIFE ENERGY LEVELS AND LEVEL DRAIN
GNOME 7 94
HALFLING 7 SPELL SCROLLS 28 MORALE 94
HUMAN 8 EXPLANATORY NOTES CONCERNING THE POISON, DISEASE AND INSANITY 95
HALF-ORC 8 SPELL DESCRIPTIONS 28 HIRELINGS AND HENCHMEN 96
SPELL LISTS 28 STANDARD HIRELINGS 96
CLASSES 9 CLERIC SPELLS (Clerical) 28 EXPERT HIRELINGS 96
DRUID SPELLS (Druidic) 29 HENCHMEN 102
ASSASSIN 9 MAGIC USER SPELLS (Arcane) 30 ADVENTURE AND EXPLORATION 103
CLERIC 10 ILLUSIONIST SPELLS (Phantasmal) 32 SEARCHING THE DUNGEON 104
DRUID 11 SPELL DESCRIPTIONS 32 EXPLORING THE WILDERNESS 107
FIGHTER 12 ARCANE SPELLS 32 AERIAL AGILITY 107
ILLUSIONIST 14 CLERICAL SPELLS 60 SPECIAL CASES 108
MAGIC USER 15 DRUIDIC SPELLS 71 ADVENTURES IN TOWN 108
PALADIN 16 PHANTASMAL SPELLS 81 EXPLORING THE PLANES 108
RANGER 18 AN EXAMPLE DUNGEON 109
THIEF 19 PLAYING THE GAME 89 EXAMPLE DUNGEON KEY 109
MULTI-CLASSING AND DUAL-CLASSING 21 SAMPLE PLAY SESSION 109
TIME MEASUREMENT 89
ALIGNMENT 23 MOVEMENT 89 OPTIONAL RULES 112
ENCUMBRANCE AND BASE MOVEMENT 89
THE NINE ALIGNMENTS 23 GAINING LEVELS 89 HEIGHT AND WEIGHT 112
LAWFUL GOOD (Crusader) 23
completely random challenge it is usually best to let the players take on the
ABILITY SCORES fantasy roles that satisfy them most.
Strength Bonus to Hit Bonus to Damage Encumbrance Adjustment (in lbs) Minor Tests, e.g. forcing doors Major Tests, e.g. bending
(chance on d6) bars and lifting portcullis
(chance on d%)
3 -3 -1 -35 1 0
4-5 -2 -1 -25 1 0
6-7 -1 0 -15 1 0
8-9 0 0 0 1-2 1
10-11 0 0 0 1-2 2
12-13 0 0 +10 1-2 4
14-15 0 0 +20 1-2 7
16 0 +1 +35 1-3 10
17 +1 +1 +50 1-3 13
18 +1 +2 +75 1-3 16
18.01-18.50 +1 +3 +100 1-3 20
18.51-18.75 +2 +3 +125 1-4 25
18.76-18.90 +2 +4 +150 1-4 30
18.91-18.99 +2 +5 +200 1-4 (1 in 6 extraordinary success) 35
19 +3 +6 +300 1-5 (1 in 6 extraordinary success) 40
CONSTITUTION
DEXTERITY
Constitution (“Con”) is a measure of the character’s overall health and vitality.
Dexterity (“Dex”) is a measure of the character’s speed, hand-eye coordination, A high constitution score can give the character bonus hit points (“hp”), so it is
and nimbleness of foot. It affects the accuracy of missile fire and the character’s a desirable score for any character class. Constitution is also important in two
ability to dodge blows, so a high dexterity score can be extremely useful to other regards, for it determines both a character’s ability to survive being raised
characters of any class. It is the most important ability score for thieves. from the dead (Survive Resurrection/Raise Dead) and to survive a traumatic
magical change in form, such as that caused by a polymorph spell (Survive
Except in surprise situations, dexterity does not modify the initiative roll in System Shock).
melee combat. However, it may modify initiative in missile combat (see
“Combat”).
4
Constitution Hit Point Bonus Survive Survive System Wisdom Mental Saving Throw Bonus
per Die Resurrection/R Shock (minor 3 -3
aise Dead (d%) test) (d%) 4 -2
3 -2 40 35 5 -1
4 -1 45 40 6 -1
5 -1 50 45 7 -1
6 -1 55 50 8 0
7 0 60 55 9 0
8 0 65 60 10 0
9 0 70 65 11 0
10 0 75 70 12 0
11 0 80 75 13 0
12 0 85 80 14 0
13 0 90 85 15 +1
14 0 92 88 16 +2
15 +1 94 91 17 +3
16 +2 96 95 18 +4
17 +2 (+3 for Fighters, 98 97 19 +5
Paladins, and
Rangers) CHARISMA
18 +2 (+4 for Fighters, 100 99
Paladins, and Charisma (“Cha”) determines the character’s maximum number of henchmen
Rangers) (see Chapter III), the henchman’s loyalty (which is also applied as a modifier to
19 +2 (+5 for Fighters, 100 99 the henchman’s morale scores, see “Morale” in Chapter III) and a Reaction
Paladins and Bonus. The Reaction Bonus should be added to the d% roll which indicates how
Rangers) an NPC or creature reacts to negotiation approaches; scores under 30% will
generally indicate hostility or attacks, while higher scores may indicate a
INTELLIGENCE willingness to negotiate or even make friends. Note that a character is not
always permitted a Reaction roll, since some creatures will be hostile
Intelligence (“Int”) is a measure of a character’s raw mental power-his or her irrespective of the character’s charisma, and of course any negotiation
ability to calculate, recall facts, and solve abstract problems. It is the most approaches must be made in a language that the creature understands.
important attribute for magic users and illusionists. Intelligence also determines
how many additional languages the character may learn beyond those he or she Charisma does not determine the outcome of negotiations, although it will
knows at the start of play. affect them. The GM may well wish to roleplay through the encounter and
determine the creature or NPC’s reactions based on what the player says rather
Characters with intelligence higher than 18 are not affected by certain spells of than the scores on the character sheet.
the illusion type (whether cast by a magic user, cleric, illusionist, etc.). A
character with intelligence 19 is immune to the effects of 1 st level illusion spells. For players who understand the importance of henchmen and use them
If a character were somehow to attain the godly intelligence of 20, he or she intelligently, charisma is the most important attribute in A1E.
would also be immune to 2nd level illusion spells, and so on.
Charisma Maximum Loyalty Bonus (d%) Reaction Bonus
Intelligence Maximum Additional Languages Henchmen (d%)
3 0 3 1 -30 -25
4 0 4 1 -25 -20
5 0 5 2 -20 -15
6 0 6 2 -15 -10
7 0 7 3 -10 -5
8 1 8 3 -5 0
9 1 9 4 0 0
10 2 10 4 0 0
11 2 11 4 0 0
12 3 12 5 0 0
13 3 13 5 0 +5
14 4 14 6 +5 +10
15 4 15 7 +15 +15
16 5 16 8 +20 +25
17 6 17 10 +30 +30
18 7 18 15 +40 +35
19 8 19 20 +50 +40
WISDOM
A character’s wisdom score (“Wis”) indicates how “in tune” the character is
with his or her surroundings. This translates not only to general awareness, but
also to mystical attunement and the ability to understand peoples’ motives. It is,
in many ways, a measure of the “sixth sense.” Wisdom is the most important
attribute for clerics and druids.
5
RACES It is a matter for the GM’s discretion whether to adjust a character’s ability
scores based on the character’s age. Some GMs add to constitution, and
sometimes strength, and subtract from wisdom for younger characters, and
make the converse change for older ones.
A character’s race is a matter for the creating player’s choice, from all the races RACIAL LIMITATIONS
for which the character qualifies by virtue of his or her ability scores. It is
possible for a player voluntarily to lower an ability score in order to qualify for Minimum/Maximum ability scores (after adjustment for race); if the ability
a desired race, but not to raise it for the same reason unless the GM grants scores rolled do not fall within these limits, then the race is not a valid choice
special permission. for the character:
A note on racial languages: Demi-humans usually begin with several “free” Racial Limitations
languages. None may learn more than two additional languages over and above Race Str Dex Con Int Wis Cha
these, however, irrespective of their intelligence, save elves, who may learn Dwarf 8/18 3/17 12/19 3/18 3/18 3/16
three languages if their intelligence is 18. Elf 3/18 7/19 8/17 8/18 3/18 8/18
Elf, Half 3/18 6/18 6/18 4/18 3/18 3/18
Gnome 6/18 3/18 8/18 7/18 3/18 3/18
STARTING AGE Halfling 6/17 8/19 10/18 6/18 3/17 3/18
Human None None None None None None
Starting Age Orc, Half 6/18 3/17 13/19 3/17 3/14 3/12
Race Cleric Fighter Magic User Thief
Dwarf 250+2d20 40+5d4 - 75+3d6
Elf 500+10d10 130+5d6 150+5d6 100+5d6
Elf, Half 40+2d4 22+3d4 30+2d8 22+3d8
Gnome 300 + 3d12 60+5d4 100+2d12 80+5d4
Halfling 40+3d4 (Druid) 20+3d4 - 40+2d4
Human 20+1d4 15+1d4 24+2d8 20+1d4
Orc, Half 20+1d4 13+1d4 - 20+2d4
* For the purposes of starting age, for all races, treat assassins as
thieves, illusionists as magic users, druids as clerics, and paladins
and rangers as fighters.
Level Limitations
Race Fighter Ranger Assassin Thief Magic User Illusionist Cleric Druid Paladin
Dwarf 9 (Str 18), 8 (Str 17), 7 - 9 None - - 8 - -
(Str 16 or less)
Elf 7 (Str 18), 6 (Str 17), 5 - 10 None - 7 - -
(Str 16 and below)
Elf, Half 8 (Str 18), 7 (Str 17 and 8 (Str 18), 7 (Str 11 None 8 (Int 18+), 7 - 5 - -
below), 6 (Str 16 and 17 and below), 6 (Int 17), 6
below) (Str 16 and (Int 16 and
below) below)
Gnome 6 (Str 18), 5 (Str 17 and - 8 None - 7 (One of 7 - -
below) Dex or Int
18+ and the
other 17+),
6 (Dex and
Int 17), 5
(Dex or Int
under 17)
Halfling 4 - - None - - - 6 -
Human None None 15 None None None 14 None None
Orc, Half 10 - 15 7 (Dex 17), 6 (Dex - - 4 - -
16 and below)
SUMMARY OF DWARFISH RACIAL ABILITIES: • Detect the existence of slopes or grades: 75%
• Detect the existence of new construction: 75%
6
• Detect sliding or shifting rooms or walls: 66% • 30% resistance to sleep and charm spells
• Detect traps involving stonework: 50%
• Determine depth underground: 50% SECRET DOORS: When searching, a half-elf character can detect secret
doors on a 2 in 6 and concealed doors on a 3 in 6. When passing within 10ft of a
MULTI-CLASS RESTRICTIONS: The more restrictive of any two class concealed door, a half-elf will notice it on a 1 in 6.
requirements apply to multi-classed Dwarfish characters for the use of class
abilities. LANGUAGES: Common, elven, gnoll, gnome, goblin, halfling, hobgoblin,
orcish. multi-class restrictions: The less restrictive of any class requirements
PERMITTED CLASS OPTIONS: Assassin, Cleric, Fighter, Thief, apply to multi-classed half-elven characters, except that thieving abilities can
Fighter/Thief only be used while wearing armor permitted to thieves.
MOVEMENT RATE: 90 ft. PERMITTED CLASS OPTIONS: Assassin, Cleric, Fighter, Magic user,
Ranger, Thief, Cleric/Fighter, Cleric/Ranger, Cleric/Magic user, Fighter/Magic
user, Fighter/Thief, Magic user/Thief, Cleric/ Fighter/ Magic user, or
ELF Fighter/Magic user/Thief.
Elves are thinner and generally smaller in stature than humans. The elves have a
powerful bond with nature and do not have souls; their thinking and motives are INFRAVISION: 60 ft.
quite alien to those of humankind, and in any dealings with elves, it is perilous
to forget this. MOVEMENT RATE: 120 ft.
Some elven clans have built elaborate civilizations, remote and beautiful places GNOME
of profound learning, master craftsmanship, and long history. Such elves tend to
be chaotic good in alignment and friendly, if aloof, from humans. More Gnomes are small folk imbued with the wilding power of illusion and
numerous are the wilder elves, predominantly chaotic neutral in alignment and misdirection. They are inveterate burrowers, often seeking hilly lands where
often not friendly to other races, inclining even toward hostility. gems and precious metals may be found. On average, they are shorter and
slimmer of build than dwarves, with larger noses and longer beards.
Intruding into the territory of such elves is inadvisable, for their sense of humor
with regard to humans is, at best, arbitrary and, at worst, cruel. Different as they Like dwarves, who are perhaps related to gnomes from some time in the distant
are, these varied elven cultures all share the same racial abilities, unless the GM and mythical past, gnomes are quite resistant to magic and sensitive to the
chooses otherwise. Elves can live to an age of 1,000 years or more. nuances of construction. Gnomes can live to an age of 650 years or more.
• +1 dexterity, -1 constitution • +1 bonus per 3.5 points of Con to saves against magic and poison
• 90% resistance to sleep and charm spells • +1 to hit kobolds and goblins
• -4 to attack rolls by bugbears, giants, gnolls, ogres, ogre mages,
ANY PULLED BOW: +1 to hit titans, and trolls.
LONGSWORD AND SHORT SWORD: +1 to hit LANGUAGES: Common, dwarfish, gnomish, goblin, halfling, kobold.
Gnomes may communicate with any normal burrowing animal. They may not
LANGUAGES: Common, elven, gnoll, gnomish, goblin, halfling, hobgoblin, learn more than two additional languages to those listed, regardless of
orcish. Languages in addition to these are only possible if the character has an intelligence.
intelligence of 16+, with one additional language possible for each point of
intelligence over 15. INFRAVISION: 60 ft.
INFRAVISION: 60 ft. Within ten ft., a gnome can detect certain facts concerning engineering,
stonework, etc. Although no significant time is required, the character must
DETECT SECRET DOORS: 1 in 6 chance to notice secret doors when deliberately observe his or her surroundings (i.e., the player must state that the
passing within 10 ft., 2 in 6 chance to discover secret doors when searching, and gnome is using this particular talent in order to gain information).
3 in 6 chance to discover concealed doors when searching.
• Detect the existence of slopes or grades: 80%
SURPRISE: 4 in 6 chance to surprise when traveling in nonmetal armor and • Detect the existence of unsafe wall, ceiling, floor: 70%
alone, or more than 90 ft. in advance of others, or with a party entirely • Determine depth underground: 60%
consisting of elves and/or halflings. • Determine direction of north underground: 50%
If a door must be opened (or some similar task), the chance of surprise drops to
2 in 6. MULTI-CLASS RESTRICTIONS: Multi-classed gnomish characters may
wear only leather armor, no better.
MULTI-CLASS RESTRICTIONS: The less restrictive of any two class
requirements apply to multi-classed elven characters, except that thieving PERMITTED CLASS OPTIONS: Assassin, Cleric, Fighter, Illusionist, Thief,
abilities can only be used while wearing armor permitted to thieves. Fighter/Illusionist, Fighter/Thief, Illusionist/Thief.
PERMITTED CLASS OPTIONS: Assassin, Cleric, Fighter, Magic user, MOVEMENT RATE: 90 ft.
Thief, Fighter/Magic user, Fighter/Thief, Magic user/Thief, Fighter/ Magic
user/Thief.
HALFLING
MOVEMENT RATE: 120 ft. Halflings are a small and unprepossessing race, often living near human
settlements at an agreeable remove from the bustle and hurriedness
HALF-ELF characteristic of humans. Halfling society is comfortable and staid, rooted in
polite, placid, well-fed life. Halfling adventurers are thought aberrant, even
It is possible for elves and humans to interbreed, although elven fastidiousness lunatic, but also dashing and heroic figures, a charming and amusing
makes this a fairly uncommon occurrence. Half-elves do not have a separate contradiction of logic.
culture or civilization of their own, usually assimilating into the elven or human
society in which they were raised. Halflings value learning and craftsmanship, as long as nothing is taken to an
embarrassing extreme. They are capable of moving very quietly and are
SUMMARY OF HALF-ELVEN RACIAL ABILITIES:
7
excellent marksmen; given the right personality, halflings can become excellent
thieves. Halflings live to be 150 or more years old. CLASSES
SUMMARY OF HALFLING RACIAL ABILITIES:
• -1 Str, +1 Dex
• +1 bonus per 3.5 points of Con to saves against magic (both aimed A character’s class is a matter for the creating player’s choice, within the range
magic items and spells) and poison. of classes for which the character qualifies by virtue of his or her ability scores
• +3 bonus to attacks with a bow or sling and race. Some classes- particularly those with very high ability score
requirements, such as paladin-should be very rare within the campaign, and
SURPRISE: 4 in 6 chance to surprise when traveling in nonmetal armor and even if some exceptional player character qualifies for the class, non-player
alone, or more than 90 ft. in advance of others, or with a party entirely characters of that class will be very uncommon.
consisting of elves and/or halflings. If a door must be opened (or some similar
task), the chance of surprise drops to 2 in 6. Non-player characters will, for the most part, lack any kind of class at all. Such
individuals are called “0-level” and their abilities are subsumed into fighters,
LANGUAGES: Common, dwarfish, gnome, goblin, halfling and orcish. For hence the “0-level” entries for fighters; all player character fighters should
every point of intelligence above 16, a halfling may learn an additional begin at level 1. In the author’s campaign, perhaps one non-player character in a
language, but may not more than two additional languages regardless of hundred has a class (rising to as many as one in fifty in borderlands, or even one
intelligence. in thirty in the wilderness).
MULTI-CLASS RESTRICTIONS: Use of thieving abilities is only possible
when wearing armor permitted to thieves. ASSASSIN
Assassins are stealthy killers, trained by their shadowy guilds in the arts of
PERMITTED CLASS OPTIONS: Fighter, Druid, Thief, or Fighter/ Thief.
spying, disguise, poison, and murder. Although assassins of lower level are
little more than well-trained thugs, the eminences of this reprehensible
INFRAVISION: 60 ft.
profession are so feared as to be spoken of only in whispers. High-level
assassins are artists of murder, and their experience with hunting highly placed
MOVEMENT RATE: 90 ft.
targets, coupled with extensive education and training, often gives the sinister
nobility of this class a silken, refined veneer over their true, murderous natures.
HUMAN This veneer, like many things pertaining to the assassins, is deceptive; survival
in the higher echelons of an assassins’ guild requires animal cunning and a
Humans are the standard for the game, and as such, humans have no unusual complete absence of mercy. Assassin characters must begin with an evil
abilities or limitations in game terms. Because of their potential for unlimited alignment.
progression in all the character classes save assassin and druid, humans are a
popular choice for most players. This is an intentional feature of the rules. Virtually all cities (and many towns) will have a guild of assassins operating
within the city walls and in the surrounding region, made up of 6-24 assassins
A common house rule in A1E-compatible games is the adjustment or removal of of varying level. Player character assassins, if they are identified by the local
demi-human level limits. This will unbalance the game in favor of demi- guild, will be invited to join (such invitations ranging from polite to violent).
humans unless humans are given some corresponding advantage. GMs Joining a guild places the assassin under the command of the local guildmaster,
considering such a house rule for their own A1E-compatible games are advised which may be inconvenient (and will require the assassin to pay a share of his
to ensure that in most campaigns, humans should still represent an attractive take to the guild), but assassins’ guilds take a very dim view of freelancers
choice for their players. working in their territory. Freelance assassins-and their companions-do not
ordinarily live to enjoy old age. There are, of course, benefits to joining such a
HALF-ORC guild; training costs may be reduced, and the guild may be a good source of
information about potential missions or nearby enemies.
The progeny of human/orc breeding are normally indistinguishable from orcs.
However, a few are sufficiently human to gain levels in a character class, Assassins’ guilds are controlled by a guildmaster of 14th level- an assassin of
although they are severely limited in classes that do not focus upon violence and lower level might take control, but would be unable to inspire the fear necessary
death. to keep rival guilds from forming. To gain 14th level, an assassin character must
take control of an assassins’ guild by killing (directly or indirectly) the existing
Orcish blood runs strong in these half-breeds, and most of them are shifty, guildmaster. Whenever the control of an assassins’ guild changes hands, most
morally questionable, and unsophisticated. of the assassins will abandon the guild and depart the area, normally leaving the
They are typically ugly, carrying the mark of orcish ancestry, but the same guild reduced to a quarter of its original membership.
ancestry makes them deadly adversaries when the chips are down and the
swords are out. Half-orcs can live to be 70 years old or older. The grandmaster of assassins (a campaign may have one or more) is a figure of
legend and fear. These dark eminences usually live far from the cities, in remote
SUMMARY OF HALF-ORCISH RACIAL ABILITIES: and well-guarded locations-their fame is such that those who need their services
will seek them out. To advance to 15th level, an assassin must find and kill one
• +1 Str and Con, -2 Cha of the existing grandmasters.
9
all). Some GMs may permit clerics of specific deities to have slightly different Wisdom Score Bonus Spells Chance of Spell
abilities from those described here. Failure (d%)
9 0 15
When a cleric attains 9th level, he or she has accumulated sufficient divine favor 10 0 10
and mortal renown to found a temple/ stronghold. Such places are normally 11 0 5
carved from the wilderness, in the same manner as a fighter establishes a 12 0 1
freehold. For a cleric to assume the leadership of an existing temple, the details 13 1 0
are left to the discretion of the GM; a level somewhat higher than ninth might 14 2 0
be required. Whether the cleric establishes a stronghold or a temple, followers 15 2/1 0
and acolytes will flock to the cleric’s banner. 16 2/2 0
17 2/2/1 0
ABILITIES 18 2/2/1/1 0
19 3/2/1/1 0
SPELL CASTING: Clerics may memorize and cast clerical spells in
accordance with the tables provided hereafter. MINIMUM SCORES: Str 6, Dex 3, Con 6, Int 6, Wis 9, Cha 6
HIT DIE TYPE: d8 (max 9)
TURNING UNDEAD: Clerics can “turn” the undead, making them flee from ALIGNMENT: Any
the cleric’s holiness (or, in the case of an evil cleric, bringing them to heel as EXPERIENCE BONUS: Wisdom 16+
servants and minions). Because paladins are also capable of turning undead ARMOR/SHIELD PERMITTED: Any
(though not with the same power as a cleric), rules for turning the undead are WEAPONS PERMITTED: Blunt only-club, fl ail, hammer, mace, oil, staff;
found later in this book rather than repeating them in the descriptions of both clerics may hurl hammers, clubs, or oil, but may not employ other missile
the paladin and cleric classes. weapons
WEAPON PROFICIENCIES: 2 + 1 every 3 levels
BONUS SPELLS: These are awarded to clerics with high wisdom. They are PENALTY TO HIT FOR NONPROFICIENCY: -3
not cumulative and are awarded by level; hence “2/2/1/1” means the cleric is WEAPON SPECIALIZATION: N/A
granted 2-1st level, 2-2nd level, 1-3rd level, and 1-4th level bonus spells.
10
Cleric To Hit Table
Roll required to hit Armor Class
Level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
1-3 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
4-6 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
7-9 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
10-12 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
13-15 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
16-18 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
19+ 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1
The loser of the contest goes down to the next lowest level (losing all
DRUID experience down to the very minimum to qualify for the new level). This may,
in turn, result in a further contest if the preceding level is also fully occupied.
Druids worship the spiritual power of nature, maintain and protect holy places,
perform festivals and ritual observances, and protect balance and harmony ABILITIES
between civilization and nature. Their magic is rooted in the mystical oneness
of nature, and they have particular power over fire, stone, and weather, as well DRUID’S CANT: All druids speak a secret language called the druids’ cant.
as over plant- and animal life. The druidic cant cannot be learned by non-druids (unless otherwise noted, such
as in the case of higher-level assassins).
Some druids pay homage to particular nature gods (some of these quite savage),
while others eschew all deities and commune directly with the spiritual power SAVING THROW BONUS: All druids gain a saving throw bonus of +2
of nature. against fire and lightning attacks of all kinds.
Rather than using a holy symbol as clerics do, druids require mistletoe, holly, or SPELL CASTING: Druids may memorize and cast druidic spells in
(if neither can be found) oak leaves to cast their spells, and one of these is a accordance with the tables provided below.
required component for all druidic spells unless a druidic spell has no material
component specified in the spell description. DRUID’S KNOWLEDGE: At 3rd level and higher, a druid can identify plant
and animal types, and can determine when water is pure and safe to drink.
The druid must harvest these materials by the light of a full moon, or the
darkness of a new moon, in order for the component to work with full efficacy. WILDERNESS MOVEMENT: At 3rd level and higher, a druid can move
If mistletoe or holly is not gathered by the druid’s hand at the proper time, the through any natural undergrowth leaving no trace of his or her passage, and
druid’s spells will have only half the normal effect. Oak leaves always produce may do so with no reduction in his or her normal movement speed.
spells of half power, and if they are not harvested properly, oak leaves will
permit spells of only one-quarter power. IMMUNITY TO FEY CHARM: At 7th level and higher, the druid becomes
immune to charms and other such mental enchantments cast by fey creatures
Player character druids must be neutral, although druids of differing alignments such as dryads, pixies, brownies, etc.
may be found as non-player characters in some GMs’ campaigns.
SHAPESHIFT: Druids of 7th level or higher may change their forms up to
Druids receive bonus spells for high wisdom, just as clerics do. See the table three times per day. The form assumed must be a natural animal, no smaller
provided under “Cleric” for details. than a mouse, and no larger than double the druid’s normal weight; in the
process of shapeshifting, the druid recovers 1d6 x 10 percent of any hit points
There can only be a certain number of high-level druids in the world. The limits he or she might have sustained as damage.
are: 12th level druid (High Druid)-no more than 3 in the world at any one time;
13th level druid (Archdruid)-no more than 2 in the world at any given time, 14 th MINIMUM SCORES: Str 6, Dex 6, Con 6, Int 6, Wis 12, Cha 15
level druid (Supreme Druid)-no more than a single Supreme Druid can exist. HIT DIE TYPE: d8 (max 14)
ALIGNMENT: Neutral only
If a druid receives so many experience points that he or she is eligible to EXPERIENCE BONUS: Wisdom and Charisma 16+
increase to these levels, but all the vacant slots are already filled, then he or she ARMOR/SHIELD PERMITTED: Leather only, wooden shields only
must create a vacancy. This is done by issuing a formal challenge to the druid in WEAPONS PERMITTED: Club, dagger, dart, hammer, oil, scimitar, sling,
question, following which the two characters must compete in a contest of some spear, staff
kind-often, but not necessarily, a duel. WEAPON PROFICIENCIES: 2 + 1 every 3 levels
PENALTY TO HIT FOR NON-PROFICIENCY: -4
WEAPON SPECIALIZATION: N/A
11
Druid Saving Throw Table
Type of Saving Throw
Level Aimed Magic Items (e.g., Breath Weapons Death, Paralysis, Petrifaction, Spells for unlisted
rod, staff, wand) Poison Polymorph categories
1-3 14 16 10 13 15
4-6 13 15 9 12 14
7-9 11 13 7 10 12
10-12 10 12 6 9 11
13-14 9 11 5 8 10
Fighters are the backbone of an adventuring party; without them to hold the NB: A fighter exercising multiple attacks departs from the normal initiative
line, the other members of the party will be overrun before they can bring their procedure. The fighter will automatically attack first in the round unless
own skills to bear. Fighters are the most powerful characters in melee or missile fighting an opponent with multiple attacks of its own (in which case initiative
combat, whether on offense or defense. Together with the ranger and paladin, should be rolled as normal). The fighter’s second attack in any given melee
they have the most hit points, and their ability to survive the most brutal battles round will come last in the sequence.
is therefore unrivaled.
WEAPON SPECIALISATION (Optional): With the permission of the GM,
They also have the best chance “to hit” of all the classes, particularly at higher weapon specialization may be selected during character generation. If weapon
level. They may use any kind of armor, shield, or weapon. Most fighters look specialization is not selected during character generation, it remains forever
forward to the day when their reputations will bring them into the ranks of the unavailable to the character, barring some magical or divine intervention.
lesser nobility, where fighting prowess and armed followers are more important
than high-fl own bloodlines. It is no small matter to carve a freehold out of the If weapon specialization is in play, fighters may take a second proficiency in the
wilderness, but to do so is to leave behind a legacy in a world where most same weapon as the first, granting them one extra attack every 2 rounds with the
fortune-seekers die an unsung death. weapon (hence 3/2 attacks with a melee weapon at 1st level, 2/1 at 7th level and
5/2 at 13th level), +1 to hit and +2 damage owing to their skill. Specialization
A fighter of 9th level or higher who has built a castle and cleared a wide area costs one proficiency “slot” for melee weapons and crossbows, and two “slots”
around it of monsters (at least a 20 mile radius), will attract a body of for missile weapons other than crossbows.
mercenaries to his or her service, provided that these are paid a fair wage. He or
she will also be able to tax each freeholder, at up to the maximum rate of 1 gp DOUBLE SPECIALISATION (Optional): For melee weapons that are not
per month per resident. Some players may choose to retire a character at this polearms or two-handed swords, a third weapon proficiency may be used to
point, satisfied that the character has entered the historical records and legends specialize further; this increases combat bonuses to +3 to hit and +3 damage
of the campaign world. Others may choose to view the stronghold merely as the with the weapon.
first step toward the pinnacles of mythic power. Such player-held castles and
villages provide a higher-level party with a base for adventures, a stronghold MINIMUM SCORES: Str 9, Dex 6, Con 7, Int 3, Wis 6, Cha 6
against enemies, and possibly the introduction of feudal politics and war into HIT DIE TYPE: d10 (max 9 hit dice)
their already-eventful lives. ALIGNMENT: Any
EXPERIENCE BONUS: Strength 16+
ABILITIES ARMOR/SHIELD PERMITTED: Any
WEAPONS PERMITTED: Any
BONUS ATTACKS: Fighters with melee weapons attack once per round at 1st WEAPON PROFICIENCIES: 4 + 1 every 2 levels
to 6th level (1/1 attacks); at 7th to 12th level, they attack thrice every two rounds PENALTY TO HIT FOR NON-PROFICIENCY: -2
(3/2 attacks); and at 13th level or higher they attack twice per round (2/1 WEAPON SPECIALIZATION: Optional
attacks). A partial additional attack (e.g. 3/2 attacks) means that the extra attack
12
Fighter Level Advancement
Level Base XP Required Hit Dice (d10) Notes
1 0 1 -
2 1,900 2 -
3 4,250 3 -
4 7,750 4 -
5 16,000 5 -
6 35,000 6 -
7 75,000 7 Bonus attacks
8 125,000 8 -
9 250,000 9 Lord (Lady)
10 500,000 9+3* -
11 750,000 9+6 -
* Constitution-based hp adjustments no longer apply
Each level gained thereafter requires 250,000 additional experience points and gains 3hp.
Illusionists are practitioners of phantasmal magic, a type of spell casting that ABILITIES
influences the minds and senses of other beings, and at higher levels becomes
intertwined with the shadow- realities beyond the Prime Material Plane. They SPELLCASTING: Illusionists may memorize and cast phantasmal spells in
are often classed with magic users, since phantasmal magic operates in the same accordance with the tables provided below. A beginning illusionist character
manner as arcane spells-indeed, some sages state that it represents a different will know four spells. Two spells should be chosen by the player from the list of
means of tapping into the same source. Illusionists are dependent upon their 1st level spells, and the other two should be determined randomly from the list
spell books, and can only normally cast spells they have learned from these of 1st level spells. Illusionist spells are written in phantasmal script, which can
books (exception: spells may be cast from illusionist scrolls). Acquisition of ordinarily only be deciphered by an illusionist. Illusionists do not employ (or
new spells is difficult and demanding, and must normally be accomplished require) the read magic spell.
through adventuring, although illusionists will automatically receive one new
spell of the highest spell level that he or she may cast upon completing training
after acquiring a new level of experience. They are limited by their intelligence
in what spells they can learn according to the same table as provided under
magic users.
13
MINIMUM SCORES: Str 6, Dex 16, Int 15, Wis 6, Cha 6
HIT DIE TYPE: d4 (max 10)
ALIGNMENT: Any
EXPERIENCE BONUS: None
ARMOR/SHIELD PERMITTED: None
WEAPONS PERMITTED: Dagger, dart, oil, staff
WEAPON PROFICIENCIES: 1 + 1 per 5 levels
PENALTY TO HIT FOR NON-PROFICIENCY: -5
WEAPON SPECIALIZATION: N/A
14
Illusionist Level Advancement
Spells by Level
Level Base XP Required Hit Dice (d4) Notes 1 2 3 4 5 6 7
1 0 1 - 1 - - - - - -
2 2,500 2 - 2 - - - - - -
3 4,750 3 - 2 1 - - - - -
4 9,000 4 - 3 2 - - - - -
5 18,000 5 - 4 3 1 - - - -
6 35,000 6 - 4 3 2 - - - -
7 60,250 7 May hire followers 4 3 2 1 - - -
8 95,000 8 - 4 3 2 2 - - -
9 144,500 9 - 5 3 3 2 - - -
10 220,000 10 Master of Phantasms 5 4 3 2 1 - -
11 440,000 10+1* - 5 4 3 3 2 - -
12 660,000 10+2* - 5 5 4 3 2 1 -
13 880,000 10+3* - 5 5 4 3 2 2 -
14 1,100,000 10+4* - 5 5 4 3 2 2 1
15 1,320,000 10+5* - 5 5 4 4 2 2 2
16 1,540,000 10+6* - 5 5 5 4 3 2 2
17 1,760,000 10+7* - 6 5 5 4 3 3 2
18 1,980,000 10+8* - 6 6 5 4 4 3 2
19 2,200,000 10+9* - 6 6 5 5 5 3 2
20 2,420,000 10+10* - 6 6 6 5 5 4 2
21 2,640,000 10+11* - 6 6 6 6 5 4 3
22 2,860,000 10+12* - 6 6 6 6 5 5 3
23 3,080,000 10+13* - 6 6 6 6 6 5 4
24 3,300,000 10+14* - 6 6 6 6 6 6 5
* Constitution-based hp adjustments no longer apply.
Each level gained thereafter requires 220,000 experience points and grants +1 hit point.
Magic users are dependent upon their spell books, and normally may only cast
MAGIC USER spell they have learned from these books (exception: magic users may cast
spells from arcane magical scrolls). Mages may not cast spells from divine,
Magic users are a rare breed-practitioners of the mysterious art of arcane spell druidic or phantasmal magic scrolls. The acquisition of a new spell is difficult
casting. A lengthy apprenticeship of study and practice allows these somewhat and demanding and must normally be accomplished through adventuring,
eerie individuals to store arcane energy within their minds and to release it in although the mage will automatically receive one new spell of the highest spell
the form of spells. Magic users cast spells by speaking a few magic words, level that he or she may cast upon acquiring a new level of experience.
weaving complex gestures in the air, and employing rare and magical materials.
While magic users (with illusionists) are the weakest character class in combat, A1E magic users are superficially similar to the wizards of fantasy literature
this weakness is balanced by possessing the most powerful and versatile spells such as Gandalf and Merlin, but they are more closely similar to mages
in the game. described in the works of Jack Vance. His “Dying Earth” cycle, and particularly
“Rhialto the Marvellous”, are highly recommended.
The full underlying principles of magic are beyond mortal comprehension;
even wizards of the profoundest intellect struggle from momentary inklings to Magic users are the only class capable of fabricating magic items that they
understand its more complex patterns. cannot themselves employ. Clerics, druids and illusionists can fabricate magic
Nevertheless, those character who possess formidable intelligence and a certain items, but only those they themselves can use; items such as magical swords,
intuitive gift, who are willing to devote themselves to a lifetime of study, may that no primary spell casting class may use, are in their creation the sole
in time sufficiently master the art to be capable of shifting mountains and province of magic users.
shattering entire armies. High-level magic users are the most feared and
dangerous characters in the game. At 11th level, a magic user may establish a stronghold (usually a tower or small
keep) in the same manner as a fighter.
Magic users do not gain bonus spells for high intelligence scores; intelligence
does determine which spells they can understand and how many spells they may ABILITIES
learn for each spell level.
SPELLCASTING: Magic users may memorize and cast arcane spells in
accordance with the tables provided below. A beginning magic user character
15
will know four spells. One of these will automatically be Read Magic. The components required should be of a rarity and value appropriate to the magic
second spell should be chosen by the player from the list of 1st level spells, and item under consideration. Even then, success will not be guaranteed.
the last two should be determined randomly from the list of 1 st level spells.
MINIMUM SCORES: Str 3, Dex 6, Int 9, Wis 6, Con 6, Cha 6
ELDRITCH CRAFT: Mages of 7th level or higher may create magical potions, HIT DIE TYPE: d4 (max 11)
scribe arcane scrolls (of spells that he or she already knows) and recharge ALIGNMENT: Any
magical rods, staves and wands. This process should be overseen by the GM, EXPERIENCE BONUS: Int 16+
who must take care to ensure that it is not too easy! A long list of ingredients ARMOR/SHIELD PERMITTED: None
will always be required, some of which should be expensive, and others of WEAPONS PERMITTED: Dagger, dart, oil, staff
which should be a challenge to acquire. WEAPON PROFICIENCIES: 1 + 1 per 5 levels
PENALTY TO HIT FOR NON-PROFICIENCY: -5
ELDRITCH POWER: Magic users of 12th level or higher may attempt to WEAPON SPECIALIZATION: N/A
create other magical items by means of the enchant an item spell. However, this
is even more difficult than creating a potion or scroll, and the various
16
those higher than 10th level thrice per week. Paladins themselves are completely
PALADIN immune to disease.
A paladin is a paragon of righteousness sworn to be, and always to remain, DETECT EVIL: A paladin may detect evil at any range up to 60 ft. at will,
Lawful Good. If this vow is ever breached, the paladin must atone and perform provided he or she concentrates on doing so.
penance to be decided by a powerful NPC cleric of the same alignment-unless protection from evil: A paladin radiates an aura within a 10 ft. radius, equivalent
the breach was intentional, in which case the paladin instantly loses his or her to the clerical spell protection from evil.
enhanced status as a paladin and may never regain it. Such a “fallen paladin” is
in all respects a fighter, with no special powers, for the remainder of his or her LAY ON HANDS: Once per day, the paladin may heal 2 hit points/ level to
career. any creature touched (e.g. a 3rd level paladin would heal 6hp with this ability)
The Paladin class in A1E superficially resembles such legendary warriors as Sir TURN UNDEAD: Paladins of 3rd level and higher gain the ability to turn
Galahad or Sir Gawaine of the Arthurian cycle, but is more closely similar to undead as a good aligned cleric does, but as a cleric of two levels lower than the
characters described in the works of Poul Anderson. His “Three Hearts and paladin’s level.
Three Lions” is particularly highly recommended.
SUMMON WARHORSE: At 4th level, the paladin may summon a special
Paladins suffer the following restrictions: Paladin’s Warhorse, a heavy warhorse with enhanced hit points, intelligence
and movement speed. Such a destrier may be called only once every ten years.
First, the paladin may never possess more than ten magic items, and no more
than a single suit of magic armor with no more than one magic shield may be so BONUS ATTACKS: Paladins gain additional attacks as fighters
owned. do, but less swiftly. A paladin has one attack at 1st to 7th level, 3/2 attacks at 8th
to 14th level, and two attacks at 15th level and above. If the optional weapon
Second, the paladin must always give away a tenth of any money which he or specialization rules are permitted by the GM, paladins may specialize as
she receives to some Lawful Good cause, and if he or she has any money fighters do, save that they receive fewer proficiencies and gain extra attacks
remaining after paying his or her costs (such as maintaining equipment and more slowly as described above.
paying servants’ wages) this surplus must be likewise donated.
CLERICAL SPELLCASTING: Paladins gain the ability to cast certain cleric
Third, paladins will not associate with characters who are not Good in spells at 9th level (see table, below).
alignment save under very exceptional circumstances (i.e., if approved by the
GM). MINIMUM SCORES: Str 12, Dex 6, Con 9, Int 9, Wis 13, Cha 17
HIT DIE TYPE: d10 (max 9)
ABILITIES ALIGNMENT: Lawful Good only
EXPERIENCE BONUS: Str and Wis 16+
IMPROVED SAVING THROWS: The paladin uses a more favorable saving ARMOR/SHIELD PERMITTED: Any
throw table than other classes (see table, below). WEAPONS PERMITTED: Any
WEAPON PROFICIENCIES: 3 + 1 every 2
CURE DISEASE: Paladins can cure disease (as the clerical spell) by touch, PENALTY TO HIT FOR NON-PROFICIENCY: -2
once per week. Paladins of higher than 5th level may do so twice per week, and WEAPON SPECIALIZATION: Optional rule-as fighter
17
Paladin Saving Throw Table
Type of Saving throw
Level Aimed Magic Items (e.g., Breath Weapons Death, Paralysis, Petrifaction, Spells for unlisted
rod, staff, wand) Poison Polymorph categories
1-2 14 15 12 13 15
3-4 13 14 11 12 14
5-6 11 11 9 10 12
7-8 10 10 8 9 11
9-10 8 7 6 7 9
11-12 7 6 5 6 8
13-14 5 3 3 4 6
15-16 4 2 2 3 5
17-18 3 2 2 2 4
19+ 2 2 2 2 3
would receive +3 damage per hit against these creatures. This damage bonus
RANGER applies only in hand-to-hand “melee” combat.
Rangers are a special variation of the fighter class. They are modeled on such TRACKING: Rangers may track other creatures, with a base 90% chance of
characters of fiction as Aragorn and Robin Hood and are particularly expert in success in rural settings (modified by the GM according to such factors as the
wilderness situations. Rangers are defenders of the poor and serve to protect age of the trail, the prevailing terrain and current weather conditions) and a base
civilization from the evil forces that lurk beyond civilized lands. 65% chance in urban or dungeon settings (again, modified by the GM to take
account of local conditions).
Rangers must abide by certain limitations, in the same fashion as paladins:
First, the ranger must always remain of good alignment (lawful, neutral or BONUS ATTACKS: Rangers gain additional attacks as fighters
chaotic). Any deliberate change in the ranger’s alignment away from good will do, but less swiftly. A ranger has one attack at 1st to 7th level, 3/2 attacks at 8th to
result in the character becoming a mere fighter, with 8-sided hit dice, never able 14th level, and two attacks at 15th and above. If the optional weapon
to regain rangerhood. An unintentional change will transform the character into specialization rules are permitted by the GM, rangers may specialize as fighters
a fighter as above, but in this case, with sufficient questing and atonement, the do, save that they receive fewer proficiencies and gain extra attacks more
ranger may be permitted to recover his or her status. The GM will determine the slowly as described above.
precise details of this process according to the situation.
SPELL CASTING: At 8th level, rangers receive limited spell powers, drawn
Second, rangers may not employ mercenaries or servants until they reach 8 th from the Druid and Magic user spell lists according to the table given hereafter.
level or higher. Even once permitted, a ranger may not employ any mercenary
or servant who he or she suspects (or ought to suspect) is not of good alignment. BAND OF FOLLOWERS: Rangers of 10th level or higher receive a special
body of followers. The GM will determine the exact nature of a ranger’s special
Third, a maximum of three rangers may travel or operate together at any one followers, but the group may include unusual and magical creatures; centaurs
time. and werebears, for example, would be possible followers.
Fourth, rangers travel light and may not keep any more treasure than they can SCRYING DEVICE USE: Rangers of 10th level or higher may use crystal
lift (including any amount the ranger can carry on his or her steed, if any). balls and other such devices that permit magical scrying.
ABILITIES
18
MINIMUM SCORES: Str 13, Dex 6, Con 14, Int 13, Wis 14, Cha 6
HIT DIE TYPE: d8 (max 11 at 10th level)
INITIAL HIT DIE: 2*
ALIGNMENT: Any good
EXPERIENCE BONUS: Str, Int, and Wis 16+
ARMOR/SHIELD PERMITTED: Any
WEAPONS PERMITTED: Any
WEAPON PROFICIENCIES: 3 + 1 every 2
PENALTY TO HIT FOR NON-PROFICIENCY: -2
WEAPON SPECIALIZATION: Optional rule-as fighter
* Rangers are different from fighters and paladins in terms of hit points.
Rangers roll 8-sided dice to determine their hp, but they receive two such dice
at 1st level. They gain 1d8 per level thereafter until they achieve a ceiling of 11
hit dice (at 10th level).
19
Ranger Level Advancement
Druid Spells Mage Spells
Level Base XP Required Hit Dice (d8) Notes Spell Casting 1 2 3 1 2
Level
1 0 2 - 0 - - - - -
2 2,250 3 - 0 - - - - -
3 4,500 4 - 0 - - - - -
4 9,500 5 - 0 - - - - -
5 20,000 6 - 0 - - - - -
6 40,000 7 - 0 - - - - -
7 90,000 8 May employ followers 0 - - - - -
8 150,000 9 Bonus attacks 1 1 - - - -
9 225,000 10 - 1 1 - - 1 -
10 325,000 11 Ranger Lord (Lady) 2 2 - - 1 -
11 650,000 11+2* - 2 2 - - 2 -
12 975,000 11+4* - 3 2 1 - 2 -
13 1,300,000 11+6* - 3 2 1 - 2 1
14 1,625,000 11+8* - 4 2 2 - 2 1
15 1,950,000 11+10* Bonus attacks 4 2 2 - 2 2
16 2,275,000 11+12* - 5 2 2 1 2 2
17 2,600,000 11+14* - 5 2 2 2 2 2
18 2,925,000 11+16* - 6† 3 2 2 2 2
19 3,250,000 11+18* - 6† 3 2 2 3 2
20 3,575,000 11+20* - 6† 3 3 2 3 2
21 3,900,000 11+22* - 6† 3 3 2 3 3
22 4,225,000 11+24* - 6† 3 3 3 3 3
23 4,550,000 11+26* - 6† 4 3 3 3 3
24 4,875,000 11+28* - 6† 4 3 3 4 3
* Constitution-based hp adjustments no longer apply
† 6th is the ceiling spell casting level for rangers.
Each level gained thereafter requires 325,000 additional experience points and gains 2hp.
NB: Rangers do not gain bonus druid spells for having high wisdom. This ability is limited to “true” priests, i.e. clerics or druids.
THIEF
20
Thieves sneak furtively in the shadowed alleyways of cities, living by their wits.
They are often members of the criminal underclass, usually trained by a thieves’ HIDE IN SHADOWS: Some shadow must be present for this ability to be
guild in the arts of burglary and stealth. It is not uncommon for a thief to seek used, but if the check is successful the thief is effectively invisible until he
out the great rewards that can be gained from the adventuring life, especially makes an attack or moves from the shadows. The ability can also be used to
when circumstances require lying low for a while. blend in with a crowd of people rather than disappear into shadows.
Most thieves come from the teeming masses of a large city, wherein a thieves’ MOVE QUIETLY: Use of this skill allows the thief to move with preternatural
guild is often the only source of justice and exercises as much power as the silence even over surfaces such as squeaky floors.
city’s legitimate government. Of course, not all thieves are members of a guild.
Some are freelancers, evading both the authorities and the guild, living on the OPEN LOCKS/ DISARM T RAPS: Opening locks and disarming traps
edge of the knife. Some are even found working on the side of the law; agents (without springing them) is a skill unique to thieves, which cannot be
or spies who use their skills in more accepted (though equally shadowy) successfully attempted by members of other classes. A thief can also set traps
pursuits. A thief character must be of any neutral or evil alignment. Neutral (with the same chance as to disarm).
good thieves are permitted because of the neutral component of their alignment.
PICK POCKETS: If the thief’s pick pockets check fails by 20% or more, then
Sensible adventuring parties will almost always include a thief, for the skills of his or her attempt has been discovered and the intended victim will almost
such a character are invaluable in reaching inaccessible places via climb walls, always take hostile action.
pick locks, and so on. In addition, dungeons frequently contain traps which
must be located and disarmed, and the thief’s cunning and stealth conspire to READ LANGUAGES: The thief may attempt to read languages and ciphers of
make him or her very useful in a scouting role. a non-magical nature only.
Thieves in A1E are modeled on characters of fiction and legend, particularly THIEVES’ CANT: Thieves have their own language.
characters from the works of Fritz Leiber and Jack Vance. Leiber’s “Lankhmar”
series is highly recommended, particularly for its description of the operation of READ SCROLLS: When a thief reaches 10th level, he or she has become well-
a typical thieves’ guild; but the high-level thief’s ability to read (or misread) versed enough in training to cast spells from an arcane or phantasmal scroll
magic scrolls is a nod to Vance’s Cugel. (magic user or illusionist). However, this casting is not always successful. The
thief should roll against his or her intelligence as a magic user or illusionist
ABILITIES does, and if the score shown on the die is insufficient for the thief to cast the
spell, then the casting will fail, possibly (at the GM’s option) having some
BACKSTAB: If the thief can approach his or her target unobserved and strike entirely unexpected effect.
with a melee weapon, the attack is made at +4 to hit. Damage from a backstab is
doubled-or trebled if the thief is of 5th level or higher. Thieves of 9th level or MINIMUM SCORES: Str 6, Dex 9, Con 6, Int 6, Cha 6
higher do quadruple damage, while those of 13th level or greater quintuple the HIT DIE TYPE: d6
number shown on the die. Damage modifiers (such as those pertaining to INITIAL HIT DIE: 1
strength or magic) are not multiplied from a backstab. ALIGNMENT: Any neutral or any evil
EXPERIENCE BONUS: Dex 16+
CLIMB: Climbing represents a thief’s ability to scale sheer walls and surfaces, ARMOR/SHIELD PERMITTED: Leather or studded leather only, no shields
cling to ceilings, and perform other feats of climbing that would normally be WEAPONS PERMITTED: Club, dagger, dart, oil, sling, single-handed
impossible. Climbing checks must ordinarily be repeated for every ten ft. of swords (except bastard swords)
climbing. Non-thieves cannot climb walls, cliffs, or any vertical surface without WEAPON PROFICIENCIES: 2 + 1 every 4 levels
the use of a rope or magic, making the presence of a thief vital to many PENALTY TO HIT FOR NON-PROFICIENCY: -3
adventuring parties. WEAPON SPECIALIZATION: N/A
FIND TRAPS: This ability represents the thief’s minute visual inspection of a
new area for tiny telltale signs that something of interest or danger may be
concealed nearby. It requires a full turn (10 minutes) to accomplish.
21
Thief Skills Table-Base chance
Level Climb Walls Find Traps Hear Noise Hide in Shadows Move Quietly Open Locks Pick Pockets Read Languages
1 80% 25% 10% 20% 20% 30% 35% 1%
2 82% 29% 13% 25% 25% 34% 39% 5%
3 84% 33% 16% 30% 30% 38% 43% 10%
4 86% 37% 19% 35% 35% 42% 47% 15%
5 88% 41% 22% 40% 40% 46% 51% 20%
6 90% 45% 25% 45% 45% 50% 55% 25%
7 91% 49% 28% 50% 50% 54% 59% 30%
8 92% 53% 31% 55% 55% 58% 63% 35%
9 93% 57% 34% 60% 60% 62% 67% 40%
10 94% 61% 37% 65% 65% 66% 71% 45%
11 95% 65% 40% 70% 70% 70% 75% 50%
12 96% 69% 43% 75% 75% 74% 79% 55%
13 97% 73% 46% 80% 80% 78% 83% 60%
14 98% 77% 49% 85% 85% 82% 87% 65%
15 99% 81% 52% 90% 90% 86% 90% 70%
16 99% 85% 55% 91% 91% 90% 91% 75%
17 99% 89% 58% 92% 92% 92% 92% 80%
18 99% 91% 61% 93% 93% 93% 93% 85%
19 99% 93% 64% 94% 94% 94% 94% 90%
20 99% 95% 67% 95% 95% 95% 95% 92%
21 99% 97% 70% 96% 96% 96% 96% 94%
22 99% 99% 73% 97% 97% 97% 97% 96%
23 99% 99% 76% 98% 98% 98% 98% 98%
24 99% 99% 79% 99% 99% 99% 99% 99%
22
Multi-classing, which is an option available only to non-human characters, is
simultaneous advancement in two or more different classes. Dual-classing, an
option available only to human characters, is the ability to switch classes and
begin advancing exclusively in a new character class. Specific information
about the interaction of the restrictions and abilities of a multi-classed character
are described in the racial description of each race. Gnomish multi-classed
characters are, for example, limited to leather armor in order to cast spells,
while elven multi-classed characters are not. These restrictions reflect the
particular nature of the non-human races and thus are detailed in the race
descriptions. There is a general rule, however, that a cleric/fighter may use
edged weapons. When a non-human character has more than one character
class, any experience points gained by the character will be divided evenly
between these two classes, even once the character can no longer progress in
one of the classes.
When the character advances in one of his or her classes, additional hit points
are determined by rolling the appropriate die (d4 for magic users and
illusionists, d6 for thieves and assassins, etc.), adding the appropriate
constitution modifier, and dividing by the number of classes involved (so two
for a cleric/thief, or three for a fighter/cleric/magic user, for example).
Optional Rule: Some GMs limit elven and half-elven fighter/ magic users and
fighter/magic user/clerics in respect of the armor they may wear while casting
spells. If this optional rule is in play, such a character may only cast arcane
spells if unarmored-unless they are wearing elfin chain. The character may still
cast divine spells regardless of the armor he or she is wearing. (This rule
assumes that elfin chain is specially designed to allow fighter/magic users to
wear it.)
Dual-class characters are humans who elect to change irrevocably from one
class to another. The character class of a nonhuman represents talents and
abilities that are somewhat more innate than those of humankind. Humans are
more flexible and can generally become more skilled in any one class than non-
humans, but lacking the innate talents of the other races, they can only focus
upon one class at a time.
In order to switch from one class to another, the human character must have an
ability score of 15+ in the prime requisite(s) of the original class, and of 17+ in
the prime requisite(s) of the new class. The character retains his or her hit
points. He or she can use the particular abilities of the original class, but doing
so will cause the character to forfeit all experience points from that adventure
(as determined by the GM). This restriction applies until the character has
advanced in the new class to a level at least one higher than was attained in the
original class.
When the character begins the process of learning a new class, he or she gains
the abilities of the new class as a 1st level member of that class, and all
experience is applied to progressing in the new class. The character gains no
additional hit points until reaching a level in the new class one higher than in
the original class, after which time the character’s hit points advance as per the
new class.
23
LAWFUL NEUTRAL (Judge)
ALIGNMENT
A lawful neutral character acts as law, tradition, or a personal code directs him.
Order and organization are paramount. He or she may believe in personal order
and live by a code or standard, or might believe in order for all, favoring a
strong, organized government. Lawful neutral characters value reliability and
honor, and some can be quite zealous about forcing these attributes onto society
Alignment represents where a character falls in terms of the ever-present battle or other individuals.
between good and evil. Along the law-chaos axis, it also represents how the
character approaches such issues. Alignment is more than a philosophy; evil NEUTRAL
and good are palpably real in the game world. An evil person bears the poison
of his or her alignment in his or her very soul, and magic spells can even be A neutral character has no allegiance to either good vs evil or law vs chaos.
used to detect the stain of it. In general, the good alignments will work together, Most neutral characters exhibit a lack of conviction or bias rather than a
although there may well be misunderstandings and disputes between those of commitment to neutrality. These normally think of good as preferable to evil-
differing good alignments. Relationships between those of evil alignments will after all, they would rather have good neighbors and rulers than evil ones.
generally be based on power and fear, although many evil aligned individuals or
monsters are natural followers, not seeking to usurp power as much as they will Still, such characters are not personally committed to upholding good in any
seek to ally themselves with and serve the most powerful. The moral dictates of abstract or universal way, especially when there is treasure to be had. Some
alignment are not tied to culture in any way; they are objective reality. If a neutral characters, on the other hand, are morally committed to neutrality. They
barbarian comes from a society that kills the weak, he or she is evil if he or she see good, evil, law, and chaos as prejudices and dangerous extremes, advocating
accedes to the practice, even though it is considered necessary or beneficial in and supporting neutrality as the best, most balanced road in the long run.
that culture. Such a culture is evil.
CHAOTIC NEUTRAL (Free Spirit)
Each alignment has an “alignment language” specific to that alignment,
allowing characters of that alignment to communicate with one another to a A chaotic neutral character follows his or her whims. He or she is an
certain degree. Alignment tongues are not precisely languages; they cannot be individualist first and last. He or she values his or her own liberty but does not
rendered into writing, but they can be an effective mode of communication strive to protect others’ freedom. He or she avoids authority, resents restrictions,
nonetheless, consisting of a variety of words, gestures, and even facial and challenges traditions.
expressions. Alignment tongues are almost never used unless the speaker is
certain he or she will be heard only by members of the same alignment. A chaotic neutral character does not normally intentionally disrupt
organizations as part of a campaign of anarchy. To do so, he or she would have
Note that not all creatures of a particular alignment will speak their alignment to be motivated either by good (and a desire to liberate others) or evil (and a
tongue, although demi-humans and humanoids will normally do so. A creature desire to make those different from him- or herself suffer). A chaotic neutral
such as a chimera, for example, that is non-humanoid and generally evil by character may be unpredictable, but his or her behavior is not normally totally
nature rather than by choice, might be chaotic evil in alignment but would not random.
speak the chaotic evil alignment tongue. A gnoll, however, that is humanoid and
evil by choice as well as by nature, will tend to speak the chaotic evil alignment LAWFUL EVIL (Dominator)
tongue.
A lawful evil villain methodically takes what he or she wants within the limits
of his or her code of conduct without regard for whom it hurts. He or she cares
THE NINE ALIGNMENTS about tradition, loyalty, and order but not about freedom, dignity, or life. He or
she plays by the rules but without mercy or compassion. He or she is
Nine distinct alignments define all the possible combinations of the law-chaos
comfortable in a hierarchy and would like to rule, but is willing to serve. He or
axis with the good-evil axis. Remember that individuals vary from this norm,
she condemns others not according to their actions but according to race,
and that a given character may act more or less in accord with his or her
religion, homeland, or social rank. He or she is loath to break laws or promises.
alignment from day to day. Use these descriptions as guidelines, not as scripts.
This reluctance comes partly from his or her nature and partly because he or she
LAWFUL GOOD (Crusader) depends on order to protect him- or herself from those who oppose him or her
A lawful good character acts as a good person is expected or required to act. He on moral grounds. Some lawful evil characters have particular taboos, such as
or she combines a commitment to oppose evil with the discipline to fight not killing in cold blood (but having underlings do it) or not letting children
relentlessly. He or she normally tells the truth, keeps his or her word, helps come to harm (if it can be helped). They imagine that these compunctions put
those in need, and speaks out against injustice. A lawful good character hates to them above unprincipled villains.
see the guilty go unpunished. Generally, lawful good characters seek to
combine the values of both honor and compassion. Some lawful evil people and creatures commit themselves to evil with a zeal
like that of a crusader committed to good.
NEUTRAL GOOD (Benefactor)
Beyond being willing to hurt others for their own ends, they take pleasure in
A neutral good character does the best that a good person can do. He or she is spreading evil as an end unto itself. They may also see doing evil as part of a
devoted to helping others. He or she might work with or on behalf of kings and duty to an evil deity or master. Lawful evil is sometimes called “diabolical,”
magistrates, but does not feel beholden to them if he or she feels that they are because devils are the epitome of lawful evil.
not serving the cause of good. Neutral good characters value doing what is good
without a particular bias for or against order (or laws). NEUTRAL EVIL (Malefactor)
CHAOTIC GOOD (Rebel) A neutral evil villain does whatever he or she can get away with. He or she is
out for him- or herself, pure and simple. He or she sheds no tears for those he or
A chaotic good character acts as his or her conscience directs, with little regard she kills, whether for profit, sport, or convenience. He or she has no love of
for what others might expect. He or she makes his or her own way, but is order and holds no illusion that following laws, traditions, or codes would make
generally kind and benevolent. He or she believes in goodness and personal him or her any better or more noble. On the other hand, he or she doesn’t have
honor, but has little use for laws and regulations. the restless nature or love of conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing evil for its own
Such a character disdains those who seek to intimidate others and tell them what sake. Most often, such villains are devoted to evil deities or secret societies.
to do. He or she follows his or her own moral compass, which, although good,
may not agree with that of society. Chaotic good characters value the CHAOTIC EVIL (Destroyer)
combination of a good heart with a free spirit.
A chaotic evil character does whatever
his or her greed, hatred, and lust for destruction drive him to do. He or she is
hot-tempered, vicious, arbitrarily violent, and unpredictable. If he or she is
simply out for whatever he or she can get, he or she is ruthless and brutal. If he
24
or she is committed to the spread of evil and chaos, he or she is even worse. His
or her plans may be worked out well in advance, but their implementation will
often be haphazard, and any group he or she forms is likely to be poorly
organized.
Typically, chaotic evil creatures can be made to work together only by force,
and their leader lasts only as long as he or she can thwart attempts to topple or
assassinate him or her. Chaotic evil is sometimes called “demonic” because
demons are the epitome of chaotic evil. Chaotic evil represents the destruction
not only of beauty and life but also of the order on which beauty and life
depend.
25
Bracer, leather 1 8 sp
EQUIPMENT (archery)
Caltrops 2 1 gp
Candle, beeswax - 1 cp
Canvas (per sq. yd) 1 1 sp
Cauldron and tripod 15 2 gp
Chain (per 10 ft.) 10 30 gp
MONEY Chalk, piece - 1 cp
Chest (empty) 25 2 gp
In A1E, coins are heavy. Ten coins weigh one lb. They are also of primary Cloak 2 3 cp
importance when keeping track of character experience, since gold the party Crowbar 5 2 gp
recovers is converted to experience at the rate of 1gp = 1xp. (The GM may well Dice, bone, pair - 5 sp
wish to reduce the experience point award for gold if large amounts are gained Dice, loaded, pair - 5 gp
for relatively small risk.) A1E prices normally far exceed prices as they were in Doublet, linen 1 3 gp
the real medieval world. Gold is plentiful and hence of relatively little value. Firewood (per day) 20 1 cp
The purpose of this is to allow GMs to place the kinds of treasure mentioned in Fish hook - 1 sp
works of fantasy literature-huge piles of gold, enormous gems and pieces of Fishing net (per 25 - 1 sp
beautiful jewelery-without destroying the fantasy economy of his or her game. sq. ft.)
Flask (leather) - 3 cp
A fundamental, driving assumption of A1E-compatible games is that the player Flint and steel - 1 gp
characters are, at least partially, motivated by a desire (or need) for wealth. This Gloves, kidskin, pair ½ 3 gp
need not necessarily be for reasons of greed; a cleric or paladin character, for Gown, woolen 1 5 cp
example, could be driven to acquire money to donate to the poor, or to enable Gown, linen 1 3 gp
his or her superiors to construct a new church. However this is managed, the Gown, silk 1 50+ gp
mechanics of the game specifically reward the acquisition of money, and so Grappling hook 4 1 gp
successful players will tend to find an awful lot of it! Hammer (tool, not 2 5 sp
war)
Shrewd GMs will usually use all the tools at their disposal to ensure that while a Holy symbol, silver 1 25 gp
lot of money flows through the players’ hands, other pressures will keep their Holy symbol, pewter 1 5 gp
expenses high. In particular, training costs (see Chapter III) will absorb the Holy symbol, wooden 1 6 sp
majority of the characters’ income during the early levels. If any players are Horse, cart N/A 15 gp
skilled and fortunate enough that their characters survive to higher levels, they Horse, nag N/A 8 gp
will find that the construction and maintenance of a stronghold also creates a Horse, palfrey N/A 40+ gp
great strain on the purse; while creating magic items is more expensive still. Horse, rouncey N/A 25 gp
Horse, war, heavy N/A 500+ gp
This constant drive for money should serve to motivate the player characters to Horse, war, light N/A 200+ gp
explore dark dungeons, seek dragons’ hoards and otherwise constantly quest for Horse, war, medium N/A 350+ gp
wealth! Hose - 1 gp
Iron spikes, dozen 5 1 gp
A1E games normally use the following conversion rate for currency. Of course, Ladder (per 10 ft.) 20 5 sp
a GM’s specific campaign may change this, but in this case the GM should Lamp (bronze) 1 1 sp
consider revising the price lists provided in the following section. Lantern, bullseye 3 12 gp
Lantern, hooded 2 7 gp
1 platinum piece = 5 gold pieces Lock 1 20+ gp
1 gold piece = 2 electrum pieces Manacles 2 15 gp
1 gold piece = 10 silver pieces Mirror (small steel) ½ 20 gp
1 gold piece = 100 copper pieces Mirror (small silver) ½ 45 gp
Mule N/A 18 gp
Each character begins the game with a certain amount of money to buy initial Musical instrument 1+ 5+ gp
equipment-how much depends on the character’s class. Clerics and druids Needle and thread - 3 cp
receive 30-180gp (3d6 x 10); fighters, rangers and paladins receive 50-200gp Oil (lamp) (per pint) 1 1 sp
((3d6+2) x 10); magic users and illusionists receive 20-80gp (2d4 x 10), while Ox N/A 15 gp
thieves and assassins receive 20-120gp (2d6 x 10). Multi-class individuals Parchment (per - 2 sp
receive the award for the wealthiest of their classes (thus, a fighter/thief would sheet)
receive the starting money of a fighter, while a cleric/magic user would receive Pin (cloak) - 4 sp
the starting money of a cleric). Piton ½ 1 sp
Pole (per 10 ft.) 8 2 sp
EQUIPMENT TABLES Pony N/A 12 gp
Pot, iron 10 5 sp
The following table shows suggested general equipment prices for a typical Pouch, belt, large 2 (empty) 4 sp
campaign. Players should check with their GM whether the prices show below Pouch, belt, small 1 (empty) 2 sp
apply in his or her specific campaign. Quill (pen) - 1 sp
Quiver (holds 12 1 (empty) 1 gp
Equipment arrows)
Item Weight Cost Quiver (holds 24 2 (empty) 25 sp
Ale, pint 1 1 sp arrows)
Backpack 10 (empty) 2 gp Quiver (holds 12 1 (empty) 12 sp
Barrel 30 (empty) 2 gp bolts)
Bedroll 5 2 sp Quiver (holds 24 2 (empty) 3 gp
Bell - 1 gp bolts)
Belt - 5 sp Rations, standard 2 2 gp
Blanket, woolen 2 5 cp (per day)
Block and tackle 5 5 gp Rations, trail (per 1 6 gp
Boots, soft 3 1 gp day)
Boots, heavy 5 2 gp Reins, bit and bridle 5 2 gp
Bottle (wine), glass 1 2 gp Robe, linen 1 3 gp
Box (empty) 15 1 gp
26
Robe, silk 1 60+ gp Rope, hemp (per 50 10 1 gp
ft.)
27
Rope, silk (per 50 ft.) 5 10 gp Sack, small ½ (empty) 9 cp
28
Sack, large 1 (empty) 15 cp Torch 1 1 cp
Saddle and stirrups 20 10 gp Tunic, woolen 1 5 cp
Satchel 5 (empty) 1 gp Tunic, banqueting 1 10+ gp
Scrollcase, bone ½ 4 gp Twine, linen (per 100 ½ 8 cp
Scrollcase, leather ½ 1 gp ft.)
Shoes, common 1 5 sp Vellum (per sheet) - 3 sp
Shoes, noble 1 30+ gp Wagon, small N/A 100 gp
Shovel 8 2 gp Wagon, large N/A 250 gp
Signal whistle - 8 sp Water, holy (per vial) ½ 25 gp
Skillet 5 1 gp Waterskin (3 pint) 1 (empty) 1 gp
Soap (per lb) 1 5 sp Whetstone ½ 2 cp
Spell book (blank) 5 25 gp Wine, pint 1 5 sp
Tent 20 10 gp
Thieves’ Tools 1 30 gp
29
ARMOR
Armor Table 1
Armor Type Encumbrance* Max Move Rate Effect on AC (base AC 10) Cost
Banded 35 lbs 90 f -6 90 gp
Mail hauberk or byrnie (chain) 30 lbs 90 ft. -5 75 gp
Mail, elven (chain) 15 lbs 120 ft. -5 Not sold
Leather 15 lbs 120 ft. -2 5 gp
Padded gambeson 10 lbs 90 ft. -2 4 gp
Plate 45 lbs 60 ft. -7 400 gp
Ring 35 lbs 90 ft. -3 30 gp
Scale or lamellar 40 lbs 60 ft. -4 45 gp
Shield, large 10 lbs N/A -1 15 gp
Shield, medium 8 lbs N/A -1 12 gp
Shield, small 5 lbs N/A -1 10 gp
Splint 40 lbs 60 ft. -6 80 gp
Studded 20 lbs 90 ft. -3 15 gp
* For non-magic armor Magic armor is un-encumbering, and allows a maximum move rate 30 ft. faster than normal (up to 120 ft.). Magic shields
weigh as much as normal shields of the same type.
Normally, plate gauntlets and helms must be removed before missile weapons
Armor Table 2 such as bows can be employed.
Type of Armor AC Rating
None 10
Shield only 9
Leather or padded armor 8
Studded leather or ring 7
Scale or lamellar 6
Mail hauberk or byrnie 5
Banded armor 4
Plate 3
Shields do NOT affect armor class where the target is being attacked from the
rear. Likewise, a figure attacked by several opponents may only employ the
shield against one (in the case of a small shield), two (in the case of a medium
shield) or three (for a large shield) attacks in any one given round; thus AC
against multiple opponents will tend to deteriorate.
This table should not be used to extrapolate monster armor types. These are
assigned rather than calculated. For example, most hobgoblins are AC 5, but
this does not mean that the hobgoblin will automatically be wearing chain mail
armor worth 75gp! More than likely, the creature is wearing a mishmash of
assorted pieces of armor of negligible value, but its armor class is considered to
be 5 owing to its combat skill and the needs of the game system.
Elven mail counts as normal (chain) mail except for the purposes of weight
calculation and encumbrance. It is rarely sold, but suits are occasionally
fashioned by elven master craftsmen as gifts for those who have performed
some great service for the elven race. 99% of them are awarded to elves, the
majority of the remainder to humans or half-elves. Dwarf-sized or smaller suits
are prohibitively rare.
Field plate is optional, and rather anachronistic (and hence not listed on the
standard tables). It means the Gothic and Milanese plate of the fifteenth century
or later. If field plate is used in a campaign, it should be treated as having an AC
modifier of -8 (i.e. field plate plus shield would be equivalent to AC 1) and a
maximum movement rate of 90 ft. Some GMs may also wish to permit full
plate, representing the jousting or tourney plate of the same period and later,
which should be treated as having an AC modifier of -9 and a maximum
movement rate of 60 ft.
Thieves are restricted to leather or padded armor. Some kindly GMs permit
thieves to use studded leather or elven mail.
30
removed with a dispel magic spell, but they are not magically protected from
MAGIC being removed with a sword stroke, either. The spell is simply complete once it
is cast, and no more magic is active after that point. Spells marked with
“Instantaneous (permanent)” under “duration” all have this property-they
cannot be removed by being dispelled.
Spell components may be verbal (representing the words used to incant the
Arcane and phantasmal spells are acquired as a result of long study and diligent spell), somatic (representing the gesture or gestures that must accompany the
practice. To cast a spell, the illusionist or magic user must have the spell scribed casting), and/or material (representing physical components that are normally
in his or her spell book and have prepared it for casting. consumed in the spell’s casting). Exception: Material components that are not
normally consumed include a cleric’s holy symbol.
Clerical and druidic spells, on the other hand, are acquired as a result of faithful
religious service. To cast a spell, the cleric or druid must have spent time in Spells with a verbal component may not be cast within the area of effect of a
prayer and meditation to prepare it for casting. silence spell or if the caster is gagged. Spells with a somatic component will
require that the caster has at least one hand free for the casting. Spells with a
In either case, the procedure for memorizing a spell is the same. Spell material component will usually require two free hands as well as the material
memorization requires a minimum rest period of 4 hours, which must be spent component itself.
in a quiet place without interruption. Once this period has expired, it takes
fifteen minutes per level to memorize spells; in other words, a character The precise nature of the material component for most spells has been left as a
memorizing one 3rd, two 2nd and four 1st level spells would require a further matter for the GM to determine, if relevant.
(45+30+30+15+15+15+15=) two hours and forty-five minutes of memorization Where such components are costly, an approximate cost is provided. Otherwise,
time. the components should not usually be rare or difficult to acquire.
Spells, once cast, are lost from the casting character’s memory and cannot be As typical examples, the spell fireball might require explosive materials such as
reused until the caster memorizes them again. (Exception: It is possible to charcoal or saltpetre, while the spell sleep might require a pinch of sand thrown
memorize the same spell twice or even more times if the caster has sufficient towards the targets at the culmination of the spell.
spell slots.)
It is possible for high level magic users and illusionists to research new spells.
Under “saving throw” the notation “none (neg.)” indicates the spell does not Such spells should be assigned a level by the GM which should be
normally have a saving throw, but one is permitted for the spell’s reverse. For commensurate with the approximate power of the spell. The GM should always
example, cure light wounds has no saving throw, but its reverse cause light ensure that such spell research is difficult, demanding, dangerous and very, very
wounds does have one. expensive!
Also under “saving throw”, the notation “half” indicates that if the saving throw The spell names provided are generic, and may (or should) be adjusted for
is passed, the spell takes half-effect. For example, with fireball if the saving additional flavor and relevance to the particular campaign in question. Thus, for
throw is halved, targets within the area of effect take half the damage shown on example, Animate Dead might be re-named Jaxon’s Fearsome Marching
the die. Corpse after the name of the mage who originally researched it in that particular
campaign-or perhaps, after the spell’s most famous (or infamous) victim.
SPELL SCROLLS
Spells are also sometimes found written on scrolls. It is not possible to SPELL LISTS
memorize a spell from a scroll, although magic users and illusionists may copy
CLERIC SPELLS (Clerical)
the spell from the scroll into their spell books, if they understand the spell. This
process always erases the scroll. This is the primary means by which magic 1ST-LEVEL CLERIC SPELLS
users and illusionists will acquire new spells for their spell books. 1 Bless
2 Command
Alternatively, the spell may be cast directly from the scroll, in which case the 3 Create Water
scroll is erased as the spell is cast. In this case, it is not necessary for the caster 4 Cure Light Wounds
to know the spell beforehand, and indeed it is possible to cast a spell from a 5 Detect Evil
scroll even if the caster does not know the spell or is of insufficient level to use 6 Detect Magic
the magic. 7 Light
8 Protection From Evil
In extreme cases (such as when a character casts a spell from a scroll well above 9 Purify Food and Drink
the level he or she could normally memorize) the GM will assign a chance that 10 Remove Fear
the spell will fail. 11 Resist Cold
12 Sanctuary
A character must be of the correct class to cast a spell from a scroll. Thus, only
clerics or paladins may cast spells from clerical scrolls, only druids or rangers 2ND-LEVEL CLERIC SPELLS
from druidic ones, and so on. (Exception: Thieves and assassins may attempt to 1 Augury
cast arcane and phantasmal spells from scrolls.) 2 Chant
3 Detect Charm
EXPLANATORY NOTES CONCERNING THE 4 Find Traps
5 Hold Person
SPELL DESCRIPTIONS 6 Know Alignment
If the range of a spell is “0,” this indicates that the spell must be cast right at the 7 Resist Fire
caster’s location, but that it remains stationary (in other words, it does not 8 Silence 15’ Radius
travel). If the range is “caster,” this indicates that the spell moves with the 9 Slow Poison
caster. 10 Snake Charm
11 Speak With Animals
Spell duration refers to the length of time that the spell’s magic remains 12 Spiritual Weapon
“magical.” Thus a permanent duration means that the spell creates an
enchantment (which can probably be dispelled). A spell with instantaneous
duration is a spell that causes a permanent change in the world, but one that no
longer requires a spell to maintain. The effect of a spell with instantaneous
duration cannot later be dispelled. The cleric’s cure spells are an excellent
example: once a wounded person is cured, the regained hit points cannot be
31
3RD-LEVEL CLERIC SPELLS DRUID SPELLS (Druidic)
1 Animate Dead
2 Continual Light 1ST-LEVEL DRUID SPELLS
3 Create Food and Water 1 Animal Friendship
4 Cure Blindness 2 Detect Magic
5 Cure Disease 3 Detect Pits and Snares
6 Dispel Magic 4 Entangle
7 Feign Death 5 Faerie Fire
8 Glyph of Warding 6 Invisibility to Animals
9 Locate Object 7 Locate Animals
10 Prayer 8 Pass Without Trace
11 Remove Curse 9 Predict Weather
12 Speak with Dead 10 Purify Water
11 Shillelagh
4TH-LEVEL CLERIC SPELLS 12 Speak with Animals
1 Cure Serious Wounds
2 Detect Lie 2ND-LEVEL DRUID SPELLS
3 Divination 1 Barkskin
4 Exorcise 2 Charm Person or Mammal
5 Lower Water 3 Create Water
6 Neutralize Poison 4 Cure Light Wounds
7 Protection From Evil 10 ft. 5 Feign Death
Radius 6 Fire Trap
8 Speak With Plants 7 Heat Metal
9 Sticks to Snakes 8 Locate Plants
10 Tongues 9 Obscurement
10 Produce Flame
5TH-LEVEL CLERIC SPELLS 11 Trip
1 Atonement 12 Warp Wood
2 Commune
3 Cure Critical Wounds 3RD-LEVEL DRUID SPELLS
4 Dispel Evil 1 Call Lightning
5 Flame Strike 2 Cure Disease
6 Insect Plague 3 Hold Animal
7 Plane Shift 4 Neutralize Poison
8 Quest 5 Plant Growth
9 Raise Dead 6 Protection From Fire
10 True Seeing 7 Pyrotechnics
8 Snare
6TH-LEVEL CLERIC SPELLS 9 Stone Shape
1 Aerial Servant 10 Summon Insects
2 Animate Object 11 Tree
3 Blade Barrier 12 Water Breathing
4 Conjure Animals
5 Find the Path 4TH-LEVEL DRUID SPELLS
6 Heal 1 Animal Summoning I
7 Part Water 2 Call Woodland Beings
8 Speak With Monsters 3 Control Temperature 100 ft.
9 Stone Tell r.
10 Word of Recall 4 Cure Serious Wounds
5 Dispel Magic
7TH-LEVEL CLERIC SPELLS 6 Hallucinatory Forest
1 Astral Spell 7 Hold Plant
2 Control Weather 8 Plant Door
3 Earthquake 9 Produce Fire
4 Gate 10 Protection From Lightning
5 Holy Word 11 Repel Insects
6 Regenerate 12 Speak with Plants
7 Restoration
8 Resurrection 5TH-LEVEL DRUID SPELLS
9 Symbol 1 Animal Growth
10 Wind Walk 2 Animal Summoning II
3 Anti-Plant Shell
4 Commune With Nature
5 Control Winds
6 Insect Plague
7 Pass Plant
8 Sticks to Snakes
9 Transmute Rock to Mud
10 Wall of Fire
32
6TH-LEVEL DRUID SPELLS 2ND-LEVEL MAGIC USER SPELLS
1 Animal Summoning III 1 Audible Glamor
2 Anti-Animal Shell 2 Continual Light
3 Conjure Fire Elemental 3 Darkness 15 ft. Radius
4 Cure Critical Wounds 4 Detect Evil
5 Feeblemind 5 Detect Invisibility
6 Fire Seeds 6 ESP
7 Transport via Plants 7 Fool’s Gold
8 Turn Wood 8 Forget
9 Wall of Thorns 9 Invisibility
10 Weather Summoning 10 Knock
11 False Trap
7TH-LEVEL DRUID SPELLS 12 Levitate
1 Animate Rock 13 Locate Object
2 Chariot of Fire 14 Magic Mouth
3 Confusion 15 Mirror Image
4 Conjure Earth Elemental 16 Pyrotechnics
5 Control Weather 17 Ray of Enfeeblement
6 Creeping Doom 18 Rope Trick
7 Finger of Death 19 Scare
8 Fire Storm 20 Shatter
9 Reincarnate 21 Stinking Cloud
10 Transmute Metal to Wood 22 Strength
23 Web
MAGIC USER SPELLS (Arcane) 24 Wizard Lock
33
4TH-LEVEL MAGIC USER SPELLS 6TH-LEVEL MAGIC USER SPELLS
1 Charm Monster 1 Anti-Magic Shell
2 Confusion 2 Control Weather
3 Dig 3 Death Spell
4 Dimension Door 4 Disintegrate
5 Enchanted Weapon 5 Enchant an Item
6 Extension I 6 Extension III
7 Fear 7 Forceful Hand
8 Fire Charm 8 Freezing Sphere
9 Fire Shield 9 Geas
10 Fire Trap 10 Glasseye
11 Fumble 11 Globe of Invulnerability
12 Hallucinatory Terrain 12 Guards and Wards
13 Ice Storm 13 Invisible Stalker
14 Massmorph 14 Legend Lore
15 Minor Globe of Invulnerability 15 Lower Water
16 Mnemonic Enhancement 16 Monster Summoning IV
17 Monster Summoning II 17 Move Earth
18 Plant Growth 18 Part Water
19 Polymorph Other 19 Project Image
20 Polymorph Self 20 Reincarnation
21 Remove Curse 21 Repulsion
22 Wall of Fire 22 Spirit-rack
23 Wall of Ice 23 Stone to Flesh
24 Wizard Eye 24 Transformation
34
ILLUSIONIST SPELLS (Phantasmal) 7TH-LEVEL ILLUSIONIST SPELLS
1 Alter Reality
1ST-LEVEL ILLUSIONIST SPELLS 2 Astral Spell
1 Audible Glamor 3 Prismatic Spray
2 Change Self 4 Prismatic Wall
3 Color Spray 5 Vision
4 Dancing Lights 6 Arcane Spells level 1
5 Darkness
6 Detect Illusion
7 Detect Invisibility SPELL DESCRIPTIONS
8 Gaze Reflection
ARCANE SPELLS
9 Hypnotism
10 Light Unlike clerical and druidic spells, arcane spells do not require a holy symbol or
11 Phantasmal Force mistletoe as material components.
12 Wall of Fog
AFFECT NORMAL FIRES
2ND-LEVEL ILLUSIONIST SPELLS Transmutation (Alteration)
1 Blindness LEVEL: Magic User 1
2 Blur RANGE: 5 ft./ caster level
3 Deafness DURATION: 1 round/ caster level
4 Detect Magic AREA OF EFFECT: 1½ ft. radius fire
5 Fog Cloud CASTING TIME: 1 segment
6 Hypnotic Pattern SAVING THROW: None
7 Improved Phantasmal Force COMPONENTS: V, S
8 Invisibility
9 Magic Mouth With arcane words and gestures, the magic user may command small fires, up
10 Mirror Image to a limit of 1½ ft. in radius, to grow smaller or larger. Any fire within the
11 Misdirection spell’s size limitations may be made as small as a candle flame or turned into a
12 Ventriloquism bonfire up to 3 ft. in diameter. An affected fire only consumes fuel appropriate
to its new size, but will continue to radiate the same heat as a fire of its original
3RD-LEVEL ILLUSIONIST SPELLS size.
1 Continual Darkness
2 Continual Light AIRY WATER
3 Dispel Illusion Transmutation (Alteration)
4 Fear LEVEL: Magic User 5
5 Hallucinatory Terrain RANGE: Caster
6 Illusory Script DURATION: 1 turn/ level
7 Invisibility 10 ft. Radius AREA OF EFFECT: 10 ft. radius sphere or 20 ft. radius hemisphere
8 Non-Detection CASTING TIME: 5 segments
9 Paralysation SAVING THROW: None
10 Rope Trick COMPONENTS: V, S, M
11 Spectral Force
12 Suggestion This spell transforms water or other non-magical liquids into a bubble of air in
the area surrounding the caster. The bubble has the same density as water and
4TH-LEVEL ILLUSIONIST SPELLS will not support the magic user in the water; he or she will sink or float as
1 Confusion normal, surrounded by the bubble’s atmosphere. The oxygen content of the air
2 Dispel Exhaustion in the bubble does not run out until the spell expires.
3 Emotion
4 Improved Invisibility ANIMAL GROWTH*
5 Massmorph Transmutation (Alteration)
6 Minor Creation LEVEL: Magic User 5
7 Phantasmal Killer RANGE: 60 ft.
8 Shadow Monsters DURATION: 1 round/ level
AREA OF EFFECT: Up to 8 animals in a 20 ft. square area
5TH-LEVEL ILLUSIONIST SPELLS CASTING TIME: 5 segments
1 Chaos SAVING THROW: None
2 Demi-Shadow Monsters COMPONENTS: V, S
3 Major Creation
4 Maze Other than as noted above, this spell is identical to the druidic spell animal
5 Project Image growth.
6 Shadow Door
7 Shadow Magic ANIMATE DEAD
8 Summon Shadow Necromancy
LEVEL: Magic User 5
6TH-LEVEL ILLUSIONIST SPELLS RANGE: 10 ft.
1 Conjure Animals DURATION: Permanent
2 Demi-Shadow Magic AREA OF EFFECT: See below
3 Mass Suggestion CASTING TIME: 5 rounds
4 Permanent Illusion SAVING THROW: None
5 Programmed Illusion COMPONENTS: V, S, M
6 Shades
7 True Sight Other than as noted above, this spell is identical to the clerical spell animate
8 Veil dead.
35
ANTI-MAGIC SHELL produce the noise of 4 people shouting (or acting more quietly). Each additional
Abjuration caster level allows the caster to add the sound of four more people into the
LEVEL: Magic User 6 illusion. As a benchmark, the sound of an explosion or landslide would require
RANGE: Caster a caster level of approximately 8th. Listeners are only entitled to saving throws if
DURATION: 1 turn/ level they have cause to doubt the apparent sounds. Players must state such disbelief,
AREA OF EFFECT: 5 ft. radius/ level globe while the GM will make such determinations for monsters and NPCs based on
CASTING TIME: 1 segment the plausibility of the audible glamor
SAVING THROW: None
COMPONENTS: V, S BLINK
Transmutation (Alteration)
An anti-magic shell is a bubble of space around the magic user that completely LEVEL: Magic User 3
prevents all magic from operating within its confines. Spell effects do not enter RANGE: Caster
or function within the shell, providing the caster with complete protection from DURATION: 1 round/ level
gaze attacks, hostile spells, and even the entrance of conjured or summoned AREA OF EFFECT: Caster
creatures into his or her vicinity. The drawback of an anti-magic shell, of CASTING TIME: 1 segment
course, is that the caster him- or herself cannot cast spells or avail him- or SAVING THROW: None
herself of magic items while inside. Magic weapons, armor, and the like do not COMPONENTS: V, S
gain their bonuses or abilities while inside the shell, but would still function as
non-magical weapons or armor This spell is a weak and rather unreliable form of one of the true mage’s most
powerful capabilities: teleportation magic. For the duration of the spell, the
ANTIPATHY/SYMPATHY magic user teleports 2 ft. in a random direction once per round. The segment in
Enchantment (Charm) which the magic user disappears and reappears is determined on 2d4, while the
LEVEL: Magic User 8 compass direction is rolled on a d8. If the direction roll would result in the
RANGE: 30 ft. caster being teleported into a solid object, the caster will blink a second time,
DURATION: 12 turns/ level for a distance of no more than 10 ft. If this second blink also results in the caster
AREA OF EFFECT: Area 10 ft. cube/ level, or a single object. occupying a solid object, the spell will end, marooning the caster in the æthereal
CASTING TIME: 6 turns plane of existence. During and after the segment in which the teleportation
SAVING THROW: See below occurs, the magic user’s sudden change of location prevents any direct attacks
COMPONENTS: V, S, M upon him or her. The caster may only be attacked directly if the attack is made
before the blink takes place. If the caster teleports both from and into an area
This spell affects an area or an object with a magical aura that repels or attracts which is affected by an area of effect spell, he will suffer its effects. The
a certain, specified type of being. Either a race of creature or an alignment must constant changes of location take a toll upon the caster, who has a 25% chance
be specified. Note that if the spell is cast upon an object rather than an area, the of failing at attempts to cast spells, use most magic items, or take any action
targeted type of creature will have a penalty of -2 on the saving throw. beyond making physical attacks.
If the magic user creates an antipathy for the area or object, the targeted
creature type will feel an intense desire to stay away from it. A saving throw BURNING HANDS
applies, permitting the creature to remain, or to touch the object, but even if the Transmutation (Alteration)
saving throw is successful the creature will feel extremely uncomfortable in its LEVEL: Magic User 1
presence. Creatures that are able to remain in the area or near the object will RANGE: Caster
begin to lose 1 point of dexterity per round (maximum 4 points) from DURATION: 1 round
discomfort. AREA OF EFFECT: Fan of flame 3 ft. long in a 120-degree arc
CASTING TIME: 1 segment
If the magic user creates sympathy for an object or area, on the other hand, the SAVING THROW: None
targeted creature type will feel attracted to the area or object, pleased to remain COMPONENTS: V, S
in the vicinity, or covetous of the “precious” item. If the creature does not make
a saving throw, it will do whatever is in its power to stay in contact with the While casting this spell, the magic user touches his or her thumbs together, and
area or the enchanted object. a sheet of flame explodes from his or her fingers to burn opponents within the
spell’s short (3 ft.) range. The flames inflict 1 hp of damage per caster level (no
ASTRAL SPELL saving throw applies). Any combustible items caught in the sheet of flame must
Evocation pass a saving throw against normal fire or be destroyed.
LEVEL: Magic User 9
RANGE: Touch CACODEMON
DURATION: See below SC Conjuration (Summoning)
AREA OF EFFECT: See below LEVEL: Magic User 7
CASTING TIME: 9 segments RANGE: 10 ft.
SAVING THROW: None DURATION: See below
COMPONENTS: V, S AREA OF EFFECT: One summoned creature
CASTING TIME: 5 hours
Other than as described above, this spell is identical to the clerical spell of the SAVING THROW: See below
same name. COMPONENTS: V, S, M
AUDIBLE GLAMOR This spell summons a demon or other fiend (such as a devil) from the lower
Illusion (Phantasm) planes of existence into the material planes. In order to cast the spell, the caster
LEVEL: Magic User 2 must know the fiend’s true name, but such information is often contained in
RANGE: 60 ft. + 10 ft./ level forbidden tomes of lost lore. The spell cannot summon the lesser sorts of
DURATION: 2 rounds/ level demons that have no personal names, nor is it powerful enough to summon
AREA OF EFFECT: Hearing distance from targeted point members of the demonic or diabolical nobility. The spell provides no protection
CASTING TIME: 2 segments whatsoever against the wrath of the summoned creature-and make no mistake,
SAVING THROW: See below the summoned creature will be extremely resentful of the caster’s temerity.
COMPONENTS: V, M
In general, this spell is cast only with multiple protections against the
This spell is, as its name suggests, the creation of illusory sounds. The caster summoned fiend, such as a pentacle to contain the demon and a magic circle to
designates a focal point for the spell, which must, of course, be within the protect the magic user. The exact nature of any discussions or negotiations with
spell’s range. The focal point can be moved by the caster at will until the spell’s creatures of the nether planes is, of course, a matter to be handled in the course
duration expires. The spell can create any type of sound, but the maximum of the game, with the GM deciding what the fiend is thinking and how it acts.
volume of the noise depends upon the caster’s level. A 3rd level caster can
36
It is treacherous in the extreme to deal with demons, for they are intelligent and CHARM PLANTS
ruthless. They are not, however, unreliable; since the caster knows the fiend’s Enchantment (Charm)
true name, it is compelled to abide by any agreements it might make, although it LEVEL: Magic User 7
might be able to twist the spirit of the agreement while still abiding to the letter RANGE: 30 ft.
of it. DURATION: Permanent
AREA OF EFFECT: 30 x 10 ft.
Certain spells (spirit-rack or trap the soul, for example) can be (and often are) CASTING TIME: 1 turn
used to strengthen the magic user’s hand in any negotiations with a demon. SAVING THROW: Negates
COMPONENTS: V, S, M
CHARM MONSTER
Enchantment (Charm) This spell grants the magic user the ability to communicate with (for a period of
LEVEL: Magic User 4 1 turn) and command plants (the obedience is permanent) in the spell’s area of
RANGE: 60 ft. effect. No unusual abilities are granted to the plants; they have no additional
DURATION: See below capabilities beyond those they had before the spell was cast. Only intelligent
AREA OF EFFECT: See below plants are entitled to a saving throw, but at a penalty of -4.
CASTING TIME: 4 segments
SAVING THROW: Negates CLAIRAUDIENCE
COMPONENTS: V, S Divination
LEVEL: Magic User 3
This spell operates as charm person does, but can affect any living creature; RANGE: See below
possibly more than one, depending on the monsters’ level value. See the chart DURATION: 1 round/ level
below: AREA OF EFFECT: See below
CASTING TIME: 3 segments
Level value of Number affected Chance/week to break SAVING THROW: None
monsters enchantment COMPONENTS: V, S, M
Level 1 2d4 5%
Level 2 1d4 10% Clairaudience allows the caster to eavesdrop magically upon a particular
Level 3 1d2 15% location. There is no effective limit to the spell’s range, but the location must
Level 4 1 25% either be familiar to the caster or be obvious, such as the top floor inside a tower
Level 5 1 35% the caster can see, or just beyond a dungeon door. The spell cannot penetrate
Level 6 1 45% metal; sheets of any type of metal between the caster and the target area will
Level 7 1 60% prevent the magic user from being able to scry upon the area. The caster will be
Level 8 1 75% able to hear sounds in a 6 ft. radius of the spell’s focal point. The spell cannot
Level 9+ 1 90% be used to scry across planes of existence; it is limited to locations in the same
plane in which it is cast.
CHARM PERSON
Enchantment (Charm) CLAIRVOYANCE
LEVEL: Magic User 1 Divination
RANGE: 120 ft. LEVEL: Magic User 3
DURATION: See below RANGE: See below
AREA OF EFFECT: One person DURATION: 1 round/ level
CASTING TIME: 1 segment AREA OF EFFECT: See below
SAVING THROW: Negates CASTING TIME: 3 segments
COMPONENTS: V, S SAVING THROW: None
COMPONENTS: V, S, M
The powerful enchantment woven by this spell will affect any “person,”
meaning character races (but note that elves are 90% resistant), and humanoids Clairvoyance, together with clairaudience, is one of the classic “scrying”
(as defined in Chapter V) up to a ceiling of one hit die of charmed creatures per spells-spells that allow the caster to extend his or her perception and senses far
character level at any one time. If the target creature fails a saving throw, it will into the distance to spy upon enemies and scout locations. Clairvoyance is a
view the magic user as a trusted friend, interpreting his or her every word in its means of seeing events in a distant location. There is no effective limit to the
most positive light. spell’s range, but the location must either be familiar to the caster or be obvious,
such as the top floor inside a tower the caster can see, or just beyond a dungeon
Charmed creatures will place themselves into moderate danger, including door.
combat, on the caster’s behalf, but will not undertake risks beyond those the
creature might ordinarily take. The magic user must be able to talk to the The spell cannot penetrate metal; sheets of any type of metal between the caster
charmed creature if he or she is to give it any sort of complex “request.” and the target area will prevent the magic user from being able to scry upon the
Charmed creatures are allowed periodic saving throws to break the charm, area. The caster will be able to hear sounds in a 10 ft. radius of the spell’s focal
based on intelligence: point even if the area is dark. If the area is not dark, the caster will be able to see
as if he or she were standing at the spell’s focal point, for a normal distance but
19+ one saving throw/ day in all directions at once (for the vision is in his or her mind’s eye).
18 one saving throw/ 2 days
17 one saving throw/ 3 days The spell cannot be used to scry across planes of existence; it is limited to
15-16 one saving throw/ week locations in the same plane in which it is cast.
13-14 one saving throw/ 2 weeks
10-12 one saving throw/ 3 weeks CLENCHED FIST
7-9 one saving throw/ month Evocation
4-6 one saving throw/ 2 months LEVEL: Magic User 8
3 or less one saving throw/ 3 months RANGE: 5 ft./ level
DURATION: 1 round/ level
The charm will be broken automatically if the magic user obviously tries to AREA OF EFFECT: Enchanted hand
harm the charmed creature. CASTING TIME: 8 segments
SAVING THROW: None
COMPONENTS: V, S, M
As with the other hand spells, clenched fist evokes a magical hand, but in this
case the hand is always at least as large as a giant’s and is curled into a fist
37
rather than held open. The clenched fist strikes one of the magic user’s enemies indecipherable, or may be used to cancel the effects of a comprehend languages
per round, never missing, for so long as the caster concentrates upon it. No spell.
other activity is possible while concentrating, and breaking the caster’s
concentration ends the spell. The fist rolls a d20 to determine damage (it hits CONE OF COLD
automatically): on a roll of 1-12, the fist deals 1d6 hp of damage; on a 13-15, it Evocation
deals 2d6 hit points, on a roll of 16-19 it deals 3d6 hit points and stuns the LEVEL: Magic User 5
opponent for one round, and on a roll of 20+ it deals 4d6 hit points and stuns the RANGE: 0
opponent for 3 rounds. If the opponent has already been stunned, the d20 roll DURATION: Instantaneous
receives a +4 bonus. As with the other hand spells, the hand has as many hit AREA OF EFFECT: Cone 5 ft. long per level, 1 ft. radius at base per level
points as the caster’s full hit points. CASTING TIME: 5 segments
SAVING THROW: Half
CLONE COMPONENTS: V, S, M
Necromancy
LEVEL: Magic User 8 A cone of cold is a blast of magical cold originating from the caster’s
RANGE: Touch outstretched hand. The cone inflicts 1d4+1 hit points per level of the caster. All
DURATION: Instantaneous unprotected items in the area of effect may be destroyed if they fail item saving
AREA OF EFFECT: One clone throws.
CASTING TIME: 1 turn (See below)
SAVING THROW: None CONFUSION
COMPONENTS: V, S, M Enchantment (Charm)
LEVEL: Magic User 4
This eerie spell creates a true, living duplicate of a creature, grown in a vat in RANGE: 120 ft.
the magic user’s laboratory and matured rapidly to adulthood. The clone has the DURATION: 2 rounds + 1 round/ level
level, the experience points, and the memories of the original person as of the AREA OF EFFECT: Up to 60 x 60 ft.
time a piece of that person was obtained for the purpose of making a clone. If a CASTING TIME: 4 segments
clone and its original exist simultaneously, the magical flux of such a situation SAVING THROW: See below
can drive either or both of them insane. Each will seek to destroy the other with COMPONENTS: V, S, M
an uncontrollable sense that something is horribly wrong while both exist.
This spell affects a base number of 2-16 creatures, but is otherwise identical to
If the situation persists, the clone is 70% likely to go insane, a 20% chance that the druidic spell of the same name except as noted in the summary information
the original will go insane, and a 5% chance that both will become insane, with above.
a 5% chance that both will somehow accept that they co-exist.
CONJURE ELEMENTAL
It takes 2d4 months for the caster to grow the clone in his vats before it Conjuration (Summoning)
becomes a true duplicate of the original. If the process of vat-growth is LEVEL: Magic User 5
interrupted prematurely, the clone will be utterly insane, hating all living things, RANGE: 60 ft.
and may become psychotic. DURATION: 1 turn/ level
AREA OF EFFECT: Elemental creature
CLOUDKILL CASTING TIME: 1 turn
Evocation SAVING THROW: None
LEVEL: Magic User 5 COMPONENTS: V, S, M
RANGE: 10 ft.
DURATION: 1 round/ level By means of this spell, the magic user calls an elemental being from the plane
AREA OF EFFECT: Cloud 40 ft. wide, 20 ft. high, 20 ft. deep of air, fire, earth or water to do his or her bidding. The particular form of
CASTING TIME: 5 segments elemental to be summoned is a part of the spell’s incantation, so the magic user
SAVING THROW: See below must memorize the spell for a particular element. The magic user exerts control
COMPONENTS: V, S over the elemental by concentrating upon it, and if his or her concentration is
broken by being damaged or grabbed, he or she will lose control of the
This spell calls into being a poisonous cloud of roiling vapor, heavier than air, elemental. The magic user’s ability to control the elemental is limited to 30 ft.
which moves along the ground (or into holes) at a movement rate of 10 ft./ There is a 1 in 20 chance per round after the second round that the elemental
round. The eldritch poison of the cloud is so virulent that it kills creatures of will break free of the magic user’s control even if the magic user is
fewer than 4+1 HD instantly, with no saving throw. Creatures with 4+1 HD up concentrating upon maintaining it.
to 5+1 HD are allowed a saving throw at -4, and creatures of 5+2 up to 6 HD
must make a normal saving throw. Failure on the saving throw means that the If the elemental breaks free of the magic user’s control or if the magic user
victim dies. The spell is affected normally by winds, although it magically ceases to concentrate upon it, it will seek to attack the magic user as soon as it
avoids rolling back over the caster under any circumstances. It is dispersed in 4 can finish any combat in which it is involved. A magic user can, of course, avail
rounds by a strong wind, and by thick growths of vegetation if it rolls through him- or herself of protections against an elemental such as the use of a magic
these for a distance of 20 ft. circle or a protection from evil spell.
COMPREHEND LANGUAGES* The material component for this spell is a large quantity of the appropriate
Transmutation (Alteration) elemental substance.
LEVEL: Magic User 1
RANGE: Caster CONTACT OTHER PLANE
DURATION: 5 rounds/ caster level Divination
AREA OF EFFECT: One written object or one creature LEVEL: Magic User 5
CASTING TIME: 1 round RANGE: Caster
SAVING THROW: None DURATION: See below
COMPONENTS: V, S, M AREA OF EFFECT: Caster
CASTING TIME: 1 turn
This spell allows the magic user to decipher a written language (including SAVING THROW: None
pictographs, but not including magical script), or to understand the speech of COMPONENTS: V
another creature. The spell does not permit the magic user to understand the
“speech” of animals; only true, spoken languages can be understood. The caster The caster divorces his or her mind from the rational reality of the material
gains no ability to speak or write the language, only to comprehend meaning. plane, accepting the fundamental contradictions of extra-planar realities, and
The spell’s reverse makes a particular creature or piece of writing making contact with the powers of the beyond. By means of this contact, he or
she can query the powers and gain “yes or no” answers to the questions he or
38
she poses. One question may be asked per 2 caster levels. The caster decides CRUSHING HAND
how deeply he or she wishes to probe into the realities beyond the material Evocation
(unless he or she chooses to contact an elemental plane for information about LEVEL: Magic User 9
that plane). RANGE: 5 ft./ level
DURATION: 1 round/ level
The difficulty of the mental task is measured in terms of how many fundamental AREA OF EFFECT: See below
contradictions of reality the caster can assimilate and simultaneously juggle in CASTING TIME: 9 segments
his or her mind. The price of failure is insanity. Contacting an elemental plane SAVING THROW: None
provides a 90% chance that the being contacted will have the knowledge the COMPONENTS: V, S, M
magic user seeks, if the magic user is asking about the particular elemental
plane. This spell calls into existence a large, floating hand much like that summoned
by the other hand spells. The crushing hand attacks any foe the caster directs,
There is a 25% chance that the being will tell a lie, or that the information will grabbing it and squeezing with great power. Damage increases as the hand
be couched in such inherently contradictory language that it cannot be continues to constrict, doing 1d10 points of damage in the first round, 2d10
understood. If the magic user seeks information about the material plane or non- points of damage in the second and third round, and 4d10 points of damage per
elemental planes, he or she must delve into the fundamental contradictions of round thereafter. As with the other hand spells, the hand has as many hit points
extra-planar metaphysics, described on the following table; as its caster. The caster cannot engage in any other activity while directing the
hand.
Number of Likelihood that Likelihood that Chance of
fundamental the knowledge the insanity DANCING LIGHTS
metaphysical is available at interpretation (reduced by Transmutation (Alteration)
contradictions this level of of the 5% per point LEVEL: Magic User 1
(selected by the metaphysical information of intelligence RANGE: 40 ft. + 10 ft./ caster level
caster) abstraction gleans the over 15) DURATION: 2 rounds/ caster level
wrong result AREA OF EFFECT: See below
1 60% 35% 5% CASTING TIME: 1 segment
2 65% 33% 10% SAVING THROW: None
3 70% 30% 15% COMPONENTS: V, S, M
4 75% 27% 20%
5 80% 25% 25% This spell creates small lights at a chosen distance, under the caster’s control.
6 85% 22% 30% The magic user may create 1-4 (at his or her option) torch-like lights, 1-4 (at his
7 90% 19% 35% or her option) spherical lights, or a single, faintly human-like glow. The lights
8 95% 15% 40% move at the caster’s mental command, without any particular concentration
9 98% 10% 50% required. If the magic user allows the lights to move beyond the spell’s range,
the lights will disappear and the spell will end.
If the caster is driven insane by what he or she finds or by simple cognitive
breakdown, the insanity will last 1-10 weeks, and there is a 1% chance that the DARKNESS, 15 FT RADIUS
caster will die or commit suicide at the end of this period if it is not removed Transmutation (Alteration)
(by a remove curse spell, wish, etc.). LEVEL: Magic User 2
RANGE: 10 ft./ level
CONTINUAL LIGHT DURATION: 1 turn + 1 round/ level
Transmutation (Alteration) AREA OF EFFECT: 15 ft. radius sphere
LEVEL: Magic User 2 CASTING TIME: 2 segments
RANGE: 60 ft. SAVING THROW: See below
DURATION: Permanent COMPONENTS: V, M
AREA OF EFFECT: 60 ft. radius sphere
CASTING TIME: 2 segments This spell creates an area of utter lightlessness, a magical darkness that prevents
SAVING THROW: See below all natural vision, even infravision. The spell’s effect is neutralized by (and
COMPONENTS: V, S neutralizes) the counteracting effect of a light or continual light spell.
This spell brings into being a bright, magical illumination almost sufficient to DEATH SPELL
rival the light of day. In all respects, the spell is identical to the 1 st level cleric Necromancy
spell light, but its effects are permanent until dispelled. The light cast is greater LEVEL: Magic User 6
than that produced by a light spell, extending 60 ft. into the darkness. RANGE: 10 ft./ level
The magic user spell cannot be used to create continual darkness. DURATION: Instantaneous
AREA OF EFFECT: 5 x 5 ft./ level
CONTROL WEATHER CASTING TIME: 6 segments
Transmutation (Alteration) SAVING THROW: None
LEVEL: Magic User 6 COMPONENTS: V, S, M
RANGE: 0
DURATION: 4d6 hours Within its limit as to hit dice, this spell slays living creatures in the area of
AREA OF EFFECT: 4d4 square miles effect. Creatures of 9 or higher hit dice are not affected.
CASTING TIME: 1 turn The spell kills 4d20 “points” worth of creatures, where (for the purposes of this
SAVING THROW: None spell) any creature of fewer than 2 HD counts as one point, creatures of 2 to less
COMPONENTS: V, S, M than 4 HD count as 4 points, creatures of 4 to less than 7 HD count as 8 points,
and creatures from 7 to less than 9 HD count as 10 points. Creatures of the
Except as may be noted above, this spell is identical to the clerical spell control lowest hit dice die first, and fractional “kills” (where insufficient points remain
weather. completely to slay the creature) have no effect. Material components for the
spell cost 1,000 gp.
39
DELAYED BLAST FIREBALL some likelihood of falling in; they must roll lower than their dexterity score on a
Evocation d20 to avoid sliding into the sudden maelstrom of moving earth. A creature
LEVEL: Magic User 7 moving toward the pit during the first round in which digging begins must make
RANGE: 100 ft. + 10 ft./ level a saving throw vs spells (unlisted categories) or fall into the hole. The spell can
DURATION: See below be used to excavate in dirt, sand, or mud. Note that if the pit is taken deeper
AREA OF EFFECT: 20 ft. radius sphere than 5 ft., there is a chance that it will collapse in on itself (roughly 25%,
CASTING TIME: 7 segments adjusted by the GM for the type of material being dug).
SAVING THROW: Half
COMPONENTS: V, S, M DIMENSION DOOR
Transmutation (Alteration)
A delayed blast fireball is somewhat more powerful than a normal fireball (+1 LEVEL: Magic User 4
damage on each die). At the time of casting, the magic user states an amount of RANGE: Caster
time, from 1 segment (6 seconds) to 5 rounds (5 minutes), and the fireball will DURATION: See below
not explode until that time is reached. Otherwise, except as noted above, the AREA OF EFFECT: Caster
spell functions as per the description of the fireball spell. CASTING TIME: 1 segment
SAVING THROW: None
DETECT EVIL* COMPONENTS: V
Divination
LEVEL: Magic User 2 Dimension door is a weak form of teleportation, more controllable than blink,
RANGE: Caster but severely limited in range. The teleportation is limited to 30 ft. per caster
DURATION: 5 rounds/ level level. Unlike blink, a dimension door spell operates with perfect accuracy,
AREA OF EFFECT: Path 10 ft. wide, 60 ft. long either to a place the caster can see or clearly visualize, or in response to
CASTING TIME: 2 segments directions (example: “120 ft. forward and 30 ft. to the right”). If the caster’s
SAVING THROW: None directions land him or her inside a solid object, he or she is stunned and trapped
COMPONENTS: V, S in the astral plane, held in a sort of suspended animation for eternity unless
rescued. The spell is subject to a maximum weight limit of 500 lbs of additional
This spell allows the magic user to detect emanations of evil (or good, in the weight, with each lb of living matter counting for twice its actual weight.
case of the spell’s reverse) within the spell’s area of effect, a beam-like Recovery from the experience of this form of teleportation is not immediate,
pathway. The spell detects evil, not danger, so it will be useless to discover such although it is quite rapid. The caster cannot act for a period of 6 segments
things as a mindless trap or a poisoned wineglass. Neither will it detect a cursed following the transition.
item unless the nature of the curse is such that the cursed item becomes
inherently evil. DISINTEGRATE
Transmutation (Alteration)
DETECT INVISIBILITY LEVEL: Magic User 6
Divination RANGE: 5 ft./ level
LEVEL: Magic User 2 DURATION: Instantaneous
RANGE: Caster AREA OF EFFECT: See below
DURATION: 5 rounds/ level CASTING TIME: 6 segments
AREA OF EFFECT: Path 10 ft. wide, 10 ft. long/ level SAVING THROW: Negates
CASTING TIME: 2 segments COMPONENTS: V, S, M
SAVING THROW: None
COMPONENTS: V, S, M This spell disintegrates matter of any kind: animal, vegetable, or mineral.
Matter of a magical nature will also be destroyed, although evocations of magic
This spell allows the caster to see that which is invisible or hidden, and also to force (such as a wall of force, globe of invulnerability, or shield) are not
perceive the astral and æthereal planes. affected (not being matter). An entire creature, or an area of non-living matter
up to 10 x 10 ft./level, will be utterly obliterated by this powerful spell. The
The spell’s sight is limited to the stated range of 10 ft./ caster level. spell cannot be used to destroy both living and nonliving matter; once it hits its
first target it will take effect upon that matter and not pass beyond.
DETECT MAGIC
Divination DISPEL MAGIC
LEVEL: Magic User 1 Abjuration
RANGE: Caster LEVEL: Magic User 3
DURATION: 2 rounds/ caster level RANGE: 120 ft.
AREA OF EFFECT: Path 10 ft. wide, 60 ft. long DURATION: Permanent
CASTING TIME: 1 segment AREA OF EFFECT: 30 ft. cube
SAVING THROW: None CASTING TIME: 3 segments
COMPONENTS: V, S SAVING THROW: None
COMPONENTS: V, S
Other than as noted above, this spell functions in the same manner as the
clerical spell detect magic. Except as noted above, this spell is identical to the clerical spell dispel magic.
This spell causes dirt to begin piling out from the ground, digging a hole with This spell is cast with a summoned earth elemental as its focus. The casting of
tremendous speed. The excavation proceeds at a rate of one 5 x 5 ft. cube per the spell is fascinating to summoned elementals and is sufficient to maintain the
round, as earth boils out of the area the caster directs, landing to the edges of the caster’s control over the elemental (although he or she cannot command it to act
pit. If the spell is cast directly beneath a creature, the creature will fall in while in the process of casting). When the casting is completed, the earth
without any possibility of a saving throw. Creatures at the edge of the pit have elemental disperses into the substance of the earth as directed, where it creates a
40
dimensional distortion of the spell’s area of effect. Travel through the distorted arrows, bolts, or daggers. The enchantment lends no bonus to hit, but may be
area takes twice as long (and seems twice as far) as it should, or seems half as used to strike creatures that can be hit only with a magical weapon.
long and takes half the normal travel time (determined by the caster when When the weapon hits successfully, the enchantment ends.
casting the spell). The area does radiate magic, slightly, and the reality will be
perceived by true seeing (although the travel time will still be altered even for ENLARGE*
those who know that the distance is distorted). Otherwise, the spell is utterly Transmutation (Alteration)
undetectable. Otherwise, the spell is utterly undetectable. LEVEL: Magic User 1
RANGE: 5 ft./ caster level
DUO-DIMENSION DURATION: 1 turn/ caster level
Transmutation (Alteration) AREA OF EFFECT: One creature or object
LEVEL: Magic User 7 CASTING TIME: 1 segment
RANGE: Caster SAVING THROW: Negates
DURATION: 3 rounds + 1/ level COMPONENTS: V, S, M
AREA OF EFFECT: Caster
CASTING TIME: 7 segments This spell causes a creature or object to grow in size and weight. The spell
SAVING THROW: None increases a creature’s size and weight by 20% for each level of the caster (to a
COMPONENTS: V, S, M maximum increase of 200%) or increases an object’s size and weight by 10%
per caster level (to a maximum increase of 100%). The magic user’s power
By means of this spell, the caster reduces him- or herself to a two-dimensional limits the volume of material that he or she can enlarge; the mage can affect no
sheet with no third dimension. He or she can fit through the thinnest of spaces more than 10 cubic ft. of living matter, or 5 cubic ft. of non-living matter, per
provided they are large enough to accommodate his or her remaining two level. A normal sized person doubled in size will generally have strength of 18,
dimensions- he or she cannot bend down while two-dimensional. and tripled in size would have strength of 20+. The spell’s reverse applies in the
Moreover, he or she can become invisible by the simple expedient of turning same ratios, but with the effect of reducing the size of an object or creature. If
sideways. While two-dimensional, the caster can move, cast spells, and the spell is cast on an unwilling recipient, a successful saving throw will negate
otherwise act normally. If attacked from the front or back, however, he or she the spell, but willing recipients may choose to forgo the save.
takes three times normal damage. Casting the spell requires expensive material
components of (1d4+4)x1,000 gp in value. ERASE
Transmutation (Alteration)
ENCHANT AN ITEM LEVEL: Magic User 1
Conjuration (Summoning) RANGE: 30 ft.
LEVEL: Magic User 6 DURATION: Instantaneous
RANGE: Touch AREA OF EFFECT: Scroll or two pages of writing
DURATION: See below CASTING TIME: 1 segment
AREA OF EFFECT: One item SAVING THROW: See below
CASTING TIME: 1d8+2 days COMPONENTS: V, S
SAVING THROW: See below
COMPONENTS: V, S, M This spell may be used to erase normal or magical writing from an area about
two pages wide. The base chance to erase a magical writing is 50% + 2%/ caster
This spell is the culminating moment involved in the creation of a true magic level, and the base chance to erase non-magical writing is 50% + 4%/ caster
item, when the item is actually infused with the magic properties it has been level.
painstakingly prepared to hold. Before the spell can actually be cast, the magic
user must engage in considerable time-consuming and meticulous work, or the Obviously, the main benefit of this spell is that the erasure can be made at a
spell will certainly fail. distance. The spell does not remove such magical rune-traps as symbol, glyph of
warding or explosive runes (exception: the caster may use it to remove such
Firstly, the item itself must be of absolutely the finest quality available, in terms spells if he or she originally cast them him- or herself).
of craftsmanship, although it need not necessarily be fancy. In most cases,
special components such as powders or threads will be incorporated into the ESP
item’s construction, costing not less than 100 gp. The casting of the spell takes Divination
1d8+2 days, with the caster working steadily upon the item for eight hours per LEVEL: Magic User 2
day. No other spells may be cast during this period of time, nor can the magic RANGE: Caster
user engage in any other meaningful work. When the final words of the spell are DURATION: 1 round/ level
spoken, the item makes a saving throw against spells at the same level as the AREA OF EFFECT: 5 ft. radius/ level, maximum 90 ft.
magic user, but with success on the saving throw indicating that the spell has CASTING TIME: 2 segments
succeeded. A natural result of 1 on this roll always indicates failure of the spell. SAVING THROW: None
At this point, the magic user may begin to infuse the item with enchantments, COMPONENTS: V, S, M
each of which requires 5d8 hours to complete. Most magic items will require
unusual components; dragon scales or blood for a sword with an unusually high This spell allows the caster to overhear the surface thoughts of any thinking
bonus against dragons, for example. The GM will determine exactly what is being in the spell’s radial area of effect. The caster need not be able to see the
required for any particular magic item. creature whose thoughts he is reading; the spell can be used to listen beyond a
closed door. The spell cannot penetrate more than two ft. of stone or more than
This spell is not permanent unless a permanency spell is cast upon it; the two inches of any metal, and it is foiled by even a thin sheet of lead.
duration of the enchantment may be for a year or more without a permanency
spell, but the enchantment will eventually fail if it is not locked in to the item. EXPLOSIVE RUNES
Transmutation (Alteration)
ENCHANTED WEAPON* LEVEL: Magic User 3
Transmutation (Alteration) RANGE: Touch
LEVEL: Magic User 4 DURATION: Permanent until triggered
RANGE: Touch AREA OF EFFECT: One object
DURATION: 5 rounds/ level CASTING TIME: 3 segments
AREA OF EFFECT: See below SAVING THROW: See below
CASTING TIME: 1 turn COMPONENTS: V, S
SAVING THROW: None
COMPONENTS: V, S, M This spell creates a magical trap in the form of traceries and sigils placed upon a
piece of writing that create a magical detonation when they are read. It is
With a touch of his or her hand, the magic user creates a weak and temporary possible to detect the presence of explosive runes without detonating them: a
enchantment upon a full-sized weapon, or upon two smaller weapons such as
41
magic user has a 5% chance per level to notice their presence, and a thief has a
1% chance per level. FEAR
Illusion (Phantasm)
When the runes are read, the resulting explosion causes 6d4+6 points of damage LEVEL: Magic User 4
(half with a successful saving throw) to any creature within a 10 ft. radius. The RANGE: 0
reader of the runes does not receive a saving throw. The caster and any other DURATION: See below
magic user with whom the caster has made familiar the secret pattern of the AREA OF EFFECT: Cone, 60 ft. long, 5 ft. at origin, 30 ft. diameter at
runes can read the protected document or tome without danger, and the caster terminus
can erase them at will. Otherwise, only a dispel magic or similar enchantment CASTING TIME: 4 segments
will remove the runes before they are triggered. SAVING THROW: Negates
COMPONENTS: V, S, M
Note that the item upon which the runes are scribed, if it is not resistant to fire,
will undoubtedly be destroyed when the runes detonate. This spell causes utter panic in the creatures exposed to the cone-shaped
emanation of phantasmal terror the caster hurls forth. If any creature, of any
EXTENSION I level or hit dice, fails its saving throw against the spell, it will bolt away from
Transmutation (Alteration) the caster as fast as possible for as many rounds as the caster’s level. There is a
LEVEL: Magic User 4 base 60% chance for a creature to drop whatever it is holding (immediately
RANGE: Caster upon failing the saving throw), reduced by 5% per HD or level of the panicked
DURATION: See below creature.
AREA OF EFFECT: See below
CASTING TIME: 2 segments FEATHER FALL
SAVING THROW: None Transmutation (Alteration)
COMPONENTS: V LEVEL: Magic User 1
RANGE: 10 ft./ caster level
The arcane words of an extension I spell act to lengthen the duration of another DURATION: 1 segment/ caster level
spell previously cast by the magic user by 50%. The previous spell must still be AREA OF EFFECT: 10 cubic ft.
active and may only be of level 1, 2, or 3. CASTING TIME: Less than 1 segment
SAVING THROW: None
EXTENSION II COMPONENTS: V, M
Transmutation (Alteration)
LEVEL: Magic User 5 This spell causes creatures or objects in the area of effect to fall as slowly and
RANGE: Caster lightly as feathers, at a rate of about 10 ft. in six seconds (1 segment). No
DURATION: See below damage is taken from the distance spent falling under the influence of the spell,
AREA OF EFFECT: See below but it is worthy of note that if the spell’s target has not landed by the time the
CASTING TIME: 4 segments spell expires, the fall will resume at normal speed and damage will be taken for
SAVING THROW: None the remaining distance. The magic user can affect a weight of up to 200 lbs plus
COMPONENTS: V another 200 lbs/ caster level. The spell may be used to slow propelled objects
such as arrows, but will not affect sword blows or other non-propelled forces.
Except as noted, this spell is identical to the spell extension I, but may be used
to extend by 50% the duration of any spell up to and including fourth-level FEEBLEMIND
spells. Enchantment (Charm)
LEVEL: Magic User 5
EXTENSION III RANGE: 10 ft./ level
Transmutation (Alteration) DURATION: Permanent
LEVEL: Magic User 6 AREA OF EFFECT: One creature
RANGE: Caster CASTING TIME: 5 segments
DURATION: See below SAVING THROW: Negates
AREA OF EFFECT: See below COMPONENTS: V, S, M
CASTING TIME: 5 segments
SAVING THROW: None Except as may be noted above, this spell is identical to the druidic spell
COMPONENTS: V feeblemind.
This spell functions in the same manner as extension I, but it doubles the FEIGN DEATH
duration of spells level 1-3, and extends the duration of spells level 4 or 5 by Necromancy
50%. LEVEL: Magic User 3
RANGE: Touch
FALSE TRAP DURATION: 6 rounds + 1 round/ level
Illusion (Phantasm) AREA OF EFFECT: One creature
LEVEL: Magic User 2 CASTING TIME: 1 segment
RANGE: Touch SAVING THROW: None; willing recipient only
DURATION: Permanent COMPONENTS: V, S
AREA OF EFFECT: One object
CASTING TIME: 3 rounds This spell magically slows the recipient’s metabolism into a state so close to
SAVING THROW: None death that it is impossible to distinguish the enspelled person from a corpse by
COMPONENTS: V, S, M any means other than magical.
The recipient can hear, smell, and think; the senses of touch and sight no longer
By means of this spell, the mage weaves an illusion around an object, making it function. Damage caused to the pseudocorpse is reduced by one half, and the
appear trapped to any normal inspection (such as by a thief). Any such spell’s recipient will not even know that the damage has been caused potentially
examiner has an 80% chance of finding and believing the false trap. This a dangerous situation. A person under the influence of this spell is not subject to
likelihood decreases by 3% per level of experience of the thief. Furthermore, if level draining by the undead and will not be affected by poisons until the spell
a thief attempts to remove the illusory trap, believing it to be real, there is only a wears off or is otherwise removed; the caster can remove the catalepsy at will,
20% likelihood that the illusion will be dispelled or exposed by these efforts. In and the spell is subject to being dispelled.
this case, the thief, seeing the illusion unchanged, will usually conclude that the
attempt to remove the “trap” has failed. Only one false trap may be placed
within a 50 ft. radius, and if two items bearing this illusion come within 50 ft. of
each other, both will be dispelled.
42
FIND FAMILIAR damage, also guaranteeing half damage (or no damage against all fire attacks
Conjuration (Summoning) that allow a saving throw for half damage) provided the saving throw is
LEVEL: Magic User 1 successful. If the magic user fails a saving throw against a cold based attack,
RANGE: 0 however, he or she will suffer twice the normal damage. Hot flame offers the
DURATION: See below converse of the protections afforded by cold flame. Cold based attacks receive a
AREA OF EFFECT: 1 mile radius/ caster level bonus of +2 on saving throws and guarantee that the caster receives only half
CASTING TIME: 2d12 hours damage (or none at all) if his or her saving throw is successful against attacks
SAVING THROW: See below that would cause full or half damage.
COMPONENTS: V, S, M
FIRE TRAP
Magic users of higher level often summon familiars to assist them with various Evocation
tasks. Indeed, a familiar can also be of considerable benefit to a lower level LEVEL: Magic User 4
magic user (even increasing others’ estimation of his or her power), but the RANGE: Touch
risks inherent in losing a familiar can be daunting to a weaker spell caster. To DURATION: Permanent until triggered
summon a familiar, the magic user must intone the words of the spell over a AREA OF EFFECT: One object
well-stocked fire source, sprinkling the flames with expensive incense and CASTING TIME: 3 rounds
powders (100 gp in total value). The caster must maintain his or her casting for SAVING THROW: Half
as long as necessary (2d12 hours) until a familiar arrives (or the casting time COMPONENTS: V, S, M
expires without success). The spell may be attempted only once per year, and
the caster has no control over the type of animal that will respond. When it This spell enchants any item that can be opened or closed with a magical trap.
arrives, the familiar is a faithful servant and ally to the caster. Normal familiars When the item is opened by any person other than the caster, magical fire
have 1d3+1 hit points, are AC 7, and are as intelligent as a lower-than-average explodes in an area five ft. in radius around the fire trapped object, causing 1d4
human. When the familiar is within 120 ft. of the magic user, the magic user plus the caster’s level hit points of damage to all creatures in this area. A
gains additional hit points equal to the familiar’s. However, if the familiar is successful saving throw indicates half damage. The item upon which this spell
ever killed, the magic user permanently loses twice the familiar’s hit points. is cast suffers no damage from the explosion. Detecting a fire trap is
extraordinarily difficult; attempts to find traps are reduced by one-half in
efficacy if the trap is a fire trap, and the trap will detonate if an attempt to
Caster Level remove traps fails.
Familiar 1-2 3-5 6-8 9-11 12-14 15+
Special 01-05 01-05 01-06 01-06 01-07 01-07 FIREBALL
Cat 06-25 06-25 07-29 07-29 08-33 08-33 Evocation
Hawk 26-35 26-36 30-40 30-41 34-45 34-46 LEVEL: Magic User 3
Owl 36-45 37-47 41-51 42-53 46-57 47-59 RANGE: 100 ft. + 10 ft./ level
Raven 46-55 48-58 52-62 54-65 58-69 60-72 DURATION: Instantaneous
Toad 56-65 59-69 63-73 66-77 70-81 73-85 AREA OF EFFECT: 20 ft. radius sphere
Weasel 66-75 70-80 74-84 78-89 82-93 86-98 CASTING TIME: 3 segments
None 76-00 81-00 85-00 90-00 94-00 99-00 SAVING THROW: Half
COMPONENTS: V, S, M
A special familiar is entitled to a saving throw in order to avoid the effect of the
spell. The type of special familiar to appear depends upon the magic user’s With a pointing gesture at the ending of the incantation, the magic user causes a
alignment: Lawful good or Lawful neutral: Brownie Chaotic good, Neutral massive explosion of magical fire at the target point. The fireball detonates with
good, or Neutral: Pseudo-dragon Lawful evil or Neutral evil: Imp a low roar, causing 1d6 damage per caster level to all creatures within the area
Chaotic evil or Chaotic Neutral: Quasit of effect. Creatures making successful saving throws suffer only half the
indicated damage. When the magic user casts the spell, a bead of light streaks
FIRE CHARM from his or her pointed finger to the target area, and if it strikes another object
Enchantment (Charm) directly in its path the fireball will detonate immediately. The blast fills the
LEVEL: Magic User 4 entire volume of the spell radius, and if it is cast into an enclosed area smaller
RANGE: 10 ft. than the area of effect the flames will expand from this area until the spell’s full
DURATION: 2 rounds/ level volume has been reached. The volume of a 20 ft. radius sphere is approximately
AREA OF EFFECT: 15 ft. radius around fire 33,500 cubic ft., and there are 1,000 cubic ft. in a 10 x 10 x 10 ft. area, so in an
CASTING TIME: 4 segments area with a 10 ft. ceiling the fireball will fill approximately thirty-three 10 x 10
SAVING THROW: Negates ft. squares. Thus, if a fireball explodes in the middle of a corridor 10 ft. wide
COMPONENTS: V, S, M and 10 ft. high, the blast will extend a staggering 165 ft. in both directions. It is
quite possible, particularly in dungeoneering environments, for the magic user
This spell transforms an existing fire into a powerful mental snare. Any creature to be caught in the backblast of his or her own fireball spell. The flames do not
within the spell’s radius who even so much as glances at the fire must make a create any significant change in air pressure, but the furnace-like heat causes all
saving throw vs spells or be entranced by the dancing flames. While so items in the blast to make saving throws against magical fire or ignite (or, in the
entranced, the creature becomes susceptible to the caster’s words, in the same case of metals, melt).
manner as with a suggestion spell, but with a penalty of -3 to the saving throw.
The enchantment will be broken if the entranced creature can no longer see the FLAME ARROW
flames or if it is attacked. Evocation
LEVEL: Magic User 3
FIRE SHIELD RANGE: Touch
Evocation DURATION: 1 segment/ level
LEVEL: Magic User 4 AREA OF EFFECT: Arrows or bolts
RANGE: Caster CASTING TIME: 3 segments
DURATION: 2 rounds + 1 round/ level SAVING THROW: None
CASTING TIME: 4 segments COMPONENTS: V, S, M
AREA OF EFFECT: Caster
SAVING THROW: None By means of this spell, the magic user may enchant one arrow per segment,
COMPONENTS: V, S, M causing it to burst into normal flame. The enchanted arrows have no bonus to
hit, and the enchantment is not powerful enough to hit a creature that can be
Pale flames envelope the caster upon the completion of this spell, rendering him damaged only by magical weapons. Each arrow causes 1 hp of fire damage in
or her protection against either fire or cold based attacks, depending upon addition to its normal damage. The arrows (or crossbow bolts) will burn up in
whether the magic user elects to wreath him- or herself in cold flame or hot one round, so they must be shot before this time.
flame. Cold flame grants the magic user a +2 bonus on any saving throw vs fire
43
FLOATING DISK FORGET
Evocation Enchantment (Charm)
LEVEL: Magic User 1 LEVEL: Magic User 2
RANGE: 20 ft. RANGE: 30 ft.
DURATION: 3 turns + 1 turn/ level DURATION: Instantaneous (permanent)
AREA OF EFFECT: See below AREA OF EFFECT: 1-4 creatures in a 20 ft. square area
CASTING TIME: 1 segment CASTING TIME: 2 segments
SAVING THROW: None SAVING THROW: Negates
COMPONENTS: V, S, M COMPONENTS: V, S, M
This evocation produces an invisible disk about three ft. across, shaped like a This extremely potent spell causes the victims to forget events of the immediate
shallow bowl. The disk floats in the air and moves in accordance with the past. The spell obliterates memory of the last round plus one additional round
caster’s commands (although if it is allowed more than 20 ft. from the caster it per three caster levels. The caster decides which creatures in the spell’s area to
will disappear). The disk cannot move faster than 60 ft. per round. A floating affect, and these must make saving throws or suffer the loss of memory.
disk can carry up to 100 lbs per level of the caster. The caster may designate 1-4 creatures as the targets of the spell. If one is
targeted, the saving throw is made with a -2 penalty; if two are targeted, the
FLY penalty is -1; and if 3 or 4 creatures are targeted they suffer no penalty to the
Transmutation (Alteration) saving throw. Lost memories can only be restored by heal, restoration, or wish;
LEVEL: Magic User 3 the spell’s effect is not subject to being merely dispelled.
RANGE: Touch
DURATION: 6 turns/ level + 1d6 turns FREEZING SPHERE
AREA OF EFFECT: One creature Transmutation (Alteration)
CASTING TIME: 3 segments LEVEL: Magic User 6
SAVING THROW: None RANGE: See below
COMPONENTS: V, S, M DURATION: See below
AREA OF EFFECT: See below
This spell grants the power of flight with aerial agility level V (see Chapter III) CASTING TIME: 6 segments
to any creature the magic user touches. The base movement rate for flight is 120 SAVING THROW: See below
ft. per round, with the base speed being doubled when diving, halved when COMPONENTS: V, S, M
climbing. The GM secretly rolls a 1d6 to determine how much time the spell
will last after the base duration expires. This spell may be employed in one of three different forms, depending upon the
words and material component used during casting. At the time of
FOOL’S GOLD memorization, the magic user need not specify which will be used; these are
Transmutation (Alteration) alternate uses of the same spell, not different versions of it.
LEVEL: Magic User 2
RANGE: 10 ft. Ice seed: conjures a sphere of an intensely cold magical substance
DURATION: 6 turns/ level that freezes water to a depth of 6 inches over a surface area 100 square ft./
AREA OF EFFECT: 1 cubic foot/ level caster level. The ice is thick enough to walk upon without fear of falling
CASTING TIME: 1 round through. The duration of the ice is 1 round/ level. The material component for
SAVING THROW: See below this use is a piece of crystal.
COMPONENTS: V, S, M
Ice ray: a ray of cold lances from the caster’s hand, inflicting 4 hp/ caster level
This spell achieves the much sought-after goal of transmuting copper or brass against anything in its path. A successful saving throw results in no damage.
into gold. Regrettably, the effect is temporary, but an amoral caster might seek Even if the ray strikes an object, it continues on the other side until it has
to shift the consequent feelings of regret onto another person than him- or extended 10 ft./ caster level or is stopped by a thickness of stone of 1 ft. or
herself. Whatever motives drive the caster, he or she may use this spell to more. The material component for this use is a gem worth 1,000 gp.
transmute roughly 2,000 copper coins (about a cubic foot) per caster level into a
metal that closely resembles gold. Anyone viewing this metal has a chance to Shattering globe: the spell forms a globe one inch in diameter, cold but not
notice that it is not truly gold. If the result of d20 plus the caster’s level is equal uncomfortable to the touch. When this sphere is thrown (by hand or sling), it
to or less than the observer’s intelligence, the fraud is detected (the GM may will explode upon impact for 4d6 hit points of damage within a 10 ft. radius
pick a representative number for creatures whose exact intelligence is not (half if save vs spells).
known, or roll a die). By combining expensive material components with the If not used within 1 round/ caster level, it will explode at the time its duration
spell, the caster can make it more likely that the gold will seem true-conversely, ends. The material component for this use is also a gem worth 1,000 gp.
there are mundane methods that give a chance to detect this very spell, such as
striking the “gold” with cold iron (10% chance of changing the metal back). FRIENDS
The GM will decide for his or her campaign exactly what can be done to Enchantment (Charm)
improve and detect this spell. LEVEL: Magic User 1
RANGE: Caster
FORCEFUL HAND DURATION: 1 round/ caster level
Evocation AREA OF EFFECT: 10 ft. radius + 10 ft./ caster level
LEVEL: Magic User 6 CASTING TIME: 1 segment
RANGE: 10 ft./ level SAVING THROW: See below
DURATION: 1 round/ level COMPONENTS: V, S, M
AREA OF EFFECT: See below
CASTING TIME: 6 segments This spell increases the magic user’s charisma in the eyes of all creatures within
SAVING THROW: None the area of effect that fail saving throws. For these creatures, the magic user’s
COMPONENTS: V, S, M charisma will effectively be increased by 2d4 (one roll for all). For those who
succeed in making the saving throw, the caster’s charisma will effectively be
This spell creates a powerful, magical hand similar to that of the magic user lowered by 1d4.
spell interposing hand. Unlike the interposing hand, the forceful hand can push
opponents or objects. The hand can move a creature weighing 500 lbs or less. It Unless the exact numbers are required for some purpose, the normal result of
reduces the speed of a creature between 500 and 2,000 lbs to no greater than 10 the spell will be that those who failed the saving throw will be well-disposed
ft. / round, and it slows the movement of creatures heavier than 2,000 lbs but and friendly toward the caster, and those that succeeded in making the save will
smaller than 8,000 lbs to one-half. As in the case of the interposing hand, the find him or her distasteful and somewhat suspect.
forceful hand has as many hit points as the caster.
44
FUMBLE GLASSEYE
Enchantment (Charm) Transmutation (Alteration)
LEVEL: Magic User 4 LEVEL: Magic User 6
RANGE: 10 ft./ level RANGE: Touch
DURATION: 1 round/ level DURATION: 1 round/ level
AREA OF EFFECT: One creature AREA OF EFFECT: See below
CASTING TIME: 4 segments CASTING TIME: 1 round
SAVING THROW: Half SAVING THROW: None
COMPONENTS: V, S, M COMPONENTS: V, S, M
This enchantment causes intense clumsiness in the affected creature. This spell causes opaque materials to become transparent, either to the caster
Attempting to run will result in an immediate fall to a prone position, and alone or to anyone, at the caster’s option. The dimensions of the transparent
anything held in hand (or claw, etc.) will be dropped. A successful saving throw area are 3 x 2 ft., and the depth depends upon the nature of the substance being
allows the affected creature to act as if under the influence of a slow spell in made transparent. Lead and gold, being the base and pure metals respectively,
order to avoid the spell’s full effects. are not affected by the spell at all. Only four inches of any other metal can be
made transparent, but stone can be seen through to a distance of 6 ft., and wood
GATE to a distance of 20 ft.
Conjuration (Summoning)
LEVEL: Magic User 9 GLOBE OF INVULNERABILITY
RANGE: 30 ft. Abjuration
DURATION: See below LEVEL: Magic User 6
AREA OF EFFECT: One summoned creature RANGE: 0
CASTING TIME: 9 segments DURATION: 1 round/ level
SAVING THROW: None AREA OF EFFECT: Sphere, 5 ft. radius
COMPONENTS: V, S CASTING TIME: 1 round
SAVING THROW: None
A gate spell creates an opening between the material plane and another plane of COMPONENTS: V, S, M
existence, summoning forth a being from the other plane. The caster must know
the name of the creature he or she is attempting to summon, or the spell will This spell creates a spherical shield, impermeable to spells. It functions as the
fail. The particular creature named in the spell’s casting might choose not to spell minor globe of invulnerability except as noted above and in that it protects
step through the gate into the material plane-summoning Thor is unlikely to against spells level 1-4 rather than 1-3.
bring the thunder god from the halls of Valhalla-however, a being of some kind
will certainly respond to the summons. Thor, if summoned, might choose to GRASPING HAND
send a Valkyrie, for instance. Casting this spell can be risky, for the caster has Evocation
no control over the summoned creature unless proper precautions are taken, LEVEL: Magic User 7
such as a protection from evil spell, the drawing of appropriate magical circles, RANGE: 10 ft./ level
etc. Beings summoned from distant planes, particularly beings with individual DURATION: 1 round/ level
names of their own, can be powerful and irascible. AREA OF EFFECT: Magical hand
CASTING TIME: 7 segments
GEAS SAVING THROW: None
Enchantment (Charm) COMPONENTS: V, S, M
LEVEL: Magic User 6
RANGE: Touch This spell is a more powerful evocation of the forceful hand spell, acting in the
DURATION: See below same manner but able to hold motionless a creature of up to 1,000 lbs or move
AREA OF EFFECT: One creature creatures with twice the force of a forceful hand.
CASTING TIME: 4 segments
SAVING THROW: None GUARDS AND WARDS
COMPONENTS: V, S Abjuration
LEVEL: Magic User 6
A geas is a magical compulsion placed upon an intelligent creature to perform, RANGE: 0
or refrain from performing, some task set by the caster. While the geas cannot DURATION: 2 hours/level
compel suicide or its equivalent, it is a very powerful spell. If the creature under AREA OF EFFECT: Up to 200 sq. ft./level
the geas avoids or is prevented from performing the task, it will sicken and die CASTING TIME: 3 turns
within 1d4 weeks if the task is not resumed. The disease will, of course, create SAVING THROW: See below
symptoms that the GM will determine; if the geas is resumed, these may or may COMPONENTS: V, S, M
not remain until the task is completed. Even a remove curse spell will not
remove a geas, although a wish spell is powerful enough to dispel it. This powerful spell is primarily used to defend the caster’s stronghold. The
ward protects 200 square ft. per caster level. The warded area can be as much as
GLASS-STEEL 20 ft. high and shaped as the caster desires. The magic user can ward several
Transmutation (Alteration) stories of a stronghold by dividing the area among them; he or she must be
LEVEL: Magic User 8 somewhere within the area to be warded to cast the spell. The spell creates the
RANGE: Touch following magical effects within the warded area:
DURATION: Permanent
AREA OF EFFECT: One object Fog: Fog fills all corridors, obscuring all sight, including infravision, beyond 10
CASTING TIME: 8 segments ft.
SAVING THROW: None
COMPONENTS: V, S, M Wizard Locks: All doors in the warded area are wizard locked.
This spell grants a glass object the strength of steel, while retaining its Webs: Webs fill all stairs from top to bottom. These strands are identical to
transparent properties. The weight of the object can be no more than 10 lbs per those created by the web spell, except that they regrow in 10 minutes if they are
caster level. In most cases, the object will make item saving throws on the more burned or torn away while the guards and wards spell lasts.
favorable of the glass or metal tables.
Confusion: Where there are choices in direction-such as a corridor intersection
or side passage-a minor confusion-type effect functions so as to make it 50%
probable that intruders believe they are going in the opposite direction from the
45
one they actually chose. This is an enchantment/charm effect that will not affect HOLD MONSTER
elves or other creatures immune to charm. Enchantment (Charm)
LEVEL: Magic User 5
Lost Doors: One door per caster level is covered by an illusion to appear as if it RANGE: 5 ft./ level
were a plain wall. DURATION: 1 round/ level
AREA OF EFFECT: 1-4 creatures
In addition, the magic user can place his or her choice of one of the following CASTING TIME: 5 segments
five magical effects: SAVING THROW: Negates
COMPONENTS: V, S, M
1. Dancing lights in four corridors.
2. A magic mouth in two places. A hold monster spell completely immobilizes up to four creatures of any kind
3. A stinking cloud in two places. The vapors return within 10 turns if for the spell’s duration. The magic user decides how many creatures he or she
dispersed by wind while the guards and wards spell lasts. will target with the spell: if there is only one target, the saving throw is made at
4. A gust of wind in one corridor or room. -3; if two, each makes the saving throw at -1; and if the magic user seeks to
5. A suggestion in one place. The caster selects an area of up to 5 ft. hold three or four enemies, each makes its saving throw with no penalty.
square, and any creature who enters or passes through the area
receives the suggestion mentally. If a magic item or spell operates partially to negate the effects of paralysis,
failure on the saving throw will have the effect of a slow spell rather than
The whole warded area radiates strong magic. A dispel magic cast on a specific completely immobilizing the target.
effect, if successful, removes only that effect.
Creatures held by this spell may be killed or bound at a rate of one per round,
GUST OF WIND or, if the attacker chooses, may be attacked at twice the normal rate with an
Transmutation (Alteration) automatic hit, for maximum damage.
LEVEL: Magic User 3
RANGE: 0 HOLD PERSON
DURATION: 1 segment Enchantment (Charm)
AREA OF EFFECT: 10 ft. wide path, 10 ft. long/ level LEVEL: Magic User 3
CASTING TIME: 3 segments RANGE: 120 ft.
SAVING THROW: None DURATION: 2 rounds/ level
COMPONENTS: V, S, M AREA OF EFFECT: See below
CASTING TIME: 3 segments
SAVING THROW: Negates
Hand outstretched in the final somatic gesture of this spell, the magic user COMPONENTS: V
summons forth a powerful blast of air, forceful enough to blow out unprotected
flames smaller than a campfire. Flames the size of a campfire or greater will fl This spell has the same effect as the clerical spell hold person: to immobilize
are back as far as 1d6 ft., and even shielded flames have a high chance of being foes and render them helpless. However, the magic user’s version of the spell is
extinguished (5% per caster level). The wind is strong enough to hurl a small somewhat more fl exible in terms of the caster’s options. A hold person spell
flying creature backwards by 1d6 x 10 ft., and will hold medium-sized creatures completely immobilizes up to four man-sized or smaller persons for the spell’s
back from moving. duration. The magic user decides how many of his or her foes he or she will
target with the spell: if there is only one target, the saving throw is made at -3, if
HALLUCINATORY TERRAIN two, each makes the saving throw at -1, and if the magic user seeks to hold
Illusion (Phantasm) three or four enemies, each makes his or her saving throw with no penalty.
LEVEL: Magic User 4
RANGE: 20 ft./ level Creatures affected by this spell would include humans, demi-humans and
DURATION: See below humanoids. Ultimately, it is in the discretion of the GM to decide if a creature is
AREA OF EFFECT: 10 x 10 ft. square/ level considered a “person” for the purposes of this spell. If a magic item or spell
CASTING TIME: 1 turn operates to partially negate the effects of paralysis, failure on the saving throw
SAVING THROW: None will have the effect of a slow spell rather than completely immobilizing the
COMPONENTS: V, S, M target.
This spell masks the true appearance of an area, making it appear as something Persons held by this spell may be killed or bound at a rate of one per round, or,
else. A road can be made to appear as a river, a forest can be made to appear as if the attacker chooses, may be attacked at twice the normal rate with an
a ravine, etc. The spell’s effect remains until some intelligent being touches the automatic hit, for maximum damage.
area (or until it is dispelled). The spell is particularly useful for hiding pits or
making cliff edges seem to extend more than they actually do, but it has many HOLD PORTAL
other useful applications for the creative player. Transmutation (Alteration)
LEVEL: Magic User 1
HASTE RANGE: 20 ft./ caster level
Transmutation (Alteration) DURATION: 1 round/ caster level
LEVEL: Magic User 3 AREA OF EFFECT: One portal up to 80 sq. ft. / caster level
RANGE: 60 ft. CASTING TIME: 1 segment
DURATION: 3 rounds + 1 round/ level SAVING THROW: None
AREA OF EFFECT: 1 creature/ level in a 40 x 40 ft. area COMPONENTS: V
CASTING TIME: 3 segments
SAVING THROW: None (willing targets only) This quickly-shouted spell holds fast a door or similar aperture as if it were
COMPONENTS: V, S, M securely locked. The portal must be something that normally opens and closes,
such as a door, gate, valve, or portcullis, and it must be closed for the spell to
This spell imbues creatures in the targeted area with preternatural speed, function. A magically held portal can be battered apart, but will not open
allowing them to move and attack at twice the normal rate. The rate of spell normally until the spell’s duration expires. This is not a particularly powerful
casting cannot be increased. Within the area of effect, creatures closest to the spell; any being not native to the material planes (such as a demon) will ignore
caster will be affected first by the spell if the caster’s level is not sufficient to its effects, as will a magic user four or more levels higher than the caster. The
affect all of the creatures in the area. The spell ages the creatures upon which it spell may also be negated by means of a knock or dispel magic.
is cast by 2 years.
46
ICE STORM INCENDIARY CLOUD
Evocation Evocation
LEVEL: Magic User 4 LEVEL: Magic User 8
RANGE: 10 ft./ level RANGE: 30 ft.
DURATION: 1 round DURATION: 1d6+4 rounds
AREA OF EFFECT: 10 x 10 ft. / level AREA OF EFFECT: Cloud, 10 ft. high, 20 ft. radius
CASTING TIME: 4 segments CASTING TIME: 2 segments
SAVING THROW: None SAVING THROW: Half
COMPONENTS: V, S, M COMPONENTS: V, S, M
The caster may evoke one of two different forms of ice storm with this spell: a The incendiary cloud begins as a choking cloud of thick smoke, with the
hailstorm or a sleet storm. The hailstorm is a vicious barrage of huge hailstones attributes of a pyrotechnics spell’s smoke cloud, billowing from an existing fire
that pound into a 40 ft. x 40 ft. area, throwing up bits of shrapnel-like ice source as per the pyrotechnics spell. The cloud has a radius of 20 ft. and is 10 ft.
fragments as the hail shatters. Any creature within the area suffers 3d10 hit high. On the third round of the cloud’s existence, it bursts into hot, magical
points of damage with no saving throw. The sleet storm is a maelstrom of flame. A saving throw for half damage is permitted to every creature in the
frozen rain in an 80 ft. x 80 ft. area, blinding all creatures in the area of effect cloud for each round of exposure to the flames.
and making the footing so slippery that all movement is cut by 50%. There is
also a 50% probability that any creature attempting to move while in the sleet In the first round of the fl are, the blazing cloud inflicts one hit point of damage
storm will slip and fall prone. for every two levels of the caster. In the second round of the fl are, the heat
increases to inflict 1 hit point per caster level, and in the third round of the
IDENTIFY blaze, damage falls again to one point per two levels. After three rounds, the
Divination cloud burns out, and for any further duration it retains only the properties of
LEVEL: Magic User 1 pyrotechnic smoke.
RANGE: Touch
DURATION: 1 segment/ caster level INFRAVISION
AREA OF EFFECT: One item Transmutation (Alteration)
CASTING TIME: 1 turn LEVEL: Magic User 3
SAVING THROW: See below RANGE: Touch
COMPONENTS: V, S, M DURATION: 12 turns + 6 turns/ level
AREA OF EFFECT: One creature
This expensive and unreliable spell allows the magic user to discern the magical CASTING TIME: 1 round
properties of an item. The magic user must hold or wear the item as intended for SAVING THROW: None
use (thereby placing himself at risk of a cursed item). For every segment of the COMPONENTS: V, S, M
spell’s duration, the magic user has a 15% +5%/ caster level of gaining an
insight into the nature of the item’s enchantment. Insights include magical This spell allows the magic user to confer the ability to see in the dark,
effects (and the corresponding command word) and number of charges (plus or perceiving variations of heat in the infrared spectrum. The range of this vision is
minus 25% of the actual number). The exact bonus (or penalty) of a weapon is 60 ft. Lamps and other light sources tend to spoil the effects of infravision.
not revealed to the player, unless the GM chooses to do so for convenience; the Infravision does not perceive invisibility any more than normal vision.
character, of course, would not think of a magic sword as being “+1” or “+3,”
just as “enchanted” or “powerfully enchanted,” and the spell reveals INSTANT SUMMONS
information in these terms. The spell must be cast within 1 hour/ caster level of Conjuration (Summoning)
the time a magic item first comes near the caster, or the magic user’s own aura LEVEL: Magic User 7
will have blended too much into the item’s aura, contaminating his ability to RANGE: See below
read it. Upon casting the spell, the magic user temporarily loses 8 points of DURATION: Instantaneous
constitution, and regains them by resting for one hour per recovered point. The AREA OF EFFECT: One object
material component for the spell is a pearl worth 100 gp. CASTING TIME: 1 segment
SAVING THROW: None
IMPRISONMENT* COMPONENTS: V, S, M
Abjuration
LEVEL: Magic User 9 This spell calls a specific, desired object into the caster’s hand from wherever it
RANGE: Touch might be. The object must be prepared ahead of time, with the first part of the
DURATION: Permanent spell being cast upon it at that time-all but the final word of the incantation. The
AREA OF EFFECT: One creature item is then touched with another item, the spell’s focus, which must be of at
CASTING TIME: 9 segments least 5,000 gp in value (usually a gem). When the caster seeks to summon the
SAVING THROW: None item by means of this spell, he must hold the focus item in his hand and speak
COMPONENTS: V, S the final word of the spell. The focus item will disappear and the summoned
item will appear in its place. The summoned item cannot be heavier than 8 lbs
The power of this spell hurls the victim deep beneath the earth, placing it into a or the spell will not function. Moreover, if the item is in the possession (not
state of suspended animation for eternity, entombed within a cyst of rock. The necessarily in the hand) of another creature, the spell will fail. However, in this
only way to free an imprisoned creature is with the reverse of the spell, and the instance, the caster will learn the item’s location, and some details about the
caster must know the name of the prisoner together with enough detail to clearly owner, as determined by the GM. The spell will function across the planes.
identify him or her. A creature freed from imprisonment appears at the exact
spot where the imprisonment took place. When casting the spell’s reverse, if the INTERPOSING HAND
caster is not specific enough about the imprisoned creature’s identity the spell Evocation
will normally fail; but there is also a chance it will free the intended creature LEVEL: Magic User 5
together with several other imprisoned victims from other places in the ground- RANGE: 10 ft./ level
some far, some (perhaps) near. Some of these freed victims might be from DURATION: 1 round/ level
ancient ages and may have been imprisoned for a very good reason. AREA OF EFFECT: Magical disembodied hand
The chance of freeing unintended recipients is 1 in 10, and their number can CASTING TIME: 5 segments
vary considerably (d%). SAVING THROW: None
COMPONENTS: V, S, M
This spell creates a magical hand with the same number of hit points as the
caster. The magic user can cause the hand to be as small as his or her own, or as
large as a shield. The caster selects a foe, and the hand will place itself between
the magic user and that particular enemy, moving so rapidly that it cannot be
47
avoided. It is strong enough to hold back any creature weighing 200 lbs or less JUMP
and will slow heavier opponents to half movement. The movement rates of Transmutation (Alteration)
opponents of truly massive size (such as dragons) will be adjudicated by the LEVEL: Magic User 1
GM, being slowed to a quarter movement rate or pushing the hand aside RANGE: Touch
entirely. DURATION: See below
AREA OF EFFECT: One creature
INVISIBILITY CASTING TIME: 1 segment
Illusion (Phantasm) SAVING THROW: None
LEVEL: Magic User 2 COMPONENTS: V, S, M
RANGE: Touch
DURATION: See below This spell allows the subject to make one or more prodigious leaps, one
AREA OF EFFECT: One creature additional leap for each three caster levels above 1. Thus, at a caster level of 4,
CASTING TIME: 2 segments the spell permits a second leap, with additional leaps at level 7, 10, 13, etc. The
SAVING THROW: None recipient of the spell may bound forward 30 ft., or may leap backward or
COMPONENTS: V, S, M straight up for a distance of 10 ft. The leap is almost perfectly straight, with no
arc.
When the words of this spell are completed, the recipient and all he or she
carries fade from sight, becoming invisible. Even infravision cannot detect an KNOCK
invisible creature. The spell remains in effect until the invisible creature attacks Transmutation (Alteration)
someone, the caster ends the spell, or the magic is dispelled. Note that the spell LEVEL: Magic User 2
does not make the recipient any more quiet than normal, nor does it eliminate RANGE: 60 ft.
scents. The invisible person can see him- or herself, but the caster (unless they DURATION: See below
are one and the same) cannot. The spell cannot be cast upon an unwilling AREA OF EFFECT: 10 square ft./ level
subject. CASTING TIME: 1 segment
SAVING THROW: None
INVISIBILITY, 10 FT. RADIUS COMPONENTS: V
Illusion (Phantasm)
LEVEL: Magic User 3 The powerful magic words of a knock spell open doors that are stuck, barred,
RANGE: Touch locked, or even wizard locked. Chains (even those that are welded) and chests
DURATION: See below will also spring open under this spell. Doors that operate by gravity, such as
AREA OF EFFECT: All creatures within a 10 ft. radius portcullises, will not be opened by means of the spell. If a door is secured by a
CASTING TIME: 3 segments number of devices, only two will be opened by the spell; a triple-locked door is
SAVING THROW: None (willing target only) proof against a single casting of the enchantment.
COMPONENTS: V, S, M
LEGEND LORE
This spell operates as does the invisibility spell, but affects all creatures within Divination
10 ft. of the recipient at the time the final words of the spell are uttered. If the LEVEL: Magic User 6
creature upon which the spell was cast makes an attack, the attack will negate RANGE: Caster
the invisibility of all the others. However, if one of the creatures affected by the DURATION: See below
spell’s radius (not the direct recipient) attacks, the invisibility only of that one AREA OF EFFECT: See below
creature is negated thereby. In order to remain invisible, those who were made CASTING TIME: See below
invisible by virtue of the spell’s radius must remain within 10 ft. of the creature SAVING THROW: None
upon whom the spell is centered All creatures affected can see each other. COMPONENTS: V, S, M
INVISIBLE STALKER This spell, when cast, gathers mystical echoes of legend and rumor about a
Conjuration (Summoning) specific person, place, or object. These inchoate rhymes, whispers, and
LEVEL: Magic User 6 memories form in the caster’s mind until he can finally piece them together into
RANGE: 10 ft. meaningful information. The spell’s power is far greater if the item is actually at
DURATION: See below hand when the spell is cast, for it can then be used as a focus for the gathering
AREA OF EFFECT: See below of echoes; casting time under these circumstances will be 1d4 turns. If the item
CASTING TIME: 1 round (or place) is not at hand, but some detailed information can be woven into the
SAVING THROW: None casting of the spell as a focus for the gathering of legend-echoes, the casting
COMPONENTS: V, S, M time will be 1d10 days. If all that the caster knows about the object or place is
rumor, the casting time will be 2d6 weeks. While casting the spell, the caster
This spell summons an invisible stalker (see Chapter V). The stalker will may not engage in any other activity other than short breaks to eat and sleep.
perform one task as commanded by the caster, but resents its slavery and will
always seek to misinterpret a command if it is worded ambiguously. When completed, the spell will reveal the location of any legendary material
about the object (or person, or place), and if the spell is cast in the presence of
IRRESISTIBLE DANCE the place, person, or object the spell will invariably gather the legendary lore
Enchantment (Charm) together into a piece of true information about it. This information, coming as it
LEVEL: Magic User 8 does from mystical echoes, will take the form of a riddle, rhyme, or other
RANGE: Touch puzzle. In order to cast the spell an item of some value- often a potion-must be
DURATION: 1d4 +1 rounds used and destroyed in the process. The spell can garner no information about
AREA OF EFFECT: One creature things that have not been the subject of discussion, rumor, rhyme, or legend.
CASTING TIME: 5 segments
SAVING THROW: None LEVITATE
COMPONENTS: V Transmutation (Alteration)
LEVEL: Magic User 2
The creature touched (successful to hit roll) flies into an uncontrollable, RANGE: 20 ft./ level
twitching tarantella, dancing wildly. The creature’s armor class is penalized by DURATION: 1 turn/ level
-4, and it will fail any and all saving throws during the spell’s duration. It AREA OF EFFECT: Caster or one creature
cannot act in any way, or gain benefit from a shield. CASTING TIME: 2 segments
SAVING THROW: Negates
COMPONENTS: V, S, M
48
This spell allows the magic user to levitate him- or herself or another person, to In the case of unreasonable wishes, the GM may decide to follow the wording
a maximum weight of 100 lbs/ level. The magic user can move vertically up or of the spell precisely but pervert the intent, limit the duration of the spell to a
down at a rate of 20 ft. per round, and can levitate another at a rate of 10 ft. per very limited time (perhaps mere seconds!) or simply rule that the whole spell
round. The spell may be cast upon an unwilling enemy, but in this case the fails.
intended target is entitled to a saving throw. The spell does not allow any sort of
horizontal movement (aerial agility level I-see Chapter III), but it is possible for The guideline here is that wishes are granted by someone or something, which
a levitated person to pull him- or herself along if there is something upon which may or may not be kindly disposed to the player characters. The more greedy or
to gain purchase, such as a wall. selfish a wish, the greater the chance that a mischievous or actually evil power
will take the opportunity to teach this upstart mortal a lesson.
LIGHT
Transmutation (Alteration) LOCATE OBJECT
LEVEL: Magic User 1 Divination
RANGE: 60 ft. LEVEL: Magic User 2
DURATION: 1 turn/ caster level RANGE: 20 ft./ level
AREA OF EFFECT: 20 ft. radius globe DURATION: 1 round/ level
CASTING TIME: 1 segment AREA OF EFFECT: See below
SAVING THROW: None CASTING TIME: 2 segments
COMPONENTS: V, S SAVING THROW: None
COMPONENTS: V, S, M
Other than as noted above, this spell is identical to the clerical spell light.
Other than as noted above, this spell is identical to the clerical spell locate
LIGHTNING BOLT object.
Evocation
LEVEL: Magic User 3 LOWER WATER*
RANGE: 40 ft. + 10 ft./ level Transmutation (Alteration)
DURATION: Instantaneous LEVEL: Magic User 6
AREA OF EFFECT: See below RANGE: 80 ft.
CASTING TIME: 3 segments DURATION: 5 rounds/ level
SAVING THROW: Half AREA OF EFFECT: 5 x 5 ft. square area/ level
COMPONENTS: V, S, M CASTING TIME: 1 turn
SAVING THROW: None
As the caster completes this spell, he or she unleashes a bolt of lightning from COMPONENTS: V, S, M
the spell’s point of origin, which may be as far away from the caster as the
spell’s maximum range. The bolt extends in a straight line from the caster Except as may be noted above, this spell is identical to the clerical spell lower
beginning, at whatever point along the spell’s range the caster desires, and may water. The spell’s reverse can raise water no more than 5 ft. / level.
extend beyond the spell’s range. The bolt deals 1d6 damage per caster level to
all creatures standing in the bolt’s area of effect. Creatures that make successful MAGE’S FAITHFUL HOUND
saving throws suffer half damage. The area of effect may be either a branching, Conjuration (Summoning)
forking maelstrom of electricity 10 ft. wide and 40 ft. long, or it may be a LEVEL: Magic User 5
concentrated blast 5 ft. wide and 80 ft. long. The length of the bolt itself is not RANGE: 10 ft.
affected by the caster’s level, only the range at which the caster may cause the DURATION: 2 rounds/ level
bolt to originate. AREA OF EFFECT: See below
CASTING TIME: 5 segments
All items hit by the full force of the bolt must make item saving throws or be SAVING THROW: None
destroyed. The force of the bolt is often sufficient to blast doors into smoldering COMPONENTS: V, S, M
ruin. If the bolt strikes an object that does not conduct electricity, such as a
stone wall, it will be deflected backward toward the caster (potentially inflicting This spell summons an invisible watchdog to guard an area. The hound is
a second shock upon those in the target area). invisible to all but the caster, who may order it to keep watch over a particular
Note that the length of a deflected bolt is not increased; the bolt will only area. The area must be close to the caster, however, for if the caster is more than
rebound for the distance remaining in its original area of effect. 30 ft. from the area the hound guards, it will return to the spirit realm. The
hound can detect virtually any creature that enters the area: it can detect
LIMITED WISH invisibility (which includes creatures on the astral and æthereal planes), can see
Conjuration (Summoning) creatures that are moving between dimensions, and can detect virtually any
LEVEL: Magic User 7 other method that might be employed to sneak into an area. If any creature
RANGE: Unlimited larger than a cat or small dog enters the area, the hound will begin baying with
DURATION: Instantaneous its echoing, supernatural bark. Moreover, it will seek to attack intruders from
AREA OF EFFECT: See below behind (it does not make frontal assaults) and can attack as a monster of 10 HD
CASTING TIME: See below for 3d6 damage, even if the opponent requires up to a +3 magical weapon to be
SAVING THROW: See below hit. The hound cannot be harmed by any means other than by dispelling it.
COMPONENTS: V
MAGE’S SWORD
Limited wish is a powerful spell, allowing the caster to reshape reality in Evocation
accordance with his or her desire, but only to a limited degree. The spell may be LEVEL: Magic User 7
used to grant minor wishes (undoing curses, granting small quantities of gold, RANGE: 30 ft.
duplicating the effects of lower level spells, etc.) The effects of the spell will be DURATION: 1 round/ level
permanent for most minor requests, particularly when used to duplicate a lower- AREA OF EFFECT: Summoned sword
level spell that has a permanent or instantaneous duration. CASTING TIME: 7 segments
SAVING THROW: None
However, a limited wish is not powerful enough to make major changes in COMPONENTS: V, S, M
reality. It cannot bring the dead back to life, grant a level, or permanently
change ability scores. In many cases, the GM will be called upon to determine The caster evokes a magical sword into being and can wield it by exerting his
whether the caster’s wish is within the power of a limited wish spell or whether or her will. While doing so, he or she cannot cast spells, use magic items, or
the results of the request will suffer from flaws due to the spell’s limitations. move, although the spell does not end if the magic user’s concentration is
Flaws would include limited durations or partial results. The guidelines set forth broken; the sword simply does not attack during that round. The sword attacks
above should give the GM some assistance in making such determinations. as a fighter one-half the magic user’s caster level (and always hits on a natural
19 or 20), and it can hit creatures that can ordinarily be hit only with magic
49
weapons. The damage caused by the sword is considerable; it inflicts 5d4 hp own mind while possessing the other body, so if the body possesses the correct
against size S and M creatures, or 5d6 against larger creatures. The sword can physical attributes the caster can continue to cast his or her spells from within
be dispelled by dispel magic. The material components for the spell cost 500 gp the new body.
or more.
MAGIC MISSILE
MAGIC AURA Evocation
Illusion (Phantasm) LEVEL: Magic User 1
LEVEL: Magic User 1 RANGE: 60 ft. + 10 ft./ caster level
RANGE: Touch DURATION: Instantaneous
DURATION: 1 day/ level AREA OF EFFECT: 1+ creatures in a 10 x 10 ft. area
AREA OF EFFECT: See below CASTING TIME: 1 segment
CASTING TIME: 1 round SAVING THROW: None
SAVING THROW: See below COMPONENTS: V, S
COMPONENTS: V, S, M
When this spell is cast, missiles of magical energy dart forth from the caster’s
This spell creates a false magical aura around a single object of not more than fingertips, striking unerringly at his or her intended target(s), even if the
five lbs per caster level. A detect magic spell will incorrectly perceive the item target(s) are in melee or are partially concealed. The missiles inflict 1d4+1
as magical, but if it is actually handled by the caster of the detect magic spell, points of damage each. For every two caster levels beyond first, the caster gains
he or she will be permitted a saving throw to realize that the aura is, in fact, not an additional missile; thus, a first-level magic user can cast one missile, a third-
a true magical aura but a counterfeit. level caster may cast 2, a fifth-level caster may cast 3, and so on.
This risky spell allows the caster to transfer his or her mind into that of another This spell is cast upon an object, so that when a set of particular conditions are
creature, trapping the other creature’s soul in a gem (of not less than 100 gp met, a mouth will appear in the object and speak a specific message. The length
value) that is the material component of the spell and becomes the magic jar. To of the message cannot exceed 25 words. The magic user can set any condition
accomplish the transfer of souls, the magic user must trap his or her own life for the appearance of the magic mouth, but the caster’s power limits the range at
essence within the jar prior to the transfer. If the transfer fails (e.g., if the which the mouth can detect the triggering events. The mouth can “perceive”
targeted creature makes a successful saving throw), the caster’s soul is trapped events at a range of 5 ft./ caster level, but cannot detect invisible creatures. It
until it can take over a host or otherwise escape. has no perceptions other than visual, although it does not actually see.
Obviously, a player cannot try to phrase conditions using game terms such as
The caster can make successive attempts to take over the same host, but no “hit dice,” “class,” “level,” etc. but must use terms that would be familiar to the
more than one per round. The spell’s range applies to two matters; when the character.
magic user first transfers his or her own life essence into the jar, his or her body
must be within the spell’s range of the jar. The range also limits the distance at MASS CHARM
which the magic user’s soul may later escape from the jar and into another Enchantment (Charm)
body. After the caster’s soul moves into the jar, his or her physical body LEVEL: Magic User 8
becomes inert and lifeless. RANGE: 5 ft./ level
DURATION: See below
The spell represents, in many ways, a contest of will between the magic user AREA OF EFFECT: See below
and the creature whose body he or she seeks to possess. The caster and the CASTING TIME: 8 segments
target creature each total their intelligence and wisdom scores (such being SAVING THROW: Negates
calculated or approximated by the GM for a monster). This combined score COMPONENTS: V
represents the character’s mental power for purposes of the spell. The two
numbers are compared, and the difference is used in two important calculations: This spell functions as does charm monster, but affects more than one creature.
the saving throw and the chance for escape. One third of the difference Total hit dice limits the number of creatures affected; the caster cannot affect a
(rounded down) is the modifier on the saving throw, a bonus if the target total number of hit dice more than twice his or her caster level. All of the target
creature has the higher mental power, a penalty if the magic user’s mental creatures must be within a 30 x 30 ft. area.
power is higher.
MASS INVISIBILITY
If a creature’s soul is trapped in the magic jar by the caster, it has a chance to Illusion (Phantasm)
escape. If it escapes, the caster’s soul is returned to the magic jar. If the LEVEL: Magic User 7
difference in mental power between the caster and the possessed creature is 4 or RANGE: 10 ft./ level
less in favor of the caster, or is in favor of the possessed creature, the creature DURATION: See below
can attempt a new saving throw every round. If the difference is from 5 to 8 in AREA OF EFFECT: 30 x 30 ft. radius
the caster’s favor, one saving throw is permitted per turn. If the difference is 9 CASTING TIME: 7 segments
to 12 in the caster’s favor, the saving throw is made once per day, and if the SAVING THROW: None
caster’s mental power exceeds that of the target creature by 13+, the saving COMPONENTS: V, S, M
throw can only be made once per week.
This spell acts in the same manner as an invisibility spell, but has an effective
While the caster is in the magic jar waiting to possess another body, he or she radius of 30 x 30 ft., possibly hiding as many as 300 medium-sized creatures if
can sense creatures beyond the jar, but not their nature. The jar may be moved they are packed in close and do not jostle one another.
from its original location, but not, obviously, by the caster. When the caster
possesses another body, he or she gains complete control of its movement and
acquires any memories that the body might reflexively recall (how to fl y, fight
with claws, use innate magical powers, etc). He or she does not gain any
knowledge from the creature’s mind, such as languages known or the location
of a lair, for the mind is trapped in the magic jar. The caster retains his or her
50
MASSMORPH between the magic user and the recipient must be a straight line and not
Illusion (Phantasm) completely blocked.
LEVEL: Magic User 4
RANGE: 10 ft./ level METEOR SWARM
DURATION: See below Evocation
AREA OF EFFECT: 10 x 10 ft. square/ level LEVEL: Magic User 9
CASTING TIME: 1 turn RANGE: 40 ft. + 10 ft./ level
SAVING THROW: None (willing creatures only) DURATION: Instantaneous
COMPONENTS: V, S, M AREA OF EFFECT: See below
CASTING TIME: 9 segments
This spell causes creatures of man size or smaller to appear like an innocent SAVING THROW: None or Half (see below)
grove of trees to any observers. Up to 10 creatures may be enchanted in this COMPONENTS: V, S
manner. The illusion is so powerful that it is maintained even if the
massmorphed creatures are touched. The “tree’s” reaction to being stabbed or Meteor-like chunks of magical fire streak from the magic user’s outstretched
hacked at is fairly likely to indicate that it is no normal tree, of course, although hand, exploding into an inferno of flame when they strike the intended targets.
the illusion is not actually dispelled by a successful attack. The illusion persists The caster may hurl four large meteors or eight small meteors. These missiles
until the caster dies or dismisses it (or it is dispelled). strike the first creature in their straight-line trajectories automatically, granting
no saving throw and inflicting full damage. When the meteor strikes its target,
MAZE the explosion of fire may catch other creatures in its radius. These creatures
Conjuration (Summoning) receive saving throws for half damage. Large meteors inflict 10d4 hp damage
LEVEL: Magic User 8 and explode in a radius of 15 ft. Small meteors inflict 5d4 hp damage and
RANGE: 5 ft./ level explode in a radius of 7½ ft. If the explosions overlap, a creature in this area is
DURATION: See below subject to damage from all the explosions, but is entitled to a separate saving
AREA OF EFFECT: One creature throw (halving damage) for each.
CASTING TIME: 3 segments
SAVING THROW: None MIND BLANK
COMPONENTS: V, S Abjuration
LEVEL: Magic User 8
The targeted creature is trapped by this spell into an inter-dimensional RANGE: 30 ft.
reality similar to that created by the 2nd level spell rope trick. This wormhole DURATION: 24 hours
has an entrance, which closes immediately after the target is trapped, and an AREA OF EFFECT: One creature
exit, which is difficult to find in the branching, twisting maze of the CASTING TIME: 1 segment
dimensional labyrinth. A creature’s intelligence determines the amount of time SAVING THROW: None
required to find the way out and emerge back into the material plane. COMPONENTS: V, S
Intelligence Time Required to Escape By means of this spell, the person upon whom it is cast becomes completely
2 or less 2d4 turns (20-80 minutes) protected from all divination and scrying magic. His or her thoughts cannot be
3-5 1d4 turns (10-40 minutes) detected in any way, he or she cannot be magically overheard when speaking,
6-8 5d4 rounds (5-20 minutes) his or her soul cannot be trapped or affected, etc.
9-11 4d4 rounds (4-16 minutes)
12-14 3d4 rounds (3-12 minutes) MINOR GLOBE OF INVULNERABILITY
15-17 2d4 rounds (2-8 minutes) Abjuration
18+ d4 rounds (1-4 minutes) LEVEL: Magic User 4
RANGE: 0
MENDING DURATION: 1 round/ level
Transmutation (Alteration) AREA OF EFFECT: 5 ft. radius sphere
LEVEL: Magic User 1 CASTING TIME: 4 segments
RANGE: 30 ft. SAVING THROW: None
DURATION: Instantaneous COMPONENTS: V, S, M
AREA OF EFFECT: One object
CASTING TIME: 1 segment A globe of eldritch power forms around the magic user, hedging out all spells of
SAVING THROW: None third or lower level. Spells may be cast from within the globe. Dispel magic, if
COMPONENTS: V, S, M cast upon the globe, will destroy it.
This spell repairs small breaks or tears in an object. It can weld together broken MIRROR IMAGE
metallic objects, such as a chain link or a broken dagger, rejoin a broken bottle, Illusion (Phantasm)
and repair holes in leather or cloth, for example. The spell does not repair magic LEVEL: Magic User 2
items in any way that would restore or affect their magical qualities. RANGE: Caster
DURATION: 2 rounds/ level
MESSAGE AREA OF EFFECT: 6 ft. radius
Transmutation (Alteration) CASTING TIME: 2 segments
LEVEL: Magic User 1 SAVING THROW: None
RANGE: 60 ft. + 10 ft./ level COMPONENTS: V, S
DURATION: 5 segments + 1 segment/ level
AREA OF EFFECT: See below The mirror image spell creates 1d4 phantasmal images of the magic user, all
CASTING TIME: 1 segment mirroring his or her actions. The spell’s 6ft radius also becomes slightly blurred
SAVING THROW: None to sight, like the reflection of a slightly distorted mirror. The combination of
COMPONENTS: V, S, M these two magical phenomena makes it impossible to distinguish the images
from the caster without aid of a magical nature, such as true seeing. When an
Once this spell is cast, the magic user may point to any creature in range and opponent makes a successful hit against one of the images, the image breaks up
whisper a message that the other creature will hear. If there is time remaining, and disappears (the others remain). If an opponent attempts to attack a magic
the recipient may whisper a message in reply. Only one creature may be in user obscured by this spell, it is randomly determined whether the to-hit roll is
contact with the caster at a time, but if time allows, the caster may make contact directed toward the person or one of the images. At the end of the spell’s
with more than one possible recipient. The gestures of this spell are subtle, and duration, the images fade from sight.
it is easy to conceal that the enchantment is being cast. Note that the path
51
MNEMONIC ENHANCEMENT MONSTER SUMMONING III
Transmutation (Alteration) Conjuration (Summoning)
LEVEL: Magic User 4 LEVEL: Magic User 5
RANGE: Caster RANGE: 50 ft.
DURATION: 24 hours DURATION: 4 rounds + 1 round/ level
AREA OF EFFECT: Caster AREA OF EFFECT: Summoned creatures
CASTING TIME: 1 turn CASTING TIME: 5 segments
SAVING THROW: None SAVING THROW: None
COMPONENTS: V, S, M COMPONENTS: V, S, M
This spell enhances the magic user’s precision of memory, allowing him or her This spell functions in the same manner as monster summoning I, but calls 1d4
to retain up to three additional spell levels in his or her mind (3 1 st level, 1 first creatures as determined on the following table:
and one 2nd level, or 1 3rd level). The spell may be used for memorization, or
may be used to hold onto the memory of a spell just cast. The spell components d10 Monster Summoned
are expensive, costing at least 100 gp, and might not be available in rural 1 Beetle, giant boring
communities. 2 Bugbear
3 Gelatinous Cube
MONSTER SUMMONING I 4 Ghoul
Conjuration (Summoning) 5 Lizard, giant
LEVEL: Magic User 3 6 Lycanthrope, wererat
RANGE: 30 ft. 7 Ogre
DURATION: 2 rounds + 1 round/ level 8 Spider, huge
AREA OF EFFECT: Summoned creatures 9 Spider, large
CASTING TIME: 3 segments 10 Weasel, giant
SAVING THROW: None
COMPONENTS: V, S, M MONSTER SUMMONING IV
Conjuration (Summoning)
By casting this spell, the magic user conjures up 2-8 monsters to serve him or LEVEL: Magic User 6
her as allies in combat or to perform other services. The monsters appear from RANGE: 60 ft.
thin air within 1d4 rounds of the spell’s completed casting. If the caster is in DURATION: 5 rounds + 1/ level
combat, the monsters will fight on his or her behalf, attacking whatever foes he AREA OF EFFECT: Summoned creatures
directs, or guarding him or her. For more complex tasks, the magic user must CASTING TIME: 6 segments
somehow have the ability to communicate these more specific commands. The SAVING THROW: None
GM has the ultimate discretion as to what monsters will appear, but the general COMPONENTS: V, S, M
likelihood is described below:
This spell functions in the same manner as monster summoning I, but calls 1d4
d6 Monster Summoned creatures as determined on the following table:
1 Rat, giant
2 Goblin (dwarf) d10 Monster Summoned
3 Hobgoblin (elf) 1 Blink dog
4 Kobold (halfling) 2 Gargoyle
5 Orc (gnome) 3 Ghast
6 Demon, manes (badger, giant) 4 Hell hound
5 Hydra, five headed
Evil casters may get the monsters in parentheses, at the GM’s option. 6 Lycanthrope, werewolf
7 Owlbear
MONSTER SUMMONING II 8 Shadow
Conjuration (Summoning) 9 Snake, giant constrictor
LEVEL: Magic User 4 10 Grey ooze
RANGE: 40 ft.
DURATION: 3 rounds + 1 round/ level MONSTER SUMMONING V
AREA OF EFFECT: Summoned creatures Conjuration (Summoning)
CASTING TIME: 4 segments LEVEL: Magic User 7
SAVING THROW: None RANGE: 70 ft.
COMPONENTS: V, S, M DURATION: 6 rounds + 1 round/ level
AREA OF EFFECT: Summoned creatures
This spell functions in the same manner as monster summoning I, but calls 1d6 CASTING TIME: 6 segments
creatures as determined on the following table: SAVING THROW: None
COMPONENTS: V, S, M
d6 Monster Summoned
1 Centipede, giant This spell functions in the same manner as monster summoning I, but calls 1d2
2 Devil, lemure creatures as determined on the following table, the monsters appearing in 1d3
3 Gnoll rounds:
4 Stirge
5 Toad, giant d6 Monster Summoned
6 Troglodyte 1 Cockatrice
2 Doppelganger
3 Hydra (7 heads)
4 Lycanthrope (wereboar)
5 Minotaur
6 Snake, giant poisonous
52
MONSTER SUMMONING VI Unlike most spells, the area of effect does not depend upon the caster’s level
Conjuration (Summoning) but upon the amount of time spent in casting. For every turn spent casting, the
LEVEL: Magic User 8 magic user can move a cube of earth 40x40x40 ft.
RANGE: 80 ft.
DURATION: 7 rounds + 1 round/ level The spell is normally used to create walls, moats, etc., but can also be used to
AREA OF EFFECT: Summoned creatures move an intact terrain feature from one place to another (although the spell
CASTING TIME: 8 segments cannot move rock unless the rock is carried within the moved earth).
SAVING THROW: None
COMPONENTS: V, S, M If an intact feature (such as a portion of a forest or the foundations under a
cottage) is to be moved, an earth elemental must also be summoned. Without
This spell functions in the same manner as monster summoning I, but calls 1d2 the assistance of an elemental, the earth under a cottage could certainly be
creatures as determined on the following table, the monsters appearing in 1d3 moved, but with the-presumably undesired-result of destroying the cottage in
rounds: the process.
53
PHANTASMAL FORCE Otherwise, the spell’s duration depends upon the degree of change involved in
Illusion (Phantasm) the transformation. The calculation is made using a “duration factor” found on
LEVEL: Magic User 3 table 1, and the explanation of the resulting duration factor is found on table 2.
RANGE: 80 ft. + 10 ft./ level
DURATION: See below Changed Subject Is: Increase to Duration Factor
AREA OF EFFECT: 80 square ft. + 10 square ft./ level Same kingdom (animal, vegetable, +5
CASTING TIME: 3 segments mineral)
SAVING THROW: See below Same class (mammals, fungi, metals, +2
COMPONENTS: V, S, M etc.)
Same size +2
This extremely fl exible spell allows the magic user to craft a visual illusion of Related (twig is to tree, wolf fur is to +2
virtually anything that can fit within the spell’s area of effect. The spell creates wolf, etc.)
no sound whatsoever. The caster must maintain his or her concentration upon Same or lower intelligence +2
the illusion, or it will evaporate, but while concentrating the caster is able to
make the illusion move and respond to events. Add all that apply. Look up the total on the next table.
The illusion is dispelled if it is struck with a blow, a falling person, etc. There is Duration Factor Duration Example
no saving throw against the illusion if the observer believes it, and the illusion 0 20 rounds Pebble to human
can actually cause damage to such a deceived victim. A demon wielding a 2 1 hour Marionette to human
sword can attack and do damage, and the appearance of a pit full of spikes can 4 3 hours Human to marionette
be fatal even though it is not real. If the observer doubts the reality of the 5 12 hours Lizard to manticore
illusion, he or she will be permitted a saving throw to see the illusion for what it 6 48 hours Sheep to woolen cloak
really is. If one observer disbelieves the illusion and this disbelief is 7 1 week Shrew to manticore
communicated to others, the others will also gain a saving throw at a bonus of 9+ Permanent Manticore to shrew
+4.
This spell can be dispelled.
Note that the spell relies purely on a visual effect; it will have no effect upon a
creature that does not see it. Furthermore, the lack of any audible component POLYMORPH OTHER
can make certain illusions completely non-credible. An explosion, for example, Transmutation (Alteration)
is not likely to be believed by anyone if it creates no sound. Various methods LEVEL: Magic User 4
may be used by the GM to determine if an NPC or monster believes the effect RANGE: 5 ft./ level
of a phantasmal force, common sense being the first thing to consider. A player DURATION: Permanent
who takes care to craft a believable illusion should be rewarded for skilful use AREA OF EFFECT: One creature
of the spell, not forced into a table of random results. CASTING TIME: 4 segments
SAVING THROW: Negates
PHASE DOOR COMPONENTS: V, S, M
Transmutation (Alteration)
LEVEL: Magic User 7 This spell transforms the victim into another type of creature; a person might be
RANGE: Touch changed into a newt, or a newt into a dragon, for example. Such a
DURATION: See below transformation can, in rare cases, be fatal. If the spell’s target is successfully
AREA OF EFFECT: See below transformed, it must make a system shock test against its constitution or die
CASTING TIME: 7 segments (see, “constitution”). Moreover, there is a base 100% likelihood that the
SAVING THROW: None transformed creature will lose its memories and former identity in the change,
COMPONENTS: V becoming, for all intents and purposes, the creature into which it was
transformed (intelligence cannot be increased by virtue of such a
The caster opens, by means of this spell, a dimensional pathway through a solid transformation, however).
object, 10 ft. in depth. It is a pathway that only the caster may use, and it
remains until the caster has traversed it twice. In other respects, the spell is For every intelligence point of the transformed creature, the base chance is
similar to a passwall. reduced by 5%, and there is a further +/-5% alteration for each level (or HD) by
which the original form’s level (or HD) differs from that of the new form. This
PLANT GROWTH check is made on a daily basis, so such a transformation will, eventually,
Transmutation (Alteration) become inevitable according to the laws of chance if the transformed creature is
LEVEL: Magic User 4 not magically brought back to its original form. A transformed creature retains
RANGE: 10 ft./ level its former hit points, but otherwise assumes all the physical characteristics of
DURATION: Permanent the new form immediately. The transformation may be dispelled, but the second
AREA OF EFFECT: 10 x 10 ft. square/ level change of shape will necessitate another system shock check.
CASTING TIME: 4 segments
SAVING THROW: None POLYMORPH SELF
COMPONENTS: V, S Transmutation (Alteration)
LEVEL: Magic User 4
Except as noted above, this spell is identical to the druidic spell plant growth. RANGE: Caster
DURATION: 2 turns/ level
POLYMORPH OBJECT AREA OF EFFECT: Caster
Transmutation (Alteration) CASTING TIME: 3 segments
LEVEL: Magic User 8 SAVING THROW: None
RANGE: 5 ft./ level COMPONENTS: V
DURATION: See below
AREA OF EFFECT: One object or creature This spell enables the magic user to cloak him- or herself in the physical shape
CASTING TIME: 1 round of another creature, and to continue shapeshifting at will for the length of the
SAVING THROW: See below spell’s duration. The transformation is of an entirely lesser order than that of
COMPONENTS: V, S, M polymorph other, incurring no risk of a system shock or of truly becoming the
transformed creature. Changing from one shape to another requires only 30
This spell allows the magic user to transform one thing, living or not, into seconds, and when the caster returns to his or her original form (ending the
another sort of thing. If the spell is used simply to duplicate the effects of a spell) he or she will be healed of 1d12 points of any damage inflicted against
polymorph other spell or a stone to flesh spell, it will function in the same the polymorphed forms he or she assumed.
manner as these spells but with a -4 penalty to the victim’s saving throw.
54
The caster can polymorph into forms no smaller than a songbird and no heavier Prismatic sphere creates a shimmering, multicolored globe of light that protects
than 2,000 lbs. Only the movement capabilities of the new form can be used, those within it from all forms of attack (it will normally appear as a hemisphere,
not its attacks, defenses, or other abilities. The magic user can transform him- or with its lower half below ground). The sphere fl ashes with seven colors, each
herself into a lion, and run as fast as a lion, but his or her claws will do no more of which has a distinct power and purpose. It is immobile, but the caster can
damage than a human’s soft fists. Similarly, if he or she transforms into a pass through and remain near it without harm. However, any other creature with
dragon, he or she will have the dragon’s ability to fl y but no breath weapon. As fewer than 8 HD within 20 ft. of the sphere will be blinded for 2d4 rounds by
an orc, he or she would be able to use whatever weapons he or she could use in the colors if it looks at them. The sphere can be destroyed, color by color, in
his original shape, but would lack infravision. The caster retains his or her own consecutive order, by various magical effects; however, the first color must be
hit points and armor class. brought down before the second can be affected, and so on. A rod of
cancellation destroys a prismatic sphere, but an anti-magic field fails to
POWER WORD, BLIND penetrate it. Dispel magic cannot dispel the sphere or anything beyond it (unless
Conjuration (Summoning) the first six colors have already been brought down). Magic resistance is
LEVEL: Magic User 8 effective against a prismatic sphere, but the check must be repeated for each
RANGE: 5 ft./ level color present.
DURATION: See below
AREA OF EFFECT: 15 ft. radius Each color in the sphere has a different effect. The accompanying table shows
CASTING TIME: 1 segment the seven colors, the order in which they appear, their effects on creatures trying
SAVING THROW: None to attack the caster or pass through the sphere, and the magic needed to negate
COMPONENTS: V each color.
The word of power to blind removes vision from creatures within the area of Color Order Effect Negated by
effect. The duration of the blindness depends on how many total hp the affected Red 1st Stops non-magical ranged weapons. Cone of cold
creatures have. If the total is 50 or less, the blindness lasts 1d4+1 turns. If the Deals 20 points of damage (saving
total is 51 hit points to 100, the blindness lasts 1d4+1 rounds, as opposed to throw for half damage).
turns. The spell does not affect more than 100 hp of creatures in total. The Orange 2nd Stops magical ranged weapons. Gust of wind
caster may target specific creatures within the area of effect. Deals 40 points of damage (saving
throw for half).
POWER WORD, KILL Yellow 3rd Stops poisons, gases, and Disintegrate
Conjuration (Summoning) petrifaction. Deals 80 points of
LEVEL: Magic User 9 damage (saving throw for half).
RANGE: 2½ ft./ level Green 4th Stops breath weapons. Poison Passwall
DURATION: Instantaneous (saving throw or die).
AREA OF EFFECT: 10 ft. radius Blue 5th Stops divination and mental attacks. Magic missile
CASTING TIME: 1 segment Turns to stone (saving throw
SAVING THROW: None negates).
COMPONENTS: V Indigo 6th Stops all spells. Causes insanity Continual light
(saving throw negates)
Upon the casting of this spell, the magic user specifies whether the spell is to Violet 7th Force shield (as per wall of force). Dispel magic
kill one creature or multiple creatures. The spell will instantly deal death to a Creatures sent to another plane
creature of up to 60 hit points, offering no saving throw (magic resistance does (saving throw negates).
apply). The spell may, alternatively, be used to slaughter up to 120 hp of
creatures with 10 or fewer hit points each. The total number of hit points is PROJECT IMAGE
based upon the target’s current hit points, not maximum hit points, so wounded Illusion (Phantasm)
creatures are more vulnerable to the spell. All creatures to be killed must be LEVEL: Magic User 6
within the spell’s area of effect. RANGE: 10 ft./ level
DURATION: 1 round/ level
POWER WORD, STUN AREA OF EFFECT: See below
Conjuration (Summoning) CASTING TIME: 6 segments
LEVEL: Magic User 7 SAVING THROW: None
RANGE: 5 ft./ level COMPONENTS: V, S, M
DURATION: See below
AREA OF EFFECT: One creature This spell creates an illusory duplicate of the magic user in another place within
CASTING TIME: 1 segment the spell’s range. The image must remain visible to the caster or the spell will
SAVING THROW: None end. Much like a mirror image, the projected image mimics all the caster’s
COMPONENTS: V movements, but it is not affected by attacks of any kind. The image possesses
an arcane link to the caster; if desired, the magic user can cast spells that
The creature targeted by a stunning power word hears the word as a thundering originate at the image rather than at the caster, as if the image, rather than the
roar, although others hear it normally. The impact of the word’s magical power magic user, cast the spell. Thus, the effective range of an attack spell can be
stuns the victim, rendering him unable to think clearly or act in any manner increased, or a spell that would ordinarily center on the caster could be brought
(including movement). The duration of the spell’s effect is determined by the into effect around the projected image.
target’s current hit points (not its normal maximum). A creature with 1-30
remaining hit points will be stunned for 4d4 rounds, a creature with 31-60 hp PROTECTION FROM EVIL*
remaining will be stunned for 2d4 rounds, a creature with 61-90 hp remaining Abjuration
will be stunned for 1d4 rounds, and creatures with 90+ hit points will be able to LEVEL: Magic User 1
shrug off the effect of the spell entirely. RANGE: Touch
DURATION: 2 rounds/ level
PRISMATIC SPHERE AREA OF EFFECT: One creature
Conjuration (Summoning) CASTING TIME: 1 segment
LEVEL: Magic User 9 SAVING THROW: None
RANGE: 0 COMPONENTS: V, S, M
DURATION: 1 turn/ level
AREA OF EFFECT: 10 ft. radius sphere Other than as noted above, this spell is identical to the clerical spell protection
CASTING TIME: 9 segments from evil.
SAVING THROW: See below
COMPONENTS: V
55
PROTECTION FROM EVIL 10 FT. RADIUS* As this spell is cast, a ray of unpleasant and indescribable color arcs from the
Abjuration caster’s hand to strike the chosen target. No attack roll is required to hit. If the
LEVEL: Magic User 3 target fails a saving throw, its strength and the effect of all attacks which are
RANGE: Touch dependent upon strength are reduced by 25%. The amount of reduction is
DURATION: 2 rounds/ level increased by 1%/ caster level (to be rounded off in the case of lower-level
AREA OF EFFECT: One creature magic users simply as a matter of convenience).
CASTING TIME: 3 segments Thus, if an orc is struck with the ray by a level one magic user, the orc would
SAVING THROW: None lose 26% (rounded to 25%, at the option of the GM) of its strength. Its to-hit
COMPONENTS: V, S, M rolls are not affected, but any damage it inflicts is reduced to 75% (or 74%) of
the damage rolled (a good GM avoids minuscule calculations that might bog
This spell, except as noted above, is similar to the clerical spell protection from down the game). A ray of enfeeblement may technically reduce the target’s
evil 10 ft. radius. strength below the required minimum to qualify for a class, but its effects are
too temporary to affect class choices (so an enfeebled paladin with a temporary
PROTECTION FROM NORMAL MISSILES strength of 8 retains his or her paladinhood). Any further effects of the reduced
Abjuration strength are determined by the GM.
LEVEL: Magic User 3
RANGE: Touch READ MAGIC*
DURATION: 1 turn/ level Divination
AREA OF EFFECT: One creature LEVEL: Magic User 1
CASTING TIME: 3 segments RANGE: Caster
SAVING THROW: None DURATION: 2 rounds/ level
COMPONENTS: V, S, M AREA OF EFFECT: Caster (see below)
CASTING TIME: 1 round
The subject of this spell becomes completely invulnerable to the effects of SAVING THROW: None
projectiles. The spell’s power is not sufficient completely to ward off the larger COMPONENTS: V, S, M
missiles hurled by siege engines such as catapults and ballistae, nor the
enchantment of a magic arrow or bolt, but does reduce any damage caused by Read magic is normally the first spell in every magic user’s spell book, and its
such weapons by 1 hit point per die of damage. The spell conveys no protection mastery is the first task of every apprentice. The spell allows the caster to read
whatsoever against spells, including spells with missile-like qualities such as magical writings (other than his or her own, of course, which are always
fireball or ray of enfeeblement. intelligible to the original author).
PUSH Unless the writings are cursed, reading magical script does not normally
Conjuration (Summoning) activate the magic formula described therein- reviewing a scroll prior to casting
LEVEL: Magic User 1 from it does not, for instance, actually cast whatever spell is written upon the
RANGE: 10 ft. + 3 ft./ level scroll. Once the magic user has read a particular set of magical inscriptions by
DURATION: Instantaneous use of this spell, the spell is no longer needed to re-read the writing at a later
AREA OF EFFECT: See below time.
CASTING TIME: 1 segment
SAVING THROW: None The reverse of the spell allows the magic user to make magical writings
COMPONENTS: V, S, M indecipherable for the spell’s duration, and is cast upon the writing rather than
upon the caster him- or herself.
The magic user casts this spell and points toward the desired target, which is
instantly pushed away from the caster. The supernatural force exerted by the REMOVE CURSE*
spell is only about one lb per level of the caster, but the spell can be used to Abjuration
move small objects or to throw enemies off balance. A small object can be LEVEL: Magic User 4
moved at a rate of 10 ft./ round (directly away from the caster), and if the object RANGE: Touch
is a weapon held by a creature, the creature will suffer a penalty to hit equal to DURATION: Permanent
the caster’s level. For example, a 10th level magic user could exert so much AREA OF EFFECT: See below
eldritch force against an attacking orc’s axe that the orc would suffer a -10 to hit CASTING TIME: 4 segments
with it. Moving an actual creature or a heavier object is only possible if the SAVING THROW: See below
creature’s weight in lbs is not more than 50 times the caster’s level. COMPONENTS: V, S
PYROTECHNICS Other than as noted above, this spell is identical to the clerical spell remove
Transmutation (Alteration) curse.
LEVEL: Magic User 2
RANGE: 120 ft. REINCARNATION
DURATION: See below Necromancy
AREA OF EFFECT: See below LEVEL: Magic User 6
CASTING TIME: 2 segments RANGE: Touch
SAVING THROW: None DURATION: Instantaneous
COMPONENTS: V, S AREA OF EFFECT: Person touched
CASTING TIME: 1 turn
With any exceptions noted above, this spell is identical to the druidic spell SAVING THROW: None
pyrotechnics. COMPONENTS: V, S, M
RAY OF ENFEEBLEMENT Provided that a body has been dead for no more than one day per caster level, a
Enchantment (Charm) powerful magic user can recall its spirit from the dead, investing it into another
LEVEL: Magic User 2 body. The form of the new body is not subject to the magic user’s control and is
RANGE: 10 ft. + 3 ft./ level determined by means of the table below. The new body will appear within 1d6
DURATION: 1 round/ level turns near the soul’s former body. Elves may be brought back to life by
AREA OF EFFECT: One creature reincarnation.
CASTING TIME: 2 segments
SAVING THROW: Negates The new incarnation will retain the original character’s experience points, but
COMPONENTS: V, S will have new physical (Str, Dex, Con) ability scores randomly rolled and
adjusted for the new race. The character will retain his or her original mental
ability scores (Int, Wis, Cha).
56
SCARE
Arcane Reincarnation Table Enchantment (Charm)
d% New Incarnation LEVEL: Magic User 2
01-03 Bugbear RANGE: 10 ft.
04-06 Dwarf DURATION: 3d4 rounds
07-14 Elf AREA OF EFFECT: One creature
15-17 Gnoll CASTING TIME: 2 segments
18-25 Gnome SAVING THROW: Negates
26-28 Goblin COMPONENTS: V, S, M
29-36 Half-elf
37-39 Halfling This spell causes terror in creatures of less than 6 th level or 6 HD. Such
40-42 Half-orc creatures are entitled to a saving throw, which, if successful, allows them to
43-45 Hobgoblin shake off the spell’s effect entirely. If a creature fails the saving throw,
46-85 Human however, it will become frozen with terror. If forced, it can fight, but it suffers a
86-88 Kobold penalty of -1 to all attacks, damage, and saving throw rolls.
89-91 Orc
92-94 Ogre SECRET CHEST
95-97 Ogre Mage Transmutation (Alteration)
98-00 Troll LEVEL: Magic User 5
RANGE: See below
REPULSION DURATION: 60 days
Abjuration AREA OF EFFECT: One chest or box, 12 cubic ft.
LEVEL: Magic User 6 CASTING TIME: 1 turn
RANGE: 10 ft./ level SAVING THROW: None
DURATION: 1 round/ 2 levels COMPONENTS: V, S, M
AREA OF EFFECT: 10 ft. wide path
CASTING TIME: 6 segments This spell allows the magic user to shift a magically crafted treasure chest into
SAVING THROW: None the æthereal plane, where it will be safe from those who might seek to steal the
COMPONENTS: V, S, M caster’s possessions.
The chest itself must be crafted of the finest materials in order to support the
All living creatures in the spell’s path will move away from the caster at their spell’s magic, and it will cost a minimum of 5,000 gp to have a craftsman or
normal movement rates for the spell’s duration, as if by choice. craftsmen build it, together with a second, miniature copy. When the magic user
casts the spell, one hand upon the chest and one upon the miniature, the chest
REVERSE GRAVITY disappears into the æthereal plane, together with its contents. These contents
Transmutation (Alteration) may be up to one cubic foot of material per caster level (and no more than this)
LEVEL: Magic User 7 regardless of the chest’s actual volume. If the chest contains any living matter,
RANGE: 5 ft./ level there is a 75% chance that the spell will completely fail, although if it should
DURATION: 1 second (1/6 segment) succeed, the living creature will be imprisoned in the æthereal plane until freed.
AREA OF EFFECT: 30 ft. x 30 ft. x 1 mile The caster (and only the caster) can use the miniature chest to pull the larger
CASTING TIME: 7 segments one from the æther wherever he or she might be. It is possible, although not
SAVING THROW: None likely, that some æthereal creature or æthereal traveler might happen upon the
COMPONENTS: V, S, M chest while it is in the æthereal plane. So long as the chest remains in the
æthereal plane, the magic user will still be able to retrieve it (although it may
The caster momentarily reverses gravity in the area of effect, which is thirty by have been looted). No creature on the material plane has any chance using any
thirty ft. square, extending a mile into the air. Any object or creature in this area magic known to humanity to locate a secret chest that has been hidden in the
will “fall” upwards for a distance of 20 ft., striking intervening objects as per a æthereal plane by means of this spell. After the spell duration expires, there is a
normal, downward fall. When the duration ends, of course, they will fall cumulative 1 in 20 chance per day that the spell’s link to the chest will fail, and
downward again. the chest will be irrecoverable.
This spell enchants a rope to become a portal into an extra-dimensional pocket Upon casting this spell, the magic user becomes able to change shape almost at
of unreality opened by the spell. The rope rises in the air and then hangs, will (each change takes one segment, and incurs no system shock check). The
suspended by its connection to the extra-dimensional hideaway. Up to six caster retains his or her own mind and hit points, but assumes the magical
medium-size people can hide in the space (five, if the rope is to be pulled up properties of the shape-changed form as well as its physical capabilities.
and into the space as well). At the spell’s expiration, the inhabitants or contents The spell does not allow the caster to assume the form of any greater creature
of the space will fall into normal reality if they have not already departed. True native to another plane of existence, but virtually any other form can be
reality is visible through the portal, but cannot be affected from within. assumed, from a tree to an insect to a treasure chest to a dragon. The material
component of the spell is a piece of jewelery worth 5,000 gp.
57
SHATTER SLEEP
Transmutation (Alteration) Enchantment (Charm)
LEVEL: Magic User 2 LEVEL: Magic User 1
RANGE: 60 ft. RANGE: 30 ft. + 10 ft./ level
DURATION: Instantaneous DURATION: 5 rounds/ level
AREA OF EFFECT: One object AREA OF EFFECT: See below
CASTING TIME: 2 segments CASTING TIME: 1 segment
SAVING THROW: Negates SAVING THROW: None
COMPONENTS: V, S, M COMPONENTS: V, S, M
This spell causes an item to shatter into pieces. It can affect objects of up to 10 This spell affects a circular area with a 15 ft. radius. A number of creatures
lbs weight per caster level. Only brittle materials are affected by the spell (glass, within this radius (determined by their HD) fall into a deep magical slumber
earthenware, etc.) excluding magical items of any kind. The item is permitted a with no saving throw allowed. Magically sleeping creatures may be killed or
saving throw against a crushing blow to avoid destruction. tied up at a rate of one per round by a single person, or can be attacked at twice
the normal rate with an automatic hit for maximum damage, if the attacker
SHIELD chooses not to kill or bind them. A sleeping creature requires a full round to
Evocation waken and must be shaken or slapped to bring it to consciousness; mere noise,
LEVEL: Magic User 1 however loud, will not disturb the enchanted slumber of a sleep spell’s victim.
RANGE: Caster The number of enemies affected by the spell is a function of their hit dice. If
DURATION: 5 rounds/ level there are creatures of different hit dice in the area, the weaker ones will be
AREA OF EFFECT: See below affected first. Creatures with hit dice over 4+4 are not affected by the spell.
CASTING TIME: 1 segment
COMPONENTS: V, S Hit Dice of Victim Number Affected
SAVING THROW: None 1 or less 4d4
1+ to 2 2d4
By means of this spell, the caster creates an invisible barrier of magical force. 2+ to 3 1d4
Magic missiles cannot penetrate the barrier at all. The magic user gains an 3+ to 4 1d2
armor class of 2 against any hurled weapon, armor class of 3 against propelled 4+1 to 4+4 0 or 1 (d2-1)
weapons such as arrows, and armor class of 4 against all other attacks. All
saving throws against frontal attacks (by wands, dragon breath, etc.) are made at SLOW
+1 during the spell’s duration. The shield is a frontal defense and grants no Transmutation (Alteration)
benefits against attacks from behind or from the rear fl anks. LEVEL: Magic User 3
RANGE: 90 ft. + 10 ft./ level
SHOCKING GRASP DURATION: 3 rounds + 1 round/ level
Transmutation (Alteration) AREA OF EFFECT: 1 creature/ level in a 40 x 40 ft. area
LEVEL: Magic User 1 CASTING TIME: 3 segments
RANGE: Touch SAVING THROW: None
DURATION: 1 round COMPONENTS: V, S, M
AREA OF EFFECT: One creature
CASTING TIME: 1 segment This spell acts upon its targets to slow down their movements, or can be used to
SAVING THROW: None negate the effects of a haste spell. Any creature affected by a slow spell will
COMPONENTS: V, S find that it can only move at half normal speed and attack at half its normal rate.
The spell may be cast upon up to 1 creature/ caster level, but all must be within
This spell imbues the caster’s hand with a powerful electrical charge that the the area of the spell’s area of effect at the time of casting. If more than one slow
magic user may use to deliver a deadly shock. The electrical charge can be spell is cast upon the same subject, the effects of the two spells will be
delivered either by a direct touch (requiring a successful attack roll) or through cumulative.
a conductive material such as metal. This spell is not powerful enough to
deliver a dangerous shock through any significant volume of water, but a small SPELL IMMUNITY
quantity of water (a shallow puddle, for instance) could be used as a suitable Abjuration
conductor. The shocking grasp inflicts 1d8 hp of damage, +1 hp per level of the LEVEL: Magic User 8
caster. RANGE: Touch
DURATION: 1 turn/ level, divided among recipients
SIMULACRUM AREA OF EFFECT: One creature/ 4 levels
Illusion (Phantasm) CASTING TIME: 1 round/ recipient
LEVEL: Magic User 7 SAVING THROW: None
RANGE: Touch COMPONENTS: V, S, M
DURATION: Instantaneous (permanent)
AREA OF EFFECT: One creature This spell confers tremendous protection against magical attacks that affect the
CASTING TIME: 1 day mind. A creature warded by this spell gains a +8 bonus to such saving throws.
SAVING THROW: None The caster may divide the spell’s duration among as many recipients as his or
COMPONENTS: V, S, M her caster level divided by four. The material component for this spell is a gem
of any kind or size.
This eerie spell permits the magic user to make a living duplicate of another
creature using ice or snow as the raw material of the duplicate’s substance. The SPIDER CLIMB
simulacrum is identical in appearance to the original in even the minutest detail, Transmutation (Alteration)
although there are many differences in other respects. The simulacrum will LEVEL: Magic User 1
always be weaker than the original, having only half of the original hit points RANGE: Touch
and a lower level of experience (1d4+1 x10%). The simulacrum does not have DURATION: 1 round + 1 round/ level
its own personality; it is under the caster’s control and has no volition without AREA OF EFFECT: One creature
the caster’s spoken command. A simulacrum can be improved by the use of CASTING TIME: 1 segment
other spells; a reincarnation spell will provide it with its own personality, and a SAVING THROW: None
limited wish may be used to give it the original’s personality and 40-60% of the COMPONENTS: V, S, M
original’s memories. Casting the spell requires material components of 1,000 gp
in value, and a part (even so small as a piece of hair) of the creature to be When the magic user casts this spell, the recipient’s bare hands and feet become
duplicated. sticky enough to allow him or her to climb walls and even crawl along a ceiling.
The movement rate for such climbing is 30 ft. per round. The subject of this
58
spell will find it difficult to employ tools or handle small objects with precision STINKING CLOUD
while the spell is in effect. Evocation
LEVEL: Magic User 2
SPIRIT-RACK RANGE: 30 ft.
Abjuration DURATION: 1 round/ level
LEVEL: Magic User 6 AREA OF EFFECT: 20 ft. radius spherical cloud
RANGE: 10 ft. + 1 ft./ level CASTING TIME: 2 segments
DURATION: See below SAVING THROW: See below
AREA OF EFFECT: One fiend COMPONENTS: V, S, M
CASTING TIME: 8d6 hours
SAVING THROW: None This spell creates a nauseating cloud of vapors to billow forth in a location
COMPONENTS: V, M chosen by the caster. All creatures caught within (or later entering) the noxious
cloud must make saving throws. Any creature failing to save will be completely
This spell is used to utterly banish a particular demon, devil, or the like to its unable to act for 1d4+1 rounds, falling to the ground retching and gagging
home plane of existence for a number of years equal to the caster’s level. To (treated as stunned). A creature that succeeds in making the saving throw may
cast the spell, the magic user must know the fiendish creature’s name, and move from within the cloud and be free of the effects after only one round of
inscribe it into a scroll, the preparation of which requires 8d6 hours and the gasping fresh air (again, being treated as stunned for this round). Even creatures
expenditure of at least 5,000 gp. Once the spell is cast, if the scroll is read aloud that succeed in making a saving throw cannot do anything within the cloud
by the caster in the fiend’s presence it will have the effects described below. other than to leave as fast as possible.
A caster can create no more than one scroll for any particular fiend and can only
keep three such scrolls in existence at any one time; the magic of one will fade STONE SHAPE
if a fourth is created. Transmutation (Alteration)
LEVEL: Magic User 5
When the caster speaks the first words of the scroll in the fiend’s presence, the RANGE: Touch
demon is immediately held in place (unless its innate magic resistance allows it DURATION: Instantaneous
to escape this effect). Even if the fiend’s magic resistance protects it, the words AREA OF EFFECT: 1 cubic ft./ level
of the scroll cause considerable agony, and if the creature has the ability to CASTING TIME: 1 round
escape it is only 10% likely to remain and try to stop the final reading (0% SAVING THROW: None
likelihood if it has no means of attacking the magic user, gaining possession of COMPONENTS: V, S, M
the scroll, or otherwise influencing events in its favor). After one full minute of
reading the scroll (i.e., in the second round), the fiend loses 1 hp/ hit die from The magic user molds stone by the power of his or her will, shaping it into
pain. In the third round, the fiend loses 50% of its remaining hit points from the whatever object or form he or she desires, from a weapon to a sculpture to an
agony caused by the words of the scroll. After the third round of reading, the ornate stone footstool. Whether used to decorate the wizard’s tower with
fiend is banished to its home plane, where it writhes in agony for a period of gargoyles or to make an escape hole from a stone prison, this spell is extremely
years equal to the caster’s level. versatile and useful.
Obviously, any fiend caught with this ritual will seek to negotiate its way out; STONE TO FLESH*
the GM will determine probabilities based on the fiend’s goals and personality, Transmutation (Alteration)
but the base likelihood will be roughly 25% per round that the fiend will agree LEVEL: Magic User 6
to perform a task for the caster in exchange for nothing more than the cessation RANGE: 10 ft./ level
of the ritual. DURATION: Instantaneous
AREA OF EFFECT: One creature
STATUE CASTING TIME: 6 segments
Transmutation (Alteration) SAVING THROW: See below
LEVEL: Magic User 7 COMPONENTS: V, S, M
RANGE: Touch
DURATION: 6 turns/ level This spell transforms stone into flesh, or vice versa if the caster has elected to
AREA OF EFFECT: Creature touched memorize the reversed version, flesh to stone. A creature that has been turned to
CASTING TIME: 7 segments stone will be returned to its normal state (provided that a system shock roll is
SAVING THROW: See below successful). If the spell is used upon normal stone (as opposed to restoring a
COMPONENTS: V, S, M petrified creature), up to 9 cubic ft./ caster level may be transformed. A saving
throw is permitted only against the spell’s reverse, flesh to stone.
The statue spell allows the caster or other recipient of the spell to turn,
apparently, into a statue made of stone. The creature can still utilize all of its STRENGTH
senses, although the sense of touch is dulled, and only actual damage to the Transmutation (Alteration)
stone is felt. The ensorcelled creature can shift in and out of the statue form in LEVEL: Magic User 2
one second and is not limited to one such shift in a single round. During the RANGE: Touch
initial transformation, the creature must make a special system shock roll with a DURATION: 6 turns/ level
flat 82% chance of success, with a +1 for every point of constitution the AREA OF EFFECT: One person
creature possesses (100% chance at Con 18). Failing this roll means that the CASTING TIME: 1 turn
creature dies. The statue does radiate magic slightly and can be detected in this SAVING THROW: None
manner as well as with other similar divination spells or items. The initial COMPONENTS: V, S, M
transformation requires a full round. Damage that actually manages to hurt the
stone statue will be incurred by the creature, but the stone is as hard and durable This spell increases a person’s strength (affecting the same sorts of creatures as
as granite and not easy to hold person). The recipient’s strength increases by 1d6, and members of the
chip or break. various fighter-type classes gain a +1 to this roll. If the spell is cast upon a
monster (such as an orc), the GM is free to rule for convenience that the effect
of the spell is to grant +1 to damage, and if the d6 roll is a 5 or 6, a +1 to hit as
well.
59
SUGGESTION TELEKINESIS
Enchantment (Charm) Transmutation (Alteration)
LEVEL: Magic User 3 LEVEL: Magic User 5
RANGE: 30 ft. RANGE: 10 ft./ level
DURATION: 6 turns + 6 turns/ level DURATION: 2 rounds + 1/ level
AREA OF EFFECT: One creature AREA OF EFFECT: 25 lbs/ level
CASTING TIME: 3 segments CASTING TIME: 5 segments
SAVING THROW: None (negates) SAVING THROW: None
COMPONENTS: V, M COMPONENTS: V, S
This spell empowers the caster to suggest facts or courses of action with an This spell allows the caster to move objects through force of will, up to a weight
almost unavoidable power of persuasion. Factual suggestions (“These are not limit of 25 lbs per level. An object can be accelerated to a deadly velocity over
the halflings you seek”), suggestions of a course of action (“You won’t mention the course of a few minutes. The base speed is 20 ft./ round, but the caster can
you saw us, I have no doubt”), or a combination of both are possible. Even a double this speed every round (to 40 ft., then 80 ft., then 160 ft.) to a maximum
victim who has failed a saving throw against the spell will not undertake a of 102,400 ft./ round (1,706 ft./ second). For every 2,000 ft./ round that an
course of action that is palpably unreasonable, but the experienced caster can object is traveling, it will sustain 1d6 damage if it strikes another object. The
easily phrase his or her requests in such a way as to avoid this problem. No spell allows an object to be moved in any direction, horizontally or vertically.
creature will leap off a cliff for no reason; but the caster might need to scout the
bottom of a chasm and promise to cast a feather fall spell, or hand the victim a TELEPORT
“magical” torch that supposedly permits the power of flight. The creature to be Transmutation (Alteration)
influenced must be able to hear and understand the language spoken by the LEVEL: Magic User 5
caster. RANGE: Touch
DURATION: Instantaneous
SYMBOL AREA OF EFFECT: 250 lbs + 150/ level over 10th
Conjuration (Summoning) CASTING TIME: 2 segments
LEVEL: Magic User 8 SAVING THROW: None
RANGE: Touch COMPONENTS: V
DURATION: See below
AREA OF EFFECT: See below The teleport spell permits the caster to transport him- or herself, and any
CASTING TIME: 8 segments additional weight he or she can carry, instantly from one place to another. The
SAVING THROW: See below magic user must be familiar with the destination (see below), but there is no
COMPONENTS: V, S, M effective range to the spell, although it does not permit travel to other planes.
The symbol spell is used to enchant magical runes written on a surface. Any Familiarity On target Off target Similar Area Mishap
creature that passes by, over, or under the rune; touches it; or reads it will be Very familiar 01-97 98-99 100 -
affected by its magic. There are numerous symbols that can be created with this Studied carefully 01-94 95-97 98-99 100
spell. Those best known are as follows: Seen casually 01-88 89-94 95-96 97-100
Viewed once 01-76 77-88 89-90 99-100
Symbol of Death: Creatures with hit points totaling not more than 80 are slain. False destination (1d20+80) - 81-92 93-100
Symbol of Discord: All creatures in the area begin arguing with one another. To see how well the teleportation works, the player will roll d% and consult the
Those that do not share the same alignment have a 50% chance of actually preceding table. Refer to the following information for definitions of the terms
fighting one another. The duration of the effect is 5d4 rounds, but if a fight contained in table:
breaks out, the duration is reduced to 2d4 rounds.
Familiarity: “Very familiar” is a place where the caster has been very often and
Symbol of Fear: As per fear spell, but save at -4. feels at home. “Studied carefully” is a place the caster knows well, either
because he or she can currently see it, has been there often, or has used other
Symbol of Hopelessness: Creatures that fail to save vs spells are affected by means (such as scrying) to study the place for at least one hour. “Seen casually”
deep depression for 3d4 turns. Each round during this period they act randomly, is a place that the caster has seen more than once but with which he or she is not
not acting at all (25%), or walking away from the symbol (75%), even if this very familiar. “Viewed once” is a place that the caster has seen once, possibly
means breaking off from combat. Such creatures will submit to any demand using magic. “False destination” is a place that does not truly exist, or if the
made by an enemy or ally, including a command to surrender. caster is teleporting to an otherwise familiar location that no longer exists as
such, or has been so completely altered as to no longer be considered “familiar.”
Symbol of Insanity: Creatures with total hit points of not more than 120 are
affected by lunacy, acting per the random actions described in the confusion When traveling to a false destination, the player rolls 1d20+80 on the table
spell. The effect is permanent (or until removed by magical means). rather than rolling d%, as there is no real destination.
Symbol of Pain: Any creature triggering the symbol is subjected to horrible On target: The caster appears in the correct location.
pain, losing 2 points of dexterity and gaining a penalty of -4 on all to-hit rolls
for a period of 2d10 turns. Off target: The caster appears safely, a random distance away from the
destination in a random direction. Distance off target is 1d10x1d10% of the
Symbol of Sleep: This symbol causes any creature of 8+1 HD or less to fall into distance that was to be traveled The direction off target is determined randomly.
an enchanted slumber; it is impossible to awaken the victims for 4d4+1 turns.
Similar Area: The caster winds up in an area that is visually or thematically
Symbol of Stunning: Creatures with a total of 160 or fewer hit points are (depending on how the caster identified it while casting) similar to the target
stunned for 3d4 rounds, dropping whatever they are holding. area. It is possible (25% chance) that this result will indicate that the correct
location has been reached but that the caster and party will arrive too high,
Material components for this spell cost at least 10,000 gp. falling 1d% ft. unless there is means to arrest the fall. If the party arrives too
high and the result would entomb them in a solid surface, they die instantly.
Generally, the caster will appear in the closest similar place within range. If no
such area exists within the spell’s range, the spell simply fails.
Mishap: The caster and anyone else teleporting with him or her arrive beneath
the destination point, causing instant death if the area is solid.
60
TEMPORAL STASIS* Within the radius established by this spell, the caster, and the caster alone, will
Transmutation (Alteration) be able to speak and understand any verbal language, including alignment
LEVEL: Magic User 9 tongues. Note that the spell’s area of effect does not move with the caster. The
RANGE: 10 ft. reverse of the spell makes any verbal communication impossible for any person
DURATION: Permanent (not just the caster) in the spell’s area, or may be used to cancel out the effects
AREA OF EFFECT: One creature of the tongues spell.
CASTING TIME: 9 segments
SAVING THROW: None TRANSFORMATION
COMPONENTS: V, S, M Transmutation (Alteration)
LEVEL: Magic User 6
This spell places the victim into a magical sleep so deep that it is akin to RANGE: Caster
suspended animation. The victim does not age or change in any way and does DURATION: 1 round/ level
not need to breathe or eat. The sleep lasts until the victim is awakened by the AREA OF EFFECT: Caster
use of dispel magic or the spell’s reverse form. CASTING TIME: 6 segments
SAVING THROW: None
TIME STOP COMPONENTS: V, S, M
Transmutation (Alteration)
LEVEL: Magic User 9 Upon the completion of this spell, the caster’s form and mind alter as he or she
RANGE: 10 ft. takes on the spirit and attributes of a powerful berserker warrior. The caster’s
DURATION: 1 segment/ 2 levels + 1d8 segments existing hit points are doubled, and any damage sustained is first deducted from
AREA OF EFFECT: 15 ft. radius sphere the “additional” hit points with no deduction from the “true” hit points until the
CASTING TIME: 9 segments additional hit points are gone. Once the additional hit points are gone, however,
SAVING THROW: None the caster sustains twice normal damage from attacks. The caster’s armor class
COMPONENTS: V improves by four points, and he or she attacks as a fighter of the same level.
The transformed magic user may only use a dagger as a weapon while in this
This spell allows the caster to act between two moments of time, in a bubble berserk state, but may attack twice per round, inflicting a +2 bonus on all
where the outside is frozen in place, not moving in the fl ow of time’s passage. damage. The magic user cannot cancel the effects of this spell, and will
The spell’s common name is a misnomer, for time does not actually stop; rather continue to attack until all enemies are killed or the spell duration ends. In order
the caster simply gains a few “extra” moments, captured in between the points to cast this spell, the magic user must consume a potion of heroism.
of time’s normal passage. Effectively, the caster simply gains the duration of
the spell as extra time in which he or she may perform whatever actions he or TRANSMUTE ROCK TO MUD
she wishes, while the rest of the universe is effectively frozen relative to the Transmutation (Alteration)
caster. LEVEL: Magic User 5
RANGE: 10 ft./ level
TINY HUT DURATION: See below
Transmutation (Alteration) AREA OF EFFECT: 20 ft. cube/ level
LEVEL: Magic User 3 CASTING TIME: 5 segments
RANGE: 0 SAVING THROW: None
DURATION: 6 turns/ level COMPONENTS: V, S, M
AREA OF EFFECT: 5 ft. radius sphere
CASTING TIME: 3 segments Except as may be noted above, this spell is identical to the druidic spell of the
SAVING THROW: None same name.
COMPONENTS: V, S, M
TRAP THE SOUL
This spell causes a bubble of magical force to form around the caster. The field Conjuration (Summoning)
will extend through solid substances if necessary, providing a complete sphere LEVEL: Magic User 8
of protection even against burrowing creatures. When the caster stands on the RANGE: 10 ft.
ground, the sphere will thus appear to be a hemisphere, with half of it beneath DURATION: Permanent
the ground. The field’s outside surface is not transparent and is usually a dark AREA OF EFFECT: One creature
amber color, but anyone inside the sphere can see through to the outside as if CASTING TIME: See below
the force field did not exist. The spell provides protection against inclement SAVING THROW: See below
winds and temperature within a certain range, but offers no protection against COMPONENTS: V, S, M
attacks from outside. Anyone can pass into and out of the hut, and up to 6
medium-sized or 8 small creatures can shelter inside with the caster. If the This spell traps a victim’s soul within a gem for eternity unless the prisoner is
caster leaves the hut, the spell ends. rescued. The prison must be prepared ahead of time, by the use of various spells
and rituals costing 1,000 gp per level or hit die of the creature to be trapped.
Inside the hut, the inhabitants will not feel winds of up to 50 mph, which are The trap may be sprung by either of two methods: either speaking the final
completely blocked by the bubble of force, but if the wind reaches gale force of word of the spell (which requires one segment and grants the target a saving
50 mph the tiny hut will be shredded into oblivion. The temperature inside the throw) or persuading the victim to accept a pre-prepared trigger item (in which
hut remains at a pleasant 70˚ Fahrenheit for so long as the outside temperature case no saving throw is permitted-the imprisonment is automatic). When a
remains in a range from 0˚ to 100˚. For every degree of outside temperature being is freed from imprisonment, even player characters, the being that has
beyond this range, the temperature inside the hut will rise or fall accordingly performed the rescue may demand a service or task from the freed prisoner. For
from 70˚. The caster may illuminate the inside of the hut with a dim, ambient unknown reasons, the request affects the prisoner in the same manner as a geas.
light that will not, of course, show to the outside.
UNSEEN SERVANT
TONGUES* Conjuration (Summoning)
Transmutation (Alteration) LEVEL: Magic User 1
LEVEL: Magic User 3 RANGE: Caster
RANGE: 0 DURATION: 6 turns + 1 turn/ level
DURATION: 1 round/ level AREA OF EFFECT: 30 ft. radius around spell caster
AREA OF EFFECT: 30 ft. radius CASTING TIME: 1 segment
CASTING TIME: 3 segments SAVING THROW: None
SAVING THROW: None COMPONENTS: V, S, M
COMPONENTS: V, M
By means of this spell, the caster summons a mindless magical force to perform
simple tasks. The servant can fetch and carry things, open doors, hold chairs,
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clean, mend, etc. It will continue at its assigned task until it is given another WALL OF ICE
command. An unseen servant cannot exert force of more than twenty lbs. Evocation
Unseen servants can neither attack nor move beyond the spell’s area of effect. LEVEL: Magic User 4
RANGE: 10 ft./ level
VANISH DURATION: 1 turn/ level
Transmutation (Alteration) AREA OF EFFECT: Wall, area 100 sq. ft./ level,
LEVEL: Magic User 7 CASTING TIME: 4 segments 10 ft. thick/level
RANGE: Touch SAVING THROW: None
DURATION: Instantaneous or permanent (see below) COMPONENTS: V, S, M
AREA OF EFFECT: One object
CASTING TIME: 2 segments A wall of ice spell creates a huge wall of ice, with a front face of up to 100
SAVING THROW: None square ft. per level. Its exact dimensions are adjustable by the caster. Thus, if
COMPONENTS: V the wall is cast by a 20th level caster, the dimensions of the wall could be any
combination of dimensions that multiply to equal 2,000 square ft. The wall
The caster’s magic words cause an object to vanish, either being teleported might be 10 ft. high and 200 ft. long, or 5 ft. high and 400 ft. long, or 20 ft. high
away or shifted into the æthereal plane and replaced with stone on the material and 100 ft. long, etc. The wall need not be cast so that it is attached to anything,
plane. The caster can teleport an object that weighs no more than 50 lbs per and it can even be cast in the air to fall upon opponents, doing 3d10 points of
caster level to a location of his or her choice (subject to the normal rules of a damage in the area where it falls. Breaking through the ice with a melee weapon
teleport spell). If the object is larger, or if the caster chooses not to change its causes 2 hit points of damage from ice shards per inch of thickness, and can be
location, he may instead shift the object into the æthereal plane, to be replaced broken out at a rate of 10 ft. per round. Normal fire has no measurable effect
with shapeless stone. A dispel magic cast upon such stone will return the object upon the wall, but magical fire will melt through it in one round. If the wall is
to the material plane. Items that are part of larger structures, such as doors or destroyed by fire in a single round, it will cause a massive cloud of water vapor
windows, may be caused to vanish. to form and linger for a full turn, obscuring vision by 50%.
The caster makes his or her voice (or any sound he or she can vocalize) seem to By casting wall of iron, the magic user creates a sheet of solid iron, one quarter
issue from someplace else, such as from another creature, a statue, from behind of an inch thick per caster level, with dimensions of 15 sq. ft./ caster level. The
a door, down a passage, etc. For each point of intelligence of the listener over configuration of the square footage is determined by the caster, but must be
12, there is a cumulative 10% chance to correctly perceive the source of the rectangular. The wall must be vertical if it is created upon the ground, but may
sound. be created horizontally in the air, falling to crush whatever is beneath. The wall
is natural iron and can be affected by rust or transmutations, but its existence is
WALL OF FIRE magical and may be dispelled.
Evocation
LEVEL: Magic User 4 WALL OF STONE
RANGE: 60 ft. Evocation
DURATION: See below LEVEL: Magic User 5
AREA OF EFFECT: See below RANGE: 5 ft./ level
CASTING TIME: 4 segments DURATION: Permanent
SAVING THROW: None AREA OF EFFECT: 20 x 20 ft. square/ level
COMPONENTS: V, S, M CASTING TIME: 5 segments
SAVING THROW: None
A magic user’s wall of fire does base damage of 2d6 hit points plus 1 hp/ level. COMPONENTS: V, S, M
If the wall is configured as a ring its radius will be 10 ft. + 3 ft./ level. In all
other respects, the spell resembles the druidic spell wall of fire. When the spell is completed, a wall of stone is called into being, sprouting from
existing stone formations. In order for the spell to succeed, there must be
WALL OF FORCE existing rock large enough to serve as the anchor on each side of the wall. No
Evocation rock from the foundation is consumed; the wall’s stone is created from nothing,
LEVEL: Magic User 5 but needs existing rock from which to emerge and with which to meld. The wall
RANGE: 30 ft. itself is one quarter of an inch thick for each level of the magic user and has an
DURATION: 1 turn + 1 turn/ level area of 20 x 20 ft. per caster level. The wall need not be vertical, but must be
AREA OF EFFECT: 20 ft. square/ level anchored-a bridge is a good example of a way to create and use a horizontal
CASTING TIME: 5 segments wall of stone. The wall may be dispelled, but otherwise has all the
SAVING THROW: None characteristics of natural stone.
COMPONENTS: V, S, M
WATER BREATHING*
A wall of force is a barrier of magical power, invisible but virtually impervious Transmutation (Alteration)
to all attacks, blocking almost anything from passing through it. The wall is LEVEL: Magic User 3
utterly unaffected by physical attacks and spells, including dispel magic, and all RANGE: Touch
forms of energy, such as electricity, heat, and cold. The only way actually to DURATION: 1 round/ level
destroy a wall of force is with a disintegrate spell. The wall remains in place AREA OF EFFECT: One creature
even if the ground beneath it is destroyed or transformed, hanging magically in CASTING TIME: 3 segments
place where it was evoked. SAVING THROW: None
COMPONENTS: V, S, M
Except as noted above, this spell is identical to the druidic spell water
breathing.
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WEB eye with any special vision the magic user has, for the eye’s vision is limited to
Evocation its own sensory capabilities. The eye cannot pass through solid substances, but
LEVEL: Magic User 2 it can move through a hole no more than an inch in diameter.
RANGE: 5 ft./ level
DURATION: 2 turns/ level WIZARD LOCK
AREA OF EFFECT: 80 cubic ft. between anchoring points Transmutation (Alteration)
CASTING TIME: 2 segments LEVEL: Magic User 2
SAVING THROW: See below RANGE: Touch
COMPONENTS: V, S, M DURATION: Permanent
AREA OF EFFECT: 30 square ft./ level
This spell causes a mass of tough, sticky webs to appear, filling in any open CASTING TIME: 2 segments
spaces where the webs can be anchored on both sides (floor and ceiling, SAVING THROW: None
between walls, etc.), up to the maximum of the spell’s area of effect. Any COMPONENTS: V, S
creature in the area must make a saving throw at a penalty of -2. The effect of a
successful saving throw depends upon how close the target is to the edge of the A wizard lock spell functions similarly to a powerful hold portal spell, except
area of effect; if the creature is within five ft. of the edge of the spell’s area of that extra-dimensional creatures cannot pass through a wizard lock as they can a
effect, the creature has jumped free and is not affected by the web. If the held portal.
creature is not within five ft. of the edge and makes its save, that creature will
be able to fight its way through the web at twice normal speed (at a rate of 1 ft. WRITE
per turn if its strength is less than 13) and will have no chance of suffocating. Evocation
No creature within the area of effect, whether a saving throw is made or not, can LEVEL: Magic User 1
cast spells or attack. Any creature that fails its saving throw has a cumulative RANGE: Caster
5% chance of suffocating per turn. Creatures with a strength of less than 13 that DURATION: 1 hour/ level
fail the saving throw are trapped within the web and cannot move or act at all. AREA OF EFFECT: Caster
Creatures with a strength of 13-17 are capable of moving through 1 ft. of webs CASTING TIME: 1 round
per turn. A creature with strength 18+ can move through the web at a rate of 10 SAVING THROW: None
ft. per turn, and creatures such as dragons virtually ignore the webs, breaking COMPONENTS: V, S, M
through at a rate of 100 ft. per turn. The strands of a web spell are very
flammable. If they are ignited, fire will fl ash through the entire web, dealing This spell enables the magic user to make a written copy of a spell he or she
2d4 points of damage to all creatures within and burning away the webs. cannot yet cast, a somewhat dangerous proposition. In order to succeed in this
task, the caster must make a saving throw vs spells, with a modifier determined
WISH by the difficulty of the spell being transcribed. If the spell is up to one level
Conjuration (Summoning) higher than the magic user can cast, the saving throw is made at +2. If the spell
LEVEL: Magic User 9 is two levels higher than the magic user can cast, there is no bonus or penalty to
RANGE: Unlimited the saving throw. If the spell is more than 2 levels higher than the magic user
DURATION: Varies (GM discretion) can cast, each additional level adds a -1 penalty. If the magic user fails this
AREA OF EFFECT: Varies (GM discretion) saving throw, the spell is not successfully copied, the caster takes 1d4 points of
CASTING TIME: Varies (GM discretion) damage for each level of the spell, and he or she is knocked unconscious for 1
SAVING THROW: Varies (GM discretion) turn per hit point sustained thereby. The damage sustained cannot be healed
COMPONENTS: V more quickly than 4 hp per day, even with the assistance of magical healing.
If the saving throw is successful, the magic user may copy the spell, which
A wish spell is the true version of limited wish, an extraordinarily potent takes one hour per level of the spell. The material component is ink costing at
invocation of eldritch power. After casting a wish spell, the caster will be least 200 gp.
weakened considerably, requiring 2d4 days of bed rest. The only exception to
this is when the wish is used for transport, healing, or resurrection of the dead. CLERICAL SPELLS
In general, the exact wording of the wish is carried out regardless of its intent,
but the GM will not normally be stringent upon this point unless the wish is an Clerical spells draw upon divine power, channeling unearthly forces through the
attempt to overreach the spell’s power. cleric’s words and gestures. Any clerical spell with a material component
requires (at a minimum) the use of the cleric’s holy symbol unless the spell
In the case of unreasonable wishes, the GM may decide to follow the wording description states otherwise.
of the spell precisely but pervert the intent, limit the duration of the spell to a
very limited time (perhaps mere seconds!) or simply rule that the whole spell AERIAL SERVANT
fails. Conjuration (Summoning)
LEVEL: Cleric 6
The guideline here is that wishes are granted by someone or something, which RANGE: 10 ft.
may or may not be kindly disposed to the player characters. The more greedy or DURATION: 1 day/ caster level
selfish a wish, the greater the chance that a mischievous or actually evil power AREA OF EFFECT: See below
will take the opportunity to teach this upstart mortal a lesson. CASTING TIME: 9 segments
SAVING THROW: None
WIZARD EYE COMPONENTS: V, S
Transmutation (Alteration)
LEVEL: Magic User 4 By casting this spell, the cleric summons an aerial servant to do his or her
RANGE: Caster bidding. The aerial servant will not fight, but will find and bring to the caster
DURATION: 1 round/ level whatever creature or object the caster describes (provided the task is within the
AREA OF EFFECT: Magical eye aerial servant’s capacity to complete). The aerial servant will return to its native
CASTING TIME: 1 turn plane of existence at the end of the spell’s duration, and earlier if the cleric who
SAVING THROW: None summoned it is slain, if the cleric releases the creature from its bondage, or if
COMPONENTS: V, S, M the servant is banished. When summoning an aerial servant, the cleric must be
protected by a protection from evil spell or a holy symbol, or must stand within
The wizard eye is a scrying spell allowing the wizard to create a material (but a magic circle. If the summoner does not take these precautions, the aerial
invisible) visual organ that transmits to the caster whatever it sees. The eye has servant will not be subject to any sort of control and will immediately attack the
infravision with a range of 100 ft. and can see at a distance of 600 ft. in normal one who called it forth.
lighting. The eye travels at a rate of 30 ft. per round if it is not scrutinizing its
surroundings closely, but can proceed no faster than 10 ft. per round if it is When fetching forth a living subject, the aerial servant always gains the benefit
examining floors, ceilings, and walls. The magic user can detect secret doors of surprise on its first attack for 4 surprise segments (unless it is detected).
through the eye as per his or her normal chance, but cannot view through the When the aerial servant scores a hit, it has successfully grabbed hold of its
target and may bring it back to the cleric if the aerial servant is stronger than its
63
victim. To determine the result of this test of strength, both the aerial servant
and its victim roll their hit dice (using the proper die type), and the higher ATONEMENT
number wins. Abjuration
LEVEL: Cleric 5
ANIMATE DEAD RANGE: Touch
Necromancy DURATION: Instantaneous (permanent)
LEVEL: Cleric 3 AREA OF EFFECT: 1 person
RANGE: 10 ft. CASTING TIME: 1 turn
DURATION: Permanent SAVING THROW: None
AREA OF EFFECT: See below COMPONENTS: V, S, M
CASTING TIME: 1 round
SAVING THROW: None The atonement spell is a form of spiritual cleansing, removing the stain of
COMPONENTS: V, S, M actions contrary to a character’s moral alignment, but only for actions that the
penitent took unwillingly or unwittingly. The penitent must be truly repentant of
By casting this spell, the cleric calls the bones or bodies of dead humans or the deed, unless he or she is affected in such a way that would preclude
humanoids to rise and become lesser undead (skeletons or zombies). The repentance (such as in the case of someone whose alignment has been magically
undead will obey their creator’s simple commands, following him or her, or altered, or who is unconscious, charmed, or insane). In addition to removing the
perhaps guarding a location he or she designates against any creature (or not effects and supernatural consequences of evil actions, this spell may be used to
guarding it against certain creatures) that might enter. The spell’s effects are negate, undo, or dispel a magical alignment change. Intentional misdeeds
permanent, but can be dispelled by the use of dispel magic. Use of this spell is cannot be cleansed away by this spell. A cleric can, of course, use this spell to
inherently not in accordance with the good alignment and is seldom used by perform atonements for unintentional acts of goodness as well as evil, or for
good clerics unless there is pressing need. Moreover, casting the spell in the violations of neutral alignment. However, unless the GM rules otherwise based
confines of a city may subject the caster to inquiry by secular and religious on circumstances, a cleric who is not true neutral cannot perform atonements for
authorities alike. A cleric may animate one zombie or skeleton per caster level. an alignment that the cleric does not, in some part, share.
By means of this spell, the cleric “brings to life” an inanimate object, allowing Casting an augury allows the cleric to discern minor omens, indications of what
it to move and follow the cleric’s simple commands. The GM will determine an might be in the future. The spell requires a focal point that will allow the omens
object’s speed and combat specifics. An object’s mode of locomotion will to manifest-a set of sticks made from dragon’s bone or gold is the most
determine its speed: rocking (a pedestal or bookshelf) at 10 ft./ round, slithering common focus for the spell. It is possible to derive omens from tea leaves, but a
(rope, carpet) at 10-30 ft. per round, walking (statue, table) at 40-80 ft./ round, pearl worth 100 gp must be crushed into the infusion. The divination power of
scampering (footstool) at 120 ft./ round. The object’s mode of attack (binding, an augury is not strong; it will only gather omens from the pattern of the next 3
striking, falling upon) and damage must be adjudicated by the GM’s common turns (30 minutes), and can only indicate whether a future action will result in
sense, although as a guideline, an item of approximately human weight will be weal or woe to the party. The base chance for correctly interpreting the omens is
able to strike for 2d4 hit points of damage. 70% plus an additional 1% per level of the caster.
Casting an astral spell allows the cleric and up to five companions to leave their This enchantment brings into being a whirling wall of steel blades that circle
material bodies and travel through the astral plane to other planes of existence. around a fixed point with blinding speed. Any creature stepping through the
As the spell is cast, the character’s material body enters a trance-like state of circle will suffer 8d8 points of damage. The cleric sets the focal point and the
suspended animation while his or her consciousness enters the astral plane. The radius of the barrier at the time of casting, and these parameters cannot be
astral plane is a nexus with other planes of existence beyond, and the cleric may changed thereafter (short of dismissing the spell entirely, of course).
choose to enter these other planes of existence. If a character does transcend
from the astral into another plane, he or she becomes a physical manifestation in BLESS*
that existence, forming a duplicate body identical to the one left in stasis back in Conjuration (Summoning)
the material plane. It is possible to travel astrally to other locations in the LEVEL: Cleric 1
material plane, but a new body cannot be formed in a plane where the character RANGE: 60 ft.
already has a physical manifestation. While traveling in the astral plane, and DURATION: 6 rounds
after a new physical manifestation has formed on a plane beyond the astral, the AREA OF EFFECT: 50 x 50 ft.
character remains connected to his or her original body by a “silver cord,” an CASTING TIME: 1 round
invisible, mystical link. If the silver cord is broken or severed (some threats in SAVING THROW: None
the astral plane can cause this to happen), the character dies, both on the COMPONENTS: V, S, M
material plane and in astral form.
This minor benison raises the morale and attack rolls of any creatures allied
Most magic items lose some or all of their power on the astral plane. Unless an with the casting cleric by +1 or +5% as appropriate. Any creatures already
item’s magical qualities are imbued so deeply as to exist in many planes, an engaged in melee combat will not gain the spell’s benefits. The spell is
astral traveler’s physical manifestation on another plane will be equipped with reversible, allowing the cleric to curse his or her enemies with-5% morale and
only the un-enchanted substance of otherwise magic items and weapons. -1 to hit.
64
level, and the animals must all be of the same type. This spell will only summon
The spell’s area of effect is a circular area centered at the target point, which mammals, although giant or prehistoric forms of normal mammals may be
cannot be more than 60 ft. from the cleric. Holy water is required to cast the conjured if these are present within a few miles of the caster. The GM
spell (unholy water for the reverse). determines the specific type of animal that appears.
Once the spell is cast, the cleric must maintain a sonorous chanting of holy This spell brings into being a bright, magical illumination almost sufficient to
words and prayers, which not only lend divine favor to the cleric and his or her rival the light of day. In some respects the spell is identical to the 1 st level cleric
allies but also bring disfavor to their foes. For so long as the cleric remains spell light, but its effects are permanent until dispelled. The light cast is greater
stationary and continues to chant, his or her allies (within the area of effect) than that produced by a light spell, extending 60 ft. into the darkness. The
gain a bonus of +1 to all attack rolls, damage rolls, and saving throws. Enemies reverse of the spell, continual darkness, produces an ink-like darkness in the
within the spell’s area of effect also suffer a -1 to all such die rolls. If the cleric same 60 ft. area and negates the illumination of a continual light spell if one is
sustains damage, is grappled, or is in some way silenced, the effect of the spell present.
will end.
By casting the spell upon an enemy’s eyes or other organs of sight, the caster
COMMAND may blind the spell’s subject, causing the same penalties as if the creature were
Enchantment/Charm blinded by a light spell. In this instance, a saving throw is permitted, and if it is
LEVEL: Cleric 1 successful the spell’s effect will center upon the area immediately behind the
RANGE: 10 ft. targeted creature.
DURATION: 1 round
AREA OF EFFECT: 1 living creature CONTROL WEATHER
CASTING TIME: 1 segment Transmutation (Alteration)
SAVING THROW: See below LEVEL: Cleric 7
COMPONENTS: V RANGE: 0
DURATION: 4d12 hours
By speaking a single word of command with the force of divine power behind AREA OF EFFECT: 4d4 square miles
it, the cleric may force a creature to obey an order. The creature must be able to CASTING TIME: 1 turn
hear the cleric and understand the language in which he or she utters the SAVING THROW: None
command. The command may be only one word, must be a verb, and must be COMPONENTS: V, S, M
completely unambiguous. “Halt,” “Flee,” and “Sleep” are typical commands,
but many others are possible. The effects may not extend beyond a single round, The control weather spell brings about a rapid change in the weather for several
and the command “Die” has the same effect as the command to “Sleep”. square miles surrounding the point where the spell is cast. It requires no more
than 10-40 minutes for the spell to take its full effect across the vast area it
Creatures with intelligence of 13+ and/or hit dice of 6+ gain a saving throw covers. The spell affects precipitation, temperature, and wind speed.
against the spell’s influence. Existing weather conditions cannot be utterly changed by the force of this spell;
a clear day cannot be made cloudy, for instance, but it can be made partly
COMMUNE cloudy. Hot weather can be made merely warm, and only a light breeze can be
Divination raised from calm weather.
LEVEL: Cleric 5
RANGE: Caster This spell may be cast successively to bring about a dramatic change, moving,
DURATION: 3 rounds (limited number of questions) for example, from a calm to a light breeze, from the breeze to a strong wind,
AREA OF EFFECT: See below and on the third casting to transform the strong wind into a gale.
CASTING TIME: 1 turn
SAVING THROW: None CREATE FOOD AND WATER
COMPONENTS: V, S, M Transmutation (Alteration)
LEVEL: Cleric 3
The commune spell establishes a mystical link between the cleric and his or her RANGE: 10 ft.
deity, permitting the cleric to ask one yes or no question per caster level. This DURATION: Instantaneous (permanent)
extraordinarily powerful divination spell does not involve any chance of the AREA OF EFFECT: A day’s ration per caster level
cleric’s misinterpretation of omens, for the spiritual communion with the deity CASTING TIME: 1 turn
is direct and not conveyed through symbols or portents. It is likely that a cleric COMPONENTS: V, S
who resorts to this spell too frequently, or for matters not worthy of the god’s SAVING THROW: None
attention, may fall from divine favor enough that he or she loses the ability to
cast the spell, at least for a time. Upon completion of the ritual words of this spell, food and/ or water will appear
from thin air. A caster of 5th level can conjure up enough food and water to
CONJURE ANIMALS sustain a person or even a horse for five full days. The volume of food and
Conjuration (Summoning) water produced by the spell is approximately one cubic ft. per level of the
LEVEL: Cleric 6 caster.
RANGE: 30 ft.
DURATION: 2 rounds/ caster level
AREA OF EFFECT: Conjured creatures
CASTING TIME: 9 segments
SAVING THROW: None
COMPONENTS: V, S
A cleric may use this spell to conjure animal allies from thin air and order them
into combat. The total hit dice of summoned animals cannot exceed the cleric’s
65
CREATE WATER* CURE LIGHT WOUNDS*
Transmutation (Alteration) Necromancy
LEVEL: Cleric 1 LEVEL: Cleric 1
RANGE: 10 ft. RANGE: Touch
DURATION: Instantaneous (permanent) DURATION: Instantaneous (permanent)
AREA OF EFFECT: Up to 30 cubic ft. AREA OF EFFECT: Creature touched
CASTING TIME: 1 round CASTING TIME: 5 segments
COMPONENTS: V, S, M SAVING THROW: None (negates)
SAVING THROW: None COMPONENTS: V, S
This spell creates potable water, four gallons per level of the caster. The water Cure light wounds allows the cleric to lay hands upon a wounded creature,
may be created in a receptacle or in thin air (whence it will, of course, fall). restoring 1d8 hit points to the spell’s beneficiary. The reverse of the spell
Water cannot be created inside a creature, nor can it be created in any place the operates in the same manner (although requiring a to hit roll), but inflicts 1d8
caster cannot see. The reverse of the spell destroys water (including fog, steam, hit points rather than healing. If the cleric fails to hit while casting cause light
mist, etc.) in the same quantities as create water. wounds, the spell is lost. This spell does not heal disease, reattach limbs, or
bring back the dead, nor can it add hit points beyond a character’s normal
CURE BLINDNESS* number. Non-corporeal creatures are not affected by this spell, nor are undead,
Abjuration nor are creatures that are harmed only by iron, silver, or magical weapons.
LEVEL: Cleric 3
RANGE: Touch CURE SERIOUS WOUNDS*
DURATION: Instantaneous (permanent) Necromancy
AREA OF EFFECT: Creature touched LEVEL: Cleric 4
CASTING TIME: 1 round RANGE: Touch
SAVING THROW: None (negates) DURATION: Instantaneous (permanent)
COMPONENTS: V, S AREA OF EFFECT: One creature
CASTING TIME: 7 segments
This powerful spell allows the cleric permanently to remove virtually all forms SAVING THROW: None (negates)
of blindness. The reverse of the spell permits a saving throw, and the cleric COMPONENTS: V, S
must successfully touch the spell’s intended target to inflict blindness
(permanent duration). A benison similar to cure light wounds, cure serious wounds permits the cleric
to lay on hands for 2d8+1 hit points of healing. The spell’s limits are otherwise
CURE CRITICAL WOUNDS* similar to those of cure light wounds. The reverse of the spell causes damage
Necromancy rather than healing, requiring that the cleric successfully touch the target.
LEVEL: Cleric 5
RANGE: Touch DETECT CHARM*
DURATION: Instantaneous (permanent) Divination
AREA OF EFFECT: Creature touched LEVEL: Cleric 2
CASTING TIME: 8 segments RANGE: 30 ft.
SAVING THROW: None (negates) DURATION: 1 turn
COMPONENTS: V, S AREA OF EFFECT: See below
CASTING TIME: 1 round
This powerful spell is similar in nature to cure light wounds, operating in the SAVING THROW: None
same fashion but healing 3d8+3 hit points of damage. The reverse of the spell COMPONENTS: V, S
functions as cause critical wounds, but delivers 3d8+3 points of damage.
This spell reveals to the cleric whether a creature is subject to a charm spell.
CURE DISEASE* The spell’s magic can discern a charm (or lack thereof) on up to ten creatures.
Abjuration The reverse of the spell conceals the existence of a charm, but affects only one
LEVEL: Cleric 3 creature.
RANGE: Touch
DURATION: Instantaneous (permanent) DETECT EVIL*
AREA OF EFFECT: Creature touched Divination
CASTING TIME: 1 turn LEVEL: Cleric 1
SAVING THROW: None (negates) RANGE: Caster
COMPONENTS: V, S DURATION: 1 turn + 5 rounds/ level
AREA OF EFFECT: Path 10 ft. wide, 120 ft. long
By means of this spell, the cleric may cure most diseases by laying hands upon CASTING TIME: 1 round
the afflicted creature. Depending upon the nature of the disease, full recovery SAVING THROW: None
may require as little time as a single turn, or as long as a week. The spell’s COMPONENTS: V, S, M
reverse, cause disease, requires that the cleric successfully touch the intended
victim, who is permitted a saving throw against the spell’s insidious effects. If This spell allows the cleric to discern emanations of evil (or good, in the case of
the saving throw is failed, the effects of the disease will manifest within 1d6 the spell’s reverse) within the spell’s area of effect, a beam-like pathway. The
turns, inflicting 1 hit point of damage per turn thereafter and one point of lost spell detects evil, not danger, so it will be useless to discover such things as a
strength per hour (6 turns) until the victim is reduced to 10% of his or her mindless trap or a poisoned wineglass. Neither will it detect a cursed item
original hit points and strength. Until the disease is cured or runs its course, the unless the nature of the curse is such that the cursed item becomes inherently
afflicted person will not be able to naturally recover either strength or hit points evil.
over and above 10%. The disease runs its course in 1d6 days.
DETECT LIE*
Divination
LEVEL: Cleric 4
RANGE: 30 ft.
DURATION: 1 round/ caster level
AREA OF EFFECT: One person
CASTING TIME: 7 segments
SAVING THROW: None
COMPONENTS: V, S, M
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The subject of this spell (not necessarily the caster) gains the ability to discern DIVINATION
whether the truth is being told, for the duration of the spell. The reverse of the Divination
spell allows the spell recipient’s most brazen falsehoods to seem logical and LEVEL: Cleric 4
believable. The spell’s reverse may also be used to ward against the effects of a RANGE: Caster
detect lie spell. DURATION: See below
AREA OF EFFECT: Caster
DETECT MAGIC CASTING TIME: 1 turn
Divination SAVING THROW: None
LEVEL: Cleric 1 COMPONENTS: V, S, M
RANGE: Caster
DURATION: 1 turn A divination spell gives the caster divine insight about a particular place,
AREA OF EFFECT: Path 10 ft. wide, 30 ft. long examples being a ruined castle, a particular region in a dungeon, or a small vale.
CASTING TIME: 1 round The location of the place must be known to the cleric (e.g., the “Red
SAVING THROW: None Mausoleum,” if a legendary location, cannot be the focus of the spell, but if the
COMPONENTS: V, S, M cleric has seen the doorway of the tomb, the spell will be effective). The spell
yields rich information compared to an augury, although it may be couched in
Detect magic creates a tunnel of magical vision in a path ten ft. wide and thirty rather vague and approximate terms.
ft. long, in which the cleric sees the aura of any magic item as a glowing blue
nimbus. The spell’s effect is blocked by solid wood 3 ft. thick, by stone 1 ft. The spell reveals the relative power of the creatures in the area, the treasure
thick, and by solid metal 1 inch thick. The cleric can only scan a 60° arc during (“low,” “moderate,” or “rich”), and chances of incurring the wrath of gods or
the course of a round: turning more quickly does not allow magic auras enough similar beings if the place is disturbed. There is a chance that the cleric will fail
time to form in the cleric’s vision. to interpret the omens properly; the base chance to succeed in gaining truthful
information is 60%, and rises by another 1% per caster level. The chance may
DISPEL EVIL* also be adjusted by the GM as necessary.
Abjuration
LEVEL: Cleric 5 If the cleric’s reading of the omens is not correct, of course, he or she will be
RANGE: Touch operating on completely false and useless “insights.” The casting of a divination
DURATION: 1 round/ caster level spell is quite dramatic, involving the sacrifice of a dove or other such creature
AREA OF EFFECT: Creature touched appropriate to the religion in question. Valuable items may also be sacrificed,
CASTING TIME: 8 segments and such may increase the chance of the cleric receiving clear omens that are
SAVING THROW: See below easily interpreted.
COMPONENTS: V, S, M
EARTHQUAKE
This spell banishes summoned creatures of evil, or those summoned Transmutation (Alteration)
for evil purposes, to their home planes of existence. LEVEL: Cleric 7
Although a saving throw negates the spell’s banishing effect, any creature that RANGE: 120 ft.
would otherwise have been banished will suffer a penalty of -7 to hit the caster DURATION: 1 round
for the extent of the spell’s duration. AREA OF EFFECT: 5 ft. diameter/ level
CASTING TIME: 1 turn
Creatures affected by this spell include, but are certainly not limited to, afreets, SAVING THROW: None
demons, devils, genies (either evil or working toward evil purposes under COMPONENTS: V, S, M
duress), and elementals summoned for evil purposes. The reverse of the spell
has the same effects, but upon summoned creatures of good alignment or those The cleric invokes a small but intensely powerful earthquake within this spell’s
summoned for the purposes of good. area of effect. The spell may be used to create landslides, drain marshes, cave in
tunnels, and collapse buildings. Yawning cracks in the earth have a good chance
DISPEL MAGIC to swallow creatures in the area: the chance of falling into such a crevice (by
Transmutation (Alteration) creature size) is 1 in 4 (small), 1 in 6 (medium) and 1 in 8 (large). Being
LEVEL: Cleric 3 swallowed up in such fashion is, of course, fatal. Trees standing in the area of
RANGE: 60 ft. an earthquake spell have a 1 in 3 chance of being uprooted.
DURATION: Instantaneous
AREA OF EFFECT: 30 ft. radius sphere EXORCISE
CASTING TIME: 6 segments Abjuration
SAVING THROW: None LEVEL: Cleric 4
COMPONENTS: V, S RANGE: 10 ft.
DURATION: Instantaneous (permanent)
Dispel magic has a base chance of 50% permanently to negate magic-both the AREA OF EFFECT: One creature or object
magical properties of potions and the ongoing effects of certain spells. All spell CASTING TIME: See below
effects and relevant items within the stated area of effect are subject to SAVING THROW: None
dispelling. Permanent magical items are not disenchanted by the spell, with the COMPONENTS: V, S, M
exception of potions, which are treated as 12th level for purposes of resolution.
However, even a permanently enchanted item must make a saving throw or Exorcism is a powerful abjuration that casts out demons, devils, or any
become nonoperational for one round. Any spells in the process of being cast in supernatural inhabitant or influence from a creature or object that has been
the spell’s area of effect will be lost, and any ongoing spell effects (such as possessed or otherwise controlled. Exorcism banishes all charms and
invisibility) will be dispelled. enchantments, removes curses, and will cast any possessing demon or other
creature back into its nearest physical body other than the one being exorcised.
With respect to each potion, casting, or ongoing spell effect, the base chance of The base chance for the cleric to perform a successful exorcism is randomly
successful dispelling is increased 5% for every level by which the caster’s level determined on a d% if the GM has not previously assigned a specific number to
exceeds the caster level of the potion, the casting, or the spell effect. The base represent the relative difficulty of the exorcism. To the base chance is added a
chance is conversely reduced by 2% per level of difference if the caster is lower modifier of +1/-1 for each level of difference between the cleric’s caster level
level than the caster of the magic to be dispelled. The spell will automatically and the level or hit dice of the opposing supernatural force (determined by the
negate the caster’s own spells if it is used for this purpose or if the caster has GM in the case of supernatural forces with no stated level or HD). The cleric
previously cast a spell into the same area. begins the exorcism, rolling a d% for each turn. If the cleric’s die roll is equal to
or less than the modified chance of success, the exorcism is successful. The
process cannot be halted once it has begun, and if the cleric is forced to pause
before successfully casting out the supernatural force, the spell will fail.
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FEIGN DEATH step through the gate into the material plane. Summoning Thor is unlikely to
Necromancy bring the thunder god from the halls of Valhalla-however, a being of some kind
LEVEL: Cleric 3 will certainly respond to the summons. Thor, if summoned, might choose to
RANGE: Touch send a Valkyrie, for instance. Casting this spell can be risky, for the caster has
DURATION: 1 turn + 1 round/ level no control over the summoned creature unless proper precautions are taken,
AREA OF EFFECT: One willing creature such as a protection from evil spell, the drawing of appropriate magical circles,
CASTING TIME: 2 segments etc. Beings summoned from distant planes of existence, particularly beings with
SAVING THROW: None individual names of their own, can be powerful and irascible.
COMPONENTS: V, S, M
GLYPH OF WARDING
Except as described here, this spell is identical to the 3 rd level magic user spell Abjuration/Evocation
of the same name. The clerical version of the spell is not subject to a limit on LEVEL: Cleric 3
the character level it can affect. Note that the spell cannot be cast upon an RANGE: Touch
unwilling subject. DURATION: Permanent (until discharged)
AREA OF EFFECT: 25 square ft./ caster level
FIND THE PATH* CASTING TIME: See below
Divination SAVING THROW: See below
LEVEL: Cleric 6 COMPONENTS: V, S, M
RANGE: Touch
DURATION: 1 turn/ level The glyph of warding is a magically charged sigil or rune, scribed and
AREA OF EFFECT: Creature touched enchanted to serve as the focal point of a powerful magical trap. The
CASTING TIME: 3 rounds enchantment affects surfaces, with the caster being able to ward up to 5 ft. x 5
SAVING THROW: None ft. of wall, floor, door, etc., per caster level. The cleric writes or otherwise
COMPONENTS: V, S, M inscribes the surface to be protected with the glyph of his choice, thereby
defining what effect the glyph will have when discharged. He or she then traces
This spell imbues one creature with an uncanny sense for the shortest route into the area to be affected with incense and, if the area to be covered exceeds 50 sq
or out of a chosen locale. The spell imparts only a visceral intuition of the right ft., he or she must also sprinkle it with at least 2,000 gp worth of powdered
direction and shortest distance, so it is impossible to use the spell either to gems to bind the spell over such a large area. When the spell is completed, the
circumvent dangers or to draw a map. This spell may be used to escape from a glyph and the tracery of its area fade from sight and remain invisible thereafter
maze spell (q.v.) in one round and will continue to function thereafter. The until the spell is discharged. Any being touching the protected surface without
spell’s reverse makes a creature unable to make any significant movement speaking the name of the glyph will discharge the glyph’s power. Depending
beyond aimless wandering. upon the nature of the glyph, a successful saving throw will either reduce the
damage by one-half or negate the glyph’s effects entirely. The amount of power
FIND TRAPS that can be held within a glyph depends upon the caster’s level. Most glyphs
Divination cause physical damage from fire or other elemental energies, causing 2 hit
LEVEL: Cleric 2 points of damage per caster level. More powerful glyphs are known that can
RANGE: 30 ft. induce paralysis or drain experience levels, although these are clearly the
DURATION: 3 turns province only of the most powerful clerics. The GM must determine what
AREA OF EFFECT: 10 ft. wide path glyphs may be within the capabilities of such formidable individuals.
CASTING TIME: 5 segments
SAVING THROW: None HEAL*
COMPONENTS: V, S Necromancy
LEVEL: Cleric 6
This spell permits the cleric to discern the existence of traps, both of magical RANGE: Touch
and mechanical nature. The cleric must be looking at a trap in order to perceive DURATION: Instantaneous (permanent)
it. AREA OF EFFECT: Creature touched
CASTING TIME: 1 round
FLAME STRIKE SAVING THROW: None (negates)
Evocation COMPONENTS: V, S
LEVEL: Cleric 5
RANGE: 60 ft. This spell affects the same general variety of creatures as the cure light wounds
DURATION: 1 segment spell (q.v.), but it is necromancy on an entirely different level than the various
AREA OF EFFECT: 10 ft. diameter column, 30 ft. high cure spells. Heal removes all hit point damage with the exception of the last 1d4
CASTING TIME: 8 segments points, removes blindness, cures disease, and will negates the effects of a
SAVING THROW: Half feeblemind spell. The reverse, harm, causes damage sufficient to reduce the
COMPONENTS: V, S, M target to 1d4 remaining hit points, and also causes disease.
Upon the casting of this spell, a blazing column of fire descends from the air. Its HOLD PERSON
searing flames engulf an area 10 ft. in diameter, as set by the caster. Each Enchantment (Charm)
creature caught within the flames will suffer 6d8 points of damage, halved if the LEVEL: Cleric 2
creature makes a successful saving throw. RANGE: 60 ft.
DURATION: 4 rounds + 1 round/ level
GATE AREA OF EFFECT: 1-3 creatures
Conjuration (Summoning) CASTING TIME: 5 segments
LEVEL: Cleric 7 SAVING THROW: Negates
RANGE: 30 ft. COMPONENTS: V, S, M
DURATION: See below
AREA OF EFFECT: One summoned creature A hold person spell completely immobilizes up to three medium- sized or
CASTING TIME: 5 segments smaller persons for the spell’s duration. The cleric decides how many of his or
SAVING THROW: None her foes he or she will target with the spell. If there is only one target, the saving
COMPONENTS: V, S throw is made at -2; if two, each makes the saving throw at -1; and if the cleric
seeks to hold three enemies, each makes its saving throw with no penalty. If a
A gate spell creates an opening between the material plane and another plane of magic item or spell operates partially to negate the effects of paralysis, failing
existence, summoning forth a being from the other plane. The caster must know the save will have the effect of a slow spell rather than completely immobilizing
the name of the creature he or she is attempting to summon, or the spell will the target. Creatures affected by this spell include humans, demi-humans and
fail. The particular creature named in the spell’s casting might choose not to humanoids. Ultimately, it is in the discretion of the GM to decide if a creature is
68
considered a “person” for the purposes of this spell. Persons held by this spell LIGHT*
may be killed or bound at a rate of one per round, or, if the attacker chooses, Transmutation (Alteration)
may be attacked at twice the normal rate with an automatic hit, for maximum LEVEL: Cleric 1
damage. RANGE: 120 ft.
DURATION: 6 turns + 1 turn/ caster level (half for darkness)
HOLY WORD* AREA OF EFFECT: 20 ft. radius globe
Conjuration (Summoning) CASTING TIME: 4 segments
LEVEL: Cleric 7 SAVING THROW: See below
RANGE: 0 COMPONENTS: V, S
DURATION: See below
AREA OF EFFECT: 30 ft. radius The light spell creates a globe of light 20 ft. in radius, centered upon whatever
CASTING TIME: 1 segment spot or object the caster indicates at the time of casting (including a location in
SAVING THROW: None thin air). The caster may extinguish the magical light at any time. The reverse of
COMPONENTS: V the spell, darkness, creates an area of utter darkness just as the light spell
creates light, with the only distinction being that the darkness spell has half the
Holy word is a spell of intrinsically good alignment. The intonation of a holy duration of a light spell. If either spell is cast upon a living creature, the creature
word utterly banishes evil creatures not native to the caster’s plane, hurling is entitled to a saving throw (success indicating that the spell affects the area
them back to their respective planes of existence. Additionally, creatures not of just behind the creature). A light spell cast upon a creature’s eyes will blind it
good alignment (including those evil creatures which are native to the caster’s for the spell’s duration, causing it a penalty of -4 on all rolls to hit if sight is its
plane, as well as neutral creatures not of good alignment) will suffer effects primary sense. The light spell remains stationary if it was not originally cast
from the holy word in accordance with the creature’s hit dice: upon a movable object or creature (in which case the target will bring the
illumination with it as it moves).
Less than 4 Kills
HD LOCATE OBJECT*
4-7 HD Paralysis (duration 10-40 rounds) Divination
8-11 HD Stuns, reduces move by 50%, causes -4 to attack rolls LEVEL: Cleric 3
(duration 2-8 rounds) RANGE: 60 ft. + 10 ft./ caster level
12+ HD Deafens, reduces move by 25%, causes -2 to attack rolls, DURATION: 1 round/ caster level
causes 50% chance of spell failure (duration 1- 4 rounds) AREA OF EFFECT: See below
CASTING TIME: 1 turn
The spell’s reverse is unholy word, which functions in the same manner as holy SAVING THROW: None
word but against creatures of good alignment rather than evil. Both spells have COMPONENTS: V, S, M
the same effect upon creatures that are neither of good nor evil alignment.
Any object (not creature) known or familiar to the caster may be located within
INSECT PLAGUE the spell’s range. It is not necessary for the caster to have seen the precise object
Conjuration (Summoning) that the spell will locate: if the caster is familiar with ladders in general, he or
LEVEL: Cleric 5 she may cast the spell successfully to locate any ladder within the spell’s range.
RANGE: 360 ft. The spell is directional, requiring the cleric to turn in different directions in
DURATION: 1 turn/ level order to sense an object in his or her path. The cleric may move after casting the
AREA OF EFFECT: Cloud of 180 ft. radius, 60 ft. high spell to search a broader area, and need not be in actual line of sight of the
CASTING TIME: 1 turn object. (In other words, the spell’s effect is not hindered by walls or other such
SAVING THROW: None obstacles.) The reverse of the spell may be used to obscure one object from
COMPONENTS: V, S, M magical detection of virtually all kinds (including such means as a crystal ball
as well as divination spells).
While casting this spell, the cleric designates a central point for the spell’s
origin up to 360 ft. from where he or she stands. When the cleric utters the final LOWER WATER*
words of the incantation, this focal point belches forth a massive cloud of Transmutation (Alteration)
stinging insects, which boils outward almost instantly to fill the spell’s area of LEVEL: Cleric 4
effect. Within the area of this massive cloud, visibility is limited to 30 ft., and RANGE: 120 ft.
all creatures automatically sustain 1 hit point of damage per round from the DURATION: 1 turn/ caster level
stings and bites of the numberless flying vermin. All creatures caught in the AREA OF EFFECT: See below
cloud with 4 or fewer hit dice must check morale, and those with 2 or fewer hit CASTING TIME: 1 turn
dice will automatically flee until they are 240 ft. away from the edge of the SAVING THROW: None
roiling cloud. Fire and smoke will keep the swarm at bay (as will walls of force, COMPONENTS: V, S, M
etc.), but virtually the only way to disperse a swarm before the spell duration
expires is to cast dispel magic upon the swarm’s focal point. Even a fireball or With a majestic gesture, the cleric forces an area of water to sink downward by
flame strike will do nothing other than temporarily (1 turn) to clear the insects 5% of its original depth per caster level. Despite its name, the spell’s power is
out of the area affected by their flames. not limited to water; it can affect other non-living fluid substances as well,
including gases and materials slightly more viscous than water. The GM may
KNOW ALIGNMENT* adjust the amount by which the spell affects other substances based upon the
Divination difference of their material properties from those of water. The spell’s area of
LEVEL: Cleric 2 effect is a square with sides measuring 10 ft. per level of the cleric. For
RANGE: Touch example, a cleric of 7th level can affect a square area up to 70 x 70 ft. The
DURATION: 1 turn reverse of the spell raises water in an area of effect similar to that of lower
AREA OF EFFECT: 1 creature/ round water, but not to the same degree of height, returning water to its natural level
CASTING TIME: 1 round plus one foot per caster level.
SAVING THROW: None
COMPONENTS: V, S
All creatures are surrounded by an aura that can indicate their alignment, and
this spell allows the caster to perceive and read such auras. The auras of up to
ten creatures may be examined by use of the spell, and the cleric will be able to
identify the exact alignment of each. The reverse of the spell obscures
alignment (even against the use of this spell) with respect to one creature for a
period of 1 turn, two people for a period of 5 rounds, and so on.
69
NEUTRALISE POISON* PROTECTION FROM EVIL*
Transmutation (Alteration) Abjuration
LEVEL: Cleric 4 LEVEL: Cleric 1
RANGE: Touch RANGE: Touch
DURATION: Instantaneous (permanent) DURATION: 3 rounds/ caster level
AREA OF EFFECT: 1 ft. cube/ 2 caster levels or 1 creature AREA OF EFFECT: Creature touched
CASTING TIME: 7 segments CASTING TIME: 4 segments
SAVING THROW: None (negates) SAVING THROW: None
COMPONENTS: V, S COMPONENTS: V, S, M
This spell detoxifies any sort of venom in a creature or object touched by the This spell surrounds the recipient with an invisible aura of divine protection,
cleric. An opponent (a venomous spider, for example) must be successfully emanating from the recipient to a distance of one foot. The aura is not
touched by the cleric, but is not entitled to a saving throw if the attack succeeds. invulnerable, but it affords considerable protection against evil and summoned
Note that if the venomous creature produces new venom (normally a process creatures, much as a powerful magic circle would. The power of the aura is
that takes time), the new venom will be toxic, but any venom that is stored up in such that, regardless of alignment, neither summoned nor conjured creatures,
the creature will be affected and detoxified. The spell may also be used to nor those not native to the material planes (such as demons or genies), can reach
prevent a poisoned character from suffering the poison’s effects. The reverse of through it. It is possible, of course, for a weapon wielded by such a creature to
the spell allows the cleric to deliver a lethally poisonous touch, requiring a breach the magical barrier, but the creature’s physical presence is completely
successful roll to hit, and allowing a saving throw against the poison. hedged out. Moreover, the attacks of evil creatures (with or without a weapon)
incur a penalty of -2 to hit, and saving throws caused by such creatures will be
PART WATER made at a bonus of +2. The spell may be reversed into protection from good,
Transmutation (Alteration) and in this form it will still hedge out summoned, conjured, and extra-planar
LEVEL: Cleric 6 creatures regardless of alignment. To cast either form of the spell, the caster
RANGE: 20 ft./ caster level speaks the ritual words of the spell while describing a circle around the being to
DURATION: 1 turn/ caster level be warded, using holy water or incense (blood or smoldering dung for the
AREA OF EFFECT: See below reverse of the spell).
CASTING TIME: 1 turn
SAVING THROW: None PROTECTION FROM EVIL, 10 FT. RADIUS*
COMPONENTS: V, S, M Abjuration
LEVEL: Cleric 4
This spell causes water to draw apart, forming a trench. The depth and length of RANGE: Touch
the water displacement is determined by the cleric’s level. For each caster level, DURATION: 1 turn/ caster level
the cleric may displace an area of water 30 ft. deep and 20 ft. wide. The spell AREA OF EFFECT: 10 ft. radius sphere around creature touched
can affect other liquids besides water, but the more different the physical CASTING TIME: 7 segments
properties of the other liquid, the less the cleric may be capable of displacing. SAVING THROW: None
COMPONENTS: V, S
PLANE SHIFT
Transmutation (Alteration) This spell has effects and limitations identical to protection from evil, but the
LEVEL: Cleric 5 radius of divine protection extends a full ten ft. around the spell’s recipient,
RANGE: Touch allowing allies to shelter within the protective ambiance The duration of the
DURATION: Instantaneous (permanent) spell is also longer.
AREA OF EFFECT: See below
CASTING TIME: 8 segments PURIFY FOOD AND DRINK*
SAVING THROW: See below Transmutation (Alteration)
COMPONENTS: V, S, M LEVEL: Cleric 1
RANGE: 30 ft.
Up to seven people, in addition to the cleric, can travel from one plane of DURATION: Instantaneous (permanent)
existence to another by means of a plane shift spell. All persons to make the AREA OF EFFECT: 1 cubic ft./ level
journey must link hands in a circle, and when the cleric finishes the spell and CASTING TIME: 1 round
completes the circle, the caster and his or her companions will be drawn beyond SAVING THROW: None
the boundaries of the material plane and into the supernatural regions beyond, COMPONENTS: V, S
the home realms of gods, demons, and elementals. An unwilling victim must be
touched by the cleric in order for the cleric to send him or her to another plane, This spell removes poison, rot, and other contaminants from all food and water
and a saving throw is also applicable. The casting of a plane shift spell provides within the spell’s area of effect, also destroying the malignant properties of
one-way travel to the other plane; a second casting of the spell (or a similar unholy water. The reverse of the spell contaminates food and water and will
spell of planar travel) is required in order to make the return journey. The cleric spoil holy water.
must possess a metal tuning fork attuned specifically to the plane of destination
in order to cast the spell. QUEST
Enchantment/Charm
PRAYER LEVEL: Cleric 5
Conjuration (Summoning) RANGE: 60 ft.
LEVEL: Cleric 3 DURATION: See below
RANGE: 0 AREA OF EFFECT: One creature
DURATION: 1 round/ caster level CASTING TIME: 8 segments
AREA OF EFFECT: 60 ft. radius SAVING THROW: Negates
CASTING TIME: 6 segments COMPONENTS: V, S, M
SAVING THROW: None
COMPONENTS: V, S, M By means of a quest spell, the cleric enslaves the subject into fulfilling a task
the cleric sets, forcing him or her to perform the task and return to the cleric
Casting prayer is a matter of intoning an invocation to the cleric’s god(s), with proof of its completion. If the enchanted creature does not properly follow
following which any of the cleric’s allies who were in the spell’s area of effect the letter and spirit of the quest, it will suffer a cumulative penalty of -1 to all
will gain, for the duration of the spell, the same benefits as if they were affected saving throw rolls for each day the quest is neglected. This penalty, which is
by an ongoing chant spell. Note that the cleric is able to move and take other itself in the nature of a curse, remains with the creature until the quest is
actions while the prayer spell is in effect, which is not the case with the more completed or the curse is removed by the caster or by some other agency.
restricted chant spell. Possible objectives for a quest are legion; they might include finding and
70
bringing some valuable item to the cleric, capturing a castle, slaying a monster, Reduce one ability score to 3: 50%
or any number of other tasks. Cause -4 penalty to hit and on saving throws: 25%
Cause victim (50% chance per turn) to drop any objects it is holding 25%
RAISE DEAD* (or in the case of an non-tool-using creature, not act for one round):
Necromancy
LEVEL: Cleric 5 With the GM’s agreement, the character may design a specific curse to use with
RANGE: 30 ft. this spell other than the random curse the spell normally unleashes. In order to
DURATION: Instantaneous (permanent) bestow a curse, the cleric must successfully touch the intended victim, who is
AREA OF EFFECT: One person entitled to a saving throw. The duration of a bestowed curse is 1 turn/ caster
CASTING TIME: 1 round level.
SAVING THROW: See below
COMPONENTS: V, S REMOVE FEAR*
Abjuration
The eerie, keening incantation of this spell calls a soul back from the afterlife, LEVEL: Cleric 1
literally bringing the dead back to life. Elves, as they do not have souls, cannot RANGE: Touch
be brought back to life in this manner, but humans, half-elves, half-orcs, DURATION: See below
gnomes, dwarves, and halflings can all be raised from the dead by means of this AREA OF EFFECT: Creature touched
spell. The longer a soul has been departed from the material plane, the more CASTING TIME: 4 segments
difficult it is to call it back; a cleric can summon back a soul that has been dead SAVING THROW: None
no more days than the cleric’s level. In other words, a cleric of 10 th level can COMPONENTS: V, S
raise a person who has been dead no more than ten days, but an 11th level cleric
can raise a person who has been dead eleven days. The raised person must This spell is a divine warding against fear, and it can also banish magical terror
survive a system shock saving throw in order to return to life, and he or she will in someone already affected. In the latter case, the spell grants a second saving
be unable to engage in strenuous activity (such as combat, study, or spell throw at a bonus of +1 per caster level. To a person not already affected by
casting) for a period of time equal to one day for each day that he or she was magical fear, the spell grants a bonus of +4 to fear saving throws for 1 turn.
dead.
RESIST COLD
Perhaps mercifully, the spell erases the returning character’s memory Transmutation (Alteration)
concerning any places his or her soul may have visited following death. LEVEL: Cleric 1
RANGE: Touch
Raise dead can instantly destroy most kinds of corporeal undead creatures DURATION: 1 turn/ level
(exception: it does not destroy liches). Incorporeal undead, such as ghosts or AREA OF EFFECT: Creature touched
spectres, are immune. This use is treated the same as the reverse of the spell in CASTING TIME: 1 round
terms of saving throws and damage. SAVING THROW: None
COMPONENTS: V, S, M
The reverse of the spell is referred to in hushed tones as slay living. The subject
of this spell (which must be used with extreme caution by good clerics, lest their By touching the spell’s intended recipient and casting the spell, the cleric instills
alignment be altered) is entitled to a saving throw, and if the throw fails, the the recipient with a supernatural resistance to the effects of extreme cold.
subject dies. If the saving throw succeeds, the target will still sustain 2d8+1 Normal cold, temperatures ranging down to zero degrees Fahrenheit, is
points of damage. perceived as normal temperature. The subject also gains a saving throw bonus
of +3 against magical cold, taking one half damage if the save is not successful
REGENERATE* and one quarter damage if the save is successful. The saving throw is permitted
Necromancy even against attacks that would not ordinarily permit a saving throw (such as a
LEVEL: Cleric 7 magically cold sword).
RANGE: Touch
DURATION: Instantaneous RESIST FIRE
AREA OF EFFECT: One creature Transmutation (Alteration)
CASTING TIME: 3 rounds LEVEL: Cleric 2
SAVING THROW: None RANGE: Touch
COMPONENTS: V, S, M DURATION: 1 turn/ caster level
AREA OF EFFECT: Creature touched
The powerful regeneration spell causes severed body parts to reattach CASTING TIME: 5 segments
themselves in a single round, or to regrow within 2-8 turns. The spell’s reverse SAVING THROW: None
causes a touched appendage to wither and fall away to dust within 2-8 turns. A COMPONENTS: V, S, M
successful attack must be made in order to cast the spell upon an unwilling
victim, but the victim does not also receive a saving throw. When this spell is cast, the recipient gains resistance to fire and heat, being able
to endure boiling temperatures without discomfort. A person under the
REMOVE CURSE* influence of this spell can stand unharmed in the middle of a bonfire, and even
Abjuration gains a measure of resistance to magical fire. The subject gains a saving throw
LEVEL: Cleric 3 bonus of +3 against magical fire, taking one half damage if the save is not
RANGE: Touch successful and one quarter damage if the save is successful. The saving throw is
DURATION: Instantaneous permitted even against attacks that would not ordinarily allow a saving throw.
AREA OF EFFECT: See below
CASTING TIME: 6 segments RESTORATION*
SAVING THROW: See below Necromancy
COMPONENTS: V, S LEVEL: Cleric 7
RANGE: Touch
This spell allows the cleric to remove curses from persons and objects, and the DURATION: Instantaneous (permanent)
spell can have a variety of other applications against evil manifestations. AREA OF EFFECT: One creature
Magical items imbued with curses cannot be destroyed by the spell’s power, but CASTING TIME: 3 rounds
use of the spell upon a person under the influence of such an item will generally SAVING THROW: None
free the person from the curse and allow him or her to be rid of the item. COMPONENTS: V, S
The spell’s reverse, bestow curse, inflicts the subject with a magical curse, the By casting this spell, the cleric restores one lost level of experience to the
exact nature of which is not entirely within the caster’s control: spell’s target. Not necessarily all lost experience points are restored; an afflicted
character will only regain enough experience points to regain the lost level, no
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more. A cleric can only restore a level lost within as many days as the cleric’s SLOW POISON
caster level. For example, a cleric of 12th level cannot restore an experience Necromancy
level lost 13 or more days prior to the casting of the spell. The spell’s reverse LEVEL: Cleric 2
causes the target to lose one experience level. No saving throw applies, but a RANGE: Touch
successful attack is required. In addition to restoring lost levels, the spell can DURATION: 2 rounds/ level
affect other sorts of magically-induced debilities. The effects of a feeblemind AREA OF EFFECT: Creature touched
spell are reversed by restoration, for example. CASTING TIME: 1 segment
SAVING THROW: None
RESURRECTION* COMPONENTS: V, S, M
Necromancy
LEVEL: 7 This spell is used to slow the progress of poison through the body. Even a
RANGE: Touch person who has died from poison may be revived if he succumbed to the poison
DURATION: Instantaneous (permanent) within a number of turns less than or equal to the caster’s level of experience.
AREA OF EFFECT: One person The spell does not eliminate or neutralize poison; it merely slows it. A poisoned
CASTING TIME: 1 turn creature will lose 1 hit point per turn (but will not fall below 1) during the
SAVING THROW: None spell’s duration; once the spell’s protection expires, the victim will suffer the
COMPONENTS: V, S, M full potency of the poison. The spell is generally used to keep someone alive
until the poison can be neutralized completely by other means, such as a
The awesome power of a resurrection spell brings the dead back to life. Unlike neutralize poison spell.
raise dead, a resurrection spell may be cast upon a person who has been dead
for as many as 10 years per caster level. Casting the spell requires the cleric to SNAKE CHARM
rest for one day per level of the person raised. Elves cannot be resurrected, Enchantment (Charm)
having no souls, but humans and the rest of their ilk (half-elves, dwarves, etc.) LEVEL: Cleric 2
can be affected. As with raise dead, the recipient’s memory of whatever RANGE: 30 ft.
transpired between death and resurrection is erased. DURATION: See below
AREA OF EFFECT: See below
The reverse of the spell kills the subject and turns him or her to dust, requiring a CASTING TIME: 5 segments
successful attack roll to touch. SAVING THROW: None
COMPONENTS: V, S
SANCTUARY
Abjuration A pattern of gestures made by the cleric in the course of casting this spell
LEVEL: Cleric 1 creates a hypnotic effect on snakes. Any snake affected by the spell will rise up
RANGE: Personal and begin swaying back and forth, otherwise remaining motionless. A cleric can
DURATION: 2 rounds + 1 round/ level affect multiple serpents with the spell, up to a total number of hit points equal to
AREA OF EFFECT: Caster the cleric’s own. The spell’s duration depends upon the existing emotions of the
CASTING TIME: 4 segments snake at the time the spell is cast. If the snake was asleep, the duration of the
SAVING THROW: None charm is 1d4+2 turns; if the snake was awake but not angry, the duration will be
COMPONENTS: V, S, M 1-3 turns; and if the snake was angry (or attacking), the spell will last 1d4+4
rounds.
A sanctuary spell makes the cleric seem an irrelevant, non-hostile target, one
that his or her enemies will ignore. In order for any foe to attack the caster of SPEAK WITH ANIMALS
the spell, the enemy must make a successful saving throw against magic. Transmutation (Alteration)
Failing the saving throw permits the enemy to attack another target, but the LEVEL: Cleric 2
cleric will be completely ignored. The spell does not prevent an enemy from RANGE: 0
including the cleric within the area of effect of a hostile spell, provided that the DURATION: 2 rounds/ caster level
cleric is not the intended target. The cleric may not undertake any hostile AREA OF EFFECT: One creature within 30 ft. of the caster
actions while protected by a sanctuary, or the spell’s power will be dissipated CASTING TIME: 5 segments
and end. However, the cleric may cast spells and otherwise act in ways that are SAVING THROW: None
not directly hostile, such as curing wounds, casting a spell such as bless, or even COMPONENTS: V, S
stealing an item if faith and alignment permit.
When the caster invokes this spell, he or she becomes able to communicate with
SILENCE, 15 FT RADIUS and understand the “speech” of normal animals (with the exception of mindless
Transmutation (Alteration) creatures). While the spell lasts, the animal (and any other animals of the same
LEVEL: Cleric 2 type in its company) will refrain from attacking, even if they were initially
RANGE: 120 ft. hostile. Depending upon the nature of the conversation, if the animal’s
DURATION: 2 rounds/ caster level alignment is neutral or of the same tendency as the cleric’s, the animal may be
AREA OF EFFECT: 30 ft. diameter sphere disposed to help the cleric in some manner. It is important to note that the spell
CASTING TIME: 5 segments does not permit speech with animals of monstrous or unnatural nature;
SAVING THROW: See below communication with a monster such as a cockatrice, for example, is beyond the
COMPONENTS: V, S spell’s power. Neither does the spell suddenly imbue an animal with
intelligence; the observations and opinions of an animal such as a badger will be
Casting this spell brings into being an area of complete and utter magical appropriate to the animal’s own experiences, motives, and intellectual
silence in which no sound can be heard. The spell may be cast upon a location limitations.
in the air, upon a physical object (in which case it will move with the object), or
upon a creature (in which case a saving throw is applicable). If the creature SPEAK WITH DEAD
makes a saving throw, the area of silence will center upon the space just behind Necromancy
the intended victim. LEVEL: Cleric 3
RANGE: 10 ft.
DURATION: See below
AREA OF EFFECT: One dead creature
CASTING TIME: 1 turn
SAVING THROW: None
COMPONENTS: V, S, M
By casting speak with dead, the cleric opens a mystical channel to the
afterworld, permitting him or her to ask a dead creature several questions. As
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with most spells that concern the afterlife, the length of time that the soul has STICKS TO SNAKES*
departed is a factor-the longer the creature has been dead, the more powerful the Transmutation (Alteration)
casting cleric must be to initiate contact. The cleric must be able to speak the LEVEL: Cleric 4
dead creature’s language and must have some portion of its bodily remains RANGE: 30 ft.
available as the focus of the spell. DURATION: 2 rounds/ caster level
AREA OF EFFECT: 10 ft. cube
Caster level Spell duration Max number of Max time since CASTING TIME: 7 segments
questions death SAVING THROW: None
5-6 1 round 2 1 week COMPONENTS: V, S, M
7-8 3 rounds 3 1 month
9-12 1 turn 4 1 year This spell enables the cleric to transform sticks into serpents that attack at the
13-15 2 turns 5 1 decade cleric’s will. The snakes may be ordered to take other actions if the cleric can
16-20 3 turns 6 1 century speak with them, but this spell alone does not grant the power to communicate
21+ 1 hour 7 1 æon with the snakes, only to will them to attack particular opponents. The spell
transforms one stick per caster level, and each snake has a 5% chance per caster
SPEAK WITH MONSTERS level of being venomous. The reverse of the spell will change snakes into
Transmutation (Alteration) harmless sticks and can work such a transformation upon snakes created by
LEVEL: Cleric 6 means of this spell. Sticks of a magical quality, such as wands or magic spears,
RANGE: Caster are not affected by the spell.
DURATION: 1 round/ caster level
AREA OF EFFECT: 30 ft. radius STONE TELL
CASTING TIME: 9 segments Divination
SAVING THROW: None LEVEL: Cleric 6
COMPONENTS: V, S RANGE: Touch
DURATION: 1 turn
Within the spell’s area of effect, the caster becomes capable of communicating AREA OF EFFECT: 1 cubic yard of stone
with any kind of creature provided it has some form of intelligence. The spell CASTING TIME: 1 turn
does not make the target friendly to the caster; for this, the caster must rely SAVING THROW: None
upon his or her charisma. COMPONENTS: V, S, M
SPEAK WITH PLANTS This spell causes stone to hear and speak. Rock and stones in the area of effect
Transmutation (Alteration) will answer any of the cleric’s questions about what has transpired in their
LEVEL: Cleric 4 immediate vicinity, or what lies behind them.
RANGE: Caster
DURATION: 1 round/ caster level SYMBOL
AREA OF EFFECT: Caster Conjuration (Summoning)
CASTING TIME: 1 turn LEVEL: Cleric 7
SAVING THROW: None RANGE: Touch
COMPONENTS: V, S, M DURATION: 1 turn/ level
AREA OF EFFECT: See below
The cleric becomes able to hold converse with living plant matter. He or she CASTING TIME: 3 segments
may pose questions and understand the answers given, although any SAVING THROW: Negates
conclusions or opinions the plant provides will be based on the plant’s level of COMPONENTS: V, S, M
intelligence. Even a normal plant, however, will be able to convey information
about events that have transpired near it. If the plants are capable of motion, it To cast this spell, the cleric shapes a glowing symbol in the air. Any creature
will be possible for the cleric to persuade them into a course of action, such as seeing the symbol closely enough to discern its shape (approximately 100 ft.)
drawing aside to allow passage, or even attacking an enemy citadel. will be affected by it. The clerical casting of this spell allows for three different
symbols: Hopelessness, Pain, and Persuasion.
SPIRITUAL WEAPON
Invocation Hopelessness: The symbol of hopelessness causes despair. Any creature (other
LEVEL: Cleric 2 than those with no intelligence) failing the saving throw will wander sadly away
RANGE: 30 ft. or surrender in the face of a challenge such as a combat. The despair will persist
DURATION: 1 round/ level for 3d4 turns.
AREA OF EFFECT: Hammer-shaped divine force
CASTING TIME: 5 segments Pain: The symbol of pain inflicts terrible, shooting pains for a duration of 2-20
SAVING THROW: None turns. Any creature so affected will suffer a -4 penalty on attack rolls and a
COMPONENTS: V, S, M temporary loss of 2 dexterity points.
To cast this spell, the cleric throws a real war hammer into the air, invoking the Persuasion: Those viewing the symbol of persuasion and failing their saving
power of his or her god(s). The real hammer disappears, replaced with a mist- throw will undergo a temporary change of alignment to the caster’s alignment
like shape of divine force that attacks at the cleric’s will while the cleric and become friendly to the caster for 1d20 turns.
concentrates upon maintaining it (limited, of course, to the duration of the
spell). The hammer strikes as a magical weapon for purposes of affecting TONGUES*
creatures hit only by magic weapons (as if it were a +1 weapon, with an Transmutation (Alteration)
additional +1 per three levels of the caster), but it has no actual bonus on to hit LEVEL: Cleric 4
rolls. The spiritual weapon attacks as if it were wielded by the cleric, at the RANGE: Caster
cleric’s level and with any appropriate to hit and damage bonuses (or penalties). DURATION: 1 turn
The weapon does damage as a normal war hammer. AREA OF EFFECT: Caster
CASTING TIME: 7 segments
SAVING THROW: None
COMPONENTS: V, S
Within the radius established by this spell, the caster, and the caster alone, will
be able to speak and understand any verbal language. Note that the spell’s area
of effect does not move with the caster. The reverse of the spell makes verbal
73
communication impossible for any person (not just the caster) in the spell’s ANIMAL FRIENDSHIP
area, or may be used to cancel out the effects of the tongues spell. Enchantment (Charm)
LEVEL: Druid 1
TRUE SEEING* RANGE: 10 ft.
Divination DURATION: Permanent
LEVEL: Cleric 5 AREA OF EFFECT: One normal animal
RANGE: Touch CASTING TIME: 6 turns
DURATION: 1 round/ level SAVING THROW: Negates
AREA OF EFFECT: Creature touched COMPONENTS: V, S, M
CASTING TIME: 8 segments
SAVING THROW: None The animal friendship spell enchants a normal animal of neutral alignment to
COMPONENTS: V, S, M become the druid’s faithful friend and companion. The animal to be enchanted
must not be completely unintelligent but cannot be of greater than animal
This spell imbues the recipient with the ability to see things as they truly are intelligence. If the animal fails its saving throw (made at the beginning of the
within a range of 120 ft. Illusions, displacements, astral or æthereal objects and spell’s casting), it will remain docile for the remainder of the casting time. Once
beings, and secret doors are examples of the kinds of deception and unreality the spell is complete, the animal will remain with the druid and can learn tricks
that the spell reveals. Alignment auras become visible so that the cleric can similar to those that could be taught to a well-trained domestic pet. Each trick
discern good from evil, law from chaos. Polymorphed items and creatures are takes a week to learn, and after the animal has been with the druid for three
seen in their true shape. The reverse of the spell, false seeing, is in the nature of months it will no longer be able to learn new tricks. During this period, if the
a curse, making the subject’s perception untrustworthy and contrary in what it animal is left alone by the druid for more than three days, the enchantment will
reveals. be broken and the animal will revert to the wild. A druid may only have animal
friends with hit dice totaling twice his or her level. (The total hit dice can thus
WIND WALK increase as the druid gains levels.)
Transmutation (Alteration)
LEVEL: Cleric 7 ANIMAL GROWTH*
RANGE: Caster Transmutation (Alteration)
DURATION: 6 turns/ caster level LEVEL: Druid 5
AREA OF EFFECT: See below RANGE: 80 ft.
CASTING TIME: 1 round DURATION: 2 rounds/ caster level
SAVING THROW: None AREA OF EFFECT: Up to 8 animals in a 10 ft. radius
COMPONENTS: V, S, M CASTING TIME: 7 segments
SAVING THROW: None
Upon completing the wording of this spell, the caster’s body becomes COMPONENTS: V, S, M
insubstantial, resembling the misty substance of water vapor Indeed, if the
caster wears white garments, he or she is likely (80% chance) to be mistaken for This spell causes up to 8 animals in the area of effect to grow to twice normal
a cloud of vapor or steam. Carried upon a magical wind controlled by the caster, size, doubling their hit dice and the damage they inflict. The spell does not
the wind walker(s) may travel as rapidly as 600 ft. per turn or as slowly as 60 ft. influence the animals’ attitude toward the druid, so it is advisable to ensure
per turn. The caster may carry another person for every 8 caster levels, ahead of time that they are friendly. The reverse of the spell halves their size
transforming them into cloud-like wind walkers by his touch. The spell ends and damage inflicted.
when the cleric cancels it or the duration expires.
ANIMAL SUMMONING I
WORD OF RECALL Conjuration (Summoning)
Transmutation (Alteration) LEVEL: Druid 4
LEVEL: Cleric 6 RANGE: 120 ft./ level
RANGE: Caster DURATION: See below
DURATION: See below AREA OF EFFECT: See below
AREA OF EFFECT: Caster and additional weight (see below) CASTING TIME: 6 segments
CASTING TIME: 1 segment SAVING THROW: None
SAVING THROW: None COMPONENTS: V, S, M
COMPONENTS: V
A druid may use this spell to summon normal or giant animals of a specified
By the utterance of a single word of power, the cleric transports him- or herself type. The animals must be within the spell’s range to be summoned. Up to three
infallibly to a prepared place of sanctuary. Before the spell can be cast with summoning attempts may be made if animals of the specified type do not
success, a place in the sanctuary must be inscribed with a rune corresponding to appear. Assuming that the summoned type of animal is within the spell’s range,
the cleric’s word of recall; any later elimination of this rune by any person other up to 8 animals will appear, of no more than 4 hit dice each. These animals will
than the cleric will not affect the proper functioning of the spell. Transportation assist the druid with a specific mission: winning a battle, traveling to a specific
by means of word of recall is instantaneous and not subject to error. The location, etc.
sanctuary may be of any distance from the cleric, and may be above or below
ground. The cleric may also transport as much as 25 lbs of other material per ANIMAL SUMMONING II
level of experience, including equipment or even another living being. Conjuration (Summoning)
LEVEL: Druid 5
DRUIDIC SPELLS RANGE: 180 ft./ caster level
DURATION: See below
Druidic spells draw upon the divine power of nature, and operate according to AREA OF EFFECT: See below
similar principles as clerical spells. Any druidic spell with a material component CASTING TIME: 7 segments
requires (at a minimum) the use of mistletoe, holly, or oak leaves as described SAVING THROW: None
under the Druid class. COMPONENTS: V, S, M
This spell is similar to animal summoning I, but is more powerful. The spell
will summon a maximum of six animals, each no greater than 8 HD, or up to 12
animals, each no greater than 4 HD.
74
ANIMAL SUMMONING III CALL LIGHTNING
Conjuration (Summoning) Transmutation (Alteration)
LEVEL: Druid 6 LEVEL: Druid 3
RANGE: 240 ft./ caster level RANGE: 0
DURATION: See below DURATION: 1 turn/ caster level
AREA OF EFFECT: See below AREA OF EFFECT: 360 ft. radius
CASTING TIME: 8 segments CASTING TIME: 1 turn
SAVING THROW: None SAVING THROW: Half
COMPONENTS: V, S, M COMPONENTS: V, S, M
This spell is similar to animal summoning I, but is more powerful. The spell Provided that there is already significant cloud cover in the area, the druid may
will summon up to 4 animals of no more than 16 HD each, or 16 animals of no use this spell to call down a shattering barrage of lightning bolts from the sky to
more than 4 HD each. the ground. One bolt may be called every turn (10 minutes). The bolts inflict
2d8 points of damage, plus another d8 per level of the caster. Any creature
ANIMATE ROCK within 10 ft. of a bolt’s impact (or along its downward path) will sustain
Transmutation (Alteration) damage. The spell may only be cast outdoors.
LEVEL: Druid 7
RANGE: 40 ft. CALL WOODLAND BEINGS
DURATION: 1 round/ caster level Conjuration (Summoning)
AREA OF EFFECT: 2 ft. cube/ caster level LEVEL: Druid 4
CASTING TIME: 9 segments RANGE: 360 ft. + 30 ft./ caster level
SAVING THROW: None DURATION: See below
COMPONENTS: V, S, M AREA OF EFFECT: See below
CASTING TIME: See below
This spell allows the druid to animate and command a stone object in the same SAVING THROW: Negates
way that a cleric commands an animated object with the animate object spell. COMPONENTS: V, S, M
The object to be animated cannot be part of a larger stone structure.
This summoning calls certain woodland creatures to aid the druid, provided that
ANTI-ANIMAL SHELL they are nearby. The druid casts the spell by means of a sonorous chant, which
Abjuration he or she must continue for 2 turns or until the summoned creatures appear. The
LEVEL: Druid 6 GM will determine if creatures that will respond to such a call are in the area.
RANGE: 0 The creatures are entitled to a saving throw vs Spells (unlisted categories) at a
DURATION: 1 turn/ caster level penalty of -4. If the creatures fail the saving throw and are summoned to the
AREA OF EFFECT: 10 ft. radius sphere (or hemisphere) druid’s aid, they will provide whatever aid they are capable of, although their
CASTING TIME: 1 round willingness to engage in combat is subject to their overall reactions to the druid
SAVING THROW: None him- or herself.
COMPONENTS: V, S, M
If there is an evil character in the druid’s party, the summoned creatures gain an
This spell creates an immobile field of force that hedges out all animal matter. additional saving throw to avoid the effects of the spell, at a bonus of +4.
Note that undead and beings not of the material plane are not considered animal Creatures that may be summoned by this spell include:
matter. The druid’s allies must, of course, be within the field at the time it is
conjured forth, for they themselves are presumably of animal matter. Centaurs 1d4
Pixies 1d8
ANTI-PLANT SHELL Fauns 1d4
Abjuration Treant 1
LEVEL: Druid 5 Unicorn 1
RANGE: 0
DURATION: 1 turn/ caster level CHARIOT OF FIRE
AREA OF EFFECT: 80 ft. radius sphere (or hemisphere) Evocation
CASTING TIME: 7 segments LEVEL: Druid 7
SAVING THROW: None RANGE: 10 ft.
COMPONENTS: V, S, M DURATION: 6 turns + 1 turn/ caster level
AREA OF EFFECT: See below
When the druid finishes casting this spell, an invisible barrier forms in an 80 ft. CASTING TIME: 1 turn
radius around the caster and is immobile thereafter. No vegetable matter SAVING THROW: None
(including missiles formed of vegetable matter, such as wooden arrows) can COMPONENTS: V, S, M
penetrate the barrier.
A chariot of fire, drawn by two flaming steeds, appears with an echoing
BARKSKIN thunderclap when the druid completes the final words of this spell. The druid
Transmutation (Alteration) may, by touch, make up to 8 of his or her companions immune to the furnace-
LEVEL: Druid 2 like conveyance; anyone else within five ft. of the horses or the chariot will
RANGE: Touch sustain 2d4 hp of damage per round. The chariot can travel over land at a speed
DURATION: 4 rounds + 1 round/ caster level of 240 ft./ round and can fl y at a speed of 480 ft./ round, obeying the caster’s
AREA OF EFFECT: Creature touched shouted instructions. It is possible for the chariot and horses to sustain damage
CASTING TIME: 3 segments from magical weapons or from water (which does only 1 hp of damage).
SAVING THROW: None Chariot and horses each have 30 hp and are AC 2; if a single horse is dispelled
COMPONENTS: V, S, M by taking physical damage, the chariot’s speed will be halved. The chariot
prevents normal fire from affecting its passengers, but they may take damage
The barkskin spell magically toughens a creature’s skin, making it as strong as from magical fire attacks. The chariot and horses are themselves immune to all
tree bark. The recipient of the spell improves his or her armor class by one point fire, magical or otherwise.
and also gains a +1 bonus on all saving throws, with the exception of saving
throws against Spells (unlisted categories).
75
CHARM PERSON OR MAMMAL d% Action
Enchantment (Charm) 01-10 Attacks the druid or his or her allies
LEVEL: Druid 2 11-20 Acts normally
RANGE: 80 ft. 21-50 Babbles incoherently
DURATION: See below 51-70 Meanders away from caster for a full turn
AREA OF EFFECT: One person or mammal 71-00 Attacks nearest creature
CASTING TIME: 4 segments
SAVING THROW: Negates Note: a creature that meanders away is not entitled to further saving throws, but
COMPONENTS: V, S will be freed from the spell’s effects after taking a full turn of movement (at
normal speed) away from the caster.
The powerful enchantment woven by this spell will affect any “person,”
meaning character races (with the exception of elves) and other small to CONJURE EARTH ELEMENTAL*
medium-sized bipeds analogous to persons (orcs, goblins, etc.). The spell also Conjuration (Summoning)
affects mammalian animals of any kind, even those that are supernatural, giant, LEVEL: Druid 7
or monstrous. If the target creature fails a saving throw, it will view the druid as RANGE: 40 ft.
a trusted friend, interpreting his or her every word in its most positive light. DURATION: 1 turn/ level
Charmed creatures will place themselves into moderate danger, including AREA OF EFFECT: See below
combat, on the druid’s behalf, but will not undertake risks beyond those the CASTING TIME: 1 turn
creature might ordinarily take. The druid must be able to talk to the charmed SAVING THROW: None
creature if he or she is to make any sort of complex “request.” Charmed COMPONENTS: V, S, M
creatures are allowed periodic saving throws to break the charm, based on
intelligence: By means of this spell, the druid summons a 16 HD elemental from the plane of
earth. The spell is otherwise identical to the druidic spell conjure fire
Intelligence Saving Throw elemental, but there is no chance to summon a more powerful elemental, as
19+ one saving throw/ day exists when a druid summons fire elementals. As with conjuring fire elementals,
18 one saving throw/ 2 days the earth elemental will be the druid’s ally by its own will; the druid requires no
17 one saving throw/ 3 days magical wards against it and need not concentrate upon it after the summoning
15-16 one saving throw/ week is complete.
13-14 one saving throw/ 2 weeks
10-12 one saving throw/ 3 weeks CONJURE FIRE ELEMENTAL*
7-9 one saving throw/ month Conjuration (Summoning)
4-6 one saving throw/ 2 months LEVEL: Druid 6
3 or less one saving throw/ 3 months RANGE: 80 ft.
DURATION: 1 turn/ caster level
The charm will be broken automatically if the druid obviously tries to harm the AREA OF EFFECT: See below
charmed creature. CASTING TIME: 6 rounds
SAVING THROW: None
COMMUNE WITH NATURE COMPONENTS: V, S, M
Divination
LEVEL: Druid 5 It is within the power of a high-level druid to summon forth an elemental being
RANGE: Caster from the plane of fire. The elemental will ordinarily be of 16 HD, but there is a
DURATION: See below 5% chance that it will be of 24 HD and a 1% chance that an afreet, rather than
AREA OF EFFECT: See below an elemental, will appear. The elemental will act as the druid’s ally, remaining
CASTING TIME: 1 turn for the spell’s duration to assist him or her however possible, including
SAVING THROW: None engaging in combat with his or her enemies. Druids need no protective circle to
COMPONENTS: V, S, M summon fire elementals and need not concentrate upon the elemental in any
way.
To cast this spell, the druid enters into a trance that brings him or her into a state
of oneness with the natural surroundings. CONTROL TEMPERATURE 10 FT. RADIUS
Transmutation (Alteration)
He or she gains knowledge of the area, learning one fact for each of his or her LEVEL: Druid 4
caster levels. The radius of the area with which the druid can commune is a RANGE: Caster
half-mile for every caster level. Facts that the druid may divine include the DURATION: 4 turns + 1 turn/ caster level
paths of water, inhabitants in a part of the region, etc. AREA OF EFFECT: 10 ft. radius
CASTING TIME: 6 segments
CONFUSION SAVING THROW: None
Enchantment (Charm) COMPONENTS: V, S, M
LEVEL: Druid 7
RANGE: 80 ft. By casting this spell, the druid magically controls the temperature of his or her
DURATION: 1 round/ level immediate surroundings, to a radius of 10 ft. The temperature may be raised or
AREA OF EFFECT: Up to a 20 ft. radius lowered by 9° Fahrenheit (4° Celsius) per caster level.
CASTING TIME: 9 segments
SAVING THROW: See below CONTROL WEATHER
COMPONENTS: V, S, M Transmutation (Alteration)
LEVEL: Druid 7
This spell causes creatures to behave strangely and unpredictably. A certain RANGE: 0
number of creatures in the spell’s area of effect must make a saving throw each DURATION: 8d12 hours
round in order to avoid becoming confused. The base number of creatures is AREA OF EFFECT: 4d8 square miles
2d4, but additional creatures may be affected; if the druid’s caster level is CASTING TIME: 1 turn
higher than the HD of the strongest opponent, the difference is the number of SAVING THROW: None
additional creatures that must make saving throws. This spell is extremely COMPONENTS: V, S, M
powerful; all saving throws are made with a penalty of -2. Creatures that fail
their saving throws (check each round) act randomly in accordance with the The control weather spell brings about a rapid change in the weather of several
following table: square miles surrounding the point where the spell is cast. It requires no more
than 10-40 minutes for the spell to take its full effect across the vast area it
covers. The spell affects precipitation, temperature, and wind speed.
76
Existing weather conditions cannot be utterly changed by the force of this spell, CURE DISEASE*
but druids are able to cause more of a change than clerics can with the same Necromancy
spell; effectively twice the amount of change is possible for a druid. The druid LEVEL: Druid 3
could not bring heavy rain forth on a clear day, but could change the weather RANGE: Touch
from clear to partly cloudy, and then to fully cloudy (with light rain, perhaps), DURATION: Instantaneous (permanent)
all in the course of one casting. By comparison, a cleric would only have been AREA OF EFFECT: Creature touched
able to bring about partial clouds. Hot weather can be made cool, and a strong CASTING TIME: 1 round
wind can be raised from calm air. This spell may be cast more than once in SAVING THROW: None (negates)
succession to bring about a dramatic change, moving, for example, from a calm COMPONENTS: V, S, M
to a strong wind, then from the strong wind to a full-scale storm.
This spell, with the exception of any distinctions noted above, is identical to the
CONTROL WINDS clerical spell cure disease.
Transmutation (Alteration)
LEVEL: Druid 5 CURE CRITICAL WOUNDS*
RANGE: Caster Necromancy
DURATION: 1 turn/ caster level (see below) LEVEL: Druid 6
AREA OF EFFECT: 40 ft. radius/ caster level RANGE: Touch
CASTING TIME: 7 segments DURATION: Instantaneous (permanent)
SAVING THROW: None AREA OF EFFECT: One creature
COMPONENTS: V, S, M CASTING TIME: 8 segments
SAVING THROW: None (negates)
By the power of this spell, the druid can increase or decrease the force of the COMPONENTS: V, S, M
winds. For every caster level, the druid may change the speed of the wind by 3
miles per hour. An eye of calm with a radius of 40 ft. remains around the druid Except as may be noted above, this spell is identical to the clerical spell of the
and travels with him or her. The wind force increases (or decreases) at a rate of same name.
3 miles per hour every round until the end of the spell’s duration, at which time
it will return to normal, also at a rate of 3 miles per hour per turn. CURE LIGHT WOUNDS*
Necromancy
Winds can be extremely destructive; ships are at great risk of sinking if wind LEVEL: Druid 2
speed reaches 60 miles per hour, and wind speeds of 75+ mph are as a full-fl RANGE: Touch
edged hurricane. DURATION: Instantaneous (permanent)
AREA OF EFFECT: Creature touched
CREATE WATER CASTING TIME: 4 segments
Transmutation (Alteration) SAVING THROW: None (negates)
LEVEL: Druid 2 COMPONENTS: V, S, M
RANGE: 10 ft.
DURATION: Instantaneous (permanent) The druidic cure light wounds is, except as described above, identical to the
AREA OF EFFECT: Up to 1 cubic ft./ caster level clerical spell of the same name.
CASTING TIME: 1 turn
SAVING THROW: None CURE SERIOUS WOUNDS*
COMPONENTS: V, S Necromancy
LEVEL: Druid 4
Other than as described above, this spell is similar to the clerical spell create RANGE: Touch
water. Note that the druidic spell has no reverse version; the druid may create, DURATION: Instantaneous (permanent)
but not destroy, water. AREA OF EFFECT: Creature touched
CASTING TIME: 6 segments
CREEPING DOOM SAVING THROW: None (negates)
Conjuration (Summoning) COMPONENTS: V, S, M
LEVEL: Druid 7
RANGE: 0 Except as may be noted above, this spell is identical to the clerical spell of the
DURATION: 4 rounds/ level same name.
AREA OF EFFECT: See below
CASTING TIME: 9 segments CYCLONE
SAVING THROW: None Evocation
COMPONENTS: V, S, M LEVEL: Druid 7
RANGE: 200 ft.
The terrifying creeping doom spell causes a massive swarm of insects, spiders, DURATION: 1-4 rounds
and centipedes to boil forth from the ground in front of the caster, marching in AREA OF EFFECT: 30 ft. radius
whatever direction he or she orders, destroying and killing all that stands in CASTING TIME: 7 segments
their way. The swarm is composed of (1d6+4) x100 non-flying vermin, each of SAVING THROW: Half
which inflicts 1 hp damage against an opponent before dying. Only as many Components: V, S
insects as are needed to kill an opponent will die, and once the target is dead the
swarm will move on. If the druid allows the swarm to get more than 80 ft. away This spell, which can only be cast outdoors, summons a miniature tornado at
from his or her person, 50 insects for every 10 ft. beyond this range will depart any point of the caster's choosing within range. Once created in place, the caster
the swarm. The druid can order the swarm to attack specific targets and/or to can use her action to move the twister from place to place within the spell's
change direction. Although the spell can be devastating (potentially causing as range (devastating everything in between where the twister started and where it
much as 1,000 hp of damage in total), many means can be used to counter it-the ends) or allow the cyclone to stay in place while she takes other actions.
most obvious being a fireball or other area-of-effect damage spell.
Anyone in the area of effect is swept 40 ft. up into the air, suffering 10d6 points
of damage each round, with a saving throw allowed for half damage. Targets in
the cyclone can act but they cannot move and certain actions, such as
spellcasting and ranged attacks are impossible while in the cyclone. On the plus
side, targets inside the cyclone are immune to physical ranged attacks and enjoy
a +10 bonus to Armor Class and saving throws because of their rapid, erratic
movement.
77
At the end of the spell's duration, all targets in the cyclone fall to the ground, itself is harmless, but a creature limned with faerie fire is easier to hit; any
suffering an additional 10d6 damage unless they have some means of mitigating attacks against it are made with a bonus of +2.
falling damage.
FEEBLEMIND
DETECT MAGIC Enchantment (Charm)
Divination LEVEL: Druid 6
LEVEL: Druid 1 RANGE: 40 ft.
RANGE: Caster DURATION: Permanent
DURATION: 12 rounds AREA OF EFFECT: One creature
AREA OF EFFECT: Path 10 ft. wide, 40 ft. long CASTING TIME: 8 segments
CASTING TIME: 3 segments SAVING THROW: Negates
SAVING THROW: None COMPONENTS: V, S
COMPONENTS: V, S, M
The insidious feeblemind spell affects only those who can cast spells, tracing
Other than as described above, this spell is identical to the 1 st level clerical spell and poisoning the mystical channels of their arcane power like a viral infection.
detect magic. The spell reduces a victim into a state of extreme mental retardation, which
condition persists until the victim is magically restored by means of a heal,
DETECT PITS AND SNARES wish, or restoration spell. The different types of spell casting ability are not
Divination equally vulnerable to the feeblemind spell. Practitioners of clerical magic gain a
LEVEL: Druid 1 bonus of +1 to saving throws; druids save at -1; magic users and illusionists
RANGE: Caster save at -4. (Those who can use more than one type of magic must save using the
DURATION: 4 rounds/ level average of their modifiers.)
AREA OF EFFECT: Path 10 ft. wide, 40 ft. long
CASTING TIME: 3 segments FEIGN DEATH
SAVING THROW: None Necromancy
COMPONENTS: V, S, M LEVEL: Druid 2
RANGE: 10 ft.
The druid may cast this spell upon him- or herself, imbuing his or her eyes with DURATION: 4 rounds + 2 rounds/ caster level
divinatory power. The druid can instantly discern virtually any form of trap if AREA OF EFFECT: One creature
outdoors, and even indoors or underground he or she will detect the presence of CASTING TIME: 3 segments
pits. SAVING THROW: None
COMPONENTS: V, S, M
DISPEL MAGIC
Abjuration With the exception of any distinctions detailed above, this spell is identical to
LEVEL: Druid 4 the magic user’s (not the clerical) spell of the same name.
RANGE: 80 ft.
DURATION: Instantaneous FINGER OF DEATH
AREA OF EFFECT: 40 ft. cube/ caster level Enchantment (Charm)
CASTING TIME: 6 segments LEVEL: Druid 7
SAVING THROW: None RANGE: 60 ft.
COMPONENTS: V, S, M DURATION: Instantaneous
AREA OF EFFECT: One creature
This spell is identical in effect to the clerical spell of the same name, with any CASTING TIME: 5 segments
exceptions being noted above. SAVING THROW: Negates
COMPONENTS: V, S, M
ENTANGLE
Transmutation (Alteration) The casting of this spell culminates when the druid points a finger at his or her
LEVEL: Druid 1 chosen victim. If the target fails a saving throw, it dies.
RANGE: 80 ft.
DURATION: 1 turn FIRE SEEDS
AREA OF EFFECT: 20 ft. radius Conjuration
CASTING TIME: 3 segments LEVEL: Druid 6
SAVING THROW: Half (see below) RANGE: 40 ft. (see below)
COMPONENTS: V, S, M DURATION: 1 turn/ caster level
AREA OF EFFECT: See below
The druid casts this spell upon a particular spot, whereupon all plants in a 20 ft. CASTING TIME: 1 round/ seed
radius of the enchanted location immediately begin to writhe violently about, SAVING THROW: Half
whipping around and entangling any creature in the area. Creatures threatened COMPONENTS: V, S, M
in this manner are entitled to a saving throw. If the saving throw succeeds, the
creature’s movement rate is slowed to half normal; if the saving throw fails, the By casting this spell upon a group of seeds, either acorns or holly berries, the
creature is so securely held in the plants that it cannot move, attack, or cast druid imbues them with the potential to erupt in a violent explosion of magical
spells for the duration of the spell. fire. Transformed acorns may be used as missiles, and transformed holly berries
as delayed-action bombs. The spell allows the druid to create four acorn fire
FAERIE FIRE seeds or eight holly berry fire seeds, or a proportionate combination such as two
Transmutation (Alteration) acorns and four holly berries. Acorns may be thrown at a range of up to 40 ft.
LEVEL: Druid 1 and cause 2d8 points of damage in a radius of 5 ft., igniting any combustibles
RANGE: 80 ft. that fail item saving throws. If an acorn strikes its target with a successful to-hit
DURATION: 4 rounds/ caster level roll, the target is not entitled to a saving throw. Even if the attack misses, the
AREA OF EFFECT: 1 size M or 2 size S creatures/ caster level target may be caught in the blast area (and would be entitled to a saving throw
CASTING TIME: 3 segments for half damage, as any other creature within the blast area). The holly berries
SAVING THROW: None may be thrown no more than 6 ft., or may be left in place to ignite upon a
COMPONENTS: V command word. (The range of the command word is 40 ft.) Holly berries create
an explosion in an area of 5 x 5 ft., inflicting 1d8 points of damage and causing
The druid uses this spell to ignite a fiery-looking aura of bright light around his combustible items to make saving throws against magical fire or burn. As with
or her enemies. The aura is visible at a range of 80 ft. if the observer stands in the acorn seeds, a successful saving throw against the explosion of a holly berry
darkness, and at 40 ft. if he or she stands near another light source. The light fire seed reduces the damage inflicted by one-half.
78
COLD
FIRE STORM* Round Effect
Evocation 1 No effect other than discomfort
LEVEL: Druid 7 2 1d2 hp damage
RANGE: 150 ft. 3-5 1d4 hp damage, severe frostbite (possible need for amputation of
DURATION: 1 round extremities such as fingers, ears)
AREA OF EFFECT: 20 x 20 x 20 ft. area per caster level 6 1d4 hp damage
CASTING TIME: 9 segments 7 Discomfort
SAVING THROW: Half
COMPONENTS: V, S, M Immersion in water will negate the effects of the heat version of the spell, and
magical protections against the appropriate elements will negate both versions.
The fire storm invocation is a modified and enlarged version of wall of fire. It If no such options are available, the target of this spell is well advised to spend a
lasts for only a single round, and does only half the damage of a wall of fire (i.e. round divesting him- or herself of metal gauntlets and helmet at the very least,
2d8 damage), but the huge area of effect makes it devastating. The spell’s to avoid the side effects.
reverse extinguishes all normal fire in the area of effect, or will instantly kill
one fire elemental (no saving throw). HOLD ANIMAL
Enchantment (Charm)
FIRE TRAP LEVEL: Druid 3
Evocation RANGE: 80 ft.
LEVEL: Druid 2 DURATION: 2 rounds/ caster level
RANGE: Touch AREA OF EFFECT: 1d4 animals
DURATION: Permanent until tripped CASTING TIME: 5 segments
AREA OF EFFECT: One object SAVING THROW: Negates
CASTING TIME: 1 turn COMPONENTS: V, S, M
SAVING THROW: Half
COMPONENTS: V, S, M A hold animal spell completely immobilizes up to four animals (i.e. creatures
listed under “animal” in Chapter IV) for the length of the spell’s duration. The
With the exception of any distinctions detailed above, this spell is identical to druid decides how many animals he or she will target with the spell: if there is
the magic user spell of the same name. only one target, the saving throw is made at -4; if two, each makes the saving
throw at -2; if three, the saving throw is at -1; and if the druid seeks to hold four
HALLUCINATORY FOREST animals, each makes its saving throw with no penalty. Animals held by this
Illusion (Phantasm) spell may be killed or bound at a rate of one per round, or, if the attacker
LEVEL: Druid 4 chooses, may be attacked at twice the normal rate with an automatic hit, for
RANGE: 80 ft. maximum damage.
DURATION: Permanent
AREA OF EFFECT: 40 ft. square/ caster level HOLD PLANT
CASTING TIME: 6 segments Enchantment (Charm)
SAVING THROW: None LEVEL: Druid 4
COMPONENTS: V, S, M RANGE: 80 ft.
DURATION: 1 round/ caster level
By casting this spell, the druid creates the illusion of a forest in the spell’s area AREA OF EFFECT: See below
of effect. Woodland fey and other druids will immediately discern the forest’s CASTING TIME: 6 segments
illusory nature, but even normal animals will be fooled by the forest’s SAVING THROW: Negates
appearance. The illusion is not tactile, only visual, so it is likely that intelligent COMPONENTS: V, S, M
beings entering the forest will quickly realize they are walking in an illusion.
However, the mere realization that the forest is not real does not dispel the This spell affects plants that can move, whether naturally or as the result of a
illusion, and it will continue to limit vision and possibly create other spell. Plants affected by the spell are frozen in place for the spell’s duration, and
inconveniences; horses, for example, will not walk a straight path through the if the spell is cast upon normal vegetation (such as dry leaves), these will make
illusion, circling around the “trees” they perceive as real. no sound other than sounds caused by the wind. In the case of molds, fungi, and
other plants that cannot be considered separately, the spell affects 4-16 square
HEAT METAL* yards of space, as decided by the druid. In the case of plant creatures such as
Necromancy treants, the spell affects between one and four creatures, at the caster’s option.
LEVEL: Druid 2
RANGE: 40 ft. Depending upon how many creatures (or sq yards of space) the druid targets,
DURATION: 7 rounds the saving throw against the spell is subject to different penalties. If one
AREA OF EFFECT: All metal worn by 1 size M creature per caster level, or creature (4 sq yards) is targeted, the saving throw against the spell is made at a
50 lbs weight/ caster level, as applicable penalty of -4; two creatures or 8 sq yards suffer a penalty of -2; three creatures
CASTING TIME: 4 segments or 12 sq yards suffer a penalty of -1; and four creatures or 16 sq yards suffer no
SAVING THROW: None penalty on the saving throw.
COMPONENTS: V, S, M
INSECT PLAGUE
This extremely powerful spell causes metal to heat up to searing temperatures, Conjuration (Summoning)
and the reverse, chill metal, causes metal to become damagingly cold. The two LEVEL: Druid 5
versions of the spell inflict different damage and potential side effects. The RANGE: 320 ft.
effects of continued exposure to the metal as it changes temperature to a DURATION: 1 turn/ caster level
damaging level and then returns to normal are set forth below: AREA OF EFFECT: Cloud of 160 ft. radius, 40 ft. high
CASTING TIME: 7 segments
HEAT SAVING THROW: None
Round Effect COMPONENTS: V, S, M
1 No effect other than discomfort
2 1d4 hp damage Except as noted above, this spell is identical to the 5 th level clerical spell insect
3-5 2d4 hp damage, severe blistering to extremities (hands, feet), and plague.
unconsciousness if the metal is a helmet
6 1d4 hp damage
7 Discomfort
79
INVISIBILITY TO ANIMALS 1d4 x2 ft. The spell is affected by natural conditions such as strong winds,
Transmutation (Alteration) which will reduce the spell’s effective duration.
LEVEL: Druid 1
RANGE: Touch PASS PLANT
DURATION: 1 turn + 1 round/ level Transmutation (Alteration)
AREA OF EFFECT: Creature touched LEVEL: Druid 5
CASTING TIME: 4 segments RANGE: Touch
SAVING THROW: None DURATION: See below
COMPONENTS: S, M AREA OF EFFECT: See below
CASTING TIME: 7 segments
With a gesture, the druid or other recipient of the spell fades from the sight, SAVING THROW: None
sound, and smell of any animal (i.e. creature listed under “Animal” in Chapter COMPONENTS: V, S, M
V). Creatures with intelligence of 6+ are not affected by the spell. This
powerful form of invisibility is not dispelled if the druid attacks, although a By means of this spell, the druid steps into one tree and steps out from a distant
particular creature being attacked with a hand-held weapon will, of course, be tree of the same type. The druid determines the direction in which he or she will
aware of the druid’s general location and be entitled to attack with a -4 penalty travel from one tree to another. Most trees permit a maximum distance of travel
until the druid moves out of its immediate area. Druids will, by nature of their of 300 yards, but trees sacred to druids allow travel of considerably greater
calling, not use this spell to commit wholesale slaughter upon animals except in distance; oak, yew, and rowan trees permit the druid to travel as far as 600
extraordinary circumstances. yards. If no tree of the same type is to be found in the direction the druid
designates, he or she will emerge from any tree of that species within the spell’s
LOCATE ANIMALS range closest to the direction he or she specified. The druid may remain in the
Divination first tree for as long as one round per caster level before being forced to leave
LEVEL: Druid 1 the other tree, and in this case he or she will be treated in the same way as for a
RANGE: Caster plant door spell. If no appropriate tree is available for the druid to step from, he
DURATION: 1 round/ caster level or she may remain in the first tree for the spell’s duration, but will not be able to
AREA OF EFFECT: Path 20 ft. wide, 20 ft./ caster level long use the spell for traveling
CASTING TIME: 1 round
SAVING THROW: None PASS WITHOUT TRACE
COMPONENTS: V, S, M Enchantment (Charm)
LEVEL: Druid 1
The caster becomes able to divine the presence of a particular kind of animal in RANGE: Touch
the direction he or she views. The druid must concentrate for a full round in a DURATION: 1 turn/ caster level
particular direction in order to gain the insight granted by the spell. The spell’s AREA OF EFFECT: Creature touched
enchantment affects the caster, so the effects move with him or her. CASTING TIME: 1 round
The divination is not blocked by any intervening substance, of any thickness. SAVING THROW: None
COMPONENTS: V, S, M
LOCATE PLANTS
Divination Any creature upon which this spell is cast can move through any sort of terrain
LEVEL: Druid 2 without leaving behind the slightest sign of its passage. It leaves no footprints,
RANGE: Caster no scent, and no other telltales of movement. It is impossible to trace its path
DURATION: 1 turn/ caster level except, temporarily, by one method-the path will radiate magic for 6d6 turns.
AREA OF EFFECT: 5 ft. radius/ caster level Once this time elapses, the magical aura will fade away, leaving the trail
CASTING TIME: 1 round undisturbed by any sign that the spell’s recipient was ever there.
SAVING THROW: None
COMPONENTS: V, S, M PLANT DOOR
Transmutation (Alteration)
Upon casting this spell, the druid is imbued with the ability mentally to locate LEVEL: Druid 4
any specific type of plant upon which he or she concentrates, in the area the RANGE: Touch
spell radiates around him or her as he or she moves. DURATION: 1 turn/ caster level
AREA OF EFFECT: See below
NEUTRALISE POISON* CASTING TIME: 6 segments
Transmutation (Alteration) SAVING THROW: None
LEVEL: Druid 3 COMPONENTS: V, S, M
RANGE: Touch
DURATION: Instantaneous This spell allows the druid to travel effortlessly through vegetation of any kind,
AREA OF EFFECT: Creature touched stepping through it as if it did not exist. The pathway may also be traveled by a
CASTING TIME: 5 segments druid of higher level than the caster, but no other creature can take advantage of
SAVING THROW: None (negates) the spell’s effect. The pathway opened by the spell may be up to 5 ft. wide, 10
COMPONENTS: V, S ft. high, and up to 120 ft./ caster level in length. The druid may even use the
spell to shift inside a tree or move through an area of plants affected by a spell
Other than as may be described above, this spell is identical to the clerical spell (such as entangle). If the druid is within a tree that is attacked, he or she must
of the same name. leave the tree before it is killed or die with the tree.
As this spell is completed, an enchanted mist billows from the area where the By means of this spell, the druid causes plants and vines to grow with
druid stands, rapidly filling the area of effect and reducing visibility therein to unbelievable speed, forming a tangled barrier of thick vegetation. The
enchantment may be dispelled, or the plants cleared by normal means.
80
Chopping a way through the barrier is possible, but movement is restricted to 10 PROTECTION FROM LIGHTNING
ft./ turn (20 ft. for size L creatures). Abjuration
LEVEL: Druid 4
PREDICT WEATHER RANGE: Touch
Divination DURATION: See below
LEVEL: Druid 1 AREA OF EFFECT: One creature
RANGE: 0 CASTING TIME: 6 segments
DURATION: Instantaneous SAVING THROW: None
AREA OF EFFECT: 9 square miles COMPONENTS: V, S, M
CASTING TIME: 1 round
SAVING THROW: None This spell lends the recipient the same protection against lightning and
COMPONENTS: V, S, M electricity as the 3rd level spell protection from fire affords against fire.
The druid casts this spell upon virtually any substance: bones, leaves, powders, PURIFY WATER*
etc. He or she can read in the resulting pattern an exact divination of the Transmutation (Alteration)
weather as it will naturally occur within the surrounding nine square miles for LEVEL: Druid 1
the next two hours per caster level. A 2nd level druid, as an example, would be RANGE: 40 ft.
able to predict the weather four hours into the future. DURATION: Instantaneous
AREA OF EFFECT: 1 cubic ft./ caster level
PRODUCE FIRE* CASTING TIME: 1 round
Transmutation (Alteration) SAVING THROW: None
LEVEL: Druid 4 COMPONENTS: V, S
RANGE: 40 ft.
DURATION: 1 round This spell removes all impurities from water, making it clear and drinkable. The
AREA OF EFFECT: 60 ft. radius reverse of the spell contaminates water, making it impossible to drink, and will
CASTING TIME: 6 segments negate the properties of holy and unholy water.
SAVING THROW: See below
COMPONENTS: V, S, M PYROTECHNICS
Transmutation (Alteration)
This spell instantly creates a normal fire within its area of effect, a blazing LEVEL: Druid 3
conflagration lasting only one minute (1 round) but causing 1d4 hit points of RANGE: 160 ft.
damage to any creature in the area and igniting all combustible material DURATION: See below
(subject, of course, to an item saving throw against normal fire). The reverse of AREA OF EFFECT: See below
the spell extinguishes all normal fires within the area of effect. CASTING TIME: 5 segments
SAVING THROW: None
PRODUCE FLAME COMPONENTS: V, S, M
Transmutation (Alteration)
LEVEL: Druid 2 The pyrotechnics spell may be used to produce two entirely different effects: a
RANGE: 0 bright display of fiery light or a massive pall of smoke. Both possible uses of
DURATION: 2 rounds/ caster level the spell require an existing fire source (which may be anywhere in the spell’s
AREA OF EFFECT: See below range), and the spell’s area of effect depends on the size of the originating fire.
CASTING TIME: 4 segments
SAVING THROW: See below If the spell is used to produce fireworks, the fl ashing display will temporarily
COMPONENTS: V, S, M blind (for 1d4+1 rounds) all creatures in the area of effect and 120 ft. beyond-
provided that the display is not obstructed from view, of course. The fireworks
On casting this spell, the druid’s hand ignites with an eldritch fire that causes no fill an area ten times the volume of the original fire source and persist for 1
harm to the druid but is otherwise equivalent to the flame of a torch. It can be segment/ caster level.
used to set fires and may also be thrown as a missile. The throwing range of the
flame is 40 ft., and when the flame hits an object it will explode, igniting all If the spell is used to produce smoke, a billowing cloud will emanate from the
combustible material in a radius of 15 ft. (Materials are entitled to saving fire source, obscuring vision beyond 20 ft. in an area 100 times the volume of
throws against normal fire.) The druid may banish the magical flame at will, but the fire source. Whatever fire is used as the spell’s source is extinguished
fires set by it must be extinguished by normal means. immediately as the spell is cast.
The druid may use this spell to confer considerable protection from fire upon Provided that a body has been dead for no more than a week, a powerful druid
another creature, but if he or she casts it upon him- or herself the effects are far can recall its spirit from the dead-but into another body. The form of the new
greater, conferring temporary invulnerability even to fires of magical nature, body is not subject to the druid’s control, and is determined by means of the
such as dragon’s breath. If the spell is cast upon another creature, the recipient tables below. The new body will appear within 1d6 turns near the soul’s former
gains immunity to normal fire and a saving throw bonus of +4 against fire based body. Elves may be brought back to life by reincarnation. There is a 35%
attacks. Any damage incurred by fire attacks will also reduced by half. If the chance that the new incarnation will be from the “humanoid” table and a 65%
spell is cast upon the druid, he or she becomes completely invulnerable to chance that the new incarnation will be from the animal table. The new
normal fire and also ignores all damage from magical fire (dragon breath, incarnation (if sapient) will retain the original character’s experience points, but
fireball, etc.) until a total of 12 hp/caster level has been absorbed by the spell, at will have new physical (Str, Dex, Con) ability scores randomly rolled and
which time the spell will be dissipated. adjusted for the new race. The character will retain his or her original mental
ability scores (Int, Wis, Cha).
81
Humanoid Table SNARE
d% New Incarnation Enchantment (Charm)
01-02 Bugbear LEVEL: Druid 3
03-05 Dwarf RANGE: Touch
06-16 Elf DURATION: Permanent (until triggered)
17-18 Gnoll AREA OF EFFECT: 10 ft. radius + 6 ft./ caster level
19-31 Gnome CASTING TIME: 3 rounds
32-33 Goblin SAVING THROW: None
34-36 Half-elf COMPONENTS: V, S, M
37-39 Halfling
40-42 Half-orc This spell is used to enchant a normal snare, making it hard to detect and
43-44 Hobgoblin supernaturally effective. The spell is cast upon a rope, vine, or cord, which then
45-88 Human blends perfectly with the surroundings, becoming 90% undetectable to normal
89-91 Kobold (un-enchanted) vision. When any creature steps into the area bounded by the
92-93 Ogre snare, the snare will whip closed and bind the victim tightly. Strength of 23 is
94-95 Ogre Mage required to break the snare for one hour after the spell is triggered, and the
96-98 Orc strength required falls by one point per hour until 12 hours have elapsed, at
99-00 Troll which time the spell ceases to have any effect. If the snare is attached to a
suitably flexible tree, the spell will magically bend the tree so that when the trap
Animal Table is triggered it will snap the victim into the air for 1d6 points of damage and hold
d% New Incarnation it suspended from the branches.
01-05 Badger
06-18 Bear SPEAK WITH ANIMALS
19-24 Boar Transmutation (Alteration)
25-29 Centaur LEVEL: Druid 1
30-35 Dryad RANGE: 0
36-43 Eagle DURATION: 2 rounds/ caster level
44-46 Fox AREA OF EFFECT: One animal type within 40 ft. of the caster
47-52 Hawk CASTING TIME: 3 segments
53-57 Lynx SAVING THROW: None
58-62 Owl COMPONENTS: V, S
63-68 Pixie
69-71 Raccoon This spell allows the druid to speak with all animals of a particular type or
72-76 Faun species that are within 40 ft. of him or her when the spell’s casting is complete.
77-84 Stag In all other respects, except as denoted above, the spell is identical to the 2 nd
85-92 Wolf level cleric spell speak with animals.
93-00 Wolverine
SPEAK WITH PLANTS
REPEL INSECTS Transmutation (Alteration)
Abjuration LEVEL: Druid 4
LEVEL: Druid 4 RANGE: Caster
RANGE: Caster DURATION: 2 rounds/ caster level
DURATION: 1 turn/ caster level AREA OF EFFECT: 40 ft. radius around caster
AREA OF EFFECT: One creature CASTING TIME: 1 turn
CASTING TIME: 1 round SAVING THROW: None
SAVING THROW: See below COMPONENTS: V, S, M
COMPONENTS: V, S, M
Other than as noted above, this spell is identical to the clerical spell speak with
An invisible barrier forms around the spell’s recipient as the caster completes plants.
the invocation, warding him or her from insects. Only true insects are affected
by the spell, which does not repel spiders, scorpions, beetles or centipedes. STICKS TO SNAKES*
Normal insects are completely hedged out by the spell, and giant varieties (2+ Transmutation (Alteration)
HD) must succeed in a saving throw against spells to pass the barrier. Even if a LEVEL: Druid 5
giant insect should manage to penetrate the barrier, it will sustain 1d6 hit points RANGE: 40 ft.
of damage from doing so. DURATION: 2 rounds/ caster level
AREA OF EFFECT: 5 ft. radius
SHILLELAGH CASTING TIME: 7 segments
Transmutation (Alteration) SAVING THROW: None
LEVEL: Druid 1 COMPONENTS: V, S, M
RANGE: Touch
DURATION: 1 round/ caster level Except as may be noted above, this spell is identical to the clerical spell of the
AREA OF EFFECT: 1 oak club same name.
CASTING TIME: 1 segment
SAVING THROW: None STONE SHAPE
COMPONENTS: V, S, M Transmutation (Alteration)
LEVEL: Druid 3
The druid imbues a club or billet of oak-wood with enchanted power, making it RANGE: Touch
+1 to hit and capable of inflicting 2d4 points of damage against small and DURATION: Instantaneous
medium-sized opponents, 1d4+1 against large opponents. The shillelagh must AREA OF EFFECT: 3 cubic ft. + 1/ caster level
be wielded by the druid in order for it to possess these magical properties; in the CASTING TIME: 1 round
hands of any other person it will be no more than an ordinary wooden club. SAVING THROW: None
COMPONENTS: V, S, M
This spell is identical to the magic user spell of the same name, except as noted
above.
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SUMMON INSECTS When the spell is cast, the druid simply steps into a large plant of any kind and
Conjuration (Summoning) disappears into it. He or she may remain in the first plant for up to 24 hours, but
LEVEL: Druid 3 at any time he or she may step forth from another plant of the same species in
RANGE: 30 ft. another location. The druid may know of a specific plant from which he or she
DURATION: 1 round/ caster level wants to emerge, or may simply specify a distance and a direction. If the druid
AREA OF EFFECT: See below does not know of a specific destination plant, his or her arrival may be off by 1d
CASTING TIME: 1 round % miles from the desired point of arrival, at the GM’s discretion.
SAVING THROW: None
COMPONENTS: V, S, M TREE
Transmutation (Alteration)
When the druid completes the intonations and gestures of this spell, a swarm of LEVEL: Druid 3
insects appears from nearby or from the thin air to attack the druid’s enemies. RANGE: Caster
There is a 70% chance that the swarm will be composed of flying insects, 30% DURATION: 6 turns + 1 turn/ caster level
chance that the insects will be ants or other non-airborne biting vermin. A flying AREA OF EFFECT: Caster
swarm can move tremendously fast, but a crawling swarm is limited to CASTING TIME: 5 segments
movement of 12 ft./ round. In either case, the insects automatically inflict 2 hp SAVING THROW: None
damage per round against their target, and the unfortunate victim will be so COMPONENTS: V, S, M
thickly covered as to be incapable of any action, including movement. The
druid may redirect the swarm to attack another opponent, but the command will Casting this spell causes the druid’s shape to melt and twist into that of a tree,
cause 1 round of confusion within the swarm as it reorients itself toward the its general appearance determined by the caster. The spell is neither an illusion
new target. nor a charm: the druid is, for all intents and purposes, a tree. However, in tree
shape the druid retains human senses and will be fully aware of his or her
TRANSMUTE METAL TO WOOD surroundings. The druid may shift back into human shape at will, thereby
Transmutation (Alteration) ending the spell. Magical detections will reveal the druid’s true form, but
LEVEL: Druid 7 ordinary inspections, no matter how minute, will not.
RANGE: 80 ft.
DURATION: Instantaneous (permanent) TRIP
AREA OF EFFECT: One metal object Enchantment (Charm)
CASTING TIME: 9 segments LEVEL: Druid 2
SAVING THROW: See below RANGE: Touch
COMPONENTS: V, S, M DURATION: 1 turn/ caster level
AREA OF EFFECT: One object, up to 10 ft. length
Using this spell, the druid may select a single object of metal and change its CASTING TIME: 4 segments
substance to wood. The spell affects up to 8 lbs of metal per caster level. The SAVING THROW: Negates
item is not entitled to a saving throw, but magic items have a flat 90% chance of COMPONENTS: V, S, M
being unaffected by the spell.
This spell turns an appropriate object into a magical trap of sorts. The object
TRANSMUTE ROCK TO MUD* rises from the ground and trips any creature crossing over it, even if they are
Transmutation (Alteration) aware of it (saving throw vs spells-unlisted category, +4 if aware of the object).
LEVEL: Druid 5 The object is 80% undetectable and will affect even the caster. The trap causes
RANGE: 160 ft. falls to be much worse than normal: a running creature will suffer 1d6 points of
DURATION: See below damage and be stunned for 1d4+1 rounds, or will merely be stunned if they fall
AREA OF EFFECT: 20 ft. cube/ caster level onto a soft surface such as grass. Creatures larger than size M are not affected
CASTING TIME: 7 segments by the spell.
SAVING THROW: None
COMPONENTS: V, S, M TURN WOOD
Transmutation (Alteration)
This spell transforms solid rock into mud, the volume transformed being LEVEL: Druid 6
proportionate to the caster’s level. Any volume of mud will sink until its depth RANGE: 0
is equal to about one half the pool’s diameter. If this spell is cast upon a ceiling, DURATION: 4 rounds/ caster level
the resulting volume of mud will immediately collapse, possibly trapping or AREA OF EFFECT: 120 ft. wide path, 20 ft. long/ caster level
suffocating those caught beneath. Similarly, if a floor is turned to mud, CASTING TIME: 8 segments
creatures standing in the area will sink and may be trapped. If dispel magic is SAVING THROW: None
cast upon the mud before it eventually dries into dirt, the mud will return to COMPONENTS: V, S, M
stone, but in the shape and location of the mud (i.e., a collapsed ceiling will not
return to its original place; it will be frozen back into stone where it collapsed). At the completion of this spell, the druid holds his or her palm outstretched, and
The spell’s reverse transforms mud into sandstone or a similar sedimentary with the final word of the spell a tremendous burst of power rolls forth, forcing
rock. back all wooden objects. Even very large wooden structures that are not affixed
to the ground will be affected, although objects fixed to the ground will manage
TRANSPORT VIA PLANTS to withstand the spell’s awesome power. A sapling-sized or smaller piece of
Transmutation (Alteration) wood will splinter and break even if it is firmly affixed. The druid need not
LEVEL: Druid 6 concentrate on maintaining the waves of force and cannot change the direction
RANGE: Touch of the fl ow of eldritch power once it is set.
DURATION: See below
AREA OF EFFECT: See below WALL OF FIRE
CASTING TIME: 3 segments Evocation
SAVING THROW: None LEVEL: Druid 5
COMPONENTS: V, S RANGE: 80 ft. (wall) or caster (ring)
DURATION: See below
The mystic oneness of all nature is a principal tenet of many druidic sects, and it AREA OF EFFECT: See below
sees practical use in the transport via plants spell. Upon casting this spell, the CASTING TIME: 7 segments
druid may travel almost instantly from one plant to another through the mystic SAVING THROW: None
oneness that joins all life forms. The spell operates in much the same fashion as COMPONENTS: V, S, M
pass plant, but with an unlimited range.
One of the more dramatic examples of druidic magic is the wall of fire spell, by
which the druid calls up a blazing inferno of flame in the shape of a wall. One
83
side of the conflagration emits the searing heat one would expect, but the other WEATHER SUMMONING
side emits merely a gentle warmth. Passing through the flames inflicts 4d4 Conjuration (Summoning)
damage plus 1/ caster level. Creatures as far as ten ft. from the hot side of the LEVEL: Druid 6
wall incur 2d4 hit points of damage, and even creatures as far as 20 ft. from the RANGE: 0
fire are burned for 1d4 points of damage. Undead creatures suffer worse from DURATION: See below
the power of this druidic magic, taking twice the ordinary damage the wall AREA OF EFFECT: See below
would inflict. CASTING TIME: 1 turn
SAVING THROW: None
The wall persists for as long as the druid concentrates upon it, or, if the druid COMPONENTS: V, S, M
does not choose to maintain concentration, will remain for 1 round/ caster level.
The druid may evoke a wall of fire in one of two shapes: a wall or a ring. The The area of effect of this spell is d% square miles, but except as noted above,
size of a straight wall is up to one 20 ft. square per caster level. A ring has a the spell is similar to the clerical spell control weather, allowing the druid to
radius of up to five ft. per caster level (with the caster in the center) and is 20 ft. affect, but not direct, existing weather conditions.
high. If the druid manifests the spell as a wall, the effect is stationary. The ring-
shaped wall moves with the caster. PHANTASMAL SPELLS
WALL OF THORNS Unlike clerical and druidic spells, phantasmal spells do not require any special
Conjuration (Summoning) material components. There are some phantasmal spells that can be cast within
LEVEL: Druid 6 the area of effect of a silence spell, since they have no verbal component.
RANGE: 80 ft.
DURATION: 1 turn/ level ALTER REALITY
AREA OF EFFECT: 100 ft. cube/ caster level Illusion
CASTING TIME: 8 segments LEVEL: Illusionist 7
SAVING THROW: None RANGE: Unlimited
COMPONENTS: V, S DURATION: Varies (GM discretion)
AREA OF EFFECT: Varies (GM discretion)
When the druid casts this spell, a tangled wall of briar vines erupts from the CASTING TIME: Varies (GM discretion)
ground, bristling with sharp, deadly thorns. Running into or attempting to force SAVING THROW: Varies (GM discretion)
a way through the thorns will cause 8 hp damage, plus 1 hp for every point of COMPONENTS: Varies (GM discretion)
armor class. A creature may be caught within the wall of thorns when the spell
is cast, and if this is the case it will take damage immediately and must fight This spell has the same effect as the magic user spell limited wish, but requires
through (taking damage a second time) to gain enough freedom of motion to the creation of a phantasmal force prior to casting, which serves as a focus for
chop at the thorns. It takes four turns to cut through a 40 ft. thickness of a wall the spell.
of thorns.
ARCANE SPELLS, LEVEL 1
Normal fire has no effect upon a wall of thorns, but magical fire can ignite the Various
entire growth, creating a wall of fire (as per the spell) that burns away to LEVEL: Illusionist 7
nothing in two turns. RANGE: See below
DURATION: See below
WARP WOOD AREA OF EFFECT: See below
Transmutation (Alteration) CASTING TIME: See below
LEVEL: Druid 2 SAVING THROW: See below
RANGE: 10 ft./ caster level COMPONENTS: See below
DURATION: Instantaneous (permanent)
AREA OF EFFECT: See below This spell enables the illusionist to memorize several 1 st level magic user spells
CASTING TIME: 4 segments in place of one 7th level illusionist spell. The illusionist may substitute a number
SAVING THROW: None of magic user spells equal to his or her level minus ten (4 at 14th level, 5 at 15th
COMPONENTS: V, S, M level, etc.). The mage spells must be chosen at the same time as the Arcane
Spells, Level 1 spell is memorized
This spell permanently warps wood and may be used to destroy arrows, spears,
doors, etc. The druid may affect a volume of wood roughly fifteen inches long ASTRAL SPELL
by one inch thick per caster level, about the volume of an axe handle. Multiple Transmutation (Alteration)
items may be affected; four arrows have about the same volume as an axe LEVEL: Illusionist 7
handle. A fifth-level druid could effectively destroy a normal door with this RANGE: Touch
spell. DURATION: See below
AREA OF EFFECT: One to six creatures
WATER BREATHING* CASTING TIME: 3 turns
Transmutation (Alteration) SAVING THROW: None
LEVEL: Druid 3 COMPONENTS: V, S
RANGE: Touch
DURATION: 6 turns/ level Except as may be noted above, this spell is identical to the magic user spell of
AREA OF EFFECT: One creature the same name.
CASTING TIME: 5 segments
SAVING THROW: None AUDIBLE GLAMOR
COMPONENTS: V, S, M Illusion
LEVEL: Illusionist 1
This spell grants the ability to breathe underwater while the spell lasts. The RANGE: 60 ft. + 10 ft./ level
reverse of the spell allows a water-breathing creature to breathe in the air. DURATION: 3 rounds/ level
AREA OF EFFECT: Hearing range
CASTING TIME: 5 segments
SAVING THROW: See below
COMPONENTS: V, S
Except as may be noted above, this spell functions in the same manner as the
magic user spell of the same name.
84
BLINDNESS COLOR SPRAY
Illusion Transmutation (Alteration)
LEVEL: Illusionist 2 LEVEL: Illusionist 1
RANGE: 30 ft. RANGE: 0
DURATION: Permanent DURATION: 1 segment
AREA OF EFFECT: One creature AREA OF EFFECT: Cone, 5 ft. wide at origin, 45% arc, 10 ft./ level long
CASTING TIME: 2 segments CASTING TIME: 1 segment
SAVING THROW: Negates SAVING THROW: See below
COMPONENTS: V, S COMPONENTS: V, S, M
This spell causes the subject to become blind, but causes no damage to the eyes The caster fans out his or her fingers, and a sheet of unearthly-colored
themselves. The effect cannot be removed by any spell that restores physical light springs forth. 1d6 creatures caught within the light may be affected, and
health (such as a healing spell, cure disease, etc), but may be dispelled the spell can only affect 1 hit die of creatures per caster level. Creatures with
normally. The caster can end the condition at will. HD equal to or less than the caster’s are rendered unconscious by the burst of
colors. If the creature’s hit dice exceed the caster’s by 1-2, the creature is
BLUR blinded for 1d4 rounds. If the creature has 3+ hit dice in excess of the caster’s, it
Illusion is merely stunned for 2d4 segments. Any creature with hit dice exceeding the
LEVEL: Illusionist 2 caster’s (and creatures or 6+ HD regardless of the caster’s level) are entitled to a
RANGE: Caster saving throw.
DURATION: 3 rounds + 1 round/ level
AREA OF EFFECT: Caster CONFUSION
CASTING TIME: 2 segments Enchantment (Charm)
SAVING THROW: None LEVEL: Illusionist 4
COMPONENTS: V, S RANGE: 80 ft.
DURATION: 1 round/ level
The illusionist’s outline becomes blurred, as if seen through shimmering waves AREA OF EFFECT: Up to 40 x 40 ft.
of heat. In consequence, the illusionist gains a bonus of +1 against any targeted CASTING TIME: 4 segments
magical attack. Additionally, any opponent’s first attack against the illusionist SAVING THROW: See below
will incur a penalty of -4, and subsequent attacks incur a penalty of -2 (after one COMPONENTS: V, S, M
attack, the opponent has become accustomed to the spell’s distorting effect).
This spell affects a base number of 2d8 creatures. Except as noted above, it is
CHANGE SELF otherwise identical to the druidic spell of the same name.
Illusion
LEVEL: Illusionist 1 CONJURE ANIMALS
RANGE: Caster Conjuration (Summoning)
DURATION: 2d6 rounds + 2rounds/ level LEVEL: Illusionist 6
AREA OF EFFECT: Caster RANGE: 30 ft.
CASTING TIME: 1 segment DURATION: 1 round/ level
SAVING THROW: None AREA OF EFFECT: Conjured creatures
COMPONENTS: V, S CASTING TIME: 6 segments
SAVING THROW: None
By means of this spell, the illusionist changes his or her appearance into any COMPONENTS: V, S
bipedal humanoid form (although size and weight can only be altered by one
foot and 50 lbs, respectively). The illusionist’s face, of course, may be changed Except as may be noted above, this spell is identical to the clerical spell of the
as desired, including alterations to make him or her appear identical to an same name.
existing person.
CONTINUAL DARKNESS
CHAOS Transmutation (Alteration)
Enchantment (Charm) LEVEL: Illusionist 3
LEVEL: Illusionist 5 RANGE: 60 ft.
RANGE: 5 ft./ level DURATION: Permanent
DURATION: 1 round/ level AREA OF EFFECT: 30 ft. radius globe
AREA OF EFFECT: Up to 40 x 40 ft. CASTING TIME: 3 segments
CASTING TIME: 5 segments SAVING THROW: None
SAVING THROW: See below COMPONENTS: V, S
COMPONENTS: V, S, M
Except as noted above (particularly the area of effect), this spell is identical to
This spell causes a number of creatures in the spell’s area of effect to behave the magic user spell darkness 15 ft. radius.
strangely and unpredictably. All creatures in the spell’s area of effect become
confused (see below for effect), and only illusionists, fighters, and creatures CONTINUAL LIGHT
with an intelligence of 4 or lower are entitled to a saving throw at all. Those Transmutation (Alteration)
entitled to a saving throw must check each round to avoid becoming confused. LEVEL: Illusionist 3
Creatures that fail their saving throws (if entitled to one at all) act randomly in RANGE: 60 ft.
accordance with the following table: DURATION: Permanent
AREA OF EFFECT: 60 ft. radius globe
d% Action CASTING TIME: 3 segments
01-10 Attacks the illusionist or his or her allies SAVING THROW: None
11-20 Acts normally COMPONENTS: V, S
21-50 Babbles incoherently
51-70 Meanders away from caster for a full turn Except as may be noted above, this spell is identical to the clerical spell of the
71-00 Attacks nearest creature same name.
Note: A creature that meanders away is not entitled to further saving throws,
but will be freed from the spell’s effects after taking a full turn of movement (at
normal speed) away from the caster.
85
DANCING LIGHTS DETECT ILLUSION
Transmutation (Alteration) Divination
LEVEL: Illusionist 1 LEVEL: Illusionist 1
RANGE: 40 ft. + 10 ft./ level RANGE: Caster
DURATION: 2 rounds/ level DURATION: 3 rounds + 2 rounds/ level
AREA OF EFFECT: 60 ft. radius globe AREA OF EFFECT: Path 10 ft. wide, 10 ft./ level long
CASTING TIME: 1 segment CASTING TIME: 1 segment
SAVING THROW: None SAVING THROW: None
COMPONENTS: V, S, M COMPONENTS: V, S, M
Except as may be noted above, this spell is identical to the magic user spell of By means of this spell, the caster sees any illusion for what it truly is. By
the same name. touching an illusion, the caster can make its true form visible to any observer.
Except as may be noted above, this spell is identical to the magic user spell Except as may be noted above, this spell is identical to the magic user spell of
darkness 15 ft. radius. the same name.
This spell is similar to the illusionist’s blindness spell, but causes deafness. The Except as may be noted above, this spell is identical to the clerical spell of the
effect is permanent until removed by dispel magic, though it can be removed by same name.
the caster at any time.
DISPEL EXHAUSTION
DEMI-SHADOW MAGIC Illusion
Illusion LEVEL: Illusionist 4
LEVEL: Illusionist 6 RANGE: Touch
RANGE: 60 ft. + 10 ft./ level DURATION: 3 turns/ level
DURATION: See below AREA OF EFFECT: Up to 4 creatures
AREA OF EFFECT: See below CASTING TIME: 4 segments
CASTING TIME: 6 segments SAVING THROW: None
SAVING THROW: See below COMPONENTS: V, S
COMPONENTS: V, S
This spell creates a powerful illusion of physical health. Recipients “gain” 50%
This spell allows the illusionist to “cast” a quasi-real version of any one of the of any hit points that have been lost, and function for all intents and purposes as
following arcane spells: cloudkill, cone of cold, magic missile, fireball, lighting if these hit points are real. The illusory hit points are the first to be subtracted if
bolt, wall of fire, wall of ice. If a victim fails a saving throw vs spells, the the character sustains damage. At the end of the spell’s duration, the remaining
illusion will function as a real version of that spell with regard to the victim. If illusory hit points are lost. Additionally, any character under the influence of
the saving throw is successful, it will still have a lessened effect due to its quasi- this spell can move (but not attack) at double the normal speed.
real nature. The offensive spells will inflict 2 hit points per caster level, the wall
spells will inflict 1d4 hit points per caster level, and the cloudkill will only kill DISPEL ILLUSION
creatures of fewer than 2 hit dice (no saving throw). Abjuration
LEVEL: Illusionist 3
DEMI-SHADOW MONSTERS RANGE: 10 ft./ level
Illusion DURATION: Instantaneous
LEVEL: Illusionist 5 AREA OF EFFECT: One illusion
RANGE: 30 ft. CASTING TIME: 3 segments
DURATION: 1 round/ level SAVING THROW: None
AREA OF EFFECT: 20 x 20 ft. COMPONENTS: V, S
CASTING TIME: 5 segments
SAVING THROW: See below This spell automatically dispels phantasmal forces cast by non-illusionists.
COMPONENTS: V, S All other illusion spells are treated as if this spell were a dispel magic (i.e., with
a 50% base chance to dispel, adjusted up or down by 2% or 5% respectively,
This spell creates partially-real illusory monsters in the same manner as the based on relative caster levels).
spell shadow monsters, but the demi-shadow monsters have 40% of normal hit
points rather than 20%; if they are detected as only quasi-real, they inflict 40%
of normal damage and are AC 8.
86
EMOTION HALLUCINATORY TERRAIN
Enchantment (Charm) Illusion
LEVEL: Illusionist 4 LEVEL: Illusionist 3
RANGE: 10 ft./ level RANGE: 20 ft. + 20 ft./ level
DURATION: Until concentration ceases DURATION: See below
AREA OF EFFECT: Up to 40 x 40 ft. AREA OF EFFECT: 40 x 40 ft. square area + 10 ft. square/ level
CASTING TIME: 4 segments CASTING TIME: 5 rounds
SAVING THROW: Negates SAVING THROW: None
COMPONENTS: V, S COMPONENTS: V, S, M
By casting this spell, the illusionist is able to instil others with one of four Except as may be noted above, this spell is identical to the magic user spell of
powerful emotions, each with a different effect, as described below: the same name.
Fear: If the illusionist chooses to instil fear, the spell’s effect is similar to that HYPNOTIC PATTERN
of the fear spell, but with a -2 penalty applied to saving throws. Illusion
LEVEL: Illusionist 2
Hate: If the illusionist instils hate, the targets gain a +2 to saving throws, RANGE: 0
attacks, and damage. DURATION: See below
AREA OF EFFECT: 30×30 ft. square
Hopelessness: The illusionist causes despair in the target creatures, who will CASTING TIME: 2 segments
wander sadly away or surrender in the face of a challenge such as a combat. SAVING THROW: Negates
COMPONENTS: S, M
Rage: Creatures affected by rage attack at +1, gain a damage bonus of +3, and
gain a bonus of 5 temporary hit points. Temporary hit points are lost first if the The illusionist traces magical patterns in the air with a lit stick of incense or
creature incurs damage. The affected creature will not willingly retreat from any other small light source. Any creature in the area of effect that looks at the
combat or any opponent. traceries of light must make a saving throw or stay transfixed by the patterns.
The spell can affect a maximum of 25 hit dice worth of creatures, and its effect
FEAR persists for so long as the caster chooses to continue tracing the patterns in the
Illusion air.
LEVEL: Illusionist 3
RANGE: 0 HYPNOTISM
DURATION: See below Enchantment (Charm)
AREA OF EFFECT: 5 ft. x 30 ft. x 60 ft. cone LEVEL: Illusionist 1
CASTING TIME: 3 segments RANGE: 30 ft.
SAVING THROW: Negates DURATION: 1 round + 1 round/ level
COMPONENTS: V, S AREA OF EFFECT: 1d6 creatures
CASTING TIME: 1 segment
Except as may be noted above, this spell is identical to the magic user spell of SAVING THROW: Negates
the same name. COMPONENTS: V, S
FOG CLOUD The gestures of this spell weave a hypnotic power into the illusionist’s words,
Transmutation (Alteration) affecting 1d6 creatures. Those not making their saving throws are subject to a
LEVEL: Illusionist 2 suggestion made by the illusionist, identical to that made in the magic user spell
RANGE: 10 ft. suggestion (but with a much shorter duration). The only indication about
DURATION: 4 rounds + 1 round/ level whether a creature has been affected by the hypnotism is whether or not it
AREA OF EFFECT: 40 x 20 x 20 ft. cloud responds to the suggestion.
CASTING TIME: 2 segments
SAVING THROW: None ILLUSORY SCRIPT
COMPONENTS: V, S Illusion
LEVEL: Illusionist 3
This spell creates a roiling mass of gas and vapor, similar in appearance to a RANGE: 0
cloudkill spell. The fog cloud moves away from the caster at 10 ft./round. DURATION: Permanent
Vision into the fog is limited to 2 ft. AREA OF EFFECT: Enchanted script
CASTING TIME: Time of writing
GAZE REFLECTION SAVING THROW: None
Transmutation (Alteration) COMPONENTS: V, S, M
LEVEL: Illusionist 1
RANGE: 0 This is an enchantment placed upon a piece of writing to guard its true contents
DURATION: 1 round from prying eyes. The illusionist may specify a particular person, group of
AREA OF EFFECT: Air in front of caster people, type of person, etc., that will be allowed to read the script without
CASTING TIME: 1 segment risking the adverse effects of the spell. All others will perceive the script as an
SAVING THROW: None undecipherable language, which causes confusion (as per the spell) for 5d4
COMPONENTS: V, S turns (minus one per hit die of the reader). An illusionist can recognize the
script as illusory early enough to avoid the confusion effect, but cannot
The air immediately in front of the caster takes on a mirror’s ability to reflect necessarily see past the illusion.
gaze attacks back upon the attacker. The area does not create a reflective
surface to normal sight, and it can be seen through by the caster and by other IMPROVED INVISIBILITY
observers, except those using gaze attacks. Illusion
LEVEL: Illusionist 4
RANGE: Touch
DURATION: 4 rounds + 1 round/ level
AREA OF EFFECT: One creature
CASTING TIME: 4 segments
SAVING THROW: None
COMPONENTS: V, S
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This spell functions in the same manner as the invisibility spell, but is not MAJOR CREATION
terminated if the invisible creature attacks. Transmutation (Alteration)
LEVEL: Illusionist 5
IMPROVED PHANTASMAL FORCE RANGE: 10 ft.
Illusion DURATION: 6 turns/ level
LEVEL: Illusionist 2 AREA OF EFFECT: 1 cubic ft./ level
RANGE: 60 ft. + 10/ level CASTING TIME: 1 turn
DURATION: See below SAVING THROW: None
AREA OF EFFECT: 40 x 40 ft. square + 10 ft. square/ level COMPONENTS: V, S, M
CASTING TIME: 2 segments
SAVING THROW: See below This spell is simply a more powerful version of minor creation, allowing the
COMPONENTS: V, S, M caster to create objects of mineral as well as of vegetable origin.
This spell produces a phantasm as described in the phantasmal force spell MASS SUGGESTION
description. This more powerful evocation of phantasmal magic allows the Enchantment (Charm)
caster to weave vague sounds into the illusion and to maintain the illusion even LEVEL: Illusionist 6
if moving at up to half his or her normal movement rate. Speech cannot be RANGE: 10 ft./ level
created, but clanking noises, rumblings, and other such sounds can be DURATION: 4 turns + 4 turns/ level
incorporated into the illusion. The spell also allows the illusionist to force the AREA OF EFFECT: One creature/ level
illusion to remain in existence for up to two rounds after he or she ceases to CASTING TIME: 6 segments
concentrate upon it. SAVING THROW: Negates
COMPONENTS: V, M
INVISIBILITY
Illusion This spell functions in the same manner as suggestion, but influences multiple
LEVEL: Illusionist 2 creatures. If all of the spell’s power is concentrated upon a single creature, the
RANGE: Touch spell simply functions as a powerful suggestion spell, with the saving throw
DURATION: See below made at -2.
AREA OF EFFECT: One creature
CASTING TIME: 2 segments MASSMORPH
SAVING THROW: None Illusion
COMPONENTS: V, S LEVEL: Illusionist 4
RANGE: 10 ft./ level
Except as may be noted above, this spell is identical to the magic user spell of DURATION: See below
the same name. AREA OF EFFECT: Up to 10 x 10 ft./ level
CASTING TIME: 4 segments
INVISIBILITY 10 FT. RADIUS SAVING THROW: None
Illusion COMPONENTS: V, S
LEVEL: Illusionist 3
RANGE: Touch Except as may be noted above, this spell is identical to the magic user spell of
DURATION: See below the same name.
AREA OF EFFECT: 10 ft. radius of creature touched
CASTING TIME: 3 segments MAZE
SAVING THROW: None Conjuration (Summoning)
COMPONENTS: V, S LEVEL: Illusionist 5
RANGE: 5 ft./ level
Except as may be noted above, this spell is identical to the magic user spell of DURATION: See below
the same name. AREA OF EFFECT: One creature
CASTING TIME: 5 segments
LIGHT SAVING THROW: None
Transmutation (Alteration) COMPONENTS: V, S
LEVEL: Illusionist 1
RANGE: 60 ft. Other than as may be noted above, this spell is identical to the magic user spell
DURATION: 1 turn/ level of the same name.
AREA OF EFFECT: 20 ft. radius
CASTING TIME: 1 segment MINOR CREATION
SAVING THROW: None Transmutation (Alteration)
COMPONENTS: V, S LEVEL: Illusionist 4
RANGE: Touch
Except as may be noted above, this spell is identical to the clerical spell light. DURATION: 6 turns/ level
AREA OF EFFECT: 1 cubic ft./ level
MAGIC MOUTH CASTING TIME: 1 turn
Transmutation (Alteration) SAVING THROW: None
LEVEL: Illusionist 2 COMPONENTS: V, S, M
RANGE: See below
DURATION: Permanent until triggered With a small piece of material, the caster may use this spell to create an object
AREA OF EFFECT: One object made of that same material. The base material cannot be alive and must come
CASTING TIME: 2 segments from a plant. Thus, within the caster’s limits on the item’s volume, he or she
SAVING THROW: None could create a basket from a piece of straw, a door or club from a splinter of
COMPONENTS: V, S, M wood, a cloak from a piece of wool, etc. The item exists only for the duration of
the spell.
Except as may be noted above, this spell is identical to the magic user spell of
the same name.
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MIRROR IMAGE PHANTASMAL FORCE
Illusion Illusion
LEVEL: Illusionist 2 LEVEL: Illusionist 1
RANGE: Caster RANGE: 60 ft. + 10 ft./ level
DURATION: 3 rounds/ level DURATION: See below
AREA OF EFFECT: 6 ft. radius AREA OF EFFECT: 40 x 40 ft. square + 10 x 10 ft. square/ level
CASTING TIME: 2 segments CASTING TIME: 1 segment
SAVING THROW: None SAVING THROW: See below
COMPONENTS: V, S COMPONENTS: V, S, M
Except for the duration and number of images (1d4+1), this spell is identical to Except as noted above, this spell is identical to the magic user spell phantasmal
the magic user spell of the same name. force.
This spell is cast upon an object or creature to mislead any form of divination The caster creates a personal nightmare creature for the spell’s victim, drawn
spells. If the caster or user of the divination magic fails a saving throw, he or from the victim’s own worst fears. The creature is visible only to the victim and
she will obtain a false result from the divination; a lie will be detected as truth, the caster. When the phantasmal killer takes shape, the victim is entitled to roll
the wrong alignment perceived, the wrong location divined, etc. 3d6 and compare the result to his or her intelligence ability score. If the die roll
is less than the victim’s intelligence, the victim realizes that the killer is actually
NON-DETECTION an illusion and cannot be harmed by it. Certain modifiers apply to this roll (note
Abjuration that a negative modifier increases the chance for successfully disbelieving the
LEVEL: Illusionist 3 apparition):
RANGE: Caster
DURATION: 1 turn/ level (A) -2 if the target is an illusionist;
AREA OF EFFECT: 5 ft. radius (B) +1 if the target is caught by surprise;
CASTING TIME: 3 segments (C) -1 if the target has previously been attacked by a phantasmal killer.
SAVING THROW: None
COMPONENTS: V, S, M The wisdom bonus against mental attacks applies (subtract the bonus from the
die roll instead of adding it, of course).
This spell shields the caster from the prying eyes of scrying magics, making
him or her invisible to divination spells and other means of magical spying such Provided that the victim fails his or her saving throw, the phantasmal killer
as crystal balls and thought detection. proceeds to attack as a 4 HD monster. If it hits the target, he or she will
automatically die from fright. The apparition is not vulnerable to damage and
PARALYSATION cannot be escaped. It disappears at the end of the spell’s duration, or at any time
Illusion the caster dismisses it, or when the caster is killed or rendered unconscious.
LEVEL: Illusionist 3
RANGE: 10 ft./ level PRISMATIC SPRAY
DURATION: Permanent Abjuration
AREA OF EFFECT: 20 x 20 ft. LEVEL: Illusionist 7
CASTING TIME: 3 segments RANGE: 0
SAVING THROW: Negates DURATION: Instantaneous
COMPONENTS: V, S AREA OF EFFECT: 70 ft. x 15 ft. x 5 ft. spray
CASTING TIME: 7 segments
A certain number of creatures within the spell’s area of effect are frozen in SAVING THROW: See below
place, magically convinced that they cannot move. The caster can affect COMPONENTS: V, S
creatures with a total number of hit dice equal to twice his caster level. Each
creature is entitled to a saving throw against the spell. The illusionist can end Holding out his or her hand, fingers fanned out, the caster evokes a spray of
the paralysis at any time; otherwise a dispel magic (or dispel illusion) spell is colors identical to those of the prismatic wall. All creatures in the path of the
the only way to remove the paralysis. spell will be struck by one of the rays, determined randomly.
Except as noted otherwise above, this spell functions as a spectral force spell
requiring no concentration to maintain.
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PRISMATIC WALL SHADOW DOOR
Abjuration Illusion
LEVEL: Illusionist 7 LEVEL: Illusionist 5
RANGE: 10 ft. RANGE: 10 ft.
DURATION: 1 turn/ level DURATION: 1 round/ level
AREA OF EFFECT: See below AREA OF EFFECT: Magic door
CASTING TIME: 7 segments CASTING TIME: 2 segments
SAVING THROW: None SAVING THROW: None
COMPONENTS: V, S, M COMPONENTS: S
This spell is similar to the magic user spell prismatic sphere, but it creates a With a mystical gesture, the illusionist creates an illusory door (either in a wall
wall rather than a sphere, up to 40 ft./ caster level in length and 20 ft./ caster or free-standing). If the illusionist steps through, he or she disappears from sight
level in height. and may go where he or she pleases. If anyone else opens the door, they will
perceive a small empty room. The caster’s invisibility after passing through the
PROGRAMMED ILLUSION shadow door is particularly powerful and cannot be seen by use of detect
Illusion invisibility, although he or she can be seen with more powerful divination
LEVEL: Illusionist 6 magic.
RANGE: 10 ft. / level
DURATION: See below SHADOW MAGIC
AREA OF EFFECT: 40 x 40 ft. square + 10 x 10 ft. square/ level Illusion
CASTING TIME: 6 segments LEVEL: Illusionist 5
SAVING THROW: See below RANGE: 50 ft. + 10 ft./ level
COMPONENTS: V, S, M DURATION: See below
AREA OF EFFECT: See below
This spell specifies a particular trigger event (in the same manner as the magic CASTING TIME: 5 segments
user spell magic mouth). When the trigger event occurs, an illusion prepared in SAVING THROW: See below
advance by the caster, identical to a spectral force, comes into being. The COMPONENTS: V, S
illusion lasts 1 round/ caster level.
The caster employs his or her ability to draw upon the shadow planes, adding an
PROJECT IMAGE element of quasi-reality to an illusory spell. The “spell” may be one of a limited
Illusion group: cone of cold, fireball, lightning bolt, or magic missile. The illusory spell
LEVEL: Illusionist 5 will inflict normal damage upon creatures in the area of effect for that spell
RANGE: 5 ft./ level unless a saving throw is successful (note that the targets only receive a saving
DURATION: 1 round/ level throw against the illusion, and do not obtain an additional saving throw for the
AREA OF EFFECT: See below illusory spell’s effect). If the saving throw against the illusion is successful, the
CASTING TIME: 5 segments target will take only 1 hit point of damage per caster level.
SAVING THROW: None
COMPONENTS: V, S, M SHADOW MONSTERS
Illusion
Other than as may be noted above, this spell is identical to the magic user spell LEVEL: Illusionist 4
of the same name. RANGE: 30 ft.
DURATION: 1 round/ level
ROPE TRICK AREA OF EFFECT: 20 x 20 ft.
Transmutation (Alteration) CASTING TIME: 4 segments
LEVEL: Illusionist 3 SAVING THROW: See below
RANGE: Touch COMPONENTS: V, S
DURATION: 2 turns/ level
AREA OF EFFECT: One piece of rope This is the first spell an illusionist can learn that draws upon the power of
CASTING TIME: 3 segments shadow planes behind the material plane of existence. This sort of magic is the
SAVING THROW: None hallmark of the truly powerful illusionist, for by tapping the power of the
COMPONENTS: V, S, M shadow planes an illusionist can weave quasi-reality into his or her phantasms.
At this level of power, the illusionist can begin to reshape reality by the power
Except as may be noted above, this spell is identical to the magic user spell of of his or her mind. The shadow monsters created by the spell are selected by the
the same name. caster (subject to the GM’s discretion). The total hit dice of the monsters cannot
exceed the caster’s level, and all of them must be the same kind of monster.
SHADES Shadow monsters have only 20% of normal hit dice (multiply by .2 and round
Illusion up). Anyone seeing a shadow monster is entitled to a saving throw to realize
LEVEL: Illusionist 6 that the creature is only partially real. If shadow creatures attack someone who
RANGE: 30 ft. fails the saving throw, they strike and inflict damage as the type of creature they
DURATION: 1 round/ level appear to be (excluding magical attacks such as breath weapons). If they attack
AREA OF EFFECT: 20 x 20 ft. someone who has succeeded in making a saving throw, they are treated as AC
CASTING TIME: 6 segments 10 and inflict only 20% (multiply by .2 and round up) of normal damage for
SAVING THROW: See below that sort of creature.
COMPONENTS: V, S
SPECTRAL FORCE
This spell creates partially-real illusory monsters in the same manner as the Illusion
spell shadow monsters, but shades have 60% of normal hit points rather than LEVEL: Illusionist 3
20%. If they are detected as only quasi-real, they inflict 60% of normal damage RANGE: 60 ft. + 10 ft./ level
and are AC 6. DURATION: See below
AREA OF EFFECT: 40 x 40 ft. square + 10 x 10 ft. square/ level
CASTING TIME: 3 segments
SAVING THROW: See below
COMPONENTS: V, S, M
This spell functions in the same manner as improved phantasmal force, but it is
a more powerful evocation of the same magic. The illusionist can include
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sounds, smells, and heat (or cold) into the illusion, making it very believable. VISION
The spectral force can linger for 3 rounds after the illusionist ceases to Divination
concentrate upon it. LEVEL: Illusionist 7
RANGE: Caster
SUGGESTION DURATION: See below
Enchantment (Charm) AREA OF EFFECT: Caster
LEVEL: Illusionist 3 CASTING TIME: 7 segments
RANGE: 30 ft. SAVING THROW: None
DURATION: 4 turns + 4 turns/ level COMPONENTS: V, S, M
AREA OF EFFECT: One creature
CASTING TIME: 3 segments By means of this spell, the illusionist gazes beyond reality itself, seeking
SAVING THROW: Negates patterns that will give him or her the answer to a question. 3d6 are rolled, and if
COMPONENTS: V, M the result is 10 or higher, he or she gains significant insights about the answer to
the question. Gazing into the patterns beyond reality is a risky proposition,
Except as noted above, this spell is identical to the magic user spell of the same however; if the result of the die roll is from 2-6, the illusionist becomes
name. obsessed with performing a task, and is treated as being under a geas spell until
the random task is completed. If the roll is from 7-9 there is no result at all from
SUMMON SHADOW the divination; the illusionist discerns no useful patterns, and suffers no ill
Conjuration (Summoning) effects from the attempt.
LEVEL: Illusionist 5
RANGE: 10 ft. WALL OF FOG
DURATION: 1 round + 1 round/ level Transmutation (Alteration)
AREA OF EFFECT: Summoned shadows LEVEL: Illusionist 1
CASTING TIME: 5 segments RANGE: 30 ft.
SAVING THROW: None DURATION: 2d4 rounds + 1 round/ level
COMPONENTS: V, S, M AREA OF EFFECT: 20 ft./ level cube
CASTING TIME: 1 segment
This spell summons 1 undead shadow per caster level from the shadow planes. SAVING THROW: None
The shadows are under the illusionist’s command and will do his or her bidding. COMPONENTS: V, S, M
If turned, they will return to the shadow plane whence they came.
The illusionist creates a curtain of obscuring fog in the area of effect. Vision of
TRUE SIGHT all kinds is reduced to 2 ft. through the swirling vapor The fog can be affected
Divination by normal or magical wind and breezes.
LEVEL: Illusionist 6
RANGE: Touch
DURATION: 1 round/ level
AREA OF EFFECT: 60 ft.
CASTING TIME: 3 segments
SAVING THROW: None
COMPONENTS: V, S
This spell is identical in function (other than as may be noted above) to the
clerical spell true seeing, except that the illusionist cannot discern alignments,
for this spell is not of a spiritual nature.
VEIL
Illusion
LEVEL: Illusionist 6
RANGE: 10 ft./ level
DURATION: 1 turn/ level
AREA OF EFFECT: 20 x 20 ft./ level
CASTING TIME: 3 segments
SAVING THROW: None
COMPONENTS: V, S
VENTRILOQUISM
Illusion
LEVEL: Illusionist 2
RANGE: 10 ft./ level, to a maximum of 90 ft.
DURATION: 4 rounds + 1 round/ level
AREA OF EFFECT: One object
CASTING TIME: 2 segments
SAVING THROW: None
COMPONENTS: V, M
Except as may be noted above, this spell is identical to the magic user spell of
the same name.
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coins and other treasure the party expects to find! Moreover, if the party must
PLAYING THE GAME flee from pursuers, it may not be important to be the fastest, but it is of crucial
importance not to be the slowest!
The most weight a character can carry is 150 lbs, plus whatever additional
weight is allowed for the character’s strength. This additional weight allowance
permitted by the character’s strength is simply subtracted from the weight on
After the players have created their characters, using character sheets to record the table below to determine a character’s level of encumbrance. For instance, a
ability scores and other information, the GM will describe the situation. Often, character carrying 85 lbs of gear would normally be encumbered; the same
the characters are presumed to have already met and formed an adventuring character with a 50 lb weight bonus can carry 85 lbs without being encumbered,
party, but this is completely up to the GM. The GM’s description of the and between 86-120 lbs in the 90 ft./round movement category. The GM must
beginning of the game might include a few details about the world, or this apply common sense to determinations of encumbrance, taking into account the
knowledge might be reserved for the players to discover bit by bit. Regardless fact that an extraordinarily bulky item, even if it is quite light, will be so
of the level of campaign information, the GM will also describe the characters’ unwieldy as to encumber a character. The bulk of listed armor and items is
immediate surroundings-a tavern, a wild moor, the top of a stairwell leading already taken into account for purposes of convenience.
down into darkness, or whatever other situation the GM has chosen as the
starting point for these adventurers’ careers. After setting the scene, the course However, keep in mind that a character wearing armor has a maximum
and success of the party is down to the players’ judgment and creativity. movement rate based on that armor, independent of all weight calculations (due
to bulkiness). Thus, armor sets a maximum movement rate and also affects the
The players tell the GM what their characters are doing, such as “Leofric climbs total weight a character carries.
the slope, sword in hand, to see what’s at the crest,” or, “I light my torch and
head down the stairs.” The GM responds by telling the players what the Weight Carried Max. Movement Surprise
characters see, hear, taste, smell and feel. There will sometimes be peaceful up to 35lbs 120 ft./round +1 (for armor lighter than chain
encounters with non-player characters (NPCs), and the GM will play the roles mail only)
of these, either playing the part or giving the players a summary of what the 36-70 lbs 90 ft./round Normal bonuses apply
NPC says and does. 71-105 lbs 60 ft./round No normal bonuses apply (but
penalties do)
TIME MEASUREMENT 106-150 lbs 30 ft./round No normal bonuses apply (but
penalties do); -1 extra penalty
For the characters, time is not measured in the real time of the players around
the gaming table. Time may pass faster or slower in the game world, even to the No movement is possible if attempting to carry more than 150 lbs (as adjusted).
extent of the GM’s mentioning, for example, “a month passes.” Game time is
measured in turns (10 minutes), rounds (1 minute) and segments (six seconds). Note that the table above assumes that the character in question has a base 120
Unless the party is engaged in combat, almost all game time in dungeons is ft. move. If the character is of small race (such as a dwarf, gnome or halfling), a
measured in the 10-minute turn. base move of 90 ft. may apply (deduct 30 ft. from all movement rates, with a
minimum of 30 ft.; but do NOT change the effect of encumbrance on surprise/
The GM normally records the passage of time, but a few GMs delegate keeping initiative).
track of time to a particularly trustworthy player.
Naturally, characters must have a container if they wish to carry liquids, large
Measuring time can be important for many reasons; torches burn down to numbers of coins, etc. Capacities of sample containers are as follows:
useless stubs, food is consumed, and wounded characters heal damage as they
rest. In dangerous environments, such as wildernesses or dungeons, the GM will Container Capacity
typically make periodic checks to see if any “wandering monsters” appear. Small Pouch or Purse 1/4 cu. ft. or 2.5 lbs
These checks are normally carried out every so many turns, or hours, or days. Large Pouch 1/2 cu. ft. or 5 lbs
Since wandering monsters rarely have treasure, the appearance of wandering Small Sack 1 cu. ft. or 10 lbs
monsters serves to reward characters who do not waste time (or more Backpack 3 cu. ft. or 30 lbs
accurately, to punish those who do). See “Exploring the Dungeon” for more on Large Sack 4 cu. ft. or 40 lbs
this. Waterskin 3 pints
The “monster level” for experience point purposes should not be confused with Note that light sources can be seen from much further away than the radius of
the creature’s equivalent level for combat purposes. illumination they shed. Approaching light will warn intelligent creatures of the
approach of surface-dwellers, perhaps giving them a chance to prepare. If the
Experience Point Awards for Monsters Slain party’s light source is visible to creatures in the dungeon, the GM should adjust
HD Base Per hp Special Exceptional the chance of surprise.
Less than 1-1 5 1 3 25
1-1 to 1 10 1 5 35 INFRAVISION
1+1 to 2 30 1 10 50
2+1 to 3 50 2 15 60 Infravision is the ability to see in the dark and is common to almost all
3+1 to 4 75 3 30 70 subterranean creatures. Infravision cannot be used within the ambit of any light
4+1 to 5 110 4 45 80 source. Unless otherwise stated, infravision has a range of 60 ft., although some
5+1 to 6 160 6 70 120 exceptional subterranean creatures have a longer visual range. Infravision does
6+1 to 7 225 8 120 200 not detect colors and is of little help while searching or making minute
7+1 to 8 350 10 200 300 examinations, so sapient creatures such as orcs may well prefer torchlight even
8+1 to 9 600 12 300 400 if they possess infravision.
9+1 to 10 700 13 400 500
10+1 to 11 900 14 500 600 FALLING
11+1 to 12 1,200 16 700 850
12+1 to 13 1,500 17 800 1,000 It is inevitable that at some point a character will fall into a pit, off a wall, or
13+1 to 14 1,800 18 950 1,200 over a cliff. Damage from falling is determined as follows: Falls of less than 5
14+1 to 15 2,100 19 1,100 1,400 ft. do no damage in game terms; falls of up to 10 ft. cause 1d6 damage; if the
15+1 to 16 2,400 20 1,250 1,600 distance fallen is 20 ft. or less, 3d6 damage is inflicted; falls of up to 30 ft.
16+1 to 17 2,700 23 1,400 1,800 cause 6d6, 40 ft. is 10d6, 50 ft. is 15d6, and falls of over 50 ft. cause 20d6
17+1 to 18 3,000 25 1,550 2,000 points of damage.
18+1 to 19 3,500 28 1,800 2,250
19+1 to 20 4,000 30 2,100 2,500 Optionally, kindly GMs may allow a saving throw against falling damage, and
20+1 to 21 4,500 33 2,350 2,750 if the GM is so inclined and the saving throw is actually passed, the damage
21+1 and up 5,000 35 2,600 3,000 taken will be halved.
“Special” is the bonus for slaying a monster with a special
ability. If the monster has several such abilities, several such ITEM SAVING THROWS
awards should be made. Examples of special abilities are use
of spells or spell-like powers (3rd level and below), Adventurers are not the only targets of the various impacts and other damaging
invulnerability to non-magical weapons, three or more events that accompany a life of danger; the gear they carry is also susceptible to
attacks, and so on. being broken, ignited, frozen, etc. The table below sets forth saving throws for
“Exceptional” denotes the bonus for an exceptional ability, various substances.
such as a dragon’s fiery breath, powerful spells or spell-like
powers, very low armor class, very high damage potential, or Generally if a player character makes a saving throw, his or her gear is assumed
unusual powers such as a gaze which petrifies its victims. to pass all its saving throws automatically.
The table below should be employed only where the player character fails the
Some character classes allow an experience bonus for high stats. save.
LIGHT AND VISION Note that magical items gain a +2 on all saving throws. Additionally, magic
items with a +2 bonus or more gain a +1 saving throw bonus for every magical
In a dungeon, the party’s light source is, of course, crucial. bonus point over +1. An exception is artifacts and relics; these have saving
throws of 2 or 3 in all categories, and even if they fail, usually cannot be so
easily destroyed-only temporarily neutralized
93
Item Saving Throw Table
Item Acid Blow, Blow, Cold, Disintegr Electric Shock Fall Fireball Fire, Fire, Lightning
Type Crushing Normal Magical ate (5ft) Magical Normal
Bone/Ivo 11 16 10 2 20 1 6 17 9 3 8
ry
Ceramic 4 18 12 4 19 1 11 5 3 2 2
Cloth 12 6 3 1 20 1 2 20 16 13 18
Crystal 6 19 14 7 20 5 13 10 6 3 15
Glass 5 20 15 6 20 1 14 11 7 4 17
Leather 10 4 2 3 20 1 1 13 6 4 13
or book
Liquid 15 0 0 12 20 15 0 15 14 13 18
Metal, 7 6 2 1 17 1 2 6 2 1 11
hard
Metal, 13 14 9 1 19 1 4 18 13 5 16
soft
Paper 16 11 6 2 20 1 0 25 21 18 20
Stone or 3 17 7 1 18 2 4 7 3 2 14
gem
Wood/ro 8 10 3 1 19 1 1 11 7 5 12
pe (thick)
Wood/ro 9 13 6 1 20 1 2 15 11 9 10
pe (thin)
94
during this time, and some combatants might “hold” (choose to delay) their (Although the weapon damage is doubled, any bonus for strength, magic,
actions, waiting to act until these later segments. specialization or other such modifier is not.)
The dexterity bonus for surprise is not added to an individual’s initiative for Closing Into Combat: When two groups of combatants are not within the 10 ft.
melee attacks, but if a character has a missile weapon in hand, he or she applies melee range, the attackers may choose either to charge into combat or to
his or her missile attack bonus as a bonus to his or her initiative (as well as to advance more cautiously, closing into combat.
the attack roll). Closing into combat does not allow the character to make an attack roll that
round; the cautious advance does not generate the opening to make a significant
Initiative rolls may result in a tie. When this happens, both sides are considered attack. However, neither may the character’s opponent attack until the round
to be acting simultaneously. The GM may handle this situation in any way he or after closing. When closing into combat, the character may advance the full
she chooses-with one caveat. amount of his or her movement.
The damage inflicted by combatants during simultaneous initiative is inflicted
even if one of the combatants dies during the round. It is possible for two Fighting Retreat: A character may retreat backward out of combat,
combatants to kill each other during a simultaneous initiative round! Under any maintaining his or her defense, although the attacker may follow if not
other circumstance, of course, the effects of damage inflicted during that otherwise engaged. It is possible to parry while doing so, but not to attack. This
segment will take effect immediately-a goblin killed in the first segment of the maneuver may be used to “switch places” with another party member who is in
round will be dead (and thus unable to attack) by the time the fifth segment of combat, the first party member joining battle with the enemy to prevent the
the round arrives. enemy’s pursuit while the second character makes a fighting retreat.
Some characters (and creatures) may have more than one attack routine. This Fleeing From Combat: Often, discretion is the better part of valor, and the
does not refer to a monster that normally makes multiple attacks in a round-all characters will choose to exercise the said discretion at top speed. If a character
of these attacks are considered to be part of one attack routine. However, a is in melee combat and runs away, his or her opponent(s) may make an
fighter whose level grants him an additional attack is considered to be making a immediate additional attack at +4 to hit.
second entire attack routine. This is perhaps most clearly seen if the reader
envisions a fighter who uses a sword in one hand and a dagger in the other. Hold Initiative: Holding initiative is simply waiting until the other side has
These two attacks are part of an attack routine-and if the fighter is of high acted before doing anything.
enough level or under the influence of a haste spell, he or she may also gain an
entire additional attack routine. A creature or character with multiple attack Melee Attack: A melee attack is an attack with a hand-held weapon such as a
routines cannot use the second attack routine until after the other side’s sword, halberd, or dagger. A character’s strength bonuses to hit and on damage
initiative segment has been resolved. (see “Strength”) are added to melee attacks. It is only possible to make a melee
attack when the two combatants are within 10 ft. of each other. Two combatants
Once the party with initiative has acted, the party that lost initiative may then within ten ft. of each other are considered to be “engaged.” When faced with
take action. more than one opponent, it is not possible to pick which opponent will be the
one receiving the attack; in the rapid give and take of melee, any one of the
Note about spells: Spells have a casting time, the number of segments (or opponents might be the one to let down his guard for a moment. When a
rounds, turns, etc.) required to cast the spell. The spell caster does not actually character is in melee with multiple opponents, the target of an attack roll must
begin casting the spell until his or her initiative segment. be determined randomly, but note that characters or creatures with multiple
That segment is the first segment of the casting time. The spell does not “go attacks that are part of the same routine (such as a bear with a claw/claw/bite
off” until the casting has been completed. attack or a character wielding a sword and dagger) must make all attacks against
the same opponent unless otherwise specified in the relevant monster’s entry.
Example: Halvaine the Arcane’s party is in battle with a group of orcs. At the
beginning of the round, Halvaine’s player declares that the magic user will cast Missile Attacks: Missile attacks are attacks with a ranged weapon such as a
a spell with a 2 segment casting time. The party rolls a 5 for initiative, and the crossbow, sling, or thrown axe. When using missiles to attack into a melee, it is
GM rolls a 4 for the orcs. Halvaine thus begins casting in the fourth segment of not possible to choose which particular target will receive the attack; the target
the round (as the ORCS rolled a 4, so Halvaine’s party is acting in segment 4). should be determined randomly from among all melee participants, and the
The orcs attack in the fifth segment (as Halvaine’s party rolled a 5), and missile-firer could well hit a friend. A character’s dexterity bonus for missile
Halvaine’s spell will go off in the sixth segment (as his initiative segment is 4, attacks is added to the “to hit” roll when the character is using missile weapons.
and he adds the casting time of 2)-provided, of course, that the orcish attack in If a character has a missile weapon in hand, his or her missile bonus is also
the fifth segment does not interrupt and thus spoil his casting. added to his or her initiative roll, allowing the character to potentially attack
first even if his or her party has lost the initiative roll.
COMBAT ACTIONS
Negotiation And Diplomacy: Some combats can be averted with a few well-
Combat actions normally should be declared by the players, and decided by the chosen words (including lies). If the party is outmatched, or the monsters don’t
GM, prior to the initiative die being rolled. Certain actions, of course, are so seem likely to be carrying much in the way of loot, the party might elect to
integral to the game that methods for their resolution are set forth as rules. brazen their way through in an attempt to avoid combat (or at least delay it until
These actions are: fleeing, negotiating, holding initiative, firing missiles, setting favorable conditions arise).
weapons against a charge, attacking, casting spells, and engaging in unarmed
combat. Each of these common actions is described below. Parrying: A character who parries cannot attack, but may subtract his or her
“to hit” bonus from his or her opponent’s attack roll. Parrying may be used in
Charge: Charging into combat allows the attacker to move and then attack in combination with a fighting retreat. Parrying only has value to a character with
the same round. A charge is made at twice the normal movement rate (and must a strength or specialization-related bonus “to hit”.
terminate within the 10 ft. melee range of the target). If the defender has a
longer weapon than the attacker, the defender attacks first (unless the defender Spells: Spell casting begins in the spell caster’s initiative segment, and the spell
has already acted in this round). The attacker gains no dexterity bonus against is completed at the end of the casting time.
such an attack (and characters with no Dex bonus receive a +1 AC penalty). It is possible to cast a spell while within melee range of an opponent (10 ft.), but
Additionally, if the defender has a weapon set against the charge (see below), he if the spell caster suffers damage while casting a spell, the spell is lost. While
or she will inflict additional damage with a successful hit against the charging casting a spell, the caster receives no dexterity bonus to his or her armor class.
attacker.
Set Weapon Against Charge: Certain weapons can be “set” against a charge,
Assuming that the charging character survives, he or she gains +2 “to hit” on which is a simple matter of bracing the weapon against the floor or some other
his or her attack. Characters may only perform a charge once every 10 rounds stationary object. A character choosing to set his or her weapon against a charge
(i.e. once per turn). Characters who are at the maximum encumbrance category cannot attack unless an opponent charges, but the weapon will inflict double
may not charge unless they are mounted and the mount is below the maximum damage against a charging opponent. A charge is any attack that allows the
encumbrance category. attacker to move and attack, and thus includes leaping attacks that may be made
by some monsters.
An attacker riding a warhorse or other combat-trained mount and equipped with
a lance inflicts double the damage rolled on the charge round.
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Weapons that may be set against a charge include spears, lances (when used Monster HD Equivalent Level
dismounted), most pole arms, and tridents. Up to 1-1 0
1-1 1
Unarmed Combat: Brawling attacks, such as those conducted with fist, foot, 1 2
or dagger pommel, will normally inflict 1d2 points of damage. All characters 1+1 to 2 3
are automatically presumed to be proficient with such weapons, i.e. a 2+1 to 3 4
proficiency slot is not required to make such an attack without penalty. 3+1 to 4 5
4+1 to 5 6
Two Other Unarmed Attack Forms are Possible: Grappling attacks and 5+1 to 6 7
Overbearing attacks. A successful grappling attack inflicts 0-1 (1d2-1) points of 6+1 to 7 8
damage, but also restrains the target and prevents him or her from fighting. The 7+1 to 8 9
chance of breaking a successful grapple should be determined according to the 8+1 to 9 10
relative strengths of the creatures concerned. (An ogre could restrain a kobold 9+1 to 10 11
almost indefinitely, and would be able to break free of the kobold's grasp at 10+1 to 11 12
will.) Overbearing attacks are Grappling attacks exercised at the end of a 11+1 to 12 13
Charge (see “Charge” above). If successful, the opponent is prone rather than 12+1 to 13 14
restrained. Otherwise the attack is treated as a grapple. 13+1 to 14 15
14+1 to 15 16
COMBAT MODIFIERS 15+1 to 16 17
16+1 to 17 18
Concealment: Concealment is anything that obscures an opponent’s 17+1 to 18 19
vision, such as tree limbs or smoke, but does not physically block incoming 18+1 to 19 20
attacks (which would be considered Cover rather than Concealment; see below). 19+1 or higher 21
The GM must decide whether the defender is about a quarter (-1 to AC), half (-
2 to AC), three-quarters (-3 to AC), or nine tenths (-4 to AC) concealed. The above table is also used to determine the monster’s saving throws. Most
monsters will save as fighters, but the GM should use discretion in following
Cover: Cover is protection behind something that can actually block incoming this guideline; in cases where the monster clearly possesses the abilities of
attacks, such as a wall or arrow slit. Cover bonuses are as follows: another class, consideration should be given to using that matrix instead. (A
good example might be a goblin shaman, which could save as a cleric instead of
25% cover: -2 AC a fighter.)
50% cover: -4 AC
75% cover: -7 AC In the case of powerful monsters that duplicate the abilities of several classes,
90% cover -10 AC the most favorable table should be used.
(For example, a spell-casting dragon might save as a magic user or a fighter,
An attack from the unshielded flank denies the target any defensive advantages whichever is better.) The level at which monsters cast spells is also normally
from a shield. An attack from the rear flank negates the defensive value of the determined by their hit dice unless the creature text indicates otherwise. For
shield and also negates any dexterity bonus. example, a magic-using dragon with 11 HD would cast spells as a 12th level
spell-caster.
Invisible Opponent: An invisible opponent can only be attacked if the general
location is known, and the attack is at -4 to hit. If an opponent is invisible to the Huge but unintelligent creatures may have their equivalent level reduced for the
attacker, he or she cannot be attacked from behind (or from the flank). Note that purposes of saving throws, subject to the GM’s discretion; creatures such as
more powerful monsters (those with sensitive smell or hearing, or more than six dinosaurs would be appropriate for this. On rarer occasions, it may also make
hit dice) will frequently be able to detect invisible opponents; the GM should sense to reduce the creature’s effective level for the purposes of attack tables
determine the chance of this according to the creature concerned and the also; this might apply to a herbivorous dinosaur, for example.
situation.
Powerful magical monsters, or those with more than 11 hit dice, will almost Please note that certain creatures have a special bonus to their effective attack
always be able to see invisible creatures normally. level. Stirges, for example, are creatures with 1+1 hit die that attack as
equivalent level 5.
Prone Opponent: Attacks against a prone opponent negate the benefit of a
shield, negate dexterity bonuses, and are made at +4 to hit. Generally, the GM should take account of situations such as positional bonuses.
For example, where a group of monsters is attacking the party from a height
Rear Attack: An attack from directly behind an opponent negates the benefit of advantage using spears, the GM may well wish to increase their effective
a shield, negates dexterity bonuses, and is made at +2 to hit. equivalent level by 1.
Sleeping Opponent: Sleeping opponents (natural sleep, not magical sleep) may
be attacked with the same chance to kill as if the attacker were an assassin. The
TURNING THE UNDEAD
effect of magical sleep is described under the entry for the sleep spell. Clerics and paladins can turn undead, causing them to flee or even turning them
to dust by the power of religious faith.
Stunned Opponent: A stunned opponent receives no shield or dexterity bonus, An evil cleric can also turn a paladin, but cannot destroy the paladin by turning.
and may be attacked at +4. Evil clerics may choose to control the undead instead of turning them. If an evil
cleric gains a result of “D” on the table, the undead creature falls under the
Two-Weapon Fighting: If a character desires to fight with one weapon in each cleric’s control for 24 hours. Normally 2d6 creatures are affected by Turn
hand, the off-hand weapon must be either a dagger or a hand axe. The weapon Undead. Exceptions are paladins and Type 13 creatures, of which only 1d2 are
in the primary hand attacks with a -2 modifier, and the off-hand weapon attacks affected, and results of “D”, which affect 1d6+6 creatures.
at -4. The character’s dexterity bonus (or penalty) for missile weapons is added
to both attacks. Thus, a character with a dexterity of 3 would be attacking at -5/- Turning lasts for 3d4 rounds. While turned, the creature must move away from
7. However, although penalties can be offset, this rule can never result in a the cleric at its fastest possible movement rate. It will attack a creature that is
bonus to attacks! The off-hand weapon cannot be used to affect parrying. directly blocking its escape route, but otherwise may not fight.
ATTACK AND SAVING THROW MATRICES FOR MONSTERS The cleric or paladin must be holding his or her holy symbol to make a turning
Most monsters use the attack matrices of fighters. The GM should convert the attempt. In most cases this will preclude attacking on the same round, and the
monster’s Hit Dice to a level equivalent according to the following guidelines: cleric must sheathe or drop his or her weapon (or else set down his or her
shield).
To turn undead, roll a d20 on the Turning Undead Table. If the result is equal to
or higher than the number shown, the attempt is successful.
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she may try again next round. If the cleric fails, no further turning attempt may
Exception: Certain religions exist where the cleric’s holy symbol is also his or be made during this encounter.
her weapon (for example, some GMs may permit clerics of the god Thor to
carry a hammer which doubles as a holy symbol). In this case, the cleric will be Optional Rule: An evil cleric may control no more Hit Dice worth of undead
able to make a turn undead attempt with his or her weapon in hand, although than his or her level of experience; thus a 9th level evil cleric could control no
even this situation does not empower the cleric to attack and attempt to turn more than two wights, for example.
undead in the same round. If the cleric is successful in a turning attempt, he or
Not all monsters may be subdued. Generally only humanoids and special
DAMAGE AND DEATH creatures such as dragons will be subject to such attacks. Some creatures may
voluntarily agree to accept defeat from subdual damage (this is common in
When a character or creature is hit, the amount of damage is deducted from his knightly tourneys) but in this case, subdual must normally be agreed with the
or her hit points. When hit points reach 0, the character is unconscious and will foe in advance.
continue to lose one hit point per round from blood loss until death occurs at -10
hp. Note that any additional damage suffered by an unconscious character LIFE ENERGY LEVELS AND LEVEL DRAIN
(aside from bleeding) will kill him or her instantly. The blood loss of 1 hit point
per round may be stopped immediately in the same round that aid of some kind Certain monsters, magic items and spells have the power to drain “life energy
is administered to the wounded character. Being knocked unconscious is quite levels”, perform a “level drain”, or an “energy drain” (these phrases are used
serious; even after returning to 1 or more hp (by means of a healing spell, interchangeably in the A1E rules). If a player character is drained of a life
potion, or natural rest) the character will remain in a coma for 1-6 turns and energy level, he or she loses one complete level of experience and is placed at
must rest for a minimum of one week before he or she will be capable of the beginning point of the new level. If the character is multi-classed or dual-
resuming any sort of strenuous activity, mental or physical. If a character is classed, then the highest level of experience attained by that character is lost. If
reduced to -6 hit points or below, the scars of the wound will likely be borne for the character has two equal levels, then the level lost should be determined
the rest of the character’s life. randomly. A player character drained below level 1 is slain (and may rise as
some kind of undead creature). Non-player characters lose a level or hit die, as
Characters who are slain may be raised from the dead if a cleric of sufficient applicable.
level is available to perform the casting (exception: elves do not have souls, and
are unaffected by the spells raise dead or resurrection). If no such character is MORALE
available in the party, as will be the case for most low-level parties, the group
may choose to approach a NPC High Priest for assistance in raising a dead Certain monsters, such as trolls or most undead creatures, are fearless and never
character. The NPC will always charge a fee for such a casting, typically at least need to check morale. The majority, however, will not continue to fight a
1,000 gp. hopeless battle, seeking to retreat, surrender, or flee. The GM determines when
morale checks should be made. Generally, morale should be checked when it
NATURAL HEALING becomes clear that the monsters are losing the fight, or taking unacceptable
losses. No more than two morale checks should be made per battle, however; if
A character will recover 1 hit point per day of uninterrupted rest. However, if the monsters pass a second morale check, they are assumed to be fanatical and
the character has a constitution penalty to hp, before rest will begin to affect the will fight to the death.
character’s hp the character must rest for a number of days equal to the
constitution penalty. The base morale for most monsters is 50%, plus 5% per hit die of the monster.
A character with high constitution gains a commensurate benefit after resting (Thus for example a monster with 8+1 hit dice gets [8x5%=] +40%, for a total
for one week; the number of hp regained during the second week will be base morale of 90%.) The GM should adjust this according to how cowardly or
increased by the amount of the character’s hp bonus at the start of the week. heroic the monster might be, and also according to the prevailing circumstances.
Four weeks of rest will return any character to full hp regardless of how many For example, if the monster is very cowardly and fighting opponents who are
hp the character has lost. inflicting serious damage on its fellows without taking any casualties, then the
GM might impose a -30% penalty to its morale check. If it is elite and fighting
SUBDUAL DAMAGE close to its battle standard, the GM might allow a bonus of +10%.
A weapon may be used to beat down, rather than kill, an opponent.
When the player desires, damage inflicted can be composed of half “real” Player characters do not need to check morale. However, hirelings, henchmen,
damage and half “subdual” damage that does not kill. Such subdual damage is and men-at-arms should be checked for normally. In this case the NPC’s morale
recovered at a rate of 1 hp per hour. may be affected by his or her liege’s charisma score and/or former conduct
towards the NPC; the henchman’s alignment may also be taken into account.
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(As a rule, Chaotic Evil henchmen are much more likely to betray their masters First, plagues (such as the medieval bubonic plague or Black Death) may
than Lawful Good ones.) occasionally spread across the countryside. A character who comes into contact
with plague will need to save against poison to avoid succumbing him- or
Effects of Morale Check Failure: Creatures that fail their morale check by a herself. If the character saves, any future saving throws against the same disease
margin of 25% or less will generally seek to make a fighting withdrawal. If they will be made at +4. If he or she fails, then after an incubation period of 2d8
fail by 26% to 50%, they will generally turn and flee; a failure by 51% or higher days, he or she will suffer a penalty of -1d6 on all characteristics and against all
indicates that the creature surrenders. However, the GM should use logic in die rolls for the course of the disease, which lasts a further 2d8 days. If the
conjunction with this guideline, taking into account the creature’s intelligence disease duration roll was “8” then the character dies at the end of this period,
and what it knows. A cornered creature that cannot flee, for example, or a otherwise he or she recovers at the rate of 1 point less each day until cured.
monster that knows that its opponents move faster than it does, will surrender Further saving throws against the same disease will be made at +4.
rather than make a futile attempt at flight.
Second, certain wounds can become infected. This applies where the GM feels
No Quarter: Any creature subject to morale that sees surrender is not accepted, it appropriate, but generally where a character with an open wound engages in
sees a prisoner being slain by the other side, or has some reason to believe it high-risk activity such as exploring a sewer, a saving throw -vs- poison should
will be executed if it surrenders, will never surrender, regardless of other be required, or else the character will become infected. The effects of infection
considerations. Such a creature will fight to the death if it cannot flee. in game terms are the same as plague, except that the onset time is measured in
hours rather than days.
Table of Common Morale Check Modifiers (all cumulative)
Situation Modifier Insanity is possible as a result of certain spells or monster attacks.
Per friend killed, surrendered or fled +5% A character who becomes insane will receive an insanity from the table below.
Own side taken 25% casualties +5% The kind of insanity may be decided by the GM or rolled randomly.
Numerical inferiority +10%
Own side taken 50% casualties +15% d% Insanity
Own side greatly outnumbered (2-1 or more) +20% 01-06 Agoraphobia
Own leader horsde combat +25% 07-13 Alcoholism
Per foe killed, surrendered or fl ed -5% 14-20 Amnesia
Own side inflicted 25% casualties -5% 21-26 Anorexia
Numerical superiority -10% 27-33 Catatonia
Own side inflicted 50% casualties -15% 34-40 Claustrophobia
41-46 Dementia
POISON, DISEASE AND INSANITY 47-54 Homicidal Mania
55-60 Kleptomania
Poisons commonly encountered in A1E-compatible games include animal 61-66 Manic-Depressive
venom (such as snake and spider bites), vegetable toxins (often used to coat 67-74 Megalomania
poison needles or similar devices on traps), and essentially magical poisons 75-80 Paranoia
such as clouds of poisonous gas. Generally, when a player character ingests or 81-86 Pathological Liar
inhales the poison, or it otherwise enters his or her bloodstream, he or she must 87-93 Phobia
roll a saving throw against poison (sometimes with a modifier-up to +2 for a 94-97 Schizophrenia
relatively weak toxin such as that of a Large Spider, down to -4 for a 98-00 Suicidal Mania
particularly lethal one). If the saving throw is failed, the character dies.
Note: The following section is intended as a description of insanity for gaming
In practice death from such cases is not instantaneous, although the character is purposes. The reality of mental illness is very different to the discussion here. It
typically incapacitated immediately. is not our intention to be insensitive towards those with real life mental
There is time for slow poison or neutralize poison to be cast on the character, if illnesses.
this is done reasonably soon (say, within about 15 minutes depending on the
strength of the venom or toxin involved). Agoraphobia: The agoraphobic individual will not willingly venture outdoors
or into wide open spaces. If forced outside, the sufferer may (50%) become
If the character dies as a result of poison, the poison must somehow be flushed violent.
from his or her bloodstream before any kind of raise dead or resurrection can
succeed. Alcoholism: The alcoholic character requires strong drink every day, and may
become violent (50%) if this is denied. At least once a day, and every time
The general rule is that characters cannot employ poisons as easily as monsters. alcohol is available (such as when in the vicinity of a pub or tavern), the
Venom taken from a creature’s poison glands will, for game purposes, typically character must have a drink. After drinking, there is a 3 in 6 chance that the
begin to lose effectiveness immediately and have become completely denatured character will insist on a further drink. Such behavior will continue until the
within a few hours. Some characters-often assassins-may learn how to create character passes out.
vegetable-based toxins that can last longer if kept in the correct way, but lethal
toxins will still need to be handled with great care. The GM should determine Amnesia: Amnesia is most dangerous for spellcasters. Every time the character
whether any given activity involving the poison runs a risk of the handler attempts to cast a spell, there is a 50% chance that he or she will find the spell
receiving a tiny cut, scratch or nick (requiring an immediate poison save). gone from his or her memory, in which case it cannot be recalled until the
Certain good aligned character classes, such as paladins, may not use poison character memorizes it again. Weapon proficiencies may also be forgotten,
and will object to their companions using it. although the character may re-roll to see if the proficiency is remembered each
morning.
Finally, some creatures-particularly powerful ones such as dragons-are so large,
and their body chemistries are so different, that poisons will not normally work Anorexia: An anorexic character will refuse all forms of food or nourishment
against them. and, if force fed, there is a 50% chance that he or she will induce vomiting.
The principle is that poisons in the hands of player characters change the Catatonia: The catatonic character loses volition and there is a 50% chance that
balance of the game in undesirable ways, so players should be discouraged from he or she will ignore any situation as irrelevant to him- or herself.
using them.
Claustrophobia: Particularly difficult in dungeons, claustrophobia is the
Diseases in A1E-compatible games often come from monsters, such as opposite of agoraphobia. The claustrophobic individual will not willingly
mummies or giant rats, in which case the chance of disease and its effects are venture into enclosed spaces and will fight to escape them. If in an enclosed
described in the relevant creature text. There are a few other instances where space, there is a 50% chance that the sufferer will become violent.
disease may be contracted that are explained here.
Dementia: The insane character loses 1d6 points each of intelligence,
wisdom and charisma.
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individuals willing to take service for longer than a few days, especially if
Homicidal Mania: The character has an insatiable urge to kill. The victim must considerable travel is involved. If a lengthy term of service is proposed, it is
be of the same race as the insane character and normally (75%) of the opposite likely that only one in every six such hirelings will agree, though the offer of
gender. The must kill at least once a week until cured. additional monies may increase the probability of acceptance. Under normal
circumstances, a reasonable offer might be an additional two or three day’s pay,
Kleptomania: The character has an insatiable urge to steal. The character will which could be expected to increase the probability of agreement to as much as
take any opportunity to pocket a gem, coin or small magic item. If the stolen one in every two.
objects are taken away from the character, there is a 50% chance that he or she
will become violent. Rates of payment do not take into account the cost of materials for the
undertaking of construction or the creation of items.
Manic-Depressive: During the manic phase (which lasts 2d6 days), the The figuring of such costs is mainly left up to each game master, but a
character will become very excited about something- virtually anything will do. reasonable guideline for an item would be about ten percent of the cost of the
The character will select a goal (which may be a very inappropriate one) and finished product. Furthermore, monthly rates of payment assume that the
focus totally on achieving it. Then there is an intermediary phase, which lasts hireling is provided with lodgings and that his other day to day needs are
2d6 days, and a depressive phase, in which the character will always assume attended to; if such is not the case, then the game master will have to account
that there is no chance of success. A depressive character will want to remain for the lack.
indoors in a place of safety, and in bed if possible. The depressive phase lasts
2d6 days, followed by which there is another 2d6-day intermediary phase Hireling Daily Rate Monthly Rate
before the cycle begins again. Carpenter 3 sp 40 sp
Cook 1 sp 20 sp
Megalomania: The character will believe that he or she is the best-at Groom 1 sp 20 sp
everything. He or she will demand to be leader of the party, will issue Laborer 1 sp 20 sp
peremptory orders to other party members, and there is a 50% chance that the Leatherer 2 sp 30 sp
megalomaniac will become violent if these are not obeyed. Any suggestion that Limner 10 sp 200 sp
he or she is not the leader and/or nor the best-qualified person for any particular Linkboy 1 sp 20 sp
job will always result in violence from the megalomaniac. Mason 4 sp 60 sp
Pack Handler 2 sp 30 sp
Paranoia: Paranoia is very dangerous in adventuring situations. Servant 3 sp 50 sp
The paranoid will believe that “they” are out to get him or her, and will suspect Tailor 2 sp 30 sp
anyone and everyone of working for “them”-particularly party members. The Teamster 5 sp 100 sp
paranoid will generally disobey orders and ignore suggestions on the
assumption that they are intended to cause the character harm. Eventually the Carpenter: Skilled in the working of wood, a carpenter might be retained to
character will flee his or her group or normal social circle. construct anything from a table to a palisade. Their expertise is also invaluable
for the manufacturing of shields and similar items.
Pathological Liar: The pathological liar is concerned with deception,
not necessarily untruth. Thus, he or she is capable of telling the truth, but will Cook: Familiar with the preparation of various types of food, a good cook
only normally do so if he or she will not be believed. Otherwise, the insane sometimes also knows a little of herb lore.
character must respond to all questions with lies.
Groom: Proficient in the care of horses, an attentive groom can usually tell a
Phobia: The character suffers from a strong and completely irrational fear of good mount from a bad; also known as an ostler or stable hand.
some substance, creature, or situation.
Laborer: Essentially unskilled, laborers are suitable for only the most menial
Schizophrenia: The character’s personality splits into 1d3 separate sorts of work; this category includes bearers and porters, each of which is able
personalities, each of which may have a different alignment or even class. to carry up to fifty pounds or twice that if a pole or other contrivance is utilized
Typically the personalities are not aware of each other.
Leatherer: Capable of producing a wide range of leather goods, such as packs,
Suicidal Mania: The character is driven to self-harm. He or she may never flee belts or riding gear; a leatherer is indispensable for the making of scabbards,
from combat or any kind of dangerous situation. Faced with a pit or chasm, the sheathes, shields and the other leather components of arms and armor
insane character must jump over it; faced with a chest, he or she must open it;
faced with an enemy, he or she must fight it, etc. Limner: Adept in the painting of signs and the illumination of heraldic devices,
amongst other similar tasks.
HIRELINGS AND HENCHMEN
Linkboy: Usually hired to bear a lantern or torch, a linkboy is typically a youth,
As player characters advance in wealth and power, they are increasingly likely but older individuals are not unknown.
to require the semi-permanent services of various sorts of non-player character.
In addition to less formal associations and patronages, a character may expect to Mason: Expert in the working of stone or plaster, masons are essential for the
have the opportunity to acquire and retain hirelings and henchmen. construction of many significant buildings and fortifications.
In general, but not in every case, the former are un-classed zero level characters
incapable of conventional advancement by level, whilst the latter are classed Pack Handler: Practiced in the burdening, handling and unburdening
characters, initially of low level, but capable of level advancement. of various pack animals.
In almost all instances, hirelings and henchmen must be entirely equipped by Servant: Typically serving as valets, butlers, maids, messengers or simple
those they serve, and contribute nothing but themselves. Should a player lackeys, servants are expected to look to the needs of their master.
character seek to engage the services of an already equipped non-player
character, the game master would be well advised to ensure that the value of Tailor: Accomplished in the repair and making of clothes or other cloth items,
any equipment be paid to the prospective retainer as a stipend prior to such as surcoats, capes or hats; the services of a tailor are also required for the
commencement of service. production of various types of textile based armor and coverings.
It is typically assumed that hirelings are human; if non-human hirelings are Teamster: Experienced drivers of carts and wagons, teamsters are usually
sought, then the appropriate costs, terms of service, and availability must be experts at loading and unloading their vehicles, as well as handling the animals
decided in accordance with the dictates of a given milieu. with which they are familiar.
The short term services of simple craftsmen and laborers are relatively easily Obtaining the services of very skilled craftsmen and other professional servitors
procured in large settlements, but even small villages are usually able to supply typically involves the expenditure of considerable time and resources. Whilst it
something in the way of this sort of hireling. It is more difficult to find
99
is possible to retain such hirelings for short periods, few will agree to a term of in the case of certain other special instances. The monthly costs assume that the
less than a month and most expect to serve considerably longer. hirelings in question are quartered in or near the stronghold of a player character
It is therefore usual for expert hirelings to only be retained by player characters and may not suffice in other circumstances. Moreover, a higher rate of pay or
who have already established a stronghold or the equivalent. The maintenance otherwise favorable treatment will be required to improve the morale and
of a stronghold is assumed to include any common hirelings necessary, but loyalty of a hireling.
expert hirelings must be accounted for separately.
Hireling Monthly Wage
Whilst some may certainly be found in small villages, the probability of finding Alchemist 6,000 sp
expert hirelings willing to take service with a player character is considerably Armorer 2,000 sp
higher in larger settlements, such as towns and cities, where suitable candidates Blacksmith 600 sp
exist in greater numbers. Exactly where individual hirelings may be located Engineer (Architect) 2,000 sp
varies, but craftsmen are typically found in or near their respective artisan Engineer (Artillerist) 3,000 sp
quarters, whilst mercenaries may be sought at inns and taverns. Successful Engineer (Miner or Sapper) 3,000 sp
recruitment depends on the terms offered relative to the difficulties and risks Jeweler (Gemcutter) 2,000 sp
involved in the proposal. Sage Special
Scribe 300 sp
The below listed monthly costs encompass wages, clothing, lodgings and Spy Special
provisions, as well as any basic equipment, but not such expenses as the arms Steward Special
and armor due to a man at arms, which must be provided separately. Weaponer 2,000 sp
Furthermore, as with standard hirelings, additional monies must be paid to
cover the costs of materials and tools in order for craftsmen to produce items, or
Men at Arms Monthly Wage Equipment Cost Movement Rate Armor Class Damage Range Increment
Artillerist 100 sp 25 gp 90 7 1d6 or 1d4 10
Bowman, Long 80 sp 79 gp 90 7 1d6 70
Bowman, Short 40 sp 34 gp 90 7 1d6 50
Bowman (Mounted) 120 sp 196 gp 240 or 90 7 1d6 50
Captain Special as type as type as type as type as type
Crossbowman 40 sp 31 gp 90 7 1d4+1 or 1d6 60
Crossbowman (Mounted) 80 sp 197 gp 240 or 90 7 1d4+1 or 1d6 60
Footman, Heavy 40 sp 62 gp 60 6 1d10 or 1d6 n/a
Footman, Heavy (Mounted) 60 sp 99 gp 240 or 60 6 1d10 or 1d6 n/a
Footman, Light 20 sp 32 gp 90 6 1d6 15
Footman, Light (Mounted) 40 sp 69 gp 240 or 90 6 1d6 15
Horseman, Heavy 120 sp 675 gp 150 or 90 4 2d4+1 or 1d8 n/a
Horseman, Medium 80 sp 465 gp 180 or 60 5 2d4+1 or 2d4 n/a
Horseman, Light 60 sp 294 gp 240 or 90 6 2d4+1 or 1d6 10
Lieutenant Special as type as type as type as type as type
Pikeman 60 sp 59 gp 60 6 1d6+1 or 1d6 n/a
Sapper 80 sp 25 gp 90 7 1d6 or 1d4 10
Sergeant Special as type as type as type as type as type
Slinger 60 sp 28 gp 90 6 1d4+1 or 1d6 35
Ship Crew Monthly Wage Equipment Cost Movement Rate Armor Class Damage Range Increment
Lieutenant Special as type as type as type as type as type
Marine 60 sp 70 gp 60 5 1d6 15 or 10
Master Special as type as type as type as type as type
Mate 600 sp as type as type as type as type as type
Oarsman 100 sp 35 gp 90 6 1d6 or 1d4 10
Sailor 40 sp 20 gp 120 9 1d6 or 1d4 10
100
d% Type 1-40 41-70 71-90 91-100
Blacksmith: Essential for the maintenance of a stronghold and any resident 01-04 Bowman, Long 1d6 2d6 3d6 4d6
soldiery; for every blacksmith retained the needs of up to one hundred and 05-10 Bowman, Short 2d6 3d6 4d6 5d6
twenty men or horses can be met, but there must be at least one in every 11 Bowman, Short 1d3 1d6 2d6 3d6
stronghold and a workroom and forge must be provided for each. If sufficient (Mounted)
time is available, a blacksmith can produce simple weaponry at the following 12-17 Crossbowman 2d6 3d6 4d6 5d6
rates and at a cost determined by the game master. 18-21 Crossbowman 1d6 2d6 3d6 4d6
(Mounted)
Weapon Type Days to Produce 22-24 Slingman 1d3 1d6 2d6 3d6
Arrow Head 1 25-35 Footman, Heavy 1d6 3d6 5d6 10d6
Quarrel Tip 1 36-38 Footman, Heavy 1d3 1d6 2d6 3d6
Spear 2 (Mounted)
Morning Star 2 39-45 Footman, Light 1d6 2d6 3d6 4d6
Flail 5 46-49 Footman, Light 1d6 2d6 3d6 4d6
Pole Arm 5 (Mounted)
50-52 Pikeman 1d6 3d6 5d6 7d6
A dwarf blacksmith is three times as efficient as a human, but will demand ten 53-57 Horseman, Heavy 1d3 1d6 2d6 3d6
times the ordinary pay. A gnome blacksmith is twice as efficient as a human, 58-65 Horseman, Medium 1d3 1d6 2d6 3d6
but will demand four times the usual wage. 66-77 Horseman, Light 1d6 2d6 3d6 5d6
78-79 Artillerist 1 2 3 4
Engineer (Architect): Necessary for the successful construction of any but the 80-81 Sapper 1d2 2d2 3d2 4d2
most simple of surface structures. An architect requires payment by the month, 82 Captain 1 1 1 1
even for short projects, and expects to receive an additional sum equal to one 83 Lieutenant 1 1 1 1
tenth of the building costs. Unless the construction site was approved by an 84-88 Sergeant 1 1 1d2 1d3
architect, there is a three in four chance that any structure will collapse within a 89-90 Any Ranged as type as type as type as type
month to a few years of completion. 91-96 Any Foot as type as type as type as type
97-99 Any Horse as type as type as type as type
Engineer (Artillerist): Mandatory for the construction and correct 00 Any as type as type as type as type
operation of siege weapons, such as the trebuchet or ballista. Any attempt to
build or use such weapons correctly without the aid of such an engineer will The majority of regular men at arms are zero level characters with 1d4+3 hit
surely fail. If retained for only a few months at a time, this specialist demands points; if more experienced soldiers are desired, then the game master must
higher pay, perhaps as much as sixty percent above the standard wage. decide with what frequency they are available and what payment they require in
accordance with the campaign milieu. Similarly, the prospect of raising militias
Engineer (Miner and Sapper): Indispensable for the overseeing and levies is not addressed here, their quality depending on many factors, but in
of any mining operations, underground construction, or siege and counter siege most cases being inferior to that of professional soldiery.
works that involve trenches, fortifications, assault towers and other similar siege
devices. A dwarf engineer of this sort is required if dwarf miners are employed; As with most standard hirelings, very few men at arms will agree to serve for
he will demand twice the standard wage, but increase the productivity of any periods of less than a month and sergeants, lieutenants and captains will never
human miners by one fifth. agree to serve for such a limited duration. Mercenaries retained on a short term
basis will rarely agree to perform dangerous duties unless paid considerably
Jeweler and Gemcutter: Able to speedily and accurately appraise more than the standard sum; indeed, thirty times the daily wage is typically
the value of most gems, jewelery and other precious objects, a jeweler is also demanded.
capable of repairing, enhancing or newly creating ornamented items and
jewelery Simple tasks, such as setting a stone in the hilt of a sword or the • Artillerist: Required for the operation of siege weapons and other
forging of a plain ring, might take only a few days to a week, whilst more engines of war; in desperate circumstances, artillerists will fight in
complex undertakings, such as producing a gem studded bracelet, could take up the manner of light footmen. Typical equipment includes studded
to a month; of course, truly opulent and intricate items might take a year or armor, short sword, and dagger.
more. • Bowman, Long: Expert in the use of powerful bows, long bowmen
also serve as light footmen when required. Typical equipment
Often a jeweler is also skilled at cutting gems; just as in their former capacity includes studded armor, long bow, quiver with twelve arrows, and
they may increase the value of an item through their craft, as a gemcutter they hand axe.
may increase the value of poorly cut stones, usually those worth less than five • Bowman, Short: Proficient in the use of bows, short bowmen can
thousand gold pieces. However, the level of proficiency an individual possesses also fight as light footmen, but usually will not. Typical equipment
with regard to each skill varies and must be determined by the game master. A includes studded armor, short bow, quiver with twelve arrows, and
dwarf of this profession often possesses a greater degree of general ability than hand axe.
a human, but commands twice the pay. A gnome may be no better a jeweler • Bowman (mounted): Skilled at shooting from the saddle, but
than a human, but they are typically of even greater skill than a dwarf when it generally unwilling to close to melee; mounted bowmen have a
comes to gemcutting, and can also ask for twice the standard wage. reputation for poor discipline. Typical equipment includes a light
warhorse with gear, studded armor, short bow, quiver with twelve
Mercenaries: The numbers, type and frequency of men at arms available in a arrows, and hand axe.
given settlement are at the discretion of the game master, but a chart is provided • Captain: Equivalent to a fifth to 8th level fighter, but incapable of
below with suggested probability distributions. In general, when a group of six conventional advancement by level. A captain may lead twenty men
to ten mercenaries of the same type is encountered they will be led by a at arms and one lieutenant for every level of experience he possesses,
sergeant; larger groups will be led by a lieutenant or captain, as appropriate, and as well as the necessary number of sergeants; the monthly wage
include sufficient sergeants to keep the regular soldiers in order. There must be demanded by a captain is equal to his level multiplied by 100 gold
an officer, such as a captain, for each body of mercenaries that a player pieces.
character wishes to retain.
• Crossbowman: Practiced in the use of crossbows and willing to fight
as light footmen when required. A heavy crossbowman will often
require a light footman to shield him whilst reloading. Typical
equipment includes studded armor, light crossbow, quiver with
twelve light bolts, and hand axe.
• Crossbowman (mounted): Trained to shoot and reload light
crossbows from horseback, mounted crossbowmen are also willing to
fight hand to hand when necessary. Typical equipment includes a
light warhorse with gear, studded leather, light crossbow, quiver with
twelve light bolts, and light pick.
101
• Footman, Heavy: Intended primarily for fighting and maneuvering In general, demi-humans will only agree to take service with a champion of
in close order on open ground, heavy footmen employ the their race or in a cause that is directly in their interest, with the aid of elves
appropriate arms and armor Typical equipment includes scale armor, being the most difficult to obtain.
halberd, and short sword. As an exception, dwarf mercenaries might, for double normal pay, be
• Footman, Heavy (mounted): Familiar enough with horses to ride successfully recruited to fight in the causes of others.
them, but not trained to fight from horseback, mounted heavy
footmen dismount to fight. Horses need to be looked after during Many humanoids, such as kobolds, goblins, orcs, hobgoblins, bugbears or
combat, which requires one man for every four mounts. Typical gnolls, may take service with evil aligned characters that are powerful enough
equipment includes a riding horse with gear, scale armor, halberd, to master them or insidious enough to manipulate them. They may even serve
and short sword. for less than half pay, but such soldiery are given to breaches of discipline, vile
• Footman, Light: Accustomed to fighting in open order and behavior, despoliation of any territory they pass through and the intolerable
traversing broken or rough terrain, light footmen are armed and abuse or murder of any unfortunate inhabitants.
armored accordingly. Typical equipment includes studded armor,
large shield, spear, and hand axe. Sage: The ultimate receptacle of knowledge and lore, a sage is a sort of
• Footman, Light (mounted): Familiar enough with horses to ride medieval research library contained in one being. The sage can be summed up
them, but not trained to fight from horseback, mounted light footmen as a person with a degree of knowledge on just about everything, a lot of
dismount to fight. Horses need to be looked after during combat, knowledge in a few specific fields, and authoritative knowledge in his or her
which requires one man for every four mounts. Typical equipment special fields of study.
includes a riding horse with gear, studded armor, large shield, spear,
and hand axe. In game terms, the sage would be able to converse intelligently on a wide
• Horseman, Heavy: Most effective when attacking in very close variety of subjects but would give very good advice in his or her field of study,
order on open terrain, heavy horsemen are well armed and fearsome authoritative advice in his or her special areas of research, and reasonable
in combat. Typical equipment includes a heavy warhorse with gear, advice in one or two other fields. Keep in mind, too, that all this is relative-
mail barding, mail armor, large shield, lance, long sword, and dagger. advice from a sage should never be lightly ignored, no matter the subject under
discussion or area of study of the sage. Obviously, portraying such an individual
• Horseman, Medium: Capable of delivering a powerful charge over
presents a challenge: how much does the sage know and in what areas does he
open ground and in close order, well used medium horsemen can
or she know it? The tables presented here should help the GM to fully answer
prove decisive. Typical equipment includes a medium warhorse with
those questions.
gear, scale barding, scale armor, large shield, lance, broad sword, and
dagger.
First, the fields of specialty must be determined. As always, random generation
• Horseman, Light: Swift in pursuit and quick to retreat, light scores are included but the GM should feel free to tailor a sage to campaign’s
horsemen fight in open order and make excellent skirmishers. needs. Be careful of meta-game questions or information. This is to say, the
Typical equipment includes a light warhorse with gear, leather players should not be able to ask things about which the characters should have
barding, studded armor, small shield, lance, and hand axe. no knowledge, nor should the sage divulge information which she should not
• Lieutenant: Equivalent to a second or 3rd level fighter, but incapable possess. If laser guns do not exist in your milieu, for instance, then no question
of conventional advancement by level. A lieutenant may lead ten concerning them should be answered.
men at arms for every level of experience he possesses, as well as the
necessary number of sergeants; in addition, he may command a Sage Ability Table
number of unassigned sergeants equal to his level. When serving a d% Minor Fields Special Categories
captain, only the lieutenant counts against the number of men that in Major Field
may be led. The monthly wage demanded by a lieutenant is equal to 01-10 1 2
his level multiplied by 100 gold pieces. 11-30 1 3
• Pikeman: Trained to fight with long pikes and maneuver in close 31-50 1 4
formation on flat terrain, pikemen will also fight as heavy footmen. 51-70 2 2
Mixed formations of more than one hundred pikemen and heavy foot 71-90 2 3
require at least two months of drilling to be effective. Typical 91-00 2 4
equipment includes scale armor, pike, and short sword.
• Sapper: Necessary for the use of assault towers, the construction or
undermining of fortifications, and other siege works. Sappers fight in
the manner of heavy footmen, but are usually lightly armored and
unwilling to engage in combat. Typical equipment includes studded
armor, short sword, and dagger.
• Sergeant: Equivalent to a 1st level fighter, but incapable of
conventional advancement by level. A sergeant can lead up to ten
men independently or in service to a lieutenant or captain. In any
given company, there must be one sergeant for every five to ten men
at arms. The monthly wage required by a sergeant is ten times that of
the troop type he leads.
• Slinger: Adept in the use of the sling to disrupt and harass the
enemy, slingers are also able fight as light footmen, though they are
generally restricted to light armor and weapons. Typical equipment
includes studded armor, small shield, sling, pouch with twelve
bullets, and hand axe.
Optional Rule: At the discretion of the game master, a player character fighter
of the appropriate level may serve as a sergeant, lieutenant or captain, as might
an allied non-player character fighter or henchmen. A character of a related
class, such as ranger or paladin, might also suffice if the circumstances warrant
such an allowance.
102
Sage Fields of Study (d%) busier the sage is kept and the more often his or her studies are interrupted, the
Humankind (01-30) more materials and money he or she will likely demand.
Art Law
Biology Politics Sage Characteristics: If a sage is to be hired for a long period of time, his or
Demography Psychology her abilities and alignment should be determined as follows.
History Religion
Languages Sociology Strength: 1d8+6 Intelligence: 1d4+14
Demi-Humankind (31-40) Dexterity: 3d6 Wisdom: 1d6+12
Art Law Constitution: 2d6+3 Charisma: 2d6+3
Biology Politics Alignment: see table below Hit Points: 4d6
Demography Psychology
History Religion d% Result d% Result
Languages Sociology 01-05 Chaotic Evil 41-60 Lawful Neutral
Humanoids (41-50) 06-10 Chaotic Good 61-80 Neutral
Art Law 11-20 Chaotic Neutral 81-90 Neutral Evil
Biology Politics 21-30 Lawful Evil 91-00 Neutral Good
Demography Psychology 31-40 Lawful Good
History Religion
Languages Sociology Special Skills: Sages have limited ability in spell-casting granted to them by the
Natural Philosophy (51-65) sheer volume of knowledge they have accumulated and the type of spell is
Alchemy Mathematics usually related to their field of specialty The GM should determine whether the
Architecture Meteorology sage’s spell-casting ability is arcane, phantasmal, divine or druidic when the
Astronomy Metallurgy sage is created, based on a judgment call rather than a random roll. Expertise in
Chemistry Oceanography the field of magic, for instance, would indicate arcane spell ability. On the other
Geography Physics hand a sage with extensive knowledge of trees would have druidic spell ability.
Geology Topography Phantasmal magic might be associated with psychology and divine ability with
Fauna (66-75) astronomy.
Amphibians Insects
Arachnids Mammals Roll 1d4+2 to determine the maximum level of the spells the sage knows and
Avians Marsupials 1d4 to generate the maximum number of spells known for each level. Spells
Crustaceans & Molluscs Reptiles memorized by the sage will normally be of utility to a non-adventuring type
Fish person, for example: unseen servant, read magic, locate object, or tongues.
Flora (76-85) The sage will cast the spell at the minimum level required for a member of that
Bushes & Shrubs Herbs class to cast the spell. Tongues, to take an instance from the above list, would be
Flowers Mosses & Ferns cast by the sage as a 5th level magic user. A sage will regard his or her spell
Fungi Trees knowledge as a closely-kept secret and will not divulge this ability lightly.
Grasses & Grains Weeds
Supernatural & Unusual (86-00) Hiring a Sage: Only fighters, rangers, paladins, thieves, and assassins may hire
Astrology & Numerology Magic a sage; though other classes may consult with sages as need dictates. Hiring a
Cryptography Medicine sage will require the PC have a stronghold outfitted with space for the sage as
Divination Metaphysics indicated above. Sages will only accept a permanent offer of lifetime service.
Heraldry, Signs, & Sigils Planes
Location of a Sage: Sages are located in larger towns and in cities, particularly
Chance of Knowing the Answer to a Question: Roll the generated near universities, museums, libraries, and the like. Sages also have a somewhat
number or less to determine if the sage knows the answer to the query. informal brotherhood but there is nothing such as a guild house where one
might inquire about hiring a sage. Any sage will have a general knowledge as to
Question is: General Specific Exacting the whereabouts of most sages in the area. Likewise, the employment of any
Out of Fields 35% 10% 1% sage will quickly become common knowledge throughout the general area.
In Minor Field 50% 35% 15%
In Major Field 70% 60% 35% Short Term Employment - Consulting a Sage: Players do not need to hire a
In Special Category 90% 75% 50% sage before asking questions of one. Consultations last no more than 1 week,
after which the sage will not be available to the players for the period of 1
Examples of the different types of questions: month. Consultation fees run to 100 gp per day plus the amount shown on the
tables in Information Discovery section below.
General: Do humanoids inhabit the region north of the Great Mountains?
Long Term Employment: As with most types of hirelings, sages agreeing to
Specific: Do hobgoblins of the Three Skulls tribe live in the region north of the employment will show up with only the clothes on their backs and the shoes on
Great Mountains? their feet. Unlike other hirelings, however, the initial outlay of money and
materials involved with employing a sage is considerable.
Exacting: Do the hobgoblins of the Three Skulls tribe living in the region north
of the Great Mountain possess the dread artifact known as “The Great Spear of Support and salary, per month: 200 gp to 1,200 gp (2d6 x 100)
Kaliban”? Research grants, per month: 200 gp to 1,200 gp (2d6 x 100)
Initial material expenditure: 20,000 gp minimum
A sage does not carry all his or her knowledge within his or her head. Picture
the modern attorney and the considerable size of the libraries in his offices. This This minimum initial material expenditure will allow the sage to operate at
may give one an idea of the sheer volume of stored information a sage will wish about 50% efficiency in performing research and providing information. Each
to be able to access on demand. Sages are scholarly, eccentric types and a PC extra 1,000 gp will increase efficiency by 1% until 90% is reached (60,000 gp).
offering to hire one will be expected to provide private living spaces far away Thereafter, each 1% increase will cost the employer a further 4,000 gp. This is
from noise and the bustle of activity. The minimum quarters a sage would to simulate the increasingly difficult acquisition of rare books and equipment.
accept would consist of four separate rooms of no less than 200 sq ft. each: The proper setting and materials for the sage to operate at 100% efficiency cost
living quarters, study, library, and workroom. Depending upon the field of a total of 100,000 gp.
specialty, the sage may also request various other areas, such as a zoo for
housing living creatures for study, or a greenhouse for the study of plants. The The employer can spend still more money to increase the sage ability in both
average sage will see the player as the opportunity for acquisition of additional general and specific fields of study. For 5,000 gp and 1 month of uninterrupted
materials for study and categorization and will, in all likelihood, demand far study, the sage can increase ability outside of his or her field 1%, up to a
more for his or her work than he or she will actually need. At any rate, the maximum gain of 5%.
103
For 10,000 gp and 1 month uninterrupted study time the sage can increase share a player character receives; each lieutenant will similarly expect to receive
expertise in his or her minor fields of study by 1% up to a maximum gain of one tenth share and each mate one fiftieth, whilst at least a further tenth share is
5%. A minor field can be added, up to three maximum, for 100,000 gp and 2 to be distributed between the crewmen.
years of study. A major field of study requires 200,000 gp and also requires an
uninterrupted 2 years of study time. • Lieutenant: Equivalent to a second or 3rd level fighter, but incapable
of conventional advancement by level. At least one lieutenant is
Payment for such additional studies must be made in advance and if the sage is required for every twenty crewmen or part thereof that makes up a
asked a question during that time the money is lost and effort wasted. ship’s company, but not including mates. The monthly wage
demanded by a lieutenant is equal to his level multiplied by 100 gold
INFORMATION DISCOVERY pieces.
• Marine: Trained primarily to repel and engage in boarding actions,
Use the table below for determining fees and time required for information marines otherwise fight in close order as heavy footmen. Typical
discovery. This table assumes research under the optimal condition of the sage equipment includes scale armor, large shield, spear, short sword, and
having a well-stocked workshop with library and being located near a large hand axe.
town or city.
• Master: Equivalent to a fifth to 8th level fighter, but incapable of
conventional advancement by level. A ship must have a master of the
Location is important because the sage may need additional equipment or
appropriate type if it is to operate without fear of preventable
materials for additional research which simply would not be available in more
disaster. The monthly wage required by a captain is equal to his level
rural settings. A sage located far from large population centers will probably
multiplied by 100 gold pieces.
require double the regular fee schedule and allotted time for research. In such a
situation, after rolling on the Chance of Knowing the Answer to a Question • Mate: Equivalent to a 1st level fighter, but incapable of conventional
table, roll d% again. For all categories except Special, if the second roll is 20% advancement by level. At least one mate is required for every ten
or less of the first percentage generated the sage knows the answer without crewmen or part thereof that makes up a ship’s company.
having to conduct the research at the more expensive double rate, since the • Oarsman: Accustomed to protracted periods of steady rowing,
information he or she already has at hand is sufficient to answer the query. oarsmen are well paid and willing to fight as heavy footmen. Typical
equipment includes studded armor, small shield, short sword, and
Example: A sage in a remote location is asked specific question in an Out of dagger.
Fields category. The GM rolls a 10 on a 1d10 and the table yields a result of • Sailor: Necessary for the operation of most sailing vessels, sailors
20%. The GM rolls d% again and if the result is 1 (20% of 20) the sage will be will fight as light footmen, but are unwilling to wear body armor
able to provide an answer at the regular cost; otherwise research time and cost Typical equipment includes small shield, short sword, and dagger.
will be doubled. For questions in the sage’s special category of knowledge the
spread increases to 80%. Fees for secondary questions based upon answers to a Spy: Recruited to secretly watch the actions of others and gather information, a
previous question are subject to the sage’s reaction to the players; the GM must spy could be anyone from an underpaid and unhappy chamber maid to a
decide whether the fee is charged again, or partial, or waived. Unknown professional thief or assassin. A player character wishing to engage the services
information will take from 50%-100% of allotted time to determine whether of a prospective informer must do his own convincing. Fees may vary wildly,
sage can answer the question, but will cost only half the standard rate. from perhaps a mere hundred gold pieces to many thousands, depending on the
The abbreviation “r” means “rounds”, “h” means “hours”, and “d” means individual and the difficulty of what is asked. The base probability of
“days”. successfully completing a task ranges from ten to fifty percent, in accordance
with its complexity, and modified as appropriate by taking into account the
Information Discovery Time and Cost Table class and level of the spy. A character who is often involved in subterfuge may
Question is: General Specific Exacting Cost (gp) be treated as though a spy of a level equivalent to the number of successful
Out of Fields 1d6r 2d6d - 100/d assignments he has carried out, within reasonable limits. Of course, there is
In Minor Field 1d4r 2d10d 5d8d 1,000/d always a small chance that a spy will be discovered, especially during a lengthy
In Major Field 1d3r 1d12d 3d10d 500/d and complex assignment, and failure may result in disappearance, death or
In Special Category 1d2r 1d10h 2d6d 200/d betrayal.
Rest and Recuperation: For every day spent in research the sage must spend 3 Steward: Responsible for the administration of a stronghold in the absence or
days resting. Interruptions during this down-time will result in additional days inability of a player character, a steward holds a position of great prestige and
of rest and maximum costs and research times for any questions he or she is trust. Usually, such an individual is promoted from the position of mercenary
compelled to answer. captain and will not afterwords take kindly to being asked to re-assume that
role, even temporarily. Whilst serving within the stronghold, a steward is
Demi-Human or Half-Human Sages: Most sages are human but sometimes capable of leading forty men at arms and two lieutenants for every level of
sages of other races will be encountered. Chances are they will not be interested experience he possesses, as well as the necessary number of sergeants. Given
in consulting with player-characters-especially human PCs. As always, this rule that a fortress is well provisioned, garrisoned and supported at the time at which
depends upon their reaction to the players and the circumstances of the he is appointed, a steward will see to it that such remains the case. Of course, if
encounter. a player character expects his dependents to vigorously resist any enemy action
in his absence or incapacity, he must ensure that the loyalty of such men is
Scribe: Practiced in the art of writing, a typical scribe is expected to keep strongly maintained. The monthly wage due to a steward is equal to his level
records, write letters and copy documents. Others may possess additional skills, multiplied by one hundred gold pieces.
such as cartography, counterfeiting, cryptography, illuminating or the ability to
write, read or otherwise comprehend more than one language. Optional Rule: At the discretion of the game master, a henchman of the
Such accomplished individuals might command ten times the standard wage. appropriate class and level might be appointed as steward, rather than a
mercenary captain.
Ship Company: The availability of crews and ships in a given port willing to
take service with a player character is at the discretion of the game master. A Weaponer: Required for the production of complex weaponry and the
vessel must normally be suited to the waters into which it will venture and the maintenance of the arms of any soldiery; there must be at least one weaponer
crew recruited appropriate to the ship, as well as familiar with its handling; a available for every sixty men at arms retained. Each must be provided with a
mixed crew, for instance, is required for vessels that employ both sail and oar. workroom and forge at an additional cost, but sufficient apprentices and
A vessel and crew intended for river travel will be unsuitable for coastal assistants are assumed in his monthly wage. Whilst otherwise unoccupied and
voyages, just as a ship built for coastal trading will be of little use on the open given an initial month in which to prepare, or a year in the case of long and
sea. If any of these criteria are left unmet, there will be a significant chance of composite bows, a weaponer may produce various arms at the below rates and
mishap. at a cost determined by the game master. A leatherer is necessary for the
creation of scabbards and sheaths.
Every ship, no matter the size, requires a master, at least one lieutenant and a
mate. In all respects other than those outlined below, these officers correspond
to the mercenary captain, lieutenant and sergeant, respectively. The master of
the ship will expect to receive one half share of any treasure taken for every full
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Weapon Type Days to Produce Race: The race of each respondent depends on the locality, and should be in
Bow, Long 6-15 proportion to the established racial demographic. That is to say, if the above
Bow, Composite 6-15 prosperous trading city has a human population of 24,000, then 80% of
Crossbow, Heavy 2 candidates should be of that race. If you wish to reflect a higher incidence of
Scimitar 3 adventurers in the demi-human population, then consider doubling the number
Sword, Bastard 3¾ who respond.
Sword, Broad 2
Sword, Long 2½ Class: Use the table below to randomly determine class of applicants. Once
Sword, Short 1½ characteristics are known, and given that the prospective character qualifies,
Sword, Two Handed 6 there is a 1 in 10 chance that a fighter will actually be a ranger, and the same
Other 1 that he will be a paladin. There is similarly a 1 in 6 chance that a magic user
will be an illusionist, that a cleric will be a druid, or that a thief will be an
At the discretion of the game master, specialist weaponers may be required for assassin, given that the candidate meets the requirements for such a class.
the making of some weapons. For instance, a blade smith for the forging of Demi-humans may have two or three classes, if they have two scores greater
swords and daggers or a bowyer and fl etcher for the whittling of bows, than 13 in the relevant characteristics, and always assuming that they otherwise
construction of crossbows and manufacturing of arrows. In any case, procuring qualify.
the full time services of a weaponer should always be somewhat difficult.
d% Class
A good deal more could be said on the subject of hirelings. 01-40 Fighter
Many possible common professions are not represented here, rates of pay that 41-60 Magic User
take into account the relative skill of individual craftsmen are not provided, 61-80 Cleric
supply and demand is not accounted for, nor is the difficulty and prospective 91-00 Thief
cost of persuading standard hirelings to undertake work in hazardous conditions
discussed. This is partly because such things are too variable to systematize Level: Newly recruited henchmen are generally 1st level characters. The
adequately, but it also allows for individual game masters to develop the level exceptions to this are if the player character himself is higher than 6 th level or
of complexity that they are comfortable with. higher than 12th level. In the former case, his reputation is such that 1 in 10
henchmen are 2nd level;whilst in the latter case he has achieved such renown
HENCHMEN that 1 in 4 are 2nd level, and another 1 in 4 are 3rd level.
Henchmen are classed and leveled non-player character adventurers Cost: Once a potential henchmen is selected, there are still costs to be paid and
in the service of higher level player characters. A 3rd level magic user, for negotiations to be completed. The minimum offer a henchmen will consider is
instance, might take on a 1st level fighter henchman to act as his personal guard. 100 gp per level; this yields a 30% chance of the offer being accepted, which
However, the henchmen of a player character are more significant than mere increases by 1% for each additional 10 gp offered above the minimum, up to a
hirelings; they become his companions, friends, and supporters, acting in his maximum of 60%.
interests even in his absence. Indeed, a very loyal henchman may sacrifice his
very life in defense of a player character or charge unbidden into the thick of the Equipment: Prospective henchmen arrive with nothing but the clothes they are
fray to rescue him. Consequently, henchmen are highly sought after by wearing and perhaps a few coppers in their pockets. This apparent lack of
experienced players, and the number a character may have is limited by his success as an independent adventurer is the main reason he is seeking the
charisma score. position of henchman, and the offer must therefore include complete equipment
in accordance with his class(es). Any magic items useful to the character will
Demographics: The number of henchmen available in a particular locale typically increase the chance of acceptance by 15%, magical ammunition
depends on the total population, and its predisposition towards attracting counting only in groups of six.
adventurer types. A prosperous trading city with 30,000 inhabitants might have
300 characters capable of level advancement, but only 1 in 10 of them are likely Room and Board: The potential henchman always expects this. Not including
to be available and interested in serving as henchmen. The incidence of an offer of free room and board decreases the chance of acceptance by 25%.
adventurers may be higher or lower, depending on the settlement, its
circumstances, and the assumptions of the campaign milieu, perhaps varying by Treasure: The player character must explain to the prospective henchman his
as much as a factor of five or more in either direction. specific duties and what is more generally expected. The henchman will want to
know what percentage of treasure will be apportioned, and what to expect with
Recruiting: There are four basic ways in which a player character may attempt regards to magic items. In addition to living expenses, henchmen typically
to locate a henchman, and each may be attempted only once a month, either receive a half-share of the treasure gained on a given expedition; they will also
individually or in combination. Hiring a public crier costs 10 gp, and will attract expect healing and other restorative spells as needs dictate.
1d10% of those available, whilst posting notices in prominent places costs 50
gp to draw 10d4% of the same. Using agents is costly at 300 gp, but will bring The Offer: If the player character tenders an offer the game master must tally
5d10% of potential henchmen, and a minimum of 10%. A character willing to up all the percentage modifiers listed above and add any charisma adjustment
frequent the various inns and taverns available will induce 1d4% for every 10 indicated. This is the offer acceptance chance; if the number rolled does not
gp spent ingratiating themselves with patrons and staff, to a maximum of 5d4%, exceed this chance, then the non-player character accepts service as a
but every such establishment visited, up to a maximum of ten, reduces the henchmen.
effectiveness of the others by 1%. Furthermore, each method used in
combination beyond the first reduces the sum by 5%. Exceptional Henchmen: In certain circumstances, a player character may have
a relatively high level non-player character in his power, which may then lead
Response: The modified total resulting from recruitment efforts is the to an offer of henchman status. In general, if such a character is more than two
percentage of all available potential henchmen that respond. Following the first levels higher than the player character he will accept only associate status for
efforts at recruitment, applicants will appear over the course of 2d4 days. If the one or two adventures. No inducement will cause him to willingly accept a
player character is not present at the agreed place when an individual seeks longer period of service. However, if the player character is more than two
them out, then that recruiting opportunity is lost. Casting spells upon a levels higher than the non-player character then an offer may be made normally
prospective henchmen will result in an unfavorable response, though if they in accordance with the above guidelines. In any other circumstances, the non-
consent an exception might be made for know alignment or detect good/evil. player character will agree to accept associate status for only 1d4weeks or
Direct questions about alignment and other breaches of etiquette will also be adventures. If an offer is accepted under threat, then the character will likely be
poorly received. of questionable loyalty.
Characteristics: Only relate to the interviewing player character what can be Associates: Typically, an associate non-player character regards himself as
detected by normal observational means. Do not blurt out the character’s being the equal of any player characters, or perhaps their better; he may have
alignment, constitution score, or level. Instead, allow a general idea of these been coerced, hired, or joined the party of his own free will and for his own
attributes only as a reward to careful questioning on the part of the interviewer. ends. Regardless such characters expect to be treated as a true member of the
group, taking their fair share of the risks, and receiving a full share of any
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treasure or magic items gained. Associates rarely function in this capacity for Payment of Hirelings or Henchmen
any great length of time, usually one or two adventures. Status Modifier
Unpaid -20%
LOYALTY OF HIRELINGS AND HENCHMEN Late -15%
Very Poor -10%
Sooner or later the loyalty of a non-player character will be put to the test. Poor -5%
Initial loyalty is 50%, and is adjusted according to the charisma modifier of the Standard +0%
player character in whose service they are. The following are guidelines for Good +5%
adjusting hireling and henchmen loyalty to correspond with prevailing Very Good +10%
circumstances, but they may also be applied more widely to help determine the
reaction of other non-player characters and monsters. An experienced game Treatment*
master is not expected to have to refer to these tables, as his own judgment will Type Modifier
generally suffice. Vicious -20%
Cruel -10%
Alignment of Player Character Normal +0%
Alignment Modifier Kind +10%
Chaotic -10% Beneficent +20%
Evil -5%
Neutral +0% Discipline*
Good +5% Type Modifier
Lawful +10% Brutal -10%
Indifferent +0%
Alignment of Hireling or Henchmen Fair +10%
Alignment Player Allies Example
Character *As long as the hireling or henchmen fears the player character and believes its
Similar +0% +0% Lawful Neutral to Neutral actions will likely be observed or reported to some consequence, treat negative
Different -10% -5% Chaotic Neutral to modifiers as positive.
Neutral Good
Opposed -20% -10% Neutral Good to Chaotic Other Considerations: Many other situations and circumstances are not
Evil accounted for or systematized above, and the game master should feel free to do
Irreconcilable -30% -15% Lawful Good to Chaotic so himself. Being outnumbered or outclassed by enemies in a combat situation
Evil is a good example, as is the death, capture or incapacitation of leaders.
Acts of dishonor or evil may lower morale, just as acts of heroism and charity
Racial Preferences of Hireling or Henchman might raise it, depending on the alignment and disposition of the characters or
Relationship Player Character Allies monsters in question. Such factors could potentially swing immediate morale up
Hated -20% -10% to fifty percent or more in either direction.
Antipathy -10% -5%
Tolerated 0% 0% Loyalty Test: A loyalty test may be called for in a variety of situations;
Friendly +10% +5% most commonly it is taken when significant casualties are suffered during a
Preferred +20% +10% combat encounter, but other moments of stress for a test to determine how a
non-player character reacts. Typical examples include being persuaded to give
Status of Hireling or Henchmen up a magic item, having the opportunity to steal without being discovered, or
Type Modifier offered an inducement to act against the interests of the player character. In
Slave -30% such circumstances, a 1d100 is rolled and if the result is higher than the adjusted
Conscript -20% loyalty score of the character, then he gives into temptation.
Hireling -10%
Follower +0% Adjusted Loyalty Score Loyalty
Henchman +10% < 01 None: Could desert or worse at any time.
01-25 Disloyal: Will seek personal gain at all times.
Length of Service 26-50 Somewhat Loyal: Will serve, but exploit any
Length Modifier advantage to the full.
0-1 month -5% 51-75 Fairly Loyal: Will perform routine tasks most
0-1 years +0% of the time.
1-2 years +5% 76-100 Loyal: Will attempt to serve, even in difficult
2-3 years +10% situations.
3-4 years +15% > 100 Fanatical: Will serve unquestioningly and fight
4-5 years +20% to the death
5+ years +25%
General note: The acquisition of henchmen and hirelings is key to long term
Training of Hireling or Henchmen success for player characters in the ongoing campaign. They provide a support
Type Modifier structure that can help to minimize the worst misfortunes of defeat and reinforce
Untrained -30% the achievements of victory. Henchmen may even become prominent
Semi-trained -20% themselves, perhaps even becoming independent upon the death or retirement of
Trained, but untested -10% the player character. However, non-player characters should not be treated
Trained +0% lightly nor taken for granted; they should react in believable ways and pursue
Veteran +10% their own ambitions and interests when such seems reasonable. It is the
Elite +20% responsibility of the game master to ensure that they are portrayed in a manner
Leader +30% that keeps the game challenging for the players.
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beyond the physical world into the planes of existence, exploration is central to a sword, move up to a door and attempt to open it all in the same turn, for
adventure and thus to the game. example.
Longer actions may take several turns to resolve (such as making a minute
While exploration tends to be resolved in a looser, more freeform manner than search of a 500 sq ft. wall) and sensible parties will take steps to guard a
combat, where description and negotiation are central and pre-defined rules take character engaged in such activity from unexpected attack.
a background role, there are nonetheless some standard procedures that will
help the GM resolve these activities efficiently. The guiding principle behind the exploration rules is to maximize the number of
meaningful decisions the players take about their actions, and minimize the
If you are new to A1E-compatible rule sets, please reread the section on “Time number of dice rolls between each decision.
Measurement” at the beginning of Chapter III and ensure that you understand it
fully before reading further. When exploring dungeons time is measured in Wandering Monsters: Typically, wandering monsters are checked for every
turns. In the wilderness or at sea time is typically measured in days. The planes third turn and encountered 1 chance in 6.
are a special case and can conform to either, or neither, of the above. If a wandering monster does appear, determine the creature involved randomly
unless some factor makes it obvious what the party has met.
SEARCHING THE DUNGEON
Some dungeon levels have special provisions for wandering monsters affecting
Many A1E adventures will involve the characters exploring some enclosed area, the frequency of checks, the chance of an encounter, or both. For example, in
be it the dungeons beneath a castle or temple, a system of natural caves and the 1st level of the Pod Caverns of the Sinister Shroom, the chance of meeting a
caverns, an abandoned mine, the sewers beneath a city, an enemy fortress, a wandering monster is only 1 in 10.
wizard’s tower, or a shrine to some dark god. For convenience, and by tradition,
these enclosed locations are collectively called “dungeons”, which thus refers Wandering monsters in dungeons should be appropriate to the environment both
not just to a set of man-made tunnels but to any indoor adventure location. in type of creatures encountered and encounter difficulty. Traditionally
Indoor/dungeon adventures tend to have similar characteristics and thus the dungeons are organized such that the deeper the dungeon level, the more
same set of procedures and suggested resolution mechanics applies to most numerous and deadly the creatures encountered-so a group of 1 st level
“dungeon” adventures. characters exploring the 1st level of a dungeon should tend to encounter 1st level
monsters, with maybe the occasional 2nd level one, whereas on the sixth
Order of Play: While exploring in a dungeon, each turn is resolved dungeon level, characters might expect to meet third or 4 th level monsters.
separately. Experienced GMs sometimes will allow the turns to run together, This pattern varies from dungeon to dungeon, however. For example, in the Red
but this is only recommended after the GM is comfortable with the basic Mausoleum, an adventure designed for characters level 12 and higher, most
procedures. The order of events in a game turn is as follows: monsters are extremely powerful even on the very 1 st level!
1. Wandering Monster Check: Every third turn the GM rolls to see if At the GM’s option, wandering monster checks may be made less often or even
any wandering monsters are encountered (typically 1 in 6 - consult skipped entirely, but before doing so it is important to think about the reasons
specific level key for non-standard frequency of check or likelihood behind the rules, and particularly what the wandering monster check should
of encounter) accomplish. The first purpose served by wandering monster checks is to create
2. Statement of Action: Party caller or individual player describes an impression of complexity in a “living dungeon” environment without GM
the activity of the various party members, which are resolved as needing to create activity schedules or account for every creature in the
appropriate by the GM: dungeon at every moment.
A. Move: Up to full move rate per turn for cautious movement Monsters in the dungeon will have various reasons for leaving their lairs: some
(including mapping); 5x normal rate when passing through familiar may be on patrol, others looking for food, and still others exploring the dungeon
areas (no mapping allowed) just like the player characters; all of the above and more are represented by the
B. Listen for Noise: 1 round per attempt, 10% standard chance for wandering monster die.
success (adjusted for class (thieves, assassins) and race (elves,
gnomes, halflings, half-orcs), only 3 attempts allowed per situation The other purpose of wandering monsters has nothing to do with verisimilitude
(e.g. door) and is purely a rules construct, but an important one: wandering monsters
C. Open a stuck or locked door: 1 round per attempt, 2 in 6 discourage players from wasting time. If there is no chance of meeting a
standard chance for success (adjusted for strength) for stuck door, wandering monster, there is no incentive for the players to keep the game
locked door requires key, knock spell, exceptional strength, lock moving no reason why they shouldn’t hold long conversations about their
picking, or breaking down door, unlimited retries allowed but no course of action and methodically check every inch of floor, walls, and ceiling
surprise possible after failed attempt for traps and hidden treasure. Many players, especially those accustomed to
D. Search for traps: 1-4 rounds per attempt (covering one object or computer games that have no in-game time limits, will tend towards a “pixel-
location), chance of success determined by race (dwarf or gnome), hunting” approach to play. It is up to the GM, by means of wandering monsters,
class (thief or assassin) or freeform verbal negotiation (at GM’s to discourage this kind of slow play and keep the game moving-otherwise the
discretion) game will become mired in dull minutiae and nobody will have much fun.
E. Casually examine (and map) a room or area: 1 turn per 20 x
20 ft. room or area The same principles also apply in reverse, though. The GM should adjust the
F. Thoroughly examine and search for secret doors: 1 turn per 10 chance of meeting a wandering monster according to the players’ approach. If
x 10 ft. area, 1 in 6 standard chance for success (2 in 6 for elves and the party is stealthy, swift, and silent, avoids heavily-trafficked areas and does
half-elves) not stay long in any one place, they should encounter few wandering monsters.
G. Cast a spell: See specific spell descriptions in Chapter II for
casting times and effects. The Role of the Party Caller (Optional): If there are many players in the
H. Rest: Typically 1 turn in every 6, plus 1 turn after every combat, party, some groups like to designate one player as “Caller,” or party spokesman,
must be spent resting (i.e. no movement or any other strenuous and filter communication through that single player. This role should not default
activity) to a “party leader” who gives the other players orders and reduces them to
I. Other activities: Duration of attempt and likelihood of success spectators! Rather, some groups may find that by having a single player speak
determined and resolved on ad-hoc basis by GM for the whole group, potential chaos of each player competing for the GM’s
3. Encounters: If an encounter (either with a wandering monster or a attention is reduced and the game should run more smoothly, improving the
planned encounter) occurs, the GM determines surprise, distance, play experience for all involved. Therefore, if a caller is used, he or she should
reactions, and resolves the encounter normally (through negotiation, consult with the other players and then report the party’s actions quickly and
evasion, or combat) accurately to the GM.
4. Book-keeping: The GM records that a turn has elapsed and deducts
any resources that the party has used (lost hit points, spell durations The caller can be anyone and need not be limited to, for instance, the character
expiring, torches burning out, and so on). with the highest charisma or social standing.
In fact, we suggest that if the party uses a caller, the role should rotate among
Since each turn represents ten minutes of time, characters may combine several the players from session to session, giving each a turn.
actions in the same turn if each is reasonably brief. Thus a character might draw
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Movement during dungeon exploration: Is at the rates listed at the beginning monsters or phantom noises (perhaps due to strange acoustics in the dungeon or
of Chapter III. This slow, cautious move rate (which works out at a tenth the magic). In extreme cases the GM can place traps and monsters that specifically
speed characters move in combat) allows the characters to make a map of their target listening characters, but before it gets to that, the GM should speak
progress, if they wish. When passing through familiar areas or following a map, frankly to the players and explain that while some degree of caution is good
characters can move at up to five times the normal per turn move rate (so that a play, carrying things to extremes only makes the game less fun.
character with a normal move rate of 60 ft. could move up to 300 ft. per turn if
passing through known territory). Balance this against the lethality of the dungeon. In extremely dangerous areas,
the players should not be punished for taking due care.
Characters fleeing from an encounter may run at ten times their normal per-turn
move rate (i.e. at full combat speed). No mapping is possible while fleeing in Opening doors: Is not normally difficult; the player (or party caller) states the
this manner and a double rest period (see below) is necessary at the end of the action and the door is opened. However, in some dungeons many doors are
pursuit. Since parties will typically want to remain together, movement speed stuck and must be forced open. Doors may be locked, braced, jammed, spiked
will necessarily be limited to that of the slowest character in the party. shut or otherwise held fast (by means of a wizard lock spell, for example).
Stuck doors may be forced by brute strength (see the strength ability in Chapter
The players should establish, and the party caller inform the GM of, the party’s I for chances of success). Locked doors will need a key, a thief or assassin to
“marching order”, i.e. which characters are in front, the middle, and bringing up pick the lock, or some may be broken down with axes or battering rams. When
the rear. In a standard 10 ft. wide dungeon corridor, up to three characters may designing the dungeon, the GM should note which doors are normal, stuck,
walk abreast, though if any are wielding large weapons such as fl ails or two- locked, etc. as well as the locations of any keys.
handed swords, this may be reduced to two characters or even one. Characters
in the second rank may only attack with a long weapon, such as a spear or pole Attempting to force a stuck door takes one round per attempt and, depending on
arm, or if they are firing missiles over the head of a shorter character such as a the size of the door, more than one character may try at once. Thus, two
gnome or halfling. characters could simultaneously try to force a 6 ft. wide door-each character
makes a check and success by either indicates the door opens. If the first
There are various ways of keeping track of marching order. If miniature figures attempt fails, additional tries may be made at no penalty except for time and
are in use, they can be placed on some board to indicate where each character is. noise. Attempting to force a stuck door, and particularly multiple attempts on
If miniatures are not in play, most GMs will ask the party to show their the same door, is noisy and may increase the odds of meeting a wandering
marching order on paper. Sensible parties tend to hand the GM a default monster. In any event, a failed attempt to open a stuck door will prevent
marching order upon entering the dungeon, and may have standard positions surprise on any creature on the other side of the door.
and procedures for other common circumstances as well. A well-organized
group might say to the GM, “this is our formation when opening a door,” or “in Lock-picking attempts by thieves and assassins are handled in Chapter I and
20 foot wide passages we move like this,” and so forth. take between 1 round and 1 turn per attempt (depending on the complexity of
the lock). 1-4 rounds are typical.
If the party’s position is for some reason unclear to the GM, he or she is well
within his or her rights to determine who is where by means of a die roll. Chopping down a door with axes or by other means is time consuming
and noisy. It takes a full turn at least to chop down a standard-size door, during
Listening: May be performed in most places, often at doors before opening which time several wandering monster checks should be made. Naturally, the
them. Unless the entire party is still and quiet (no chattering or clanging party will have no chance of surprising any creature on the other side.
around), and unless headgear such as helms are doffed, the listener will not
detect any noise save the very loudest. Furthermore, once a door is opened, it is usually difficult to keep it open, or for
that matter to keep it closed. A1E has a double-standard that while adventurers
Thieves and assassins have an enhanced chance to hear noise (see “thief skills” may have a hard time opening doors in dungeons, monsters have no such
in Chapter I). Characters of all other classes have a base 10% chance. This trouble and can open doors automatically unless the players prevent them. The
should be modified by race; elves, gnomes, halflings, and half-orcs have a base usual way to hold a dungeon-door open or closed is to wedge it with iron
15% chance. spikes. Even then there is a small chance (at the GM’s discretion but often
around 20-30%) that a spiked door will slip.
Normally the GM rolls this die in secret, because the player has no way of
knowing whether no noise was heard because of the roll or because there was Mapping: A key element of dungeon exploration; but it is one of the most
no noise to hear. A character who fails (or thinks he or she has failed) to hear controversial and misunderstood aspects of the game. If not handled carefully,
noise may try again, each attempt taking one round. However, no more than mapping has huge potential to slow down the game and mire it in frustration.
three attempts may be made the same character before the strain becomes too
great and no further listening attempts will succeed until the character has rested When designing the dungeon, the GM should map it out on sheets of graph
for at least one turn. paper, showing the rooms, chambers, corridors, stairways, doors, traps, and
other features in relation to one another. As the party moves through the
If the check is successful, the GM should decide whether there is in fact any dungeon the GM describes to them what they see and, assuming they have light
noise to be heard. Some monsters, such as bugbears, are stealthy and cannot be and proper equipment and are not moving too quickly, the players may choose
detected by listening. However, generally if there is some monster in the area to draw a map of their own based on the GM’s descriptions.
and a “hear noise” check is passed, the party should gain some clue about what
it is. Clever players whose characters speak various monster languages may It is important to understand the purpose of the players’ map.
gain valuable information from overhearing snatches of conversation-but the The goal is not to create an exact copy of the GM’s map, but to keep a record of
GM should be careful only to describe what characters can actually hear. So the which areas are explored and which not, to allow the party to find their way
GM would not normally say “you hear a giant spider,” but rather “you hear a back to the entrance and, on subsequent expeditions, find their way back to
scuttling, rattling sound” as the creature climbs to a suitable spot from which to where they left off. If the dungeon is small or simple in layout the players may
ambush the party. not need a map. Even if the dungeon is larger or more complex, a “trailing map”
with lines for corridors and squares for rooms and chambers, maybe with
Don’t forget, monsters can hear the party in the same way as the party can hear marginal markings showing length or size, is almost always enough. Only in the
them! most labyrinthine of dungeon levels, with rooms and corridors tightly packed
together, are players likely to find making a strictly accurate map rewarding.
Listening for noise as often as possible, at every door and intersection,
is an understandably common tactic, because it’s one of the easiest ways for On such levels an accurate map can help the players deduce the locations of
players to improve the odds in their favor-so as to be able to make better- secret rooms, show them when they’re circling back into areas they’ve already
informed decisions about their actions. This is fine in moderation. However, if explored by a different route, or even alert them to some trick-a teleporter,
the pace of play slows considerably, diminishing the excitement and reducing shifting room or wall, sloping passage, or the like. Parties keeping a trailing
the adventure to dice-rolling, the GM should discourage the players from map, or no map at all, may miss hidden treasures or not realize they have gone
endless listening attempts. Emphasize the inconvenience of donning and doffing astray until hopelessly lost, but careful mapping might quickly reveal something
helmets and headgear while the rest of the party stands around doing nothing; is amiss, allowing the party to backtrack and correct their course or search for a
and if play is still slow, employ tricks that circumvent listening, e.g. silent
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solution. These areas are the most difficult to map, but also the most rewarding
and fun, since mapping this sort of level can lead to tangible positive results. Disarming traps is normally a job for a thief or assassin (with chances of
success as shown in Chapter I) and takes 1-4 rounds per attempt for a simple
Many players hate mapping, considering it a fun-killing burden, and these trap. A complex trap may take a full turn to disarm. Other characters usually
players will often try to get the GM to design simpler dungeons or even to draw have little to no chance of success, though again careful questioning and
the map for them. The A1E GM should avoid these “solutions”; play goes attention to detail may create exceptions. For instance, a player may be able to
quicker if a player maps. Encourage the players to map appropriately-i.e. only surmise that wedging a pressure plate to prevent it from depressing, or stopping
when necessary and use a trailing map where possible. a vent with beeswax to prevent gas from issuing from it, could circumvent a
trap.
The GM should make mapping easier by giving effective verbal descriptions:
quick, accurate, and reporting only what the party actually sees. Visualize the These sorts of “negotiation-based” solutions to traps are wholly at the GM’s
dungeon in your mind. Describe things in distances rather than squares. The discretion. Some GMs encourage and reward this sort of play, but others will
players may show you their map and ask if it is correct. Comply only if there is discourage it, perhaps feeling this slows down the game too much, or
a major error that would be obvious to someone in the dungeon (such as a circumvents the intended role of the thief class. It is important that the players
triangular-shaped room where the party entered via the apex but drew their map and the GM discuss this issue to make sure everyone’s expectations align-that
as if they’d entered from the base) or if your description was faulty-and in the the players aren’t expecting purely roll-based resolution of traps when the GM
latter case try to make your descriptions more accurate in future. is expecting them to play out each attempt, or vice versa.
In a particularly complicated setup-a room with lots of odd angles, for instance- Traps neither avoided nor disarmed will normally trigger 50% of the time.
a quick GM-drawn sketch may be helpful. When designing the dungeon, the GM should define each trap by its nature and
Do this rarely, and never directly on the players’ map. effect (see the preceding pages on “Traps”). In areas designed for 1 st level
characters, damage should not normally exceed 1d6 or at worst 1d10 and
The players’ map represents an actual in-game object. If the players at the table “instant death” effects should be avoided. Lower dungeon levels, on the other
are making a map, then a character must also be making one. This has several hand, are designed for experienced players with high-level characters who
corollaries: the party must have light (they can only map what they see) and should have many ways of dealing with traps, as well as more hit points and
mapping supplies (something to write with and something to write on), they better saving throws, so more dangerous and deadly traps may be in order. Even
must be moving slowly and methodically (no more than standard exploration so, the GM should typically allow some kind of saving throw or other way of
speed), and measuring the size of a room takes time (1 turn per 20 x 20 ft. area mitigating the trap’s effects.
is suggested). Perhaps most importantly, if something happens to the map in-
game, it happens to the players’ map as well! If the mapping character dies and Some A1E groups enjoy even more lethal traps-such as those that cause death
his or her body is left behind, if the characters are captured and stripped of their with no save. Placing these is a matter for the GM’s judgment Do you wish to
equipment, or if a jet of acid or a green slime destroys the map, the GM should encourage the players to raise zombies or call forth unseen servants or
confiscate it. If the party wants backup copies, the players must actually draw summoned monsters and send them ahead? Very lethal traps will probably lead
them. If the entire party dies in the dungeon, the only way their maps will to such behavior, and in some groups there is a place for this kind of play.
survive is if copies were left on the surface. Others prefer to avoid it.
Clever GMs will see adventure-creating potential here. Maps are a valuable Casting spells is detailed in Chapter II. Many spells, particularly the various
asset for NPCs as well as PCs; map-buying, selling and trading could be rife, detection and divination-type spells, will make the job of exploration easier. It
and maps found in treasure hoards potentially more valuable than gold. is up to the players to decide the ideal balance between these “utility” spells and
those oriented towards combat or healing. There are circumstances in which a
Searching for hidden treasure, traps, secret doors, and whatnot: A common well-timed knock or locate object spell may prove just as crucially life-saving
activity. Looking for secret doors is a time-consuming process, taking a full turn as yet another sleep or cure light wounds.
for each 10 x 10 ft. area searched. Even so the chance of success is small: 1 in 6
for most characters, with elves and half-elves having an innate advantage Rest periods are typically necessary one turn out of every six, one turn after
(translating to a 2 in 6 chance). Searching for traps is best done by dwarves, each combat, and double-length (two turns) after an evasion or pursuit. Parties
gnomes, thieves, or assassins-chances for success are as described in Chapter I. that stay in the dungeon for several hours and are not able or willing to return to
A search for traps generally takes 1-4 rounds, but it is also limited to a specific the surface may spend an entire “night” holed up within the dungeon to recover
object or small (no more than 5 x 5 ft.) location specified by the player: “I spells. During these periods the party cannot move, nor may they perform any
search for traps on the door”, “I search for traps on the treasure chest”, “I search other strenuous action (though passive activities such as mapping should be
the area directly in front of the throne for traps,” etc. allowed). Players should be aware of when these rest periods are coming up,
and make sure their surroundings are as inconspicuous, or at least defensible, as
The GM may allow “negotiation-based” searching for secret doors or traps, in possible. A small, out-of-the-way room with a single door that can be spiked
which, through careful questioning and described actions, the players may shut could be a good location to rest in for a single turn or an entire night; in the
achieve a bonus, or even an automatic success, on a search. For instance, middle of an open corridor or near a stairway to a lower level is likely a bad
players may tap along a section of wall listening for the echo of a hollow space. place for even a short rest period, and often a suicidal place to spend several
If such a space is discovered, the players may describe their attempts to find and hours.
trigger the secret door they know is there-perhaps looking for loose or ill-fitting
stones, suspicious indentations or cracks, wall-sconces that may turn or pivot, Occasionally, by accident or design, characters will not take these required rest
etc. The same approach can work for traps as well. periods and attempt to press on regardless.
If this happens, everyone in the party is fatigued. What this means, and what
The GM must adjudicate these negotiated searches. Perhaps they have no effect sort of impact it has on the characters, is left to the GM’s discretion but likely
and the die roll alone decides success or failure-which certainly helps keep the consequences are a reduced movement rate, penalties in combat, temporarily
game moving, but may strip away too much of the players’ ability to immerse reduced ability scores, and morale reductions for any NPCs who are
themselves in the situation. Perhaps a careful description can give a bonus to the accompanying the party. The longer the party goes without resting, the worse
standard check, or perhaps the description might trump the die-roll entirely-if these effects become.
the player is able to describe a search in such a manner that the GM feels would
definitely find the objective. The downside to this is if the player’s description Other actions are defined in several of the race and class descriptions
is off-base (searching in the wrong place, via the wrong means, etc.) the GM in Chapter I. For instance, a dwarf can attempt to determine depth underground,
might actually reduce the chance of success. a gnome can try to determine direction, a paladin can detect evil, a ranger can
attempt to follow a set of tracks, and so on. Unless otherwise specified, these
These detailed, negotiated searches generally take a long time in-play (more actions take one round per attempt.
than the standard times listed above) and may increase the odds of encountering
a wandering monster. This is, of course, deliberate; without some incentive to Beyond these sorts of pre-defined activities A1E has no specific system for
keep things moving players might tend to conduct the most thorough searches resolving most other tasks. This is intentional- the player characters are heroes,
possible, describing every inch of every room in minute detail, and dragging the and should be able to do most mundane things without a roll.
game to a grinding halt.
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Certainly the authors could have included a skill system covering activities such Some GMs write campaigns with detailed rules for randomly
as “horse riding” or “swimming”, but doing so is actively detrimental to heroic generating the weather by month or season. Others prefer to decide
gaming. Had we included a “horse riding” skill, characters would start falling the weather on the spur of the moment based on their gut feeling or to
off their horses. This strikes us as unnecessary, in the context of heroic create a sense of narrative tension. This is not a matter in which
adventure gaming, so if you seek a generic skill system for your game, seek it generic tables would be helpful-a campaign set in a Norse winterland
elsewhere. Success at most horse-riding tasks (for example) is automatic. would need quite different tables to one set in a Caribbean
archipelago- so no weather-generation rules are provided here. The
Where a player character tries something beyond the mundane, the GM should GM must decide and advise the party accordingly.
determine the chances of success on an ad-hoc basis. The GM should look at
the circumstances and the character’s class, level, race, and ability scores and 2. Lost: The party will never become lost if following a road, river or
make an informed judgment about his or her chances of success. This could be a other natural feature, nor if they are following an accurate map, nor if
flat judgment-”you succeed” or “you fail”-but is more commonly a die-roll of they are traveling over terrain at least one party member knows well.
some kind. The GM should usually tell the player what the chance is, ask the (This could include an NPC guide if one is hired for the purpose.)
player if they still wish to proceed, and if so allow the player to make the
appropriate roll him- or herself. However the GM always has the right to roll Otherwise, the party’s chance of getting lost depends on the terrain
the dice on behalf of the player, or in secret, if the GM feels the situation and prevailing weather conditions. If the party is crossing a flat
demands it. savannah towards a range of mountains they can see, the chances of
becoming lost are negligible, but if they are traveling a forest at night
In determining the ad-hoc chance for success for various tasks, it may be through thick fog, getting lost is virtually guaranteed!
helpful for the GM to look at other similar tasks that have already been defined.
For instance, the strength-based chances to Open Doors and/or Bend Bars, the As a guideline, allow a 10%-25% chance of getting lost if the party is
magic user’s intelligence- based Chance to Know Spells, and the constitution- crossing normal terrain and taking normal precautions.
based roll to survive System Shocks can all be extrapolated to cover a wider
variety of situations. The same applies to saving throws, which consider class If the party does become lost, determine their actual direction of
and level rather than just raw ability, so that high-level characters will be travel randomly. In most cases they will go somewhere within a 60°
generally more successful than lower level characters, and each class will tend arc in front of them, but if the roll is particularly bad, the GM may
to have areas of specialty (clerics better at tasks that require a save vs death, adjust this to 120°. Only in exceptional circumstances will the party
Magic users at tasks that require a save vs spells, etc.) get completely turned around.
3. Wandering Monsters: Normally the GM should make two checks
Book-keeping: The GM should set up some simple system for book-keeping each day, with a 1 in 12 chance of encounter per day, and a third
and may wish to delegate some tasks to the players. check at night (see below). As always, GM discretion is critical-
The present author, for example, keeps a piece of scratch paper by his books adjust this frequency downwards if the party is crossing patrolled and
and makes a tally mark when each turn has elapsed, enabling him to see at a civilized terrain, and upwards if they wander into a goblin-infested
glance when to roll for wandering monsters, when the next rest period is forest, for example.
required, and when the party has run out of lantern fuel. In extreme cases, if the
campaign has grown so large that ten or more players per session is typical, an 4. Movement and Stationary Actions: See the previous section (on
assistant GM can help-the assistant, or apprentice, GM helps the main GM with dungeons) and the Movement Rate section in Chapter II.
bookkeeping and organization, and may help the main GM design new 5. Encounter Resolution: The mechanics of this are as in a dungeon,
dungeons and adventures, eventually becoming either a co-GM or branching off though tactically the wilderness presents entirely different challenges.
into a separate sub-campaign. (Player characters will find horses, missile weapons, and long-range
spells much more helpful in the wilderness.)
EXPLORING THE WILDERNESS 6. Camping: The party has to camp if spellcasters are to regain their
spells. Mounted parties will normally need to rest their animals and
For the purposes of this section of the A1E rules, “Wilderness” can mean any armored player characters, or physically weaker ones, will need rest
adventure in open country, including adventures at sea. The basic unit of time and sleep. In a forced march situation, the characters could march
for wilderness exploration is the day. It is a good idea for the GM to use paper through the night, but a second night without rest will result in the
marked with a hexagonal grid (“hex paper”) to pre-draw maps of the wilderness characters suffering a penalty of -2 or -10% on ability scores, “to hit”
before the players explore it, if possible. and damage rolls, and saving throws from exhaustion. A third night
without rest will increase this penalty to -5 and spellcasters will begin
Order of Play: When starting out with A1E games, each day should be to forget any spells they still have memorized At this point, player
resolved separately. More experienced GMs sometimes tend to allow the days characters should check their system shock rolls (see Ability Scores,
to run together; but please don’t try this until you are certain you know what Constitution) or fall asleep involuntarily. No human or demi-human
you’re doing. The order of events is as follows: in A1E may go four nights without sleep.
1. Setup: The GM advises the party of prevailing weather conditions Sensible parties will set a watch rota overnight, with different
and the party decides which way to go. characters standing watches to ensure the safety of the sleepers.
2. Navigation: The GM checks in secret to determine if the party has
become lost. AERIAL AGILITY
3. Wandering Monster Check: The GM rolls for wandering monsters.
4. Move and Act: Party members move, make stationary actions, or This section of the rules outlines the basics of aerial movement to assist the GM
both. with flying monsters and movement on flying mounts or otherwise in the air.
5. Encounter: Any encounter is resolved. Flying creatures gain altitude at half their movement rate and dive at a 45°
6. Camp: The GM indicates what options the party has for a campsite. angle, descending 1 ft. for every 1 ft. of forward movement. Creatures with
The party camps. aerial agility level VI are not subject to these two restrictions (see below).
7. Wandering Monster Check: The GM rolls for wandering monsters Diving attacks over 30 ft. grant a double damage bonus vs non-diving targets,
again, and if one is met, begins the resulting encounter. including ground targets. Attacking while climbing incurs no damage or attack
penalty. The GM may wish to consider an operational flying ceiling of 5,000 ft.
On the time scales allowed for wilderness adventures, most static actions take above sea level, the upper limit of breathable air without special means on
negligible time, so as a general rule a player character can combine many static Earth, though a campaign world might be quite different.
actions with a normal move.
Apart from aerial agility level I, the lower level classification of fliers are
1. Weather and Direction: While choosing a direction of travel should generally larger, more massive creatures. Lighter and smaller creatures tend to
present no problem to anyone capable of playing A1E, determining be classed in the higher levels.
the weather can be a more complex matter. Except for very large creatures, such as dragons, riding a flying monster reduces
its aerial agility by one step.
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The levels enumerated below represent stops along a spectrum of ability, so the Thieves’ Quarter and are in danger of being ambushed and mugged, then the
GM may assume a small amount of variance within each level. Turning norms and standards of a dungeon exploration will generally apply-time
capacity assumes full movement rate; creatures moving at half-speed turn as measured in turns, movement in tens of feet (typically at the “traveling” rate of
one class higher. Level II, III, and IV creatures must be moving at least half- 5x normal, if the party is not mapping or expecting traps), “wandering monster”
speed to remain airborne. checks every 3rd turn (though in town such an encounter is usually with a
beggar, urchin, pickpocket, member of the town watch, or one of Gary Gygax’s
Level I: Barely a flying creature, these creatures float on the air, allowing the infamous Wandering Prostitutes).
wind currents to carry them from location to location. These creatures can
sometimes slightly alter their direction of travel or move at very slow speeds, Because adventures in town tend to be so much more freeform than dungeon or
but otherwise maneuver like a hot air balloon (e.g. levitate spell). This category wilderness exploration, they can be harder for the GM to run. There is no
also includes gliding creatures, such as flying squirrels or flying fish, that travel convenient flowchart of steps, making it easier to overlook things. Also,
through the air but do not truly fl y. because town adventures tend to focus more on negotiation and in-character
conversation between players
Level II: Creature requires 5 rounds to reach full aerial movement rate and can and NPCs, the focus is more one-on-one of player to GM. Other players
turn 30° per round (e.g. dragon). whose characters are not involved in a particular scene can be left sitting around
observing and waiting for
Level III: Creature can reach full aerial movement rate in 2 rounds and can turn their “turn” which can lead to player boredom and frustration. For both of these
60° in one round (e.g. sphinx). reasons, town adventures are only recommended for experienced GMs, for
small groups of players, and for those who particularly enjoy the in-character
Level IV: Average agility. Flying creatures of this type reach full airspeed in 1 “play-acting” aspect of the game. Be wary of bored players who might have
round and can turn 90° per round (e.g. flying carpet, giant bat). their characters pick random fights in town just to have
something to do, and realize, if this does happen, that the blame can lie as much
Level V: Full airspeed is reached in 6 segments and the flier can turn 120° per or more with the GM than with the player.
round. These creatures can also come to a complete stop in 6 segments and are
capable of hovering in place (e.g. fl y spell, mephit). EXPLORING THE PLANES
Level VI: These are creatures born to fl y, taking to the air as naturally as a These rules mention of the Planes of Existence in many places, but for the
human walks on the ground. Such fliers can reach full speed or complete stop in purposes of the A1E core rules, the authors do not intend to explain very much
1 segment, and can hover. Level VI fliers can easily reverse course in flight, about them. This is deliberate- the planes are intentionally left blank as a
gracefully executing turns of 180°. A Level VI flier has nearly complete control possible route for future creativity. They are for higher-level play (for
over their movement in the air (e.g. genie, air elemental). characters of at least 10th level), when play in the normal game world should be
growing too easy. The A1E core rules game balance begins to break down at
SPECIAL CASES higher levels than this, though enjoyable adventuring in carefully-designed
environments may still be possible.
Movement in sailing vessels depends crucially on the wind. A sailing ship can
make progress into wind coming from nearly ahead of her (the process is called At this stage, suffice it to say that:
“tacking”), but for travel at any great speed, the wind must be from somewhere The normal campaign world is situated on the Prime Material Plane, wherein
roughly behind. GMs expecting to run a campaign where lot of action takes things and creatures are generally made of matter (hence “material”). There are
place at sea should probably decide on prevailing trade winds, because a purely two planes immediately contiguous with the Prime Material Plane: the astral
random way of deciding this will lead to ships making little headway over a and æthereal planes.
statistical long term.
These planes are misty, vaporous places. It is possible dimly to perceive the
Movement underwater may become an option if the players discover the correct Prime Material Plane from the astral or the æthereal, but only as shadowy and
magic items. All missile weapons, many hand weapons and many spells are indistinct shapes and forms. A creature the size of a human is only visible
virtually useless in this environment- assume that magic invoking fire will fail, within about 30 ft. of the viewer. While certain magical creatures can perceive
and if it involves lightning, will most often strike the caster. the astral or æthereal planes or even attack within them, apart from this a
character on an alternative plane is completely imperceptible: not just invisible,
ADVENTURES IN TOWN but silent and similarly concealed from all senses.
Most activities that characters perform “in town”, such as gathering A character can use the astral or æthereal planes to pass through solids such as
information, hiring men-at-arms or guides, purchasing equipment, liquidating walls on the Prime Material. Such things are not solid at all on these planes. If
treasure, resting and healing, hiring NPC spell-casters to identify unknown the character is “inside” a solid object via this route, visibility is zero; the
magic items or remove afflictions, training to gain new levels, etc. can be character is effectively blind. He or she must emerge into some open area, or
handled abstractly. It occurs “offstage”-the players make notes in their records return to the Prime Material will be fatal, no saving throw.
(adding or subtracting the corresponding amounts of gold), the GM notes the
number of days that have passed, and the game resumes when the players are When a player character enters a new plane, he or she makes a “bloink”, like the
next ready to venture into the dungeons or wilderness. splash when someone jumps into water. Powerful hostile creatures on the planes
can detect the “bloink” and will move to intercept. A character below 10 th level
Sometimes the group will wish to play out one or more of these in-town may remain on another plane for up to 1d6 turns. Beyond that, assume he or she
activities rather than relegating them to an offstage between-session limbo. This is consumed by the astral/æthereal equivalent of a grue. In other words, that
could be as simple as a few minutes’ pre-expedition interviewing potential character is gone, permanently and irrevocably destroyed without any
hirelings, or post-adventure cajoling a local wizard to transform an unfortunate possibility of raising or resurrection short of a wish.
companion back into a human for a reasonable rate, or as complex as a whole
session spent gathering intelligence for a major expedition. Some adventures Certain other planes (the elemental planes, the abyss, the hells, the negative
can take place in town with only brief dungeon or wilderness interludes, such as material plane, and so on) are mentioned from time to time. These references
a murder-mystery or an adventure focusing on diplomatic negotiations or are deliberately left obscure.
political skullduggery.
In the planes, things are different. The core rules will not necessarily apply.
Even when these sorts of activities are played out, they still tend to be Magic items and spells may not function as they would elsewhere. “To hit” and
conducted in a more abstract and free-form manner than a dungeon or damage rolls may vary, as may class abilities, saving throws or indeed anything
wilderness adventure. For instance, in town-based adventures the players rarely else at all.
if ever draw a map, record-keeping of supplies such as torches or rations is
rarely an issue, and a strict marching order may not be necessary or even When a character above 10th level desires to explore the planes, as will
applicable. Even the notion of keeping the party together often falls by the eventually happen in a long-running campaign, the GM will need to determine
wayside as one character buys equipment while another gathers rumors from what happens there. By that stage, the authors hope, the GM will be sufficiently
travelers at the inn, and a third visits the local temple. When a less-abstract experienced to cope with the situation and indeed enjoy rising to the challenge.
reckoning is required, such as when the party is venturing into a dangerous
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sizes and shapes, 1 keg of large nails, and 4 mounted animal heads (2
The authors would like, in the fullness of time, to release an optional large deer, an ogre, and a Pegasus).
supplement or supplements about the planes, but this will not form part of the 6. (etc.)
A1E core rules.
SAMPLE PLAY SESSION
AN EXAMPLE DUNGEON Background: A party of stalwart adventurers, consisting of Hogarth, human
EXAMPLE DUNGEON KEY fighter and party caller (player: Bob), Alice, human magic user (player: Mary),
Friar Chuck, human cleric (player: Chuck), Groin, dwarf fighter (player: Jason),
A band of marauding orcs have been sporadically attacking merchant wagons in Floppinjay, elf thief (player: Eric), and Hap, normal man mule-tender (NPC).
this area for two months, and the local authorities have hired the party to track They are searching for a way down to the ancient ruins of the Temple of the
down and deal with the creatures once and for all. Serpent-Men, long sought and thought by most sensible folk to be only a legend
until a recent earthquake opened a deep crevasse and turned up some unusual
Based on the range of the attacks and the local terrain, the orcs are believed to objects of unmistakably ancient origin.
be based somewhere in the nearby foothills.
The hills are dotted with mostly uncharted caverns and crevices that are home to GM: After a couple hours searching through the foothills and scrubland to the
creatures of all sorts. south and west of the crevasse you’ve come across something interesting-a
small cave-entrance with a shallow stream fl owing into it and evidence of foot
After days of searching and tracking, the party has traced the orcs to a small traffic going both in and out. The cave entrance is approximately 100 yards
cave at the southern end of the foothills. A small stream flows into the cave and west of the crevasse where the ruins are. It’s now about noon.
there is much evidence of foot traffic going in and out.
Bob: Can we tell anything about the tracks-what made them? How many
The party will find the stream is initially shallow and follows the depths of the individuals? Do the tracks appear fresh?
cave deeper into the hills. As it travels downward, the cave narrows into a tight
passageway roughly four ft. wide and seven ft. in height. Ninety ft. in, the GM: Whatever made the tracks was about man-sized and wearing shoes or
stream becomes about three ft. in depth and flows through Room 1. boots. You’re pretty sure there were multiple individuals, not just one person
going repeatedly in and out, and most of the tracks appear fairly fresh. You
Map Key can’t really tell anything beyond that without a ranger or other woodsman-type.
1. Guard Cave: The stream continues through this area and flows out Bob: Okay, the elf will go down into the cave and scout it out.
through a smaller tunnel to the north. Attempts to follow the stream
will be difficult, if not impossible, as the tunnel rapidly narrows until Eric: Why me?
it is filled by the rushing water.
Bob: Because you’re a thief so you’re sneaky and less likely to get surprised by
This cave is occupied by 6 orcs (hp 6, 6, 5, 5, 3, 3) each armed with any monsters that might be lurking down there, and you’re an elf so you can see
spears and hand axes. Unless the party takes extreme caution, any in the dark.
entrance through the stream tunnel will cause ripples thus alerting the
guards. They will attempt to surprise and attack the first PC to enter Eric: Okay, then, I do what he says-cautiously enter the cave with my sling out,
by hurling hand axes and then attacking with spear thrusts. Each making sure not to step in the stream. What do I see?
guard carries 2d6 sp and 2d8 cp on him. This room is occupied with
sleeping skins, food of the most terrible sort, and water skins. A GM: The cave-entrance is about 10 ft. wide and 8 ft. high and descends gently
crude playing table is covered with a pair of knuckle bone dice, 24 sp as it winds to the north and east. About 30 ft. in it turns to the east so you can’t
and 7 gp. see beyond that from where you’re standing. It appears to grow narrower as it
2. Common Sleeping Area: All orcs live here unless occupied goes deeper, so if you’re going to keep following it, eventually you’re going to
elsewhere. Enough sleeping skins and cots are present for the entire have to be standing in the stream.
contingent. A central fireplace creates a smoky atmosphere. This
common area is filled with long rough tables, captured tapestries (4 Eric: Do I hear anything?
worth 50 gp each; the rest are worthless), assorted silverware and
other utensils worth a total of 250 gp, and the stuffed and mounted GM: [rolls] Just the sound of water dripping and splashing on the rocks.
head of a manticore (the orc leader claims to have slain the creature
single-handedly; in actuality he found it already dead from old age Eric: I’ll cautiously move up to the eastward turn and look in that direction-
and took the head as a trophy... the astute PC will notice the head has what do I see?
no teeth).
GM: Beyond the curve the passage keeps descending and narrowing, and
12 orcs (hp 8, 8, 7, 7, 6, 6, 5, 5, 5, 4, 4, and 4) stay here when not on winding in a northeasterly direction. You can see about 40 ft. farther, by which
duty in the GUARD CAVE or needed elsewhere. Of these, ten wear point the passage has narrowed to about 4 ft. wide and 7 ft. tall, filled entirely
leather armor Six are armed with spears and hand axes, four are by the stream.
armed with short swords and spears, and the two orcs with 8 hp are
armed with broad swords and wearing chainmail armor and carry Eric: Okay, from where I’m standing I poke into the stream with my short-
shields. The two toughest orcs keep on their persons 3d20 gp and 4d8 sword. How deep is it? How swiftly is it moving?
sp each. The remainder possess 2d6 gp and 2d20 cp each.
3. Arsenal: Assorted arms captured on raids and not used by the orcs GM: It’s not deep, only a foot or two. It’s not moving very quickly either,
will be stacked in here. The inventory is as follows: 1 stack of 25 though a bit faster here than at the surface, and it looks to be moving a bit
spears, 1 pile of 6 daggers, 1 pile of 5 short bows, 2 piles of 5 quivers quicker up ahead too. You’d have no trouble standing upright in the middle of
each (one pile has all quivers fully filled; the second pile has quivers it. The water is cool and a little muddy, but fresh.
in various states of capacity), 1 stack of 8 short swords, and 1 stack
of 5 halberds. Eric: Can I hear anything here?
4. Dog Kennel: The orcs keep 4 war dogs (hp 6, 5, 5, 5) here behind a
crude wooden fence, and will retrieve them if any invading force GM: Same as before.
totals four or more. Various bones, both animal and sapient, can be
found scattered through this den, but there is nothing of value to be Eric: Okay, I go back and report all this to the rest of the party.
found.
5. Goods Storage: the orcs keep in this cave all the assorted goods Bob: Right on. So as we head in we’ll have the elf in front, the dwarf second,
taken during raids. If the party has time, a thorough perusal of the me in third, Alice fourth with a torch, then the NPC and the mule…
contents will reveal: 3 barrels of oil, 200 lbs of various cloths in bolt
form (worth 50 gp total), 30 various iron pots and pans, 14 books on GM: Hap says, “I’m not going in there, and neither is Tom!” Jason: Who’s
various themes (none magical), 1500 lbs of lumber cut in various Tom?
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spears. Only the first 3 of you are open targets, and only Hogarth and Groin can
Chuck: I think that’s the mule. be hit. [Rolls] 4 attacks on the dwarf, 2 on the fighter. [Rolls] No hits on the
fighter, 3 on the dwarf. [Rolls] 7 points total damage. 2 orcs on each of the
GM: [as Hap] Right. We’ll wait for you right here until an hour before sunset, dwarf, elf, and fighter. Actions for round one.
then we’re heading back to the village whether you come back or not.
Bob: Attack one of the orcs on me with my spear.
Mary: But that’s not the agreement we made…
Eric: Fighting retreat in a northerly direction.
GM: [as Hap] I just agreed that Tom and I would come with you to look for
these ruins and haul back whatever treasure you find. I never said nothin’ about Jason: Drop my crossbow, pull out my axe and attack.
following you down into holes in the ground after who-knows-what.
Chuck: Can I move forward into the room?
Bob: Will you come with us if we pay you an extra gold piece? Gm: [rolls
reaction die] No. GM: No, Alice is blocking your way.
Chuck: Can’t we just force him to come with us at swordpoint and tell him Chuck: Right-o, then. I’ll wait for her to clear the way…
we’ll kill him if he doesn’t?
Mary: Do we see or hear any orcs besides these 6?
GM: What’s your alignment again, Friar Chuck?
GM: No.
Chuck: Lawful good. Why?
Mary: Then I’ll drop my sleep spell right in the middle of the crowd.
GM: …
GM: OK, initiative. Beat a [rolls] 2.
Chuck: Oh. Never mind.
Bob: [rolls] 1. Crap!
Bob: Alright then, the NPC and the mule stay behind. Marching order as
before, with the cleric bringing up the rear. The elf has his sling out, the dwarf GM: The 2 orcs on Floppinjay follow him north and attack [roll] 1 miss, 1 hit.
his crossbow, I’ve got my spear, Alice is holding the torch, and the cleric has [rolls] 3 damage.
his hammer and shield. Everybody agree?
Eric: Aiee!
All but GM: Yup.
GM: 2 attacks on Hogarth [rolls] miss, miss. 2 attacks on Groin [rolls] miss, hit.
GM: So, as I described before, the passage winds north and slopes down for 10, [rolls] 5 damage.
20, 30 ft., turns to the east and narrows, then continues winding northeast and
narrowing for another 10, 20, 30, 40 ft. By this point the passage is 4 ft. wide Jason: I’m down, -3 hit points.
and 7 ft. high and you’re all standing in the stream, which is about 2 ft. deep.
GM: You’re not dead but you’re unconscious and bleeding. You’re also
Jason: How deep underground are we? underwater…
GM: [rolls] Not too far, maybe 15 ft. Jason: *Gurgle, gurgle*
GM: Alright. The passage goes east for 10, 20 ft., and curves to the northeast. Bob: Attacking the orc on the left. [rolls] 10.
The slope levels a bit here, the depth of the stream increases to about 3 ft., and
the current slows a bit. Over the next 30 ft. the passage widens slightly and GM: That’s a miss…
about 30 ft. farther ahead from where you are now the passage appears to widen
out into a cavern. Mary: I step forward so Chuck can squeeze by and get to Jason. Then I cast my
spell.
Bob: Okay, we proceed forward cautiously, still in single file. Does the elf hear
anything? GM: [rolls] The 4 orcs who were attacking Hogarth and Groin are all affected,
and so is Hogarth. Floppinjay and the 2 orcs who were on him are out of the
GM: [knows there are orcs in the cave ahead, but because the orcs are alerted to area of effect.
the party’s approach both by the light from their torch and the disturbance their
passage is making in the stream, they’re being quiet as they set their ambush for Mary: Good going…
the party. Nonetheless, he decides, on a roll of 01-05 he might hear something
unusual: rolls (79)] Same as before. Splashing and dripping water; nothing Eric: Sorry.
more. As you move forward 10, 20, 30 ft. the passage opens out into a wider
cavern-bigger than the radius of your torchlight. You’re entering via the Chuck: Can I get to Jason’s body?
southwest corner. The stream continues northward through the middle of the
cavern. Give me a surprise roll. GM: Yeah, you’re able to drag him onto shore on the west side of the stream.
Actions for next round?
Bob: [rolls] 2
Jason: I bleed.
All but GM: *Groan*
Bob: I snore, and inhale water, I suppose.
GM: Okay, as you file into the cavern you’re caught unawares for 2 segments…
Mary: I wake up Hogarth.
Eric: I’ve got a 16 dex!
Chuck: I administer a cure light wounds to Jason.
GM: Right, so Floppinjay is caught for 1 segment and everybody else for 2
segments by a half-dozen brownish-green fellows with bristly black hair and Eric: I suppose I need to fight these guys alone? I drop my sling and get out my
pink pig-snouts. They’re currently [rolls] 30 ft. away to your right (the east), short sword to attack.
charging at you and hurling hand axes as they come. Segment 1, they charge 18
ft. Segment 2, they charge the remaining 12 ft., hurl their axes, and pull out GM: Initiative. [rolls] Eric, beat a 3.
113
Eric: [rolls] Boo-ya! 4! Attacking the one on my right [rolls] 14. Eric: I want to give these guys something to remember us by.
GM: Near miss. The blow catches on his shield. Bob: Whatever, the rest of us aren’t waiting. Catch up when you’re done…
Eric: These guys have shields? Eric: Okay, so I’m setting the trap. What do I need to roll?
GM: Yep. Studded leather armor and shields. Armed with spears. [Considers GM: Well, first, give me a d6 roll.
morale of the orcs-they’ve lost more than 50% of their party. The GM assigns
+15% for this; +another 40% for the 4 allies down, -20% for the 2 PCs down; Eric: Umm, why?
additional ad hoc -25% because they’re fighting an elf and have him
outnumbered 2:1. Total modifier +10%; rolls 54 = the orcs will disengage and GM: For surprise…
retreat]. The 2 orcs disengage and retreat towards a passage in the southeast
corner of the cave. Eric: [rolls] 5! Ha!
Eric: Can we chase them? GM: You turn to see 4 large dogs bearing down on you from the northeast
passage. They’re currently 80 ft. away and charging.
GM: Sure, next round. They’ve got a 30 ft. head-start, and are 10 ft. from the
exit at the end of this round. Chuck’s spell goes off and Jason gets [rolls] 8 hit Mary: I guess those are the “dogs of war,” eh? I figured that was just a code-
points back. You’re still unconscious, though, because you went below zero. phrase, like “Hey, Rube”…
Mary wakes Bob up and he spits out some water. The 4 orcs are still asleep but
it looks like the choking from inhaling the water is going to wake them up next GM: Nobody but Eric is in the room. Initiative? [rolls] Beat a 6.
round. Actions? Bob, mary, and chuck: Finish off the sleeping orcs before they
wake up. Eric: [rolls] 5, +1 for my Dex because I’m using a missile. So 6, tie!
Eric: So we’re not gonna chase those two that ran away? OK, I finish off the GM: You can get a shot off before they reach you, then.
other sleeping orc.
Eric: [rolls] Attacking dog #2; [rolls] 15 +1 for Dex = 16. That’s got to be a hit!
GM: Done. As the two orcs flee out of the room you hear one of them calling
out in orcish something that sounds like “unleash the Dogs of War.” Now what? GM: Yep.
Mary: We look around the room. What do we see? How big is it? Eric: [rolls] 3 points damage.
GM: The cave is irregularly-shaped, approximately 50 ft. wide east-west by 90 GM: Dog #2 whimpers and holds up, but the other 3 continue their charge and
ft. long north-south. The stream enters via the southwest corner and exits in the leap to attack, attempting to drag you down. You’re bigger than them so you get
middle of the north wall. There are 5 ft. wide passages out of the northeast and a +4 defense bonus, but there’s 3 of them, so they get +2 attack on their attack,
northwest corners, both going roughly east. The 2 orcs fled down the southeast meaning they need 14 or better to knock you down. [Rolls] 18 - down you go!
passage. The ceiling is about 15 ft. high in the center of the cavern, about 8 ft. Action for next round?
high on the two passages, much lower on the stream going north. West of the
stream there’s nothing but dirt and rocks. On the east side there are piles of Eric: I’m going to stand back up and pull out my short sword.
sleeping skins, vile looking foodstuffs, waterskins, and a crude table that
appears to have a pair of dice and some coins on it. GM: And the dogs, all 4 of them, will try to hold you down. Initiative: beat a
[rolls] 6-1 = 5!
Eric: I check out the table. What type and how many coins are there? Is there
anything else on the table? Eric: [rolls] 5! Tied again!
Mary: I use my staff to sort through the piles of bedrolls and food. Do I find GM: We’ll say you’re on your knees by the time the dogs attack. So they get
anything interesting or unusual? +2 for that, +6 because there’s 4 of them attacking, and you lose your Dex
bonus [rolls] 3 + 8 = 11; that’s enough - they’ve got you held.
Bob: Chuck and I pull the orc bodies onto the west shore of the stream and
examine them. Do any of them have any jewelery or unusual accoutrements? Eric: So what can I do now?
Does any of them look like a leader-type?
GM: You can try to break free next round by making a Bend Bars roll.
GM: There are about 2 dozen silver and 7 gold coins on the table. Aside from
the dice there’s nothing else there. You find a few copper and silver coins but Eric: Guess that’s what I’ll do then. [Rolls] 18.
nothing else of interest in the bedding. None of the orcs appears to be a leader-
type; none of them has any treasure or unusual item aside from a few more GM: Nope. The dogs still have you held. You get one more chance to break
copper and silver coins. You hear voices down the southeast passage - they’re free…
speaking in orcish and it sounds like way more than two of them.
Eric: [rolls] 64. Nope.
Bob: Alright, let’s gather up the silver and gold coins and the dice I suppose,
and beat a retreat back to the surface. Chuck and I will carry Groin’s body, GM: …before a group of 8 orcs including 2 leader-types in chain-mail and
Alice will light the way with the torch and Floppinjay will bring up the rear. I carrying broadswords enter via the southeast passage and see you lying there.
assume it’s still daylight outside? “Ha ha, look what the mutts dragged down!”
Bob: Right, so these orcs probably won’t try to pursue us into daylight. Mary: Umm, don’t orcs normally refuse to take elves as prisoners?
Eric: Hold up, I’m not leaving yet. I dump out my two oil flasks by the GM: ‘fraid so…
southeast passage and want to set up a trip-wire with an ember to ignite the pool
when someone crosses it. Can I do that? Eric: Blerg.
GM: Sure, you’ve got the same chance to set a trap as you do to disarm one. (etc.)
114
Half-Elf Female
OPTIONAL RULES d% Description Height Weight
01-15 Petite 4 ft. 9 in + 1d4 80 lbs + 1d20 lbs
in
16-30 Svelte 5 ft. 1 in + 1d4 90 lbs + 1d20 lbs
in
31-65 Normal 5 ft. 2 in + 1d4 100 lbs + 1d20 lbs
HEIGHT AND WEIGHT in
66-85 Curvy 5 ft. 2 in + 1d4 110 lbs + 1d20 lbs
Some GMs and/or players like to assign their character’s height and weight in
from the character’s ability scores and background, and others do not bother 86-95 Tall 5 ft. 6 in + 1d4 110 lbs + 1d20 lbs
with them. These are perfectly acceptable approaches. Some groups prefer to in
use random tables for these things, and for these groups, the following tables 96-00 Outsize 5 ft. 9 in + 1d4 120 lbs + 1d20 lbs
are provided. in
115
Human Female
d% Description Height Weight
01-15 Petite 4 ft. 11 in + 1d4 105 lbs + 1d20 lbs
in
16-30 Svelte 5 ft. 3 in + 1d4 in 115 lbs + 1d20 lbs
31-65 Normal 5 ft. 4 in + 1d4 in 125 lbs + 1d20 lbs
66-85 Curvy 5 ft. 4 in + 1d4 in 135 lbs + 1d20 lbs
86-95 Tall 5 ft. 8 in + 1d4 in 135 lbs + 1d20 lbs
96-00 Outsize 5 ft. 11 in + 1d4 145 lbs + 1d20 lbs
in
These tables provide base height and weight. Then roll 1d6; on a “1”, subtract
1d4 in and 1d20 lbs, and re-roll On a “6”, add 1d4 in and 1d20 lbs, and re-roll
Continue rolling until a 2, 3, 4, or 5 appears. Discard any nonsensical results.
116
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119
120