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Writing: Tom Ryan

Additional Design and Writing: Josh “Calimar” Fuller


Editing: Vincent Harper
Playtest Coordinator: Tim Hayward
Typesetting: Tom Ryan and Charles Ryan
Proofreading: Mark Avery, Sylvain Paquin, Josh Fuller

Cover Illustration: Rob Lopatto


Interior Illustrations: Rob Lopatto, Jason Walton, Rob Daly, some illustra-
tions ©Louis Porter, Jr., used under license, some illustrations ©Paul Daly,
used under license.

Noted Playtesters: Mark Avery, Elizabeth Avery, Isaac Cordova, Bill Fur-
Created by: Tom Ryan long, Randall Hall, Andrew Grange, Tim Hayward, Andrew King, Thomas
Long, Justin Xavier, Samantha Xavier, Rob Wood

A special thanks to the original Myth Lords who started the online com-
munity that is now a thriving Myth & Magic meeting place.

Book 1 of the Revised Starter Kit


PDF/No Cover/Printer-Friendly
January 3, 2011

©2010-2011 New Haven Games. All Rights Reserved. This work is protected under United States
copyright and trademark law. Myth & Magic, Myth & Magic RPG, New Haven Games
and all proper names contained herein are trademarks of New Haven Games.
The express written permission of New Haven Games is required
to use, distribute, or reference, in any way, any trademarked property.
The Progression of Myth & Magic™
Welcome to Book 1: The Player’s Starter Guide. Together with Book 2: The Game Master’s Starter Guide, this
is the Revised Starter Kit of the Myth & Magic Fantasy Role Playing Game. This set of books includes many of the
updates and revisions that were suggested by active participants in the open playtest over the last several months. It
also includes certain expansions that the developers wished to make. It would be a fair characterization to view this
kit as the beta version of the playtester’s guide and, as the playtest continutes, the rules here are subject to change.
As we have constantly reinforced this in the past, Myth & Magic is very much a community game, and together
we will continue to push the envelope to create the best game possible.

In the alpha release, now called the Classic Starter Kit, we presented a game that was, in many instances, an up-
dated and streamlined version of the 2nd edition of the world’s most popular roleplaying game. The Classic Starter
Kit was not intended to be the final product. It was intended to be the foundation upon which we build new and
exciting game mechanics as a community. The rules were open content, so we were able to discuss the rules and
revise them.

This Revised Starter Kit incorporates some monumental changes. The first change (but certainly not the largest)
took place in the combat mechanic. Armor Class is still ascending, but the base was changed to 10. The “To Hit”
value was replaced by a Base to Hit bonus. These changes to the combat system bring the attack resolution system
of Myth & Magic more in line with games like Castles & Crusades, the 3rd Edition and Pathfinder. The combat is
still imaginative and no emphasis was placed on miniatures, movement or range to retain the tone of classic play.

Monsters saw a major streamlining. The Hit Dice for a monster is now the monster’s “Combat Ability Modifier”,
which is the modifier applied to all d20 rolls in combat, thus the Hit Dice becomes the single most important
value when running monsters. Game Masters will find this convention incredibly easy and intuitive.

There are other changes, of course. We added classes, races, spells, proficiencies, equipment, rules and more!

The introduction of the BASE20 system to Myth & Magic is perhaps the largest change, though. It impacts the
proficiency system dramatically and it creeps up in other aspects of the game. The BASE20 system is a ladder of
complexity and it is used to quickly gauge the difficulty of a given task and the required roll to succeed. Almost all
skill-based tasks use the ladder, so if you can remember the BASE20 system, you can easily master the entire non-
combat system. It is a major streamline that makes playing and running the game much easier.

I suppose it all boils down to the fact that Myth & Magic is now a faster, easier and more enjoyable game.

Well enough pomp and circumstance. To thank you personally for all your input and support, I give you the Re-
vised Starter Kit of the Myth & Magic Fantasy Roleplaying Game ...

Join the Campaign!

Tom Ryan
-December, 2010
Contents

INTRODUCTION 4 CHAPTER 6: EXPERIENCE 66


CHAPTER 1: ATTRIBUTES 5 Gaining Experience 66

Strength 5 Progression 66
Dexterity 5 CHAPTER 7: ROLEPLAYING 67
Constitution 6 Roleplaying 67
Intelligence 6 Interacting with the World 69
Wisdom 8
CHAPTER 8: EXPLORATION 71
Charisma 9
Travel 71
Rolling for Attributes 9
Exploration 71
Attribute Checks 9
CHAPTER 9: COMBAT 72
CHAPTER 2: RACES 11
Basics of Combat 72
Dwarf 11
Actions Per Round 74
Elf 12
Primary Actions 74
Gnome 13
Secondary Actions 76
Half-Elf 14
Defenses 77
Half-Orc 14
Damage & Healing 78
Human 15
Finer Details of Combat 78
Other Racial Descriptors 15
Situational Modifiers 80
Languages 16
Avoiding or Ending Combat 81
CHAPTER 3: CLASSES 17
CHAPTER 10: SPELLS 82
Fighter 17
Schools of Magic 82
Ranger 18
Spell Descriptions 82
Mage 21
First-Level Arcane Spells 85
Specialist Wizard 24
Second-Level Arcane Spells 92
Cleric 27
Third-Level Arcane Spells 99
Battle Priest 29
Fourth-Level Arcane Spells 104
Thief 31
Fifth-Level Arcane Spells 111
Bard 34
Divine Spells, Schools, and Spheres 118
Multi-Class Characters 36
Level 1 Divine Spells 118
CHAPTER 4: PROFICIENCIES 38 Level 2 Divine Spells 123
Starting Proficiencies 38 Level 3 Divine Spells 127
Non Combat Proficiencies 38 Level 4 Divine Spells 132
Combat Proficiencies 51 Level 5 Divine Spells 136
Weapon Proficiencies 51
APPENDICES - Spell Lists 142
Class Talents 52
LEGAL 144
CHAPTER 5: EQUIPMENT 59
CHARACTER SHEET 146
Currency 59

Equipment 59
Combat Gear 62
Item Saving Throws 65
Introduction

Myth & Magic What You Need


Welcome to the realms of Myth & Magic, a place where adventurous I wager a bet here that you know exactly what you need, so I’ll be brief.
heroes find glory in the darkest dungeons and in the vast worlds that First, you need your dice bag – we use the full array of standard poly-
hold them. Yes, there are dungeons – plenty of them, each filled with hedron dice from d4 to d20. You need this book and the knowledge
classic monsters that have plagued adventurers for decades. But, the it contains. You also need a well-defined character, preferably scrawled
realms hold so much more: epic struggles between warlords, warring on the provided character sheet. If you find yourself struggling for a
merchant families, encroaching planes of wicked demons and devils. character concept, many works of the Second Era will help to inspire
These are common concerns in a realm of Myth & Magic. you.

This is old-school. Make no mistake about it. Boards are replaced by


the imagination and the Game Master replaces complex rules. Ad-
vancement is slick and streamlined. Character creation is still a breeze.
Myth & Magic differs from other old-school games because the era of
What to Expect
gaming from which Myth & Magic was born instilled an air of epic
stories. The Second Edition was a time of campaigns. Even though we Myth & Magic is a game of high adventure. It is light on rules and
crawled through lairs, defeating and pillaging everything, there was a heavily reliant on its players. It is not for the rules monger or the un-
purpose and an overriding reason for our actions. We were adventurers imaginative. It is solely for players wishing to experience a more imagi-
and we were on an adventure. native form of roleplaying.

So, it is with great pleasure that I again open the gates of Myth & In other words, Myth & Magic is for role-players, not roll-players, and
Magic. It is indeed an enticing realm. Welcome! ones that keep an open mind and find fun in all adventures.

4
Chapter 1

Attributes

Attributes represent a character’s physical, mental and social potential. Wisdom and Charisma; each has a number or “score”, and is described
At character creation, they portray his natural born talents. As he gains in detail in the following pages. The process for determining and as-
experience, one or more of his attributes may increase as a result of signing these scores is discussed later in this chapter.
magic or training.

Strength
The Six Attributes Strength is a character’s physical power. A high Strength grants a modi-
fier on attack and damage rolls, and makes it easier to perform power
maneuvers to lift heavy objects or break down doors and gates. It also
There are six attributes: Strength, Dexterity, Constitution, Intelligence, serves as the core attribute for certain proficiencies, such as black-
smithing and swimming.

Table 1: Strength Table Check Modifier: Check modifiers apply to attribute checks. This is
Check Attack Damage Weight the number added or subtracted to a d20 roll to determine how well
Score Modifier Modifier Modifier Allowance the character performs a Strength check. Strength checks are called for
when the character wishes to perform any show of strength, such as
1 -9 -5 -4 1 lifting something or smashing something down.
2 -8 -4 -3 3
Breaking down a standard wooden door with average reinforcements
3 -7 -3 -2 5
requires an Average (TC 10) Strength check. Attempting to bend bars
4 -6 -2 -1 10 or lift gates and portcullises is usually a Superior task (TC 15).
5 -5 -1 -1 20
Attack Modifier: This is one of a few numbers that is added or sub-
6 -4 -1 -- 30
tracted to the d20 when performing attacks. It is based on the fact that
7 -3 -1 -- 40 extremely weak combatants struggle to maintain force in combat and
8 -2 -- -- 50 very strong combatants have an easier time effectively and continu-
ally striking. Strong fighters add the bonus in parentheses, instead. All
9 -1 -- -- 60
other classes use the modifier outside the parentheses.
10 0 -- -- 75
11 +1 -- -- 90 Damage Modifier: The same principle applies here. Characters add
or subtract the value to all rolled damage after making a successful
12 +2 -- -- 105
melee attack.
13 +3 -- +1 125
14 +4 +1 +1 (+2) 150 Weight Allowance: This is a loose standard of how much a character
can carry in gear without being considered encumbered. Although en-
15 +5 +1 +2 (+3) 180
cumbrance in Myth & Magic is a loose concept (one left almost entirely
16 +6 +2 +2(+4) 210 to the discretion of the GM), this column at least serves as a guideline
17 +7 +2(+3) +3(+5) 250 for determining when a character may be slowed in combat.
18 +8 +3(+3) +3(+6) 300 Note: A character can generally lift his weight allowance up and over
19 +9 +3 (+4) +4(+7) 350 his head with an Average (TC 10) Strength check.
20 +10 +4 (+5) +4(+8) 400
21 +11 +4 (+5) +5(+9) 500 Dexterity
22 +12 +5 (+6) +5(+10) 600 Dexterity is a character’s physical agility, hand-eye coordination, and
23 +13 +5 (+6) +6(+11) 725 reflexes. In game terms, a high Dexterity grants a bonus to ranged at-
tacks, increases Armor Class, and allows the character to perform split
24 +14 +6 (+7) +6(+12) 850 second dodges. It also helps a character avoid being surprised and/or
25 +15 +6 (+7) +7(+13) 1000 flat footed.

Parenthetical values apply to fighters only. Check Modifier: This is the number added or subtracted to a d20 roll
to determine how well the character performs a Dexterity check.

5
Ranged Attack Modifier: This number modifies ranged attack rolls Consitution checks are often required to stave off the effects of non-
made with any mechanical or muscle-based ranged weapon. magical toxins and to engage in prolonged bouts of activity.

Armor Class Adjustment: Armor Class is a term that represents the Hit Points: This column shows how many hit points are added to or
martial defenses of someone (or something) in terms of innate skill subtracted from any hit dice rolled at each level. The parenthetical hit
and gear. Anything able to fight will generally have an Armor Class. point bonus applies to fighters only.
Dexterity helps to dodge and to maneuver one’s armor in a way to
effectively soften or deflect a blow. Therefore, this adjustment applies Shock Survival: This column shows that, most of the time, a character
when wearing any type of armor or when wearing no armor at all. will be required to perform an Average (TC 10) Constitution check
to survive a shocking ordeal, such as the loss of a limb, a polymorph
spell, or being turned to stone. Those with a Constitution score of at
Constitution least 20 always succeed.
Constitution is a character’s physical sturdiness and his ability to with-
stand damage. It also relates to the body’s natural power to fend off
unwanted agents and to survive shocking ordeals, such as transforma- Intelligence
tion or resurrection. Constitution is critical for classes that rely heavily Intelligence is brain power, aptitude, and a metric of how easily one
on hit points. learns new material. It affects a character’s ability to comprehend and
analyze, to concentrate, to decipher ancient languages, and to properly
Check Modifier: This is the number added or subtracted to a d20 roll understand the machinations of ancient arcane secrets. Intelligence
to determine how well the character performs a Constitution check.

Table 2: Dexterity Chart Table 3: Constitution Chart


Check Shock
Ranged Armor
Score Modifier Hit Points Survival
Check Attack Class
Score Modifier Modifier Adjustment 1 -9 -2 Average (TC 10)
1 -9 -5 -6 2 -8 -2 Average (TC 10)
2 -8 -4 -5 3 -7 -2 Average (TC 10)
3 -7 -3 -4 4 -6 -1 Average (TC 10)
4 -6 -2 -3 5 -5 -1 Average (TC 10)
5 -5 -1 -2 6 -4 -1 Average (TC 10)
6 -4 0 -1 7 -3 0 Average (TC 10)
7 -3 0 0 8 -2 0 Average (TC 10)
8 -2 0 0 9 -1 0 Average (TC 10)
9 -1 0 0 10 0 0 Average (TC 10)
10 0 0 0 11 +1 0 Average (TC 10)
11 +1 0 0 12 +2 0 Average (TC 10)
12 +2 0 0 13 +3 0 Average (TC 10)
13 +3 0 0 14 +4 0 Average (TC 10)
14 +4 +1 +1 15 +5 +1 (+2) Average (TC 10)
15 +5 +1 +1 16 +6 +1 (+2) Average (TC 10)
16 +6 +1 +2 17 +7 +2 (+3) Average (TC 10)
17 +7 +2 +2 18 +8 +2 (+4) Average (TC 10)
18 +8 +2 +3 19 +9 +2 (+5) Average (TC 10)
19 +9 +3 +4 20 +10 +2 (+5) Always
20 +10 +3 +4 21 +11 +2 (+6) Always
21 +11 +4 +5 22 +12 +2 (+6) Always
22 +12 +4 +6 23 +13 +2 (+7) Always
23 +13 +5 +6 24 +14 +2 (+7) Always
24 +14 +5 +7 25 +15 +2 (+7) Always
25 +15 +6 +7 Parenthetical values apply to fighters only.

6
determines the amount of additional languages known at character tomatically know how to read and write that language - a separate
creation, and serves as an arcane spell caster’s primary attribute. proficiency is required.

Check Modifier: This is the number added or subtracted to a d20 roll Bonus Spells per Day: Arcane spell casters, like mages and specialist
to determine how well the character performs an Intelligence check. wizards, rely solely on Intelligence for their casting potential. Those
Intelligence checks are often requested when a character attempts to with a high Intelligence are granted bonus spells per day. The numbers
remember a small bit of information or to overcome a challenging in this column represent the amount of additional spells per day the
puzzle. Spell casting characters roll Intelligence checks for a number caster can memorize. These additional spells must be from the levels
of reasons, one of which is to determine whether they can activate a indicated in the parentheses. For example, a caster with an Intelligence
scroll beyond the level they can cast, which is always a Superior (TC of 17 can memorize three additional spells per day than what is given
15) task. Knowledge-based proficiencies require Intelligence checks as in his class description, but these bonus spells must be 1st to 3rd level.
well. Even if he casts 4th level spells, he may only memorize the amount of
4th level spells given in his casting chart.
Bonus Languages: Every creature capable of speech can speak its own
language. Bonus languages are given for above-average Intelligence. Maximum Spells per Level: A caster can only retain so much knowl-
These are in addition to native languages and must be chosen at char- edge and the quest to learn spells from higher levels generally forces
acter creation. If a character’s Intelligence increases during play, he most spell casters to forego learning every spell of every level. The
does not automatically learn a new language. He may fill the language numbers in this column are the maximum number of spells the caster
slot after taking the necessary time to become fluent. It is important can know for each level. For example, a caster with an Intelligence of
to note that a character who chooses a bonus language does not au- 11 can only know 8 spells of any level she can cast.

Table 4: Intelligence Chart


Check Bonus Bonus Arcane Maximum Arcane Learn New Maximum Arcane
Score Modifier Languages Spells/Day Spells/Level Arcane Spell Spell Level
1 -9 0 0 0 Impossible --
2 -8 0 0 0 Impossible --
3 -7 0 0 0 Impossible --
4 -6 0 0 0 Impossible --
5 -5 0 0 0 Impossible --
6 -4 0 0 0 Impossible --
7 -3 0 0 0 Impossible --
8 -2 0 0 0 Impossible --
9 -1 0 0 0 Impossible --
10 0 0 0 7 Average (TC 10) 3rd
11 +1 0 0 8 Average (TC 10) 4th
12 +2 1 0 9 Average (TC 10) 5th
13 +3 2 0 10 Average (TC 10) 5th
14 +4 3 1 11 Average (TC 10) 6th
15 +5 4 2 12 Average (TC 10) 7th
16 +6 5 3/1 13 Average (TC 10) 8th
17 +7 6 3/ 2 14 Average (TC 10) 8th
18 +8 7 3/3/1 15 Average (TC 10) 9th
19 +9 8 3/3/2 16 Average (TC 10) 9th
20 +10 9 3/3/3/1 No limit Always No limit
21 +11 10 3/3/3/2 No limit Always No limit
22 +12 11 3/3/3/3/1 No limit Always No limit
23 +13 12 3/3/3/3/2 No limit Always No limit
24 +14 13 3/3/3/3/3/1 No limit Always No limit
25 +15 14 3/3/3/3/3/2 No limit Always No limit

7
Learn New Spell: This column lists the difficulty of an Intelligence nity to spot something hidden nearby. Nature-based proficiencies also
check to learn a new spell, provided the spell is of a level the character use Wisdom checks.
can learn in the first place. A failed roll indicates that the caster cannot
understand the way in which the spell is being by the tutor or the writ- Mind-Affecting Save Modifier: This number modifies any saving
ing. A different source must be sought. throw versus a magical charm, illusion, or other mind-affecting spell.

Maximum Spell Level: This is the maximum spell level he may Bonus Divine Spells: Divine spell casters rely on Wisdom as their
learn. prime attribute for casting. Divine casters with high Wisdom scores
receive bonus spells per day. The number outside the parentheses lists
the amount of bonus spells and these spells must come from the listed
Wisdom level in parentheses. For example, a cleric with Wisdom 17 receives
Wisdom is the ability to reason and comprehend right from wrong, three additional spells of 1st level and two additional spells of 2nd
to listen to instincts to see the true nature of things as they happen level per day.
around you, to discern character and truth, and to recognize the just
path to legitimate ends. Wisdom is the all-seeing eye and the inner Mind-Affecting Spell Immunity: Characters with high Wisdom
voice of a person. scores become immune to the effects of some spells that rely entirely
on insight and will. Whenever a listed spell is cast at the character that
Check Modifier: This is the number added or subtracted to a d20 appears on his immunity list, the spell simply fails as if the cleric had
roll to determine how well the character performs a Wisdom check. 100% magic resistance.
Wisdom checks are often required when a character has an opportu-

Table 5: Wisdom Chart

Check Mind-Affecting Bonus


Score Modifier Save Modifier Divine Spells Mind-Affecting Spell Immunity
1 -9 -6 0 --
2 -8 -6 0 --
3 -7 -5 0 --
4 -6 -4 0 --
5 -5 -3 0 --
6 -4 -2 0 --
7 -3 -1 0 --
8 -2 0 0 --
9 -1 0 0 --
10 0 0 0 --
11 +1 0 0 --
12 +2 0 0 --
13 +3 0 0 --
14 +4 +1 1 --
15 +5 +1 2 --
16 +6 +2 3/1 --
17 +7 +2 3/2 Cause Fear
18 +8 +3 3/3/1 Charm Person, Command
19 +9 +3 3/3/2 Ray of Enfeeblement
20 +10 +4 3/3/3/1 Silent Image
21 +11 +4 3/3/3/2 Suggestion, Mass suggestion
22 +12 +5 3/3/3/3/1 Major Image
23 +13 +5 3/3/3/3/2 Confusion
24 +14 +6 3/3/3/3/3/1 Lesser Geas, Illusory Surface
25 +15 +6 3/3/3/3/3/2 Dominate Person, Persistent Image

8
Charisma
Charisma is the measure of a person’s social aura - their charm, mag-
netism, persuasion and guile. A charismatic character can alter a mer-
Rolling for Attributes
chant’s price, win over a king, and incite courage in others. Charisma Here are some default methods to help you generate attribute scores.
is also a measure of a person’s inner power - the force of their soul. A Consult with your GM first. He or she may have a preference or an
charismatic character can better fend off a magical death attack. entirely new way of assigning scores.

Check Modifier: This is the number added or subtracted to a d20 roll


to determine how well the character performs a Charisma check. Cha- 1. Standard Method
risma checks may be requested on all social interactions from which Roll 4d6, drop the lowest roll and add them for a number between 3
the character wishes to gain something. For example, they are required and 18. Do this six times and distribute the scores among the six at-
when a character uses guile or persuasion to change someone’s mood or tributes as you find desirable;
to affect morale. Many urban proficiencies also use Charisma checks.

Death Save Modifier: This number modifies a saving throw versus 2. Series Method
any spell or supernatural effect that results in immediate death on a Roll 3d6 and add them for a number between 3 and 18. Do this six
failed save. times. Then repeat to get three full series of six attribute scores. Pick
the best series and distribute the six scores as you desire among the
attributes.
Table 6: Charisma Chart
3. 16/10 Method
Score Check Death Save Start with a 16 and 10. Place the two attribute scores wherever you
Modifier Modifier desire. Then roll 3d6 four times. You may then distribute the results of
1 -9 -3 the rolls to your remaining four attributes.
2 -8 -2
3 -7 -2 4. Class Method
4 -6 -2 To ensure that all players have access to their favorite character class,
this option allows the character to begin with the minimum required
5 -5 -1
attribute scores to become a member of a chosen class. 3d6 is then
6 -4 -1 rolled a number of times equal to the amount of remaining attributes.
7 -3 -1 The remaining scores can be distributed in any fashion.
8 -2 0

Attribute Checks
9 -1 0
10 0 0
11 +1 0
12 +2 0 Throughout the game, players will be asked by the GM to perform an
“attribute check”. These are frequently called for when the character is
13 +3 +1 performing a non-combat task. An attribute check is a d20 roll.
14 +4 +1
15
16
+5
+6
+1
+2
Target Complexity (“TC”)
This is a major component of the skills system of Myth & Magic and
17 +7 +2 will be repeated several times throughout the game manual. There are
18 +8 +2 four (4) levels of complexity (or TCs.) Each has an associated number
on the d20 that must be achieved to be considered a successful attempt
19 +9 +3
at whatever was being done.
20 +10 +3
21 +11 +3 The acronym for the following complexities is BASE. Thus, this forms
the heart of the BASE20 system:
22 +12 +4
23 +13 +4 Basic (TC 5): Basic tasks are very simple and easy. In most cases, the
24 +14 +4 average person will succeed on a basic task 75% of the time. Climb-
ing up a 10 foot wall with many places to grip and stand is basic. All
25 +15 +5
attribute checks that, once modified, equal or exceed a 5 on the d20
are considered successful.

9
Average (TC 10): Average tasks require a bit more concentration and
skill. The average person succeeds on an Average task about half the
time. Bashing down a standard wooden door is an Average task. All
attribute checks, once modified, that equal or exceed 10 on the d20
are considered successful.

Superior (TC 15): Superior tasks require a superior set of skills or a


superior exercise of one’s skill. The average person only succeeds on
Superior tasks 25% of the time. Lifting up a standard portcullis in
the sewers is a Superior task. All attribute checks, once modified,
that equal or exceed 10 on the d10 are considered successful.

Exceptional (TC 20): These are the truly awesome tasks that average
people succeed on with luck. The average person has only a 5%
chance of succeeding here, and this slight chance is only present
due to the rule that all natural 20s succeed on non-combat tasks.
Bending the metal bars of a jail cell to escape is an Exceptional task.
All attribute checks, once modified, that equal or exceed 20 on the
d20 are considered successful.

The adjectives above can also be used to describe an attempt. For ex-
ample, if you roll into the Superior bracket for your proficiency check,
you can simply say, “I rolled a Superior check.”

TC 25: Yes, it exists, if your GM allows it. The unseen “TC 25” is used
for truly epic feats. It’s not included in the core BASE20 system, but it
can be used sparingly when appropriate.

Proficiencies and Attribute Checks


Training in a non-combat proficiency grants a +2 bonus to the attri-
bute check to help meet or exceed whatever target number is required.
This is detailed again in Chapter 4: Proficiencies.

10
Chapter 2

Races

A character’s race is the origin of his biology and heritage. While there ies their sacred mines. As an extension, they hate half-orcs and could
are rare cases in each race, most members of a race are somewhat simi- hate a half-orc before an elf if the wind blew right.
lar in appearance and capabilities.
Dwarves generally stand around four feet tall, but they can easily weigh
Each race has certain traits that combine perfectly with a class or two. more than the average human. They are strong and enjoy a physical
While a player is not bound by race when choosing a class, it may be fortitude unmatched by other races. Every male dwarf in a clan has a
wise to keep one eye on racial traits if a certain class is preferred. This is long and plentiful beard; to not have one is akin to being marked as
not a prescription for proper play, though. Sometimes, the best player an outcast of the dwarven culture and religion. Contrary to popular
characters spawn from the most unique and unassuming builds. belief, dwarven females do not maintain facial hair. Whether they have
the ability to grow one is an entirely different question.
This book has six races: dwarf, elf, gnome, half-elf, half-orc, and hu-
man. Dwarves start play with the dwarven and common languages. They
find it useful to spend bonus language slots on gnome, giant, goblin,
kobold, or orc.

Dwarf Attributes & Speed


Dwarves are an ancient race of strong and hearty folk. They prefer to Dwarves are both sturdy and solid. They receive a +1 bonus to Consti-
dwell in hilly and mountainous regions far away from the civilizations tution. They are also crass and misunderstood, so suffer a –1 penalty
of humans and elves. This isolation is a product of their love for min- to Charisma.
ing and their general distaste for other races.
Dwarves’ base movement speed is 20 feet.
Dwarves often build vast redoubts in the deep recesses of the world
that keep safe massive mining operations. See, dwarves are the fore-
most authorities of mining and engineering. They long for precious Weapons & Armor
metals and gems, preferring to work them into fine dwarven arms, Dwarves may wield any weapons and wear any armor allowable by
armor, and jewelry. their class; however, they tend not to use bows (or other elven heritage
weapons) or wear elven armor.
Their love of gems and metal stems from a few things. Tradition and
beliefs rank among the most important of these concerns. Dwarves are Every dwarf comes from a clan of forgers and miners, so he or she has
traditionalists, in the purest sense, and entire clans often partake in the grown up with a hammer and pick in hand. Every dwarf has a profi-
same trade, with barely a few skilled in something else. Thus, a dwarf ciency in hammers and picks, both the one and two-handed versions
often finds himself working in the family business. of each.

Dwarven historians believe the race was created underground by the


early gods as earthbound avatars of these gods and that a dwarf ’s soul is Heightened Senses
forged with a spiritual metal harder than mithral. This spiritual metal Dwarves have very enhanced sight. They can see up to 60 feet in total
is thought to still lay somewhere underground. darkness.

Dwarven relations with other races is tenuous, at best. Other races find Dwarves have also honed a great sense of underground gradations and
holding a conversation with a dwarf for longer than fifteen seconds worked stone. If attempting to discern some interesting feature of a
a Herculean feat. Dwarves don’t actually try to be rude or crass, but slope or worked stone within 10 feet, the dwarf rolls a Wisdom check
they are often interpreted so. Dwarves are simply not interested in the and consults the following chart to see whether or not they succeed:
sensibilities of others and pay little mind to diplomacy.
Detect grade or slope Basic (TC 5)
Dwarves get along well enough with gnomes and humans, but have Detect new construction Basic (TC 5)
an outward hatred to elves, even though the two races have shed blood Detect secret walls or rooms Average (TC 10)
together numerous times. Dwarves take each half-elf as they come, Detect stonework traps and hazards Average (TC 10)
preferring to see whether the half-blood seems more human than elf. Determine depth underground Superior (TC 15)

Eclipsing even that for the elves, dwarves hate orcs and goblins. These
races have been warring against each other for the underdark mines for Magic & Poison Defense
ages. Dwarves view orcs and goblins as spawns of filth – filth that dirt- Dwarves have an innate defense against poison, magic and other su-

11
pernatural attacks that tracks their Constitution. They receive a bonus Elves, by their nature, are very patient. They tend not to deal in ex-
to all saving throws and to all Constitution checks to ward off natural tremes, whether it is excessive eating, drinking, or merrymaking. They
poison, per the following chart: prefer to take their time and weigh all options, especially when some-
thing of high importance is at stake. However, Elves can easily put
Constitution Score Saving Throw Bonus aside their contemplation in times of great need. They are children of
8-12 +1 the world and will aid any other race in the world’s protection.
13-16 +2
17-20 +3 Elves of both genders generally stand a few inches shorter than hu-
21+ +4 mans and maintain a slender build. Each has tall, pointy ears and a
thin, angled face. It is a fair, but ill-received, characterization to say
that both male and female elves are “pretty”.
Magic Disruption
Dwarves have a natural defense against magic. Unless a magical item Elves start play with the elven and common languages. They find it
(that requires activation) is specifically created to be used by a dwarf, useful with their bonus language slots to learn gnoll, gnome, goblin,
the dwarf must succeed on an Exceptional (TC 20) Intelligence check halfling, hobgoblin or orc.
or the item simply does not function.

This disruption does not allow the dwarf to properly command and Attributes & Speed
eventually learn to master arcane energy. Divine spells are entirely dif- Elves are insightful and agile. They choose between Dexterity and Wis-
ferent, as they are granted by the gods and not through practice, so dom to receive a +1 attribute bonus at creation. They are also slender
dwarves may still cast divine spells. and slightly more fragile than some races. Elven PCs suffer a –1 on
Constitution.

Heritage Enemies Elves’ base movement speed is 40 feet.


As mentioned above, dwarves continuously war with the orc and
goblin-kind. They train to defeat these monsters at a very young age
and receive a +1 to attack rolls against orcs, half-orcs, goblins, and Weapons & Armor
hobgoblins. Elves may wield any weapons and wear any armor allowable by their
class; however, they tend not to use axes or heavy armor. There is no
restriction against the use of either axes or heavy armor, but their up-
Giant Guard bringing tends to focus them away from this gear.
Giants and their monstrous kin, such as ogres and trolls, often invade
dwarven territory. Thus, dwarves have learned to use their short stature When wielding a long sword, elven thin blade, short sword, rapier, or
to their advantage in evading weapon attacks from all monsters sized bow, except crossbows, an elf receives a +1 modifier on attack rolls.
Large or bigger. Dwarves receive a +4 temporary AC bonus against all This represents their training. Elves always train their young for war.
attacks from these creatures.

Heightened Senses
Heritage Proficiencies Elves have enhanced sight and hearing. In moonlit conditions, they
All dwarves receive a free non-combat proficiency in both Engineer- can see as well as a human can in clear daylight and can see as far as
ing and Mining. Engineering checks are limited to skills involved in 60 feet in shadowy illumination (not quite total darkness). Elves also
construction, weaponry and tools. receive a +2 bonus on any attribute check to notice secret or otherwise
concealed objects, such as secret doors (or traps, if skilled).

Elf It is very difficult to surprise an elf. They have an elevated awareness at


all times. All elves are surprised only on an Exceptional surprise roll.

Elves are a deeply historic race. Their chronicles date back to the be-
ginning of recorded history. Elves have always been protectors and Strength of Mind
defenders of the worlds’ natural beauty and were instrumental in the Elves are strong-willed and have built up an iron-tower of mental de-
worlds’ early wars. fense. A small testament to this fact can be seen in the elven sleep cycle.
On average, an elf requires about 8 hours of total rest (not necessarily
Elves are long-lived, so it is very common for elven families to have sleep) every two days. Their strong mental fortitude is either a divine
patriarchs that recall events occurring 300 to 500 years ago. They take gift after centuries of defending the world or is actually an adaptation
their history very seriously and are rooted in tradition. Although the to necessary behaviors of early generations. Regardless, elves embrace
world may expand and move on, elves tend to remain in their ancestral this trait.
homelands, practicing the arts taught to them by their elders. Elves
live in “Ancient Nature”, whether it be in fabled mystical forests or on
shorelines untouched by exploration.

12
In addition to requiring very little rest, elves are also immune to magi-
cal sleep effects and receive a +2 modifier on saving throws versus any Attributes & Speed
mind-affecting spell, including illusions and charms. This racial bonus Gnomes are small, charming, intelligent and foolhardy. The following
stacks with any bonus provided for high Wisdom. adjustments are made at character creation: Strength -2, Wisdom -1,
Intelligence +1, Charisma +2.

Gnome A gnome’s base movement speed is 25 feet.

Gnomes are an enterprising stock of small humanoids that live away Weapons & Armor
from the hostiles of nature and expansion. Similar to dwarves, they Gnomes may wield any weapons and wear any armor allowable by
are wary of other races and tend to cluster away in clans. Gnomes are their class. All weapons wielded by a gnome is considered one size
somehow kindred spirits to dwarves and are perhaps born from the category smaller and thus deals one less dice category in damage.
same creation pool, but there is no definitive answer as to how these
two races are related. Of course, both vehemently deny any direct rela-
tion, often pointing out the sharp differences between the two races. Heritage Proficiencies
The gnome says, “Dwarves are stupid, hairy and gruff!” The dwarf All gnomes have the Gemcutting and Engineering proficiencies, free
responds, “Those weirdos are short, fat, silly and big-nosed.” of charge, and are considered to have spent two proficiency slots on
each (+4 proficiency bonus).
Outsiders see only the happy-go-lucky attitude of a friendly gnome
and remember the tales of gnomes being simple tricksters and tinker-
ers. The truth is that gnomes are amazing engineers. While dwarves fo- Heightened Senses
cus their engineering on construction and weaponry, gnomes prefer to Gnomes have very enhanced sight that almost rivals that of dwarves.
build utilitarian devices, such as watches, spyglasses and water clocks, They can see up to 40 feet in total darkness and twice as far as a human
which serve a smaller, but still important, need in society. In the grand can in low-light.
scheme of inventions, gnomish contributions are out-shadowed by the
war creations of the dwarves. Thus, gnomes are considered tinkerers.
Underground Survival
The “trickster” tag is probably earned, though. Most young gnomes Long-time tunnelers, gnomes have honed an instinct of underground
go through a period of several years in a state of whimsical folly. They gradations and hazards. A gnome may attempt to discern an interest-
wander around nature making friends with fey creatures and exhibit- ing feature of a natural passage or cavern within 20 feet by rolling an
ing a mischievous attitude. These young gnomes have some of their Intelligence check. The following chart shows the most common ap-
race’s engineering genius and use it to adolescent ends, such as build- plications of this trait and the associated complexities:
ing silly traps. They also experiment with their natural talent for il-
lusions. Due to the difficulty to which other races distinguish young Detect grade or slope Basic (TC 5)
gnomes from old ones, young Gnomish antics have served to scar the Detect unsafe wall, ceiling or floor Average (TC 10)
reputation of the race as a whole. Interestingly, gnomes don’t care to Discern depth underground Superior (TC 15)
set the record straight. Discern North underground Exceptional (TC 20)

Gnomes are consummate tunnelers, even if they prefer to live on the


surface. They love to roam and work in natural caverns and tunnels. Protection from Magic
Thus, gnomes have become great miners, a fact that has led the culture Gnomes are born with a natural resistance to spells and supernatural
to revere gems and precious metals. With the advent of certain pol- effects. This resistance is tied to their Constitution in a way similar to
ishing and cutting accoutrement, gnomes are quickly becoming the that of a dwarf. Consult the chart below to determine the bonus that
known experts of gemology. applies to the gnome’s saving throw.

An average gnome stands a few inches taller than three feet, and Constitution Score Saving Throw Bonus
weighs up to 75 pounds. He or she can have any complexion and any 8-12 +1
hair color, although most gnomes will have hair tinted or highlighted 13-16 +2
with drastic bright colors (blues and reds). Their surnames are almost 17-20 +3
always consonant heavy and constructed of multiple syllables, for ex- 21+ +4
ample: Billabok, Fonwinken, Ambraskram, and Offwinkledon.

All gnomish adventurers start with the common and gnome languages Magic Disruption
and may find it useful to spend bonus language slots on dwarf, hal- Gnomes have a natural resistance to most magic. Unless a magical
fling, kobold, or goblin. item is specifically created to be used by a gnome or the item uses illu-
sion magic, the gnome must succeed on an Exceptional (TC 20) Intel-
ligence check or the item simply does not activate. If the gnome un-

13
successfully attempts to activate a cursed item, the gnome immediately While any given half-elf may take on almost all the physical charac-
discovers the presence of a curse, but not the specifics of the curse. teristics of either their elven or human parent, pure half-elves look
more elven than human, with slightly pointed ears, a narrow face and
This resistance disrupts the casting of all arcane spells, except illusions. a slender build. They tend to take on the better and fairer features of
Divine spells may be cast, since they are granted by the gods. each parent. They usually stand a few inches shorter than their average
human counterpart and always maintain a lean appearance. They live
in relative good health for 150 years.
Heritage Enemies
Gnomes are tunnelers who tend to wander the shallow caves of the Half-elves speak common and, if raised in an elven culture, speak el-
surface world and live in villages either on the surface or in a nearby ven.
cave system. Thus, they come into contract with certain monsters that
often threaten these environments. Gnomes encounter kobolds and
goblins very frequently and, due to the small size of kobolds and gob- Attributes & Speed
lins, gnomes train to defeat them in battle. Gnomes receive a +1 bonus Half-elves do not receive bonuses or penalties to attribute scores.
to attack rolls against these two monsters.
Half-elves’ base movement speed is 30 feet.
Gnomish villages are also subject to the threats of larger creatures com-
mon to the hills, deep forests and caves. Instead of learning to attack
these monsters, gnomes train to avoid their wrath. As such, gnomes Weapons and Armor
enjoy a +4 temporary bonus to AC when fighting any of the following Half-elves may use any weapon or wear any suit or armor not forbid-
monsters: gnolls, bugbears, trolls, ogres, and giants. den by their class.

Illusions Ambitious Start


It is an understatement to say gnomes have a specific knack for illu- Half-elves receive one additional proficiency slot at character creation.
sion magic. First, illusion magic averts the gnome’s magic disruption. This can be a combat or non-combat proficiency.
Second, all gnomes are born with the ability to cast a certain amount
of minor illusion spells. Once per day, the gnome may cast one of the
following three spells: ventriloquism, minor cantrip (if used to tempo- Heightened Senses
rarily create an effect), and phantasmal image (no object, creature or Half-elves have the same enhanced sight and hearing as their elven
force larger than Tiny may be created). The level of the gnome at the parent. In moonlit conditions, they can see as well as a human can
time of casting is considered his caster level. in clear daylight and can see as far as 60 feet in shadowy illumination
(not quite total darkness). Half-elves also receive a +1 bonus on any
Gnomes may become specialist wizards (illusionists) and multi-class attribute check to notice a secret or otherwise concealed object, such
with the illusionist class. In this regard, gnomes share this option with as a secret door (or trap, if skilled).
no other race.

Elven Strength of Mind


Half-Elf Half-elven characters have 50% magic resistance against magical sleep
effects and receive a +1 saving throw bonus against any mind-affecting
spell, including illusions and charms. This save bonus stacks with any
Elves and humans are a common interracial union. Their offspring bonus granted for high Wisdom.
usually take on the characteristics of either parent, looking almost in-

Half-Orc
distinguishable from that parent, but perhaps having one signature
trait of the other race, such as a son that looks ruggedly human with
pointed ears. Elven societies usually banish an offspring that looks pre-
dominately human, so most of these banished children grow up in
human civilizations. “Pure half-elves” are rare and somehow take on a Half-orcs are born from the unnatural union of an orc and female hu-
perfect mixture of both human and elven characteristics. Elven societ- man. The half-orc offspring is usually abandoned or sent to live away
ies retain a pure half-elf if his or her elven parent is someone of stature, from the mother’s culture. Thus, many half-orcs grow up alone and
and the child is then bred for ambassadorship, an aide to strengthen under the weight of a foreign society’s hostility toward human or orc,
the relations between elves and humans. a situation that relegates the half-orc to a life of scrapping and scraping
for survival and respect.
Half-elves want to belong and try hard to emulate their peers. Half-
elves who grow up in a human culture are just as ambitious and en- The half-orc’s ill-fated existence hardens them and turns them into
terprising, but often overthink situations and question the rapidity to natural survivalists. In some instances, such a Superior upbringing
which humans learn and adapt. Half-elves who grow up in an elven turns an otherwise benign personality into a monstrous one. As a con-
culture are just as patient and focused, but often become frustrated at sequence, the evil alignment comes naturally to some half-orcs.
the rate of development or tutorship.

14
Evil is not a foregone path. Some half-orcs separate themselves from Furthermore, the half-orc will fight on until brought to -10 hit points,
both their orc and human backgrounds and prefer to view “half-orc” upon which time he immediately dies. Entering the frenzy requires
as a distinct race that must forge its own status. Half-orc adventurers a primary action. Exiting the frenzy before 10 rounds requires a full
often fall into this category and risk life and limb to ensure the accep- round.
tance of their descendents.

Half-orcs are often wary of strangers and newcomers. This is a defense


mechanism and one that tends to lead others to view half-orcs as crass
and brooding. Once trusted, half-orcs are loyal, though, and will serve
Human
a purpose to its end. Humans are the most eager and enterprising race. They live a relatively
short life in good health and so reproduce often and young. A genera-
The average half-orc stands two to four inches taller and weighs 15 to tion often comprises only 20 years and, within these generations, one
50 pounds more than the average human. He has a thick build, coarse finds at least three different varied clusters of like-aged humans. Their
hair and a wide jaw. Two canine teeth hat protrude up and over his population is ever expanding and so too are their civilizations.
top lip. His eyes are slightly slanted upward and topped with a thick
and twisting brow. His ears are pointy. Many onlookers may call him, Humans are impatient, but focussed. They can learn very quickly and
“bestial”, but most will say he looks more human than orc. become masters of their crafts in less than a lifetime. This impatience
and ambition has led many members of the human race to occupy
Half-orcs do not have their own language. While their surnames may the highest rung of power. Most kings and church leaders are human.
mirror the commonalities of whatever culture they grew up in, many Most powerful adventurers are as well.
half-orcs have short, consonant-heavy and guttural names, such as
Hurkes, Brik or Morgand. Half-orcs start play with both the common Human appearances vary widely and often depend upon local fare.
and orc languages. More intelligent half-orcs are likely to spend bonus They all speak common, but find it useful to learn dwarven or elven as
language slots on giant, gnoll, kobold, or goblin. well, since it helps with trade and relations.

Attributes & Speed Attributes & Speed


Half-orcs are strong and sturdy, but slightly dull and socially inept. Humans are very ambitious and seek to capitalize on their better traits.
The following adjustments are made at character creation: Strength They choose any attribute to receive a +1 bonus at character creation.
+1, Constitution +1, Intelligence -1, and Charisma -2.
Humans’ base movement speed is 30 feet.
A half-orc’s base movement speed is 30 feet.

Weapons & Armor Weapons and Armor


Humans are neither restricted, nor specifically gifted, in their use of
Half-orcs may wield any weapons and wear any armor allowable by weapons or armor.
their class.

Heritage Proficiencies Ambitious Start


All half-orcs choose either Wilderness Survival or Urban Survival as a Humans receive one additional non-combat proficiency slot and one
free non-combat proficiency. additional combat proficiency slot at character creation.

Heightened Senses
Half-orcs have enhanced vision. They see up to 60 feet in total dark-
ness and can see twice as far as humans in normal and low-lit condi-
Other Racial
tions. Furthermore, this enhanced vision provides a chance that the
half-orc will find a hidden or concealed door or object. To succeed, the
orc must perform a Wisdom check against an Average difficulty (TN
Descriptors
10). The GM is free to shift the complexity up in circumstances where A player has total control over what her character looks like, but a few
extra precautions have been taken to conceal the door or object. guidelines as to how an average member of each playable race appears
can help. Below are a few charts that show the average height and
weight of a member of a race, as well as the average life spans.
Orc Frenzy
Once per day, a half-orc may choose to enter into a frenzy that lasts Details such as hair color, skin color, eye color, distinguishing marks
no more than 10 consecutive rounds. This frenzy causes the half-orc to and body composition are all subject to the player’s inclination. Play-
fight powerfully, but recklessly. The half-orc suffers a -2 penalty to his ers will also create a biographical history of the character that includes
Armor Class, but he gains a +2 bonus to all attacks and damage rolls. information on his family and the reasons for adventuring.

15
Table 7: Average Height and Weight for Races Other Languages
There are uncountable languages and dialects. While many are cam-
Height in Inches Weight in Pounds paign-specific, here is a list of some of the more commonly encoun-
tered languages in a fantasy setting.
Race Male Female Male Female
Dwarf 43-53 41-51 130-210 100-150
Common Predominately spoken by humans and any race
Elf 55-65 50-60 90-140 70-100 in commerce; considered the merchant’s tongue.
Gnome 38-42 35-38 65-80 55-70 Elven Spoken by all forms of elves and most half-elves.
Half-elf 60-72 58-70 110-150 85-125 Dwarven Spoken by dwarves and descended from Giant.
Half-orc 64-84 60-80 165-415 140-300 Halfling Spoken by halflings.
Human 60-80 56-78 140-400 100-260 Undercommon Spoken by races that inhabitant the underdark,
such as drow elves or deep gnomes.
Terran Predominately spoken by earth elementals from
Table 8: Average Life Spans and Aging Effects for Races the Elemental Plane of Earth.
Sylvan The forest language; spoken by dryads, centaurs
Race Middle Age* Old Age** Venerable*** and other fey creatures.
Dwarf 125 years 167 years 250 years Gnome Spoken by gnomes.
Elf 175 years 233 years 350 years Orc Spoken by orcs; a slang version is usually
Gnome 150 years 200 years 300 years spoken in some fashion by other intelligent
mountain-dwelling monsters.
Half-elf 62 years 83 years 125 years
Celestial The language of the good-aligned celestial
Half-orc 45 years 60 years 90 years
planes; spoken by angels and gods.
Human 45 years 60 years 90 years
Draconic The ancient language of the dragons; used
* -1 Str/Con; +1 Int/Wis primar
** -2 Str/Dex, -1 Con; +1 Wis
*** -1 Str/Dex/Con; +1 Int/Wis Goblin The language of the goblin-kind
Abyssal The language of the evil-aligned Abyss; spoken
by demons and their servants.

Languages
Infernal The language of the evil-aligned planes of Hell;
spoken by devils and their servants.
Giant The language of the giant-kin; spoken by all gi-
All characters speak Common and their racial language, if any. Char- ants, ettins, titans and other ancient behemoths.
acters may also start with additional languages based on high Intelli-

Highly Specialized Languages


gence. These initial bonus languages must be chosen per the character’s
race. If the character has bonus language slots available after learning
all the languages available to his race, he may then learn any other It is fair to assume that any race or monster could, if intelligent, have
language in the known realms, per the GM’s approval. its own distinct language or a strong dialect of a widely known lan-
guage. Characters with experience dealing with such languages could
start with one or more of these highly specialized languages as bonus
Table 9: Bonus Languages Per Race
languages. Consult your GM first, as this is campaign specific.
Race Available Bonus Languages at Creation
Dwarves Gnome, Goblin, Hobgoblin, Kobold and Orc.
Elves Gnome, Halfling, Goblin, Hobgoblin, Orc, Gnoll
and Sylvan.
Gnomes Dwarf, Halfling, Kobold and Giant
Half-elves Gnome, Halfling, Goblin, Hobgoblin, Orc, Giant,
Gnoll and Sylvan
Half-orcs Giant, Gnoll, Goblin and Kobold
Humans Any

16
Chapter 3

Classes

This Player’s Starter Guide contains eight classes: fighter, ranger, mage,
specialist wizard, cleric, battle priest, thief and bard. It covers Levels
1 – 10.

Fighter
Fighters are true combat specialists. They do not trust their lives to
magic or divine aid. They rely on their trusted weapons, instead. Fight-
ers have the fullest array of weapon and armor choices, great hit dice,
and the fastest attack progression in the game. Although they have no
magical aptitude and a limited choice of magical items to use, their
ability with their choice weapon(s) can challenge most magic-users
and serve as a strong complement to the non-martial party.

Fighters seek perfection with a chosen set of weapons. They train tire-
lessly on their craft.

Attribute Prerequisites
If a character has a Strength attribute score of less than 10, he cannot
become a fighter. The rigors of training in heavy armor with heavy
weaponry simply break those too weak to endure it.

Race and Alignment Restrictions


None.

Prime Class Attribute


The strongest fighters become the world’s true legendary warriors, and
so Strength is the fighter’s prime attribute. All fighters with Strength
16 or higher receive a 10% bonus on all experience point awards.

Weapons & Armor


Fighters can become proficient in any weapon and can wear any ar-
mor. Fighters specifically train with multiple weapons before settling
on which to use, so they usually have some form of training with all
weapons. As such, there is only a -1 penalty for wielding a non-profi-
cient weapon.
tion provides a +1 attack bonus and a +2 damage bonus on every at-
tack. It also grants the fighter additional attacks per round. The paren-
Magical Item Use thetical attacks per round in the fighter’s chart represent this. At least
Fighters can drink potions, receive defensive or healing scrolls, wear one weapon specialization must be chosen at 1st level.
rings (unless specifically forbidden), and use all magically enhanced
weapons, armors, and shields. One combat proficiency slot is required to upgrade any proficient
weapon to specialization thereafter.

Level Benefits [Note] Weapon Specialization and Ranged Weaponry: The fighter’s class
Weapon Specialization: On any one proficient melee weapon, chart assumes the fighter is wielding a melee weapon, which is his
fighters receive a free upgrade to specialization at 1st level. Specializa- stock and trade. Some fighters still may wish to specialize in a ranged

17
Table 10: Fighter Level Chart

Base Base Attacks Combat Non-Combat


Level Hit Points to Hit Per Round Proficiencies Proficiencies Saving Throw Special
1 10 +1 1 (3/2) 5 3 +4 Weapon Specialization
2 +10 +2 1 (3/2) 5 3 +4
3 +10 +3 1 (3/2) 6 3 +5 Fearless +1
4 +1d10 +4 1 (3/2) 6 4 +5
5 +1d10 +5 1 (3/2) 6 4 +6
6 +1d10 +6 1 (3/2) 7 4 +6 Fearless +2
7 +1d10 +7 3/2 (2/1) 7 4 +7 Weapon Mastery
8 +1d10 +8 3/2 (2/1) 7 5 +7
9 +1d10 +9 3/2 (2/1) 8 5 +8 Fearless +3, Renown
10 +1d10 +10 3/2 (2/1) 8 5 +8

with +1 magical armor and two +1 weapons. The others arrive with
Table 11: Fighter Ranged Specialist Chart rudimentary supplies and gear. (The GM has full discretion to allow a
Light or Bows and more or less powerful contingent.)
Hand Heavy Throwing Other Mis-
Level Crossbow Crossbow Dagger Dart siles
1-6
7-10
1/1
3/2
1/2
1/1
3/1
4/1
4/1
5/1
3/2
2/1 Ranger
The ranger is the consummate wilderness survivalist. He is built strong
weapon; however, a specialization in a ranged weapon costs three (3) and resolved, yet he remains quick and attuned to his surroundings. As
combat proficiency slots and a different number of attacks per round a warrior, the ranger excels at martial combat. His time training in the
are granted, based on the type of ranged weapon. wild has forced him to hone various fighting styles. Often faced with
surrounding beasts and enemies, the ranger has learned to wield two
Note that the free weapon specialization slot granted at 1st level can- weapons simultaneously with dizzying precision. The use of a bow, the
not be used for a ranged weapon. hunter’s arm, comes naturally to the ranger, as well.

Specialization in bows and crossbows provides a +2 damage modifier The ranger is a popular adventuring profession. In civilized and well-
on all successful shots within 30 feet of the fighter. settled areas, the ranger’s warrior prowess proves to be a stalwart layer
of protection. In the wilds that stretch beyond and between these loca-
Fearless: A fighter’s job is to march straight into battle. After a few tions, the ranger truly shines with a keen expertise in animal handling,
levels of doing this, fighters become hardened. They simply don’t suc- stealth and survival. The ranger always remains a servant of the woods
cumb easily to fear anymore. At 3rd-level, they receive a +1 bonus on and its divine nature reveals its fullest power later in the ranger’s career,
any saving throw versus a fear effect. The bonus increases at Levels 6 when the gods of nature bestow upon the ranger the power to cast
and 9. certain divine spells.

Weapon Mastery: At 7th level, the fighter’s weapon specialization


becomes weapon mastery. This mastery grants the fighter an additional Attribute Prerequisites
+1 to both attack and damage rolls with all specialized weapons. The The life of a ranger requires a strong body and sharpened intuition.
fighter’s specialization now provides a cumulative +2 attack bonus and To become a ranger, one must have the following minimum attribute
+3 damage bonus. scores: Strength 12, Dexterity 13, Constitution 14 and Wisdom 14.

Renown: At 9th level, the fighter’s reputation extends throughout


the realm and, provided he has established a suitable stronghold, he Race and Alignment Restrictions
attracts a number of henchman and an elite faction of guards. The Members of only certain races may pursue the ranger path. Only hu-
player creates a 6th-level fighter to serve as his lead lieutenant, ten mans, half-elves and elves may do so. Furthermore, the required ethos
2nd-level elite guards (of any race and class structure) and 20 1st-level of a ranger forbids malevolent or even faltering morals. All rangers
cavalry and infantry. The 6th-level lieutenant comes fully equipped must be one of the following alignments: lawful good, neutral good
or chaotic good.

18
Table 12: Ranger Level Chart

Base Base Attacks Combat Non-Combat


Level Hit Points to Hit Per Round Proficiencies Proficiencies Saving Throw Special
1 10 +0 1 5 4 +4 Animal Empathy,
Archery, Dual Weapon
Mastery, Stealth
2 +8 +1 1 5 4 +4 Favored Enemy
3 +8 +2 1 6 4 +5
4 +1d10 +3 1 6 5 +5 Animal Companion
5 +1d10 +4 1 6 5 +6
6 +1d10 +5 1 7 5 +6
7 +1d10 +6 3/2 7 5 +7
8 +1d10 +7 3/2 7 6 +7 Divine Spells
9 +1d10 +8 3/2 8 6 +8
10 +1d10 +9 3/2 8 6 +8 Renown

Any accidental act of evil requires a special reparation (or penance) to time, when attempting to calm or befriend an animal, the ranger uses
the gods of nature before advancing further in the ranger class. Any these rules instead. By approaching alone and in a manner suitable to
purposeful act of evil permanently strips the ranger of all his class a particular animal, and then by exerting his influence on the animal,
features, transforming him into a fighter with just enough experience the animal is forced to perform a saving throw or become less hostile.
points to be of the same level as the ranger was at the time of condem- The manner in which the ranger influences any particular wild animal
nation. If this should happen, the “new” fighter may not enjoy the depends entirely on that animal’s behavior and on circumstance, but
fighter’s specialization feature. a soothing approach with calming whispers generally suffices. In all
cases, the ranger must be alone and must approach the wild animal as
The ranger never accumulates excess wealth. Wealth is usually donated close as possible.
to a church, given to a charitable cause, or used to purchase better
gear. Tamed animals can be approached and befriended with this ability.
Befriended animals may perform minor tasks for the ranger, such as
watching guard over an area. (The extent to which the befriended ani-
Prime Class Attributes mal can help is relative to the animal’s Intelligence.)
Strength, Dexterity and Wisdom are the ranger’s prime class attri-
butes. A score in all three of at least 16 grants a 10% bonus on all XP For every three levels attained by the ranger, the animal suffers a -1
awards. cumulative penalty on the saving throw roll.

Weapons & Armor Archery: All rangers train with bows. These long-ranged weapons
help in hunting and in combat. As a result of this training, rangers
Rangers are not forbidden to use any weapon or wear any armor, per can upgrade a proficiency in any bow to specialization after expending
se. However, a few of the ranger’s class abilities are either penalized or only one additional combat proficiency slot. This weapon specializa-
nullified when the ranger fails to use the suggested gear. tion mirrors the fighter’s weapon specialization in terms of attacks per
round and point blank damage, but the ranger’s specialization grants a
The ranger suffers a -2 penalty when wielding a non-proficient weap- +1 bonus to both attacks and damage rolls. The ranger cannot further
on. enhance this specialization.

Dual-Weapon Mastery: The ranger may fight with two weapons


Magical Item Use simultaneously without a penalty if abiding by the following two rules.
Rangers may drink magical potions, receive the effects of defensive First, the ranger may not use a shield when fighting this way. Sec-
or healing scrolls, wear rings (unless specifically forbade), and use all ond, the primary (strong hand) weapon must be one-handed and the
magically enhanced weapons, armor, and shields. secondary (off-hand) weapon must be one size category smaller than
the character. For example, a Medium-sized human may wield a long-
sword simultaneously with an off-hand shortsword.
Level Benefits
Animal Empathy: Rangers receive the Animal Handling proficien- Rangers that wield two weapons simultaneously gain an extra attack
cy free of charge. While they use the proficiency as written most of the each round with their off-hand weapon. If the ranger normally en-

19
joys 3 attacks every 2 rounds (3/2), he environment, such as through city streets.
now enjoys 5 attacks every 2 rounds
(5/2), with two attacks allowed in Favored Enemy: Rangers protect the wilderness. Certain
the first round and three attacks monsters, such as orcs and ogres, destroy its majesty.
allowed in the second. One attack Thus, every ranger harbors a seething hatred for one
each round must come from the nature-hating creature. Most rangers spend at least
off-hand. some time hunting these creatures and, if the ranger
crosses one, he will stop at nothing to destroy it.
If wearing any armor other than pad- Only the most important concerns can stop a ranger
ded cloth, leather or studded leather, from attacking its mortal enemy.
the ranger may still fight with two weap-
ons, but he suffers a –2 penalty to all pri- The ranger usually announces his favored
mary weapon attacks and a –4 penalty enemy at character creation, but this is
to all off-hand attacks. not necessary. However, to begin earning
experience points in his second level, the
Stealth: If wearing no armor, pad- ranger must have a favored enemy. This
ded cloth, leather, or studded leath- enemy can be chosen by the GM or
er, the ranger may attempt to hide chosen by the player with approval.
and move silently as a thief can. The The most common favored en-
ranger is more skilled a t emies are: orcs, goblins, ogres, a
stealth in natural specific type of giant, a specific
wilderness than type of dragon, and trolls. The
in worked areas. ranger’s background plays an
Similar to thiev- important role in determining
ery skills, stealth the enemy, since a creature native
checks are straight d20 rolls to the ranger’s homeland is usually the
against an Average complexity (TC most appropriate choice.
10) if attempting to hide or sneak in
the wilderness. The complexity shifts In all instances, the ranger’s favored
up to Exceptional (TC 20) when at- enemy must be narrowly chosen.
tempting to use stealth in worked envi- Where more than one type of a crea-
ronments, such as in a city street or build- ture exists, the ranger must choose
ing. as specifically as possible.

A bonus to the d20 roll is applied based on level. The follow- The ranger receives a +4 attack
ing chart shows the base modifier applied to the d20 roll at each bonus versus his favored enemy as a result
level. o f con- stant training. Due to his unadulterated hatred toward
his enemy, the ranger finds it difficult to hold back an assault in times
Ranger Level Hide Move Silently where diplomacy or less-than-drastic means are required. Any inter-
action with a favored enemy requires a Superior (TC 15) Charisma
1-3 +0 +0 check. Although failure does not automatically compel the ranger to
4-6 +1 +0 attack, the ranger displays an obvious disdain. (If there is little chance
of a bad outcome, the ranger may not be so calm, however.)
7-10 +2 +1
For example, assume there are two neighboring kingdoms. The elven
Survival: All rangers have the Wilderness Survival proficiency for ranger Einedel and his band are commissioned to escort a diplomat
free and enjoy an additional +1 bonus per 3 levels of experience
to a council hearing to discuss the rumors that the abutting territory
on any required proficiency checks. Furthermore, as a result of
is eager to attack. Once there, the ranger notices that the rival king’s
his exposure to various animals, the ranger automatically discerns
trusted advisor is an ogre mage, Einedel’s mortal enemy. Barely able
whether an animal is trained or wild and whether it is a fine or
to breathe, the ranger holds his blades. When the ogre mage asks for
poor specimen.
each of the escort’s names, the player controlling Einedel is required to
perform a Superior (TC 15) Charisma check. A failed check reveals the
Tracking: All rangers have the Tracking proficiency for free and elf ’s utter hatred. At that point, the circumstance of the rival kingdoms
enjoy an additional +1 bonus per 3 levels of experience on any and the safety of his band members may stay his swords … or not.
required proficiency checks.
Animal Companion: At any point after reaching fourth level, the
Standard proficiency checks are required when the ranger attempts
ranger may venture into the wilderness for a period of 24 hours to
to track his quarry in natural surroundings. The complexity of any
search for an animal companion. Some rangers say they felt a slight
Tracking check shifts up two categories when tracking in a worked
pull toward their companion, while others report that their compan-

20
ion found them instead. Animal companions are most often Tiny to
D% Roll Follower
Small animals. Common examples include: badgers, ferrets, hawks,
snakes and owls. Rare instances occur when the companion will be a 01-10 Bear (black or brown)
larger animal, like a horse, wolf, tiger, lion or bear. Magical beasts, such 11-18 Wolf
as unicorns and griffons, only appear as a ranger’s animal companion
19-29 Tiny or small woodland creature (badger,
if the ranger is of significant experience (at least 15th level) or in times
of great need, such as when a dark war is brooding. 30-35 Cleric (any race)
36-40 Specialty Priest (Druid) (any race)
Animal companions appear as a normal example of their species. In
41-48 Falcon/Hawk
truth, they are much smarter and the companionship forms an em-
pathic link between the two that extends for one mile. Animal com- 49-55 Fighter (any race)
panions have an Intelligence score that is 4 points higher than an av- 56-62 Small cat
erage member of its species. They cannot speak, but can be taught
63-75 Ranger (any race)
elaborate tricks and can follow a string of simple commands. Animal
companions are also trusted friends and will remain loyal for the 76-83 Medium or larger cat (tiger, panther, lion,
length of its lifetime. 84-87 Magical woodland creature (pixie, brown
88-94 Raven/Owl
The two share emotions and, with the empathic connection, they can
exchange vague but comprehensible feelings that serve as a means of 95 Hippogriff
communication. The ranger need not always speak to its companion 96 Pegasus
if he wishes his companion to act a certain way, unless a very specific
instruction is required. For example, the ranger could easily cause his 97 Satyr
companion to flee and hide with an empathic exchange, but a vocal 98 Benevolent werecreature
instruction is required if the ranger wishes his companion to retrieve 99 Unicorn
a certain object.
00 Player’s choice (with GM approval)
If the ranger dies while empathically linked, the companion must suc-
ceed on a saving throw or die. If the companion dies while empathi- Followers are not like animal companions. They are an average exam-
cally linked, the master must perform a system shock roll to survive. ple of their species, but are loyal to the ranger until the ranger mistreats
them or sends them off.
The ranger may attract a different companion by returning to the wil-
derness for 24 hours. This is an emotional ordeal that most rangers
prefer to avoid. For most rangers, the gods of nature provide only one
true companion. Mage
Divine Spells: At 8th level, the gods bestow upon the ranger the Mages employ magical spells as their stock and trade. Unlike specialist
ability to cast divine spells of the nature spheres (plant and animal). wizards, mages have access to the widest array of magical incantations
The following chart shows the amount and power level of daily spells and can opt to learn spells from any of the several schools of magic.
given at each ranger level: While both specialists and mages train in the same type of arcane col-
leges, specialists limit their training to one or a few schools of magic
Divine Spells Per Day Per and mages prefer to dabble.
Ranger Level Caster Level Level
Level 1 Level 2 Attribute Prerequisites
8 1 1 -- The rigorous studies in the arcane colleges require a minimum Intel-
9 2 2 -- ligence of 10 to graduate and, hence, all mages must have this prereq-
uisite score. A higher Intelligence may be required to cast upper level
10 3 2 1 spells.

Renown: At any time after attaining 10th level, the ranger may begin
attracting 3d4 followers. These followers are either normal animals na-
tive to the ranger’s homeland or members of a class (clerics, specialty
Race and Alignment Restrictions
Dwarves have an innate resistance to magic. This disrupts the casting
priests (druids), fighters or rangers) that find the ranger’s exploits to be of arcane magic. Unless this inherent protection is somehow perma-
commendable. These followers sporadically appear during the ranger’s nently removed, a dwarf cannot become a mage. All other races are
travels. Animals seem to follow the ranger for a time, while classed allowed, except gnomes, who are limited in their arcane reach to the Il-
followers outwardly approach and offer assistance. The GM either as- lusionist specialist class only. Mages can be of any alignment, as well.
signs a number of followers to the ranger or rolls randomly on the
following chart:

21
Table 13: Mage Level Chart

Base Base Attacks Combat Non-Combat


Level Hit Points to Hit Per Round Proficiencies Proficiencies Saving Throw Special
1 4 +0 1 3 4 +6 Spellbook, Level 1 Spells
2 +4 +0 1 3 4 +6
3 +4 +0 1 4 4 +6 Level 2 Spells
4 +1d4 +1 1 4 5 +7
5 +1d4 +1 1 4 5 +8 Level 3 Spells
6 +1d4 +1 1 5 5 +8
7 +1d4 +2 1 5 5 +8 Level 4 Spells
8 +1d4 +2 1 5 6 +9
9 +1d4 +2 1 6 6 +10 Level 5 Spells, Magecraft
10 +1d4 +3 1 6 6 +10

monly cast spells, so as not to require the mage to tote around several
Prime Class Attribute large tomes.
Intelligence determines how easily and to what extent the mage learns
magic. All mages with Intelligence 16 or higher earn an experience Each book is drafted by an individual mage; therefore there are slight
point award bonus of 10% of the total awarded XP. differences in the forms used by various mages to catalogue the neces-
sary components of the spell. Picking up a fellow mage’s spell book is
not an absolute assurance that one will be able to easily transcribe new
Weapons and Armor spells. As the section below indicates, there is always a chance the mage
will fail to learn a new spell, even one of a level he currently casts.
Mages can only use staves, daggers, darts, knives, and slings, and can-
not wear armor; use of any weapon outside this list imposes a –5 at-
tack penalty. There are two reasons that make it difficult for mages to Although it is not essential to carry one’s spell book into a dungeon or
wear armor. First, the somatic component required in many of the while traveling the multiverse, most mages prefer to have at least their
mage’s spells restricts his ability to effectively cast these spells while traveling tome with them. Mages rarely leave their library unguarded
wearing armor. More importantly, mages do not train in armor; they and do try to keep their books safe at all costs. Spell books are magi-
never traded time away from studying to become familiar with wear- cal items, but are still subject to damage, especially by an opponent’s
ing armor. As such, unless the mage has spent the requisite combat fireball spell. All unattended spell books make saving throws as a +2
proficiency slots to employ spells while armored, the mage cannot cast magical item.
while wearing any armor. If he does, he cannot cast spells with a so-
matic component.
Spells
Mages cast spells and, through them, muster magical effects. To cast a
Magical Item Use spell, a mage must have recently reviewed his spell book to remember
the intricate components required to create that specific magical ef-
Mages may use any magical item, weapon, suit of armor, or shield,
provided 1) the item does not specifically forbid it; and 2) the mage’s fect. Mages usually study their spell book at some point during the
class(es) allow it. A single-classed mage cannot use any magical shields, day in preparation of casting in that day, though mages can retain a
for example. memorized spell for days before casting. The length of time required to
memorize a bunch of spells depends on the amount of spells the mage
is attempting to retain, but each spell usually takes 5 - 10 minutes per
Spell Book level to memorize. This sort of studying is akin to “test-cramming”;
once the mage has cast the memorized spell, he fails to remember each
Mages retain their spell books from tutelage. A spell book is a col-
lection of arcane spells, in literary and architectural form, which aids intricate detail of the casting process. He must go back to his spell
the memorization of spells. A spell book contains spells known by the book and spend some time re-memorizing the spell if he wishes to cast
mage and may also contain blank pages for future needs. Each spell that spell again that day. At the beginning of the day, the mage may
requires a number of pages equal to the spell’s level, so most mages memorize the same spell more than once, each time costing the mage
have multiple spell books in their library to accommodate a large store a normal spell slot.
of knowledge. Spell books usually contain 100 pages and are very ex-
pensive. Each page is magically enhanced to better withstand age and As the mage’s level chart above indicates, mages have access to different
damage, so each page costs 50 gold pieces. It is good practice to have levels of spells as they progress in their career. Once they gain access to
at least one “traveling” book with the mage’s most useful and com- a higher spell level, they also receive one spell from that new level for

22
Table 14: Base Maximum Spells Remembered Per Day

Spell Level
Mage Level 1 2 3 4 5
1 1 -- -- -- --
2 2 -- -- -- --
3 2 1 -- -- --
4 3 2 -- -- --
5 3 2 1 -- --
6 4 3 2 -- --
7 4 3 2 1 --
8 4 4 3 2 --
9 4 4 3 2 1
10 4 4 4 3 2

free. In essence, they need not roll to see whether or not they compe-
tently learn that one spell. Subsequent spells from that level require a
roll to learn them. (See the Intelligence attribute score entry for more
information on the chance to learn a new spell.) A failed attempt re-
quires the mage to seek out a different spell book or set of instructions.
He simply cannot understand the way in which the specific author or
teacher describes the spell.

Mages require less time to memorize spells once they have studied
and cast those spells a sufficient number of times. All spells of a level
four below the maximum spell level useable by the mage only require
1 minute per level to memorize. For example, once the mage can cast
6th-level spells, his 2nd-level spells take only 2 minutes to memorize.

Mages cannot learn a spell by studying a scroll. Scrolls are specifi-


cally enchanted to trigger a spell that has been, in essence, recorded
or embed in shorter form. This allows someone to easily cast the spell
without suffering through the rigors of a full casting. Of course, even
casting from scrolls is a skill that must be honed.

Starting Spells: Each mage starts out knowing an amount of 1st-level


spells equal to half his Intelligence score. Adding a spell to his spell
book requires an Intelligence check. Remember that the mage gets one
free spell of a new spell level once it is opened up.

Researching New Spells: Mages can create entirely new spells or


modify existing spells. This is considered “spell research”. It takes a The mage rolls an Intelligence check based on the Learn New Spell
lot of time and money, but in the end, the mage imprints the magical column of the Intelligence chart. Most mages must succeed on an Av-
world with his creation. The player provides the GM with the pro- erage (TC 10) check. Failure results in the loss of all material compo-
posed name and parameters of the spell. The GM will consult the nents and the process must begin anew.
Game Master’s Guide to help determine the appropriate level of the
spell (and, whether the spell can even be created.) It is important to reemphasize the fact that the GM must approve the
new spell and determine the relative level and costs before research
A new spell takes a minimum of two weeks of full time research per begins.
spell level. It also requires an amount of material components costing
a minimum of 100 gp per spell level. The GM will help determine the Max Spells Remembered Per Day: There are only so many spells the
exact cost in time and materials before research begins. mage can have memorized at one time. Table 14 shows the base num-
ber of spells and a number of bonus spells may be granted for high
Once the research is completed and the components have been ex- Intelligence.
pended, the mage rolls to determine whether he creates a new spell.

23
Spell Rememorization [Optional]: Once a memorized Specialist wizards are dedicated to an extreme.
spell is cast and a slot opens up, the mage may at- They are constantly studying ways to improve
tempt to rememorize and fill the slot if he has his their school and, when not adventuring, they toil to
spell book. An Intelligence check is rolled against create new spells. It is a specialist wizard’s
an Exceptional (TC 20) task. Success dream to gift to his specialty school a spell
indicates a rememorized spell slot. that is regularly employed by other
Failure removes both the chance to re- wizards.
memorize that spell and also removes
one other spell slot of the mage’s high-
est level of spells until the next day. Attribute
If the mage has no remaining spell
slots and fails at rememorizing a Prerequisites
spell slot, his mind is too tired to Specialist wizards must have
attempt it again. He must an Intelligence score of at
wait until the next day to least 10 to complete the
regain any spells. basic studies.

Level Race and


Benefits Alignment
Magecraft:
Upon attaining
Restrictions
Unless a dwarf discovers a way
9th level, the to permanently remove his inherent resistance to
mage is assumed magic, a dwarf cannot become a specialist wizard. All
to have accumu- other races are allowed. Similar to mages, specialist
lated enough experience wizards can be of any alignment; however, they
in researching and casting tend not to be chaotic.
spells that he is now ready
to attempt to create magi- Specialist wizards must be single classed, unless
cal scrolls and potions. The specifically permitted by race. Some races, such
mage must have the required as gnomes, have a genetic predisposition to-
spell in his spellbook to craft a ward certain schools of magic and may multi-
scroll or potion that invokes the specific class as a specific specialist.
spell’s energy.

To prepare a potion, the mage must provide the re-


quired materials, which are usually magical reagents and reactors. An
Prime Class Attribute
Intelligence determines how easily and to what extent the specialist
alchemical lab must also be used. To prepare a scroll, only special inks wizard learns magic. All specialist wizards with an Intelligence score
and paper are required. The cost of creating a potion or scroll equals of 16 or higher earn an experience point award bonus of 10% of the
50 gp per level, and it takes one day of constant work per level to total awarded XP.
complete the job.

Once the time is spent and the materials properly prepared, the mage
then rolls a Level check versus an Exceptional (TC 20) task. A failed
Weapons and Armor
For the same reasons why mages are restricted to only certain weapons
attempt destroys whatever material components were used and the and are forbidden, in general, to wear armor, specialist wizards can
process must be started anew. only use staves, daggers, darts, knives and slings, and may not wear
armor. Use of any weapon outside this list, unless allowed by training
in another class, imposes a –5 attack penalty.

Specialist Wizard Magical Items


For almost all intents and purposes, a specialist wizard is akin to a Specialist wizards may use any magical item or weapon, provided the
mage. They train in similar schools and both adhere to the same rules item does not specifically forbade its use by such a character.
for spellcasting. The largest difference between the two is that special-

Spell Book
ists exhibit a focused dedication to a specific school of magic at the
expense of studying spells of all schools.
Specialist wizards retain their spell books from tutelage. A spell book is

24
Table 15: Specialist Wizard Level Chart

Base Base Attacks Combat Non-Combat


Level Hit Points to Hit Per Round Proficiencies Proficiencies Saving Throw Special
Spellbook, Specialization,
1 4 +0 1 3 4 +6
Level 1 Spells
2 +4 +0 1 3 4 +6
3 +4 +0 1 4 4 +6 Level 2 Spells
4 +1d4 +1 1 4 5 +7
5 +1d4 +1 1 4 5 +8 Level 3 Spells
6 +1d4 +1 1 5 5 +8
7 +1d4 +2 1 5 5 +8 Level 4 Spells
8 +1d4 +2 1 5 6 +9
9 +1d4 +2 1 6 6 +10 Level 5 Spells, Magecraft
10 +1d4 +3 1 6 6 +10

a collection of arcane spells, in literary and architectural form, which ing to retain, but each spell usually takes 5 - 10 minutes per spell
serves as an aid to the memorization of spells. A spell book contains level to memorize. Memorizing any spell from the specialty school
spells known by the specialist wizard and may also contain blank pages of magic requires only 1 minute per spell level. This sort of study-
for future needs. Each spell requires a number of pages equal to the ing is akin to “test-cramming”; once the specialist wizard has cast the
spell’s level, so most specialist wizards have multiple spell books in memorized spell, he fails to remember each intricate detail of the cast-
their library to accommodate a large store of knowledge. Most spell ing process. He must go back to his spell book and spend some time
books contain a maximum of 100 pages and these are very expensive. re-memorizing the spell if he wishes to cast that spell again that day.
Each page is magically enhanced to better withstand age and dam- At the beginning of the day, the specialist wizard may memorize the
age, so each page costs 50 gold pieces. It is good practice to have at same spell more than once, each time costing the specialist wizard a
least one “traveling” book with the specialist wizard’s most useful and normal spell slot.
commonly cast spells, so as not to require the specialist wizard to tote
around several large tomes. As the specialist wizard’s level chart indicates, specialist wizards have
access to different levels of spells as they progress in their career. Once
Each book is drafted by an individual specialist wizard; therefore there they gain access to a higher spell level, they also receive two spells
are slight differences in the forms used by various specialist wizards to from the specialty school of that level without requiring a roll to learn
catalogue the necessary components of the spell. Picking up a fellow them. Subsequent spells from that level require a roll to learn. (See the
specialist wizard’s spell book is not an absolute assurance that one will Intelligence attribute score entry for more information on the chance
be able to easily transcribe new spells. As the section below indicates, to learn a new spell.) A failed attempt requires the specialist wizard to
there is always a chance the specialist wizard will fail to learn a new seek out a different spell book or set of instructions. He simply cannot
spell, even one of a level he currently casts. understand the way in which the specific author or teacher describes
the spell.
Although it is not essential to carry one’s spell book into a dungeon or
while traveling the multiverse, most specialist wizards prefer to have Specialist wizards cannot learn a spell by studying a scroll. Scrolls are
at least their traveling tome with them. Specialist wizards rarely leave specifically enchanted to trigger a spell that has been, in essence, re-
their library unguarded and do try to keep their books safe at all costs corded or embed in shorter form. Of course, even casting from scrolls
while in danger. Spell books are magical items, but are still subject to is a skill that must be honed. Spell casters of any level and more-expe-
damage, especially by an opponent’s fireball spell. All spell books make rienced rogues can activate scrolls.
saving throws as +2 magical items.
Starting Spells: Each specialist wizard starts his career knowing an
Spells amount of 1st-level spells equal to half his Intelligence score, rounded
Specialist wizards cast spells and, through them, muster magical ef- down. Adding more spells to his spell book requires a roll to learn the
fects. To cast a spell, a specialist wizard must have recently reviewed his spell(s). When rolling to learn a new spell, the specialist receives a +2
spell book to remember the intricate components required to create bonus for any spells of his specialty school, but he suffers a -2 penalty
that specific magical effect. Specialist wizards usually study their spell for spells outside his specialty school. Remember that the specialist
book at some point during the day in preparation of casting in that wizard gets two free spells of his specialty school once a new spell level
day, though specialist wizards can retain a memorized spell for days opens up.
before casting. The length of time required to memorize a bunch of
spells depends on the amount of spells the specialist wizard is attempt- Researching New Spells: Specialists can create entirely new spells or
modify existing spells similar to a mage. Follow the rules presented in

25
the mage class when creating a spell of school other than the specialty
school. Specialists cannot create spells from schools that are either for- Table 17: Effect of Specialization
bidden or to which the caster has only minor access.
School of Title of Forbidden School of
Specialization Specialist School Minor Access
When attempting to create a new or modified spell that belongs to
his specialty school, refer to the rules under Specialization below for Abjuration Abjurer Alteration Illusion
details. Alteration Transmuter Abjuration Conjuration
Conjurer
Max Spells Remembered Per Day: Table 16 lists the amount of spells Conjuration Divination Alteration
or Summoner
the specialist wizard may remember per day. This translates into how
Divination Diviner or Seer Conjuration None
many spells per day the specialist may cast. Bonus spells may be grant-
Enchantment Enchanter Evocation None
Evocation Evoker Enchantment Illusion
Table 16: Base Maximum Spells Remembered Per Day
Illusion Illusionist Necromancy Abjuration
Spell Level Necromancy Necromancer Illusion Enchantment
Specialist
1 2 3 4 5
Level level the wizard can cast. In addition, upon attaining a new level of
1 1 -- -- -- -- experience, the specialist wizard receives two spells from his specialty
school without requiring a roll to learn them.
2 2 -- -- -- --
3 2 1 -- -- -- Spell Focus: By focusing on mastering one school, the specialist wiz-
4 3 2 -- -- -- ard more effectively casts spells of his specialty school and can defend
better against them. Anyone attempting to save versus a specialized
5 3 2 1 -- -- spell receives a –1 penalty on the roll. The specialist wizard, on the
6 4 3 2 -- -- other hand, receives a +1 save bonus versus any spell of his specializa-
tion that could affect him.
7 4 3 2 1 --
8 4 4 3 2 -- Learn New Spell: The specialist wizard receives a +2 bonus on the
9 4 4 3 2 1 associated Intelligence check to learn a spell of his specialty school.
A -2 penalty to the roll is applied when learning a spell of any other
10 4 4 4 3 2
school.

Spell Research: Researching the creation of a new spell that belongs


ed for high Intelligence.
to the specialty school is faster and less costly. The specialist expends
50% less on raw materials and needs half the normally required time
Spell Rememorization [Optional]: Once a memorized spell is cast
to properly research the new spell. The specialist wizard is still required
and a slot opens up, the specialist may attempt to rememorize and fill
to perform a Learn a New Spell roll upon the completion of the re-
the slot if he has his spell book. An Intelligence check is rolled against
search period.
an Exceptional (TC 20) task. Success indicates a rememorized spell
slot. Failure removes both the chance to rememorize that spell and
Magecraft: At 9th level, the specialist wizard receives a +2 bonus on
also removes one other spell slot of the specialist’s highest level of spells
any Magecraft checks (see below) when making a scroll or potion that
until the next day. If the specialist has no remaining spell slots and fails
belongs to his specialty school. He suffers a -2 penalty to create items
at rememorizing a spell slot, his mind is too tired to attempt it again.
outside his school.
He must wait until the next day to regain any spells.

Specialization Level Benefits


Specialist wizards must declare a specialty school. With this comes a Magecraft: Upon attaining 9th level, the specialist is assumed to have
title based on the school, such as Abjurer or Evoker. This title becomes accumulated enough experience in researching and casting spells that
the name of the player character class. The specialist wizard has no he is now ready to attempt to create magical scrolls and potions. The
access to one or more restricted schools and may have only limited or specialist must have the required spell in his spellbook to craft a scroll
“minor” access to others. Minor access to a school of magic restricts the or potion that invokes the specific spell’s energy.
specialist wizard to only spells of Level 3 or lower. The following table
lists the schools and the associated restrictions and limitations. To prepare a potion, he must provide the required materials, which are
usually magical reagents and reactors. An alchemical lab must also be
Specialization grants the following abilities: used. To prepare a scroll, only special inks and paper are required. The
cost of creating a potion or scroll equals 50 gp per level, and it takes
Additional Spells: The specialist wizard may cast one additional spell one day of constant work per level to complete the job..
per day from his specialist school. This additional spell may be of any
Once the time is spent and the materials properly prepared, the spe-

26
cialist then rolls a Level check versus an Exceptional (TC 20) task. A slashing or piercing weapons. The exception to this rule is that clerics
failed attempt destroys whatever material components were used and may wield any weapons favored by his deity. Therefore, it is rare, but
the process must be started anew. not impossible, to find clerics of certain religions wielding swords and
axes, for example.
See the Specialization section above for more details.
Clerics who wield a non-proficient weapon suffer a -3 attack penalty.

Cleric Magical Item Use


Clerics may use or enjoy the benefits of any magical item, weapon, suit
Clerics are the front-line defenders and mortal authorities of a divine of armor or shield, provided the cleric’s religion does not specifically
order. They are deeply religious and spiritually close to their patron de- forbid it.
ity. Faithful clerics receive spells, combat skills and special gifts. Those
that stray from their religion may find themselves on a path of redemp-
tion before having any additional access to divine s p e l l s Spells
or powers. The path of a cleric is a difficult Clerics are granted spells from their respective deities. They receive
one, but with an extraordinary payoff. these spells (often called miracles) after sufficient time praying, a
ritual most often performed daily before breakfast. Through his
deity, the cleric may choose which of his allowable spells he will
Attribute accept for the day’s adventures. Once cast, the magic is wiped
from the cleric’s mind, receding back to his deity’s plane of exis-
Prerequisites tence. He cannot “rememorize” spells like a mage or wizard can,
but since his spells are divine gifts, clerics may wear armor while
Deities connect to their clerics through
the subconscious, all-seeing eye. casting. This reflects the fact that vigilant clerics also train exten-
Therefore, all clerics must have a sively in combat in honor of their deity and to better defend his
Wisdom score of 10 or higher. allies. Since spells need not be learned, much more time in life has
been spent in martial training.

Race and A cleric is not guaranteed


his spells, though. While a mage or
Alignment wizard may simply study and
move on, clerics must always
Restrictions perform in a manner pleasing
to his god. If the cleric fails to
All clerics must follow his deity’s
alignment order. Generally, this do this, his god may restrict or
requires the cleric to be of the exact even deny the cleric’s access to
alignment as his deity’s ethos. divine magic. At that point, the
GM may require something as
Any race is allowed. small as a local tithe or as grand
as an epic quest to regain favor.

Prime Class As the cleric’s chart above indi-


cates, they receive different levels
Attribute of spells as they gain experience and
grow closer to their god. Once they
Wisdom determines how
strong of a bond a cleric gain access to a higher spell level, they
forges with his god and how automatically receive all spells of that
quickly he gains power. All level as accessible for casting. Cler-
clerics with Wisdom 16 or ics need not attempt to “learn” a new
higher earn a 10% bonus on spell. They are simply granted to him for
each XP award. his devotion.

Spheres: All divine casters, including


Weapons clerics, cast spells of various spheres,
which are foci of spiritual influ-
and Armor ence. A cleric has minor access to
the nature, plant and weather
The general rule is that all cler-
ics can wear any armor and use spheres. He has major access
any shield, but none may wield to all other spheres. (Major

27
Table 18: Cleric Level Chart

Hit Base Attacks per Combat Non-Combat Saving


Level Points to Hit Round Proficiencies Proficiencies Throw Special
1 8 +0 1 3 4 +5 Level 1 Spells, Turn Undead
2 +6 +1 1 3 4 +5
3 +6 +1 1 4 4 +6 Level 2 Spells
4 +1d8 +2 1 4 5 +6
5 +1d8 +3 1 4 5 +7 Level 3 Spells
6 +1d8 +3 1 5 5 +7
7 +1d8 +4 1 5 5 +8 Level 4 Spells, Renown, Scribe
8 +1d8 +5 1 5 6 +8 Sanction
Level 5 Spells, Prepare Divine
9 +1d8 +5 1 6 6 +9
Potions
10 +1d8 +6 3/2 6 6 +9

undead to the prime material plane and clerics are given the divine
Table 19: Cleric’s Base Spells Per Day power to either control or rebuke this energy. Good-aligned clerics
Spell Level cannot control this essence; they must turn or destroy it. Neutral or
Cleric evil-aligned clerics may choose to control or turn undead. Turning
Level 1 2 3 4 5* usually forces the undead to flee away from the cleric until the cleric
1 1 -- -- -- -- is out of sight, but there is a chance that the creature is instead utterly
destroyed. Controlling allows for 24 hours of dominance, unless the
2 2 -- -- -- --
cleric is much higher in level than the creature has in Hit Dice. If so,
3 2 1 -- -- -- the undead creature may be forever bound.
4 3 2 -- -- --
Attempting to turn or control an undead requires the cleric to present
5 3 2 1 -- --
his symbol of faith, and to literally persuade and bend the energy to
6 3 3 2 -- -- his will. At that point, the player rolls a straight d20 against an Aver-
7 4 3 2 1 -- age task (TC 10). A modifier is applied to the roll based on the level
of the cleric and targeted undead. A cumulative +1 bonus is applied
8 4 3 3 2 --
for each level the cleric has above the HD of the targeted Undead. A
9 4 4 3 2 1 -1 cumulative penalty is applied for each HD of the undead above the
10 5 4 3 3 2 level of the cleric.
* Requires Wisdom score of 16 or higher.
Turn Check: d20 versus Average task (TC 10)

access allows the cleric to cast spells of all levels; minor access restricts Cleric Stronger: +1 cumulative bonus for each level above the
the cleric to spells no higher than 3rd-level.) undead’s HD.

Undead Stronger: -1 cumulative penalty for each HD above the


Level Benefits cleric’s level.
Turn Undead: Evil necromantic (or negative) energy binds the

Divine Specialists
Clerics belong to a broad category of divine servants. They are not required to worship and abide by a certain mythos (or philosophy) such as battle, healing,
travel, etc. Clerics may worship any deity and belong to any church, provided that the cleric’s alignment and beliefs are compatible with that specific order. Divine
specialists (often called divine hands or specialty priests) must adhere to a certain belief system. Although they may belong to any religion, even multiple religions,
their main concern is the advancement of their mythos. For example, there are divine hands of nature called druids. While druids may revere any single deity or a
pantheon of deities, they must always strive to advance the mythos of nature.

Divine specialists are highly dedicated to their cause. They never stray from their quest to perfectly exemplify the essence of their beliefs. This dedication grants
divine specialists certain abilities that are not enjoyed by clerics. The tradeoff is a limited selection of divine spells and additional requirements.

The battle priest presented in this chapter is an example of a divine specialist.

28
If the cleric has a +6 or more bonus on the roll and succeeds on the riors fight fiercely and make use of certain powers and spellcasting that
turn check, the necromantic energy is quickly snuffed from the crea- boost their ally ranks.
ture and the undead is utterly destroyed.

Scribe: At 7th-level, the cleric may begin to scribe divine scrolls of the Attribute Prerequisites
spells he can normally prepare to cast. The cleric must provide material Battle priests must have the following minimum attribute scores:
components, which comprise of special paper and inks costing 50 gp Strength 13, Constitution 13, and Wisdom 13.
per spell level. In addition, the cleric must spend eight uninterrupted

Race and Alignment Restrictions


hours of time each day scribing for a number of consecutive days equal
to the scroll’s spell level. Once the cost in time and materials is ex-
pended, the cleric then rolls a Level Check against a Superior (TC 15) Humans, dwarves, half-elves, and half-orcs are the only character races
task. A failed attempt destroys whatever material components were that may become a battle priest. This is due, in part, to the general
used and the process must be started anew. war-like and religious nature of these races.

Sanction: At 9th-level, the cleric’s church sanctions the erection of a Battle priests, like all specialist priests, cannot multi-class.
worship hall. The hall can be built according to the joint wishes of the
cleric and his hierarchy. While the church pays for the lion’s share of

Prime Class Attributes


the cost of building, the cleric is required to pay for two things. First,
the cleric pays for the labor. This helps the cleric establish goodwill
within the community. Second, the cleric pays for the creation of the Strength and Wisdom are the two class attributes of the battle priest.
worship hall’s altar and blessed statue. These expenses cost between All battle priests with scores in both of 16 or higher receive a 10%
5,000 and 10,000 gold pieces total. bonus on all XP awards.

Weapons and Armor


Once built, the cleric begins to receive worshipers. The first wave con-
sists of 2d6x10 interested followers. These followers can be composed
of anyone from the local farmers to the royal court itself. More fol- Battle priests may choose to become proficient in any weapon and
lowers will come as the cleric’s deeds and messages reach more people. may wear any armor or shield. The use of any non-proficient weapon
There is no limit to how many worshipers the cleric’s hall will draw. imposes a -2 attack penalty.
This is function of how dedicated the cleric is to building his church.

Followers of a sanctioned worship hall will donate money. It is the Magical Items
cleric’s duty to apportion the donations between the upkeep of his hall Battle priests may use any magical item that either a fighter or cleric
and the quarterly tithe due to the church’s administration. can.

Prepare Divine Potions: At 9th-level, the cleric may begin to


prepare divine potions. The preparation of a divine potion requires a Spells
special altar with a basin (costing 1,000 gp) and 4 ounces of specially Battle priests receive, prepare and cast spells as a cleric does. These
prepared holy water that costs 50 gp per level of the potion being pre- spells may come directly from a deity or from a contingent of gods.
pared. The cleric may use his church’s altar and water, if possible. The
cleric casts a prepared spell into the holy water, which must be in the Battle priests have major access to the following spheres: all, combat,
altar’s basin at the time of casting. The holy water must remain in the guardian, healing and protection. They have minor access to the charm
altar’s basin for one day per spell level of the potion. During this time, and divination spheres. All other spheres are forbidden.
the cleric is required to spend eight hours per day praying at the altar.
Battle priests use their favored weapon as their holy symbol and must
Upon the completion of the preparation process, the cleric rolls a Level have their symbol in hand when casting a spell or invoking a special
Check against a Superior task (TC 15). A failed attempt cannot be class ability. This is usually the favored weapon of the priest’s deity, but,
rerolled. The divine nature of the holy water is nullified, thus, the cleric where the priest reveres a contingent of gods, it is his treasured weapon.
must start anew with new components. A battle priest’s weapon does not become his holy symbol until he slays
a worthy opponent. This opponent may be directly opposed to the
priest’s deity or mythos, or may be a personal nemesis from the priest’s

Battle Priest
past. Although the deity or pantheon can withhold the transformation
of a weapon into a holy symbol, it rarely happens; if the priest feels he
slew a worthy opponent, the weapon is almost assuredly blessed. This
(Divine Hand of Strength and War) sort of trial usually occurs prior to the start of play, similar to the way
in which a druid prepares her mistletoe, and the storied fight becomes
an integral part of the priest’s daily reflection and training. A battle
Battle priests are heroic champions of their faith. These holy servants
priest’s favored weapon often changes as he progresses in experience.
strive to represent their churches by demonstrating the might of their
Until the battle priest slays a worthy opponent with a new weapon,
gods in battle. They are strong and have the spellcasting capability to
though, he cannot use the new weapon as his holy symbol.
complement their allies perfectly. On the battlefield, these divine war-

29
Table 20: Battle Priest Level Chart

Hit Base Attacks per Combat Non-Combat Saving


Level Points to Hit Round Proficiencies Proficiencies Throw Special
1 8 +0 1 4 3 +5 Level 1 Spells, Martial Aptitude,
Fearless, Battle Cry 1/day
2 +8 +1 1 4 3 +5
3 +8 +2 1 4 3 +6 Level 2 Spells, Combat Casting
4 +1d8 +2 1 5 4 +6 Battle Cry 2/day, Divine
Strength +1, Surge of Power 1/
day
5 +1d8 +3 1 5 4 +7 Level 3 Spells
6 +1d8 +4 1 5 4 +7 Lesser Globe of Regeneration
7 +1d8 +4 1 5 4 +8 Level 4 Spells, Combat Casting
+1
8 +1d8 +5 1 6 5 +8 Battle Cry 3/day, Surge of Power
2/day
Level 5 Spells, Flurry of Might,
9 +1d8 +6 1 6 5 +9
Renown
10 +1d8 +6 3/2 6 5 +9

Martial Aptitude
The battle priest trains more in martial combat than
most clerics and has a slightly accelerated Base to Hit
progression. This focus on martial combat takes away
from learning to properly channel divine magic, so
the battle priest has a slower spell casting chart.

Level Benefits
Fearless: Battle priests are immune to all mundane
and magical fear effects, regardless of source. The
destruction of a seemingly indestructible foe is a re-
ligious rite of passage to them. Furthermore, they
never roll morale. They never flee from fear, but will
retreat (to fight again) if that is the more sensible ac-
tion than staying to face certain death. Battle priests
respect a valorous death, but they are not reckless
with their lives.

Battle Cry: By bellowing forth a tremendous roar,


the battle priest infuses his allies in battle with a
+1 bonus to attack rolls and saving throws for two
rounds. This roar expends a secondary action and
affects any ally in hearing distance from the battle
priest. This is a non-magical effect that can be per-
formed once per day for every four levels of experi-
ence.

Combat Caster: At 3rd level, the battle priest re-


ceives the mage’s ardent caster class proficiency for
free. In essence, the battle priest has trained tirelessly
for combat casting. He reduces 1 from all casting

30
The spell comes into effect immediately after the battle priest takes his
Table 21: Battle Priest’s Base Spells Per Day martial attack.

Cleric Spell Level


Renown: At 9th level, the battle priest’s reputation spreads and, pro-
Level 1 2 3 4 5* vided the priest has the means to support a contingent of followers
1 1 -- -- -- -- with food and shelter, followers begin to arrive to learn from the priest
2 2 -- -- -- -- and to pay homage to the priest’s mythos. The total number of follow-
ers that can arrive over time is 2d6x10. 2d6 of these followers will be
3 2 1 -- -- -- Level 1 fighters or paladins and will be willing to engage in dangerous
4 3 2 -- -- -- quests on the priest’s bequest. The remainder will be non-combatants
that strive to become great warriors.
5 3 2 1 -- --
6 3 3 2 -- --
7
8
3
4
3
3
2
3
1
2
--
-- Thief
9 4 3 3 2 1
Thieves have learned to take from people what they must in order to
10 4 4 3 3 2 survive and grow in power. They are not all evil rapscallions, though.
* Requires Wisdom score of 16 or higher. Some steal from the rich to feed others not so fortunate. Some trade in
secrets to keep the political powers fresh and wary. Others are simply
forced into a life of thievery to procure a meal and shelter. Regardless
times and he has a chance to complete the casting of a spell after tak-
of the motivating factor, all thieves are survivalists. They all have the
ing damage. The battle priest must roll a d10 if struck during casting.
ability to rise above their lot in life.
The number must equal or exceed the amount of hit point damage
suffered to get the spell off. At 7th level, the battle priest receives a +1
Influential thieves use their skills to thrive and adapt. They pick up
to the roll.
various proficiencies as they learn the behaviors of other character
classes and sharpen their abilities to succeed in society. As such, most
Divine Strength: Part of the battle priest’s daily prayer includes a thieves aptly perform a number of different functions, including com-
rigorous strength training regimen. As a result of this constant daily petent combat, spying, interacting with others, infiltration, and even
training and a divine blessing throughout progression, the battle priest activating magical scrolls.
earns a +1 bonus to Strength.

Surge of Power: At 4th level, as a primary action, the battle priest


may raise his voice in battle to inspire a surge of Strength to him and
Attribute Prerequisites
Thieves need to be stealthy and agile. In their early years, they survive
his allies. The weapons of the priest and each ally within 60 feet be- from stealing and breaching secure areas, only to find themselves run-
come wreathed in colored light and receive a +2 bonus on all dam- ning and hiding from the guard. A Dexterity score of 10 or higher is
age rolls as a result of this power. The increased damage lasts for two required to become a competent thief and to avoid a life in chains.
rounds and the battle priest may perform this surge once per day per Dexterity remains important for those thieves who have excelled in
every four levels of experience. their careers. The varied dungeons and cities of the realms both require
quick feet and agile hands.
Lesser Globe of Regeneration: At 6th level, as a primary action,
the battle priest may call forth a divine favor in the form of a globe of
regeneration. This globe is centered on the battle priest and extends 60 Race and Alignment Restrictions
feet in all directions. The globe grants to the battle priest and any ally All races are allows. Any non-Lawful alignment is allowed as well.
in the radius hit point regeneration of 2 points per round for up to 4
rounds. This lesser globe may be called once per day.
Prime Class Attribute
Flurry of Might: In the heat of combat, a battle priest of at least 9th A dexterous thief is a better thief. Thieves with a Dexterity score of at
level may weave together his martial and magical might in a dance of least 16 receive a 10% bonus on all XP awards.
divine power. For a number of rounds per day equal to half the battle
priest’s level (rounded down), the battle priest may cast any spell of
4th level or lower as a secondary action and attack with his weapon Weapons and Armor
as a primary action. In no way can the battle priest cast two spells in Thieves are limited in their selection of weapons and armor. They
such a round. The battle priest may, in substitution of a spell, invoke can become proficient in daggers, short swords, rapiers, slings, hand
his Surge of Power or Globe of Regeneration as a secondary action, crossbows, lassos, short bows, and staves. Wielding a non-proficient
instead. weapon imposes a –4 penalty to attack rolls.

Only one initiative need be rolled, and that is for the martial weapon Thieves can wear leather, padded, studded, brigandine, or magically
attack. The flurry allows the priest to cast the spell as he is attacking. lightened chain (elven or mithral). Armor has an effect on the thief ’s

31
Table 22: Thief Level Chart

Hit Base Attacks per Combat Non-Combat Saving


Level Points to Hit Round Proficiencies Proficiencies Throw Special
1 6 +0 1 3 5 +5 Thievery Skills, Sneak Attack x2
2 +6 +0 1 3 5 +5
3 +6 +1 1 4 5 +6
4 +1d6 +1 1 4 6 +6
5 +1d6 +2 1 4 6 +7 Sneak Attack x3
6 +1d6 +2 1 5 6 +7
7 +1d6 +3 1 5 6 +8
8 +1d6 +3 1 5 7 +8 Activate Scroll Skill
9 +1d6 +4 1 6 7 +9 Sneak Attack x4
10 +1d6 +4 1 6 7 +9 Renown

ability to perform his thievery skills. See the Thievery Skills & Armor shift the complexity down to Average for less complex tasks
section below for more information. or shift up to Exceptional (TC 20) for
extraordinary feats.

Magical Item Use


Thieves may use potions, and enjoy the benefits of defensive
or healing scrolls. They can use rings and other wondrous
magical items not requiring a spell casting background, such
as wands, rods, or staves, although they activate scrolls later
in their career. They may use any weapon, and wear any
armor or shield, the thief class allows.

Level Benefits
Thievery Skills: Each thief may choose to train in the fol-
lowing skills: sleight of hand, open locks, detect and disable
traps, move silently, hide, detect noise, climb, and comprehend
languages. Each skill is detailed on the following page; charts
follow the skill descriptions that show common adjustments
that may apply.

At the beginning of a thief ’s career, he starts untrained in


each of these class skills, and receives 30 “points” to ex-
pend on these skills. One point equals a +1. No skill may
be raised above +10 at 1st level, except Climb Walls, which
may be raised to +15. A thief cannot attempt an untrained
skill; he automatically fails.

At each level after 1st level, the thief receives


5 additional points to distribute, no more
than 2 points may be spent on any one
skill.

A thievery skill check is a straight d20 roll,


modified only by the bonus granted by accu-
mulated points. A roll of 1 always fails.

Success occurs on a Superior (TC 15)


check; however, the GM is free to

32
Sleight of Hand: Sleight of hand includes picking pockets, unobtru- Thievery Skills & Races: Some races are just naturally good or bad
sively slipping a note to someone, stealthily administering a poison, at certain thievery skills. Table 22 on the next page lists the various
etc. It is a quick and unnoticed hand movement. Picking pockets racial modifiers that apply to a character’s bonus to the various thievery
allows the thief to procure an item or pouch from the victim. The skills.
size of the item and its placement on the target’s person can cause
the complexity of the check to increase. A few guidelines: anything Thievery Skills & Dexterity: An additional bonus is applied to cer-
unable to be palmed is generally too large; anything out of easy tain thievery skills based on high Dexterity. Table 23 lists them.
reach is generally out of play, such as a belt worn under a cloak. The
target may or may not notice a failed attempt. This is in the GM’s Thievery Skills & Armor: Table 24 lists modifiers to the thief ’s skill
discretion. bonus based on what the thief is wearing. Generally, not wearing ar-
mor grants a slight bonus to some thievery skills, while wearing armor
Open Locks: This skill allows the thief to open mechanical locks, as imposes a slight penalty.
well as crack more elaborate locks that require puzzling machina-
tions. Some lesser word puzzles, if coupled with a mechanism, may
also be overcome with this skill. In almost all situations, proper equally fooled. When hidden, the thief cannot move without being
picks and wires must be used. These come in the standard “thief ’s required to perform a second roll.
tools” one can purchase. If tools are required and unavailable, the
complexity of the check shifts up one category. Opening a simple The GM rolls for all players’ check to hide. Thieves always feel as if
lock takes 1 round, while more complex versions can take up to 10 they are perfectly hidden.
minutes.
Detect Noise: There is a reason this skill is not named “hear noise”.
Detect and Disable Traps: Thieves are skilled at finding hidden traps This is a proactive attempt to discern noise that would otherwise
and attempting to disable or bypass them. A thief can notice a hid-
den trap while moving at normal speed; however, even a slightly remain unnoticed passively. The thief listens intently and, if he is in
speedy walk increases the complexity of the task by one category. relative silence, he has the chance to hear noises originating from
Once noticed, a second roll is required to disable the trap. This skill another area, including areas beyond barriers, such as doors and
only allows the thief to disable small manageable traps. Large traps walls.
constructed into the surroundings, such as crushing ceiling traps,
can be detected, but not disabled. The GM rolls for all players’ checks to detect noise. If the player
rolls successfully and hears nothing, he would know there is noth-
Magical or magically concealed traps shift up the complexity of lo- ing there.
cating and disabling them to Exceptional (TC 20).
Climb: The thief can use this skill to scale most surfaces, except the
A failed attempt to locate a trap likely causes the thief and/or his perfectly flat wall, with no need for special equipment. One use of
party to trip the trap; a failed attempt to disable a located trap only the climb walls skill allows the thief to scale 20 feet.
triggers on a roll that fails by 10 or more. Subsequent attempts to
disable a trap may be made; however, each subsequent attempt in- Comprehend Languages: The thief is a rogue and, as such, he tends to
creases the complexity one category. Thus, for Superior (TC 15) study people and research various bits of knowledge that may some-
traps, only two attempts may be made before the thief decides it’s day prove useful. The thief skilled in comprehend languages studies
futile. (The second attempt is an Exceptional (TC 20) task and the various languages to help in his travels. Although he cannot actually
limit to the thief ’s abilities. speak the languages fluently, he has accumulated enough knowledge
that he can discern the contexts of a foreign writing or conversation.
The GM may wish to roll all checks to both detect and disable a No specifics are gleaned, simply the context.
trap. This adds to the stress of the check in game.
The GM rolls for all checks to comprehend written or spoken lan-
Move Silently: This skill allows the thief to move about silently. The guages. A thief always feels as if he successfully pulled out some
thief must move one-third to one-half his normal movement speed. important piece of information.
A successful attempt allows the thief to do such things as bypass
nearby guards, sneak upon a target for a backstab, or stealthily ap- Activate Scroll: This skill is only accessible after the thief attains 8th-
proach a bar patron to pick his pockets. Moving silently requires a level. See below for more details.
Superior (TC 15) check to avoid surprise.
Sneak Attack: The thief is capable of dealing tremendous damage by
A failed roll means that someone has heard the thief and the GM attacking a target by surprise. If wielding a small and easily concealable
controls their reaction. weapon, such as a knife or short sword, the thief can attempt a move
silently check to sneak up on a target. The thief then stabs his target
Hide: This skill allows the thief to blend into his immediate sur- in a sweet spot. The combination of the location of the blow and the
roundings (even shadows) or appear melded into nearby objects. surprising factor of it causes the target to suffer a damage multiplier
This type of ‘hiding” is more about the thief making himself appear based on the thief ’s level. (See the thief ’s level chart for the appropriate
to be part of the background, so those with enhanced vision are multiplier.)

33
A failed sneak attempt can be far worse for the thief. The target receives
Table 23: Racial Adjustments to Thievery Skill Bonuses a free primary action. The target may jump initiative on the thief or
flee.
Thievery Skill Dwarf Elf Gnome Half-orc Half-elf
Sleight of Hand -1 +1 -- -1 +1 Activate Scroll Skill: Upon achieving 8th level, the thief may add
Open Locks +2 -2 -- -- -1 “activate scroll” as an additional thievery skill. If the thief spends at
least 1 skill point on activate scroll, the thief may then attempt to acti-
Traps +3 -2 +2 -- --
vate any arcane or divine scroll based on the following complexities:
Move Silently -1 +2 +1 -- +1 The thief may distribute points to the activate scroll skill in a manner
Hide -1 -- +1 -- -- similar to any other skill. At each level, including 8th, he may distrib-
Detect Noise -- +1 +1 -- --
ute no more than 2 points to it.
Climb -2 -- -5 +2 -1
Renown: 10th-level thieves begin to receive pledges. At first, the
Languages -- -- -- -1 -- thief ’s reputation attracts 3d8 followers. All but two of these followers
are 2nd level and are mostly comprised of thieves, but members of
other classes may also pledge their allegiance. Two are advanced to 6th
Table 24: Dexterity Adjustments to Thievery Skills level, with at least four levels of thief. Any races are fine. If the thief
accepts any number of these followers, the player controlling the thief
Sleight Open Move should create them and give them appropriate backgrounds.
Dexterity of Hand Locks Traps Silently Hide

Bard
16 -- +1 -- -- --
17 +1 +2 +1 +1 +1
18 +2 +3 +2 +2 +2
19 +3 +4 +3 +3 +3 Bards are the traveling masters of lore. They have an unyielding passion
to accumulate knowledge and document rare deeds. They also love to
share their experiences through storied presentations. Of course, this
is the sunnier side of the bard’s life. To witness the majesty of adven-
Table 25: Armor Adjustments to Thievery Skills
ture, a bard must put himself close to the action. So, he spends time
traveling with a company of thrill-seekers, assisting where necessary
Armor Type
and taking account of the company’s exploits. When the bard grows
Thievery None Padded/ Brigandine Elven tired of his company, he will wander forth to find a more exciting
Skill Studded Chain adventuring group.
Sleight of +1 -2 -3 -4
Hand Bards prefer not to focus on any one skill. They value a fair amount of
expertise in numerous abilities, instead. This makes bards competent
Open Locks -- -- -1 -1
and complimentary to a wide range of adventuring groups. This also
Traps -- -1 -2 -1 makes the bard more apt to survive the dangers of solitary travel. They
Move +2 -1 -2 -2 are truly resourceful. As the saying goes, “Where there’s a way, there’s
Silently a bard.”
Hide +1 -- -1 -1
Climb +2 -2 -4 -4 Attribute Prerequisites
A player character must have the following, minimum attribute scores
to be a bard: Dexterity 12, Intelligence 12 and Charisma 15.
Circumstances vary as to when a thief may use a sneak attack. The thief
must spring upon the target unaware and from the back. This most
often requires a move silently check to approach stealthily, but a thief
in hiding may also get an opportunity to quickly break concealment Race and Alignment Restrictions
and attack. The GM will rule on whether a sneak attack is appropriate. The life and labors of a bard suit a narrowly tailored group. Only hu-
If appropriate, the thief receives a +4 to the attack. A failed attack roll mans, half-elves, halflings and gnomes may take upon the task. Fur-
does not indicate a miss, though. The thief is only able to deal normal thermore, bards must have neutrality in their alignment. This allows
damage instead. them to remain detached from extremism, which can be a crutch when
trying to establish one’s life from time to time. Bards feel the pull of
Scroll Level Complexity
adventure and harbor no reservations against moving on and experi-
1- 3 Average (TC 10) encing the new.
4-6 Tough (TC 15)
7-9 Exceptional (TC 20)

34
Table 26: Bard Level Chart

Hit Base Attacks per Combat Non-Combat Saving


Level Points to Hit Round Proficiencies Proficiencies Throw Special
1 6 +0 1 3 5 +5 Bardic Knowledge, Consummate Per-
former, Inspire Allies, Thievery Skills
2 +6 +0 1 3 5 +5 Arcane Spells
3 +6 +1 1 4 5 +6 Bardic Influence +1
4 +1d6 +1 1 4 6 +6
5 +1d6 +2 1 4 6 +7
6 +1d6 +2 1 5 6 +7
7 +1d6 +3 1 5 6 +8 Bardic Influence +1
8 +1d6 +3 1 5 7 +8 Activate Scroll Skill
9 +1d6 +4 1 6 7 +9 Renown
10 +1d6 +4 1 6 7 +9

Prime Class Attributes Known only to a few people. This bit


of information could have fallen out of
Exceptional (TC 20)
Dexterity, Intelligence and Charisma are the bard’s prime class attri- circulation centuries ago or could be
butes. Bards with a 16 or higher in all three receive a 10% bonus on currently kept a secret.
all XP awards.
At 1st-level, a bard has a +1 bonus to the bardic knowledge check.

Weapons and Armor At every even level thereafter, he receives an additional +1. A bardic
knowledge check is essentially a level check.
Bards may become proficient in almost any weapon. They are only re-
stricted against using weapons larger than their size, so Medium bards When dealing with a magical item, a successful bardic knowledge
cannot use weapons such as a maul or longbow. Attacks made with a check will reveal general lore and a few basic magical properties of
nonproficient weapon suffer a -3 penalty. the item.

They may wear any of the following armor types: padded cloth, leath- Here is an example of a bardic knowledge check: Suppose the bard
er, studded leather, hide, ring mail, brigandine, and chainmail. They stumbles upon a sword with the name “Galthencor” carved on the
may use bucklers, as well. blade. The bard wishes to use a bardic knowledge check to determine
if that means anything to him. The GM knows that Galthencor is a

Level Benefits sword well-known to weaponsmiths, but not generally well known.
Thus, an Average check (TC 10) is required. The bard (who is 2nd-
Bardic Knowledge: All bards accumulate knowledge of people, level) rolls d20+2 for a total 11. He succeeds on his check and recalls
places and exotic things. To attempt to remember some information that such a sword was known to be incredibly intelligent and egotisti-
on any subject, the bard rolls a bardic knowledge check against a cer- cal. The bard also knows that the sword is +1 and that it casts spells
tain complexity set by the GM based on the obscurity of the informa- on its own.
tion.
Consummate Performer: At 1st-level, bards receive the street per-
Rarity of Knowledge Complexity former proficiency free of charge and may entertain with any two of
the listed mediums. For example, a bard could choose to be able to
Common and known by a large amount
Basic (TC 5) sing and play a musical instrument, or he could choose to juggle and
of people.
dance. They receive a +1 bonus to all relevant checks at 1st-level and
Not widely known outside a small an additional +1 at every third level thereafter.
Average (TC 10)
group of specialized people.
Inspire Allies: The bard may perform for his comrades and bestow
Only known to the most dedicated stu- upon them an almost magical inspiration. For 1 minute, the bard uses
dents of the subject or to certain people Superior (TC 15) any one (or all) of his street performance skills. For 1 round per level
with first-hand knowledge. thereafter, everyone within 20 feet that remained fixated on the bard
receives a +1 on all rolls, even attacks and damage.

Thievery Skills: Bards are travelers and jack of all trades and so find

35
thievery skills very useful. Level 1 bards have 15 points to distribute far and wide and, provided the bard has established a stronghold of
among the following thievery skills: sleight of hand, climb, detect sorts suitable to provide food and shelter, 2d6 followers arrive to serve
noise, and comprehend languages. At 1st-level, no more than 5 the bard. These followers are generally artisans of sorts. 1d6 1st-level
points can be distributed to any one skill, except climb in which the followers of any class also arrive and are willing to assist in the strong-
bard may expend up to 10 points. Each point represents a +1. hold’s defenses and/or perform various adventuring tasks to assist the
bard. These are upstart adventurers that hope to use the bard’s reputa-
The bard receives 5 points every level thereafter and cannot expend tion to gain notoriety.
more than 2 points on any one skill each level.

Tables 23, 24 and 25 in the Thief ’s entry note modifications for race,
high Dexterity and armor. These modifications apply wholesale to the
bard.
Multi-Class
Arcane Spells: Through travel and sheer luck at times, bards manage
to learn a small amount of arcane spells. Bards learn and cast spells like
Characters
a mage. However, a bard must study his spellbook at the beginning of
Multi-class characters have training in two or more classes. It’s a diffi-
any day he plans to cast a spell; he cannot retain any spells for longer.
cult and heavy load to haul, with time-consuming leveling, but it does
provide some very interesting and versatile builds. There are two types
Upon achieving 2nd-level, the bard rolls a Learn New Spells check
of multi-classing: straight and staggered.
(Intelligence) to learn 1d4 arcane spells determined or approved by the
GM. After this initial allotment of spells, the bard must actually find
additional spells during his adventures and must always roll to learn
them. The bard uses his experience level as his casting level.
Straight Multi-Classing
The character starts at Level 1 with training in two or more classes.
These classes merge to form a new character class. For example, a Level
The following table displays the bard’s base spells per day. Similar to a
1 PC with training in the fighter and mage classes would be a Level 1
mage, a bard receives bonus spells per day based on high Intelligence.
Fighter/Mage. You may rename the combined class if you wish. In this
example, Swordmage may fit.
Table 27: Bard’s Base Spells Per Day
The combined class merges the abilities of all classes. Calculating the
Spell Level new bases for combat statistics and progression is slightly taxing. It
Bard
may take some time, but it is not difficult. The following guidelines
Level 1 2 3
will help.
1 -- -- --
2 1 -- -- Prime Class Attribute: Multi-class character do not receive experience
points bonuses, so ignore this section of the class build.
3 2 -- --
4 3 -- -- Weapons & Armor: Take the least restrictive for both weapons and
5 3 1 -- armor, but the new class must still abide by any restrictions based on
spell casting or religious ethos. Some thievery skills may also suffer a
6 3 2 --
penalty when wearing certain armors.
7 3 3 --
8 3 3 1 Magical Items: Take the least restrictive.
9 3 3 2
Base Hit Points: Hit points are determined at each level by either a
10 3 3 3 fixed amount or a die roll. The new class uses a rounded-down av-
erage for both. So at first level, if the new class is Fighter/Mage (or
Swordmage), the hit points would be 7 (average of 10 and 4) and any
levels thereafter would grant an additional 1d6 hit points. To average
Bardic Influence: At 3rd level, the bard receives a +1 to Charisma. die types, average the number first (average of 4 and 10 is 7). Then,
At Levels 7 and 15, the bard receives an additional +1. round down to the nearest standard die type. There is no d7, so d6 is
the final die for hit points.
Activate Scroll Skill: At 8th level, the bard may choose to expend
his thievery skill points on the thief ’s activate scroll skill. The bard is Base to Hit: Take the average, rounded down.
not required to roll a check to activate a scroll of a spell on the bard’s
spell list, but all other scrolls must be rolled for. The bard may only Proficiencies: You take the more favorable of each category, at each
expend up to 2 skill points on activate scroll at 8th-level and at each level.
level thereafter.
Special: The new class enjoys the special abilities of all classes unless
Renown: At 9th level, the tales of the bard’s exploits have traveled they cannot coexist. Some abilities may be diametrically opposed to

36
the tenets of another class. Check with your GM for a ruling if this retains his levels of his old class.
occurs.
For example, assume that the PC is a 2nd level fighter. Somewhere
Saving Throws: Take the average, rounded down. during 2nd level, the player decides that he would like to abandon the
fighter class and become a mage. Upon reaching 3rd level (2,400 xp)
Experience & Advancement: Chapter 6 has a chart with the required as a fighter, he announces his intentions to begin training to become a
amount of experience points needed to level up. To calculate what is mage. During this level of training, he enjoys all the combat statistics
required for your new class, follow this formula: and abilities of a 3rd level fighter. Upon reaching 4th level (4,800 xp),
he actually begins his career as a 1st level mage. The PC now has a
Highest XP Requirement + ((500 x level) x (No. of Addt’l Class- Fighter 3/Mage 1 distribution. Henceforth, he retains his fighter abili-
es)) ties but progresses as a mage. He would need 1,500 experience points
to attain Fighter 3/Mage 2 and receive 2nd level mage abilities.
Example 1: To attain 2nd level, the fighter needs 1,200 points. To at-
tain 2nd level, the mage needs 1,500 points. The formula calls for the Calculating New Statistics and Abilities: Below is a step-by-step ap-
highest, so we start with 1,500. proach to figuring out the specific benefits and limitations of the stag-
gered multi-class character.
Then we multiply 500 times the level we are trying to attain (2), which
equals 1,000. We then multiply 1,000 by the number of additional Prime Class Attribute: Same as straight multi-classing. The character
classes in the combo. We only have one additional class (fighter and no longer receives bonus experience points.
mage), so the product is 1,000.
Weapons & Armor: Considering the old class abilities are retained,
To finish the equation, we add 1,500 to 1,000, which results in 2,500. the character uses the least restrictive, provided any limitations on class
To attain 2nd level, the Swordmage must earn 2,500 points. abilities and skills are followed.

1,500 + (1,000 x 1) = 2,500 experience points Magical Items Use same as straight multi-classing.

Example 2: Let’s take a Level 1 Fighter/Mage/Thief and figure out Base Hit Points: The character receives an additional amount of hit
how many experience points are required to reach 2nd level. points based on the new class and receives the new class’s hit points
per level thereafter.
1,500 + (1000 x 2) = 3,500 experience points
Base to Hit: This does not change until the new class’s base exceeds
In this second example, we multiplied the level by 2, because we have that of the old class. Thus, a 2nd level fighter has a +2 base to hit.
two additional classes. This remains the same until his new class’s base surpasses +2. He then
progresses in the new class.
Example 3: Let’s advance the Fighter/Mage/Thief to 3rd level. The
mage still has the highest requirement (3,000). Proficiencies: If the new class grants more combat or non-combat
proficiency slots at 1st level than what the old class granted at the last
3,000 + ((500 x 3) x (2)) = 6,000 level, the PC receives these additional slots. Thereafter, he uses the
progression of the new class.
6,000 experience points are needed to attain 3rd level status as a Fight-
er/Mage/Thief. Special: The PC retains all the special abilities already granted by his
old class and now enjoys all the benefits of his new class.
In this third example, we used the mage’s requirement and added
3,000. The 3,000 was the product of a) 500 times the level we wish to Saving Throws: The saving throw stays the same until and unless the
attain (1,500) and b) the number of additional classes (2). new class’s saving throw bonus is higher. The PC uses the new class’s
saving throw thereafter.

Staggered Multi-Classing Experience & Advancement: The old class is abandoned. In terms of
A staggered multi-class character is one that enters into an additional advancement, the new class progresses on track, as if the old class did
class later in his adventuring career. He retains all known abilities and not exist.
combat statistics of his earlier classes, but thereafter cannot further his
training in the old classes. He must focus on his new class. All the foregoing procedures are followed again if a PC wishes to aban-
don a second class to enter a third.
How It Works: A PC must begin to train in advance. Therefore, at
the moment of attaining a new level, the player informs the GM of
his intentions to enter into Level 1 of a new class upon achieving the
next level. This training takes time. He must earn the same amount
of experience points that he would have needed to advance in his old
class. Upon achieving this, he takes on Level 1 in the new class, but

37
Chapter 4

Proficiencies

Myth & Magic is a game of high adventure, where a character’s most 1 Every: Another slot is gained at different levels throughout progres-
important job is to perfect whatever skills are necessary to overcome sion. The column shows at which levels the character class gains an
daring challenges and to become heroes. A character’s training should additional slot. For example, a fighter starts play at 1st level with 5
be narrowly tailed to achieve these goals, however, all characters grow combat proficiencies. He receives another slot at every 3rd level (3, 6,
up somewhere and learn skills beyond the battlefield. Furthermore, all 9, and so on). Gained proficiency slots can be saved to later choose
characters hold some interest in affairs outside their duties - perhaps higher cost proficiencies. Just keep a track of saved slots on the char-
minor tracts of study and training that flesh them out as person. acter sheet.

Background and training add character depth. Heroic characters Penalty: This is the modifier to the character’s attack rolls when he
spend time exploring and raiding ancient tombs, defeating unspeak- uses a weapon in which he did not expend a non-combat proficiency
able horrors, and gaining treasure and power. They also spend time slot.
in large cities that offer both intrigue and suspense. To accommodate
both game styles, a fully developed character adds immeasurable value Available Groups: Without the GM’s permission, a PC must choose
to the gaming experience. non-combat proficiencies from the groups listed in this table.

Enter proficiencies. A proficiency is a trained skill, an area of slight ex-


pertise, that the character has gained before she became an adventurer Table 29: Proficiency Groups per Class
or after a lengthy period of training. The type and amount of profi-
ciencies a character starts with and gains through experience depends Class Available Groups
on the character’s class. In all cases, proficiencies can be chosen to help Fighter Craft/Trade, General, Nature
realize your vision of a fully developed hero. Ranger Craft/Trade, General, Nature
Mage Academic, General

Starting Proficiencies Specialist


Cleric
Academic, General
Academic, General, Nature
Battle Priest Academic, General, Nature
Your character’s class determines the amount of starting proficiencies,
as well as how often additional proficiencies are earned throughout Thief General, Urban
advancement. Simply follow the chart below. Bard Any

Table 28: Proficiency Slots Chart There are two categories of proficiencies : 1) non-combat; and 2) com-
bat.
Non-Combat
Combat Proficiencies Proficiencies

Non-Combat
One One
Class Initial Every Penalty Initial Every
Fighter 5 3rd -1 3 4th
Ranger
Mage
5
3
3rd
3rd
-2
-5
4
4
4th
4th Proficiencies
Specialist 3 3rd -5 4 4th
The first group is called non-combat proficiencies. They represent a
Cleric 3 3rd -3 4 4th character’s background and current interests. If the PC was a black-
Battle Priest 4 3rd -2 3 4th smith’s assistant for most of his life, and spent his free time at his
cousin’s farm where he learned to ride horses and care for various ani-
Thief 3 3rd -4 5 4th
mals, his non-combat proficiencies could be: blacksmithing, riding
Bard 3 3rd -3 5 4th and animal handling. These initial starting proficiencies cannot be
changed but they can be advanced with further training.

Initial: This is the number of proficiency slots received by characters


of that class at 1st level.
Choosing Non-Combat Proficiencies
This chapter includes a list of non-combat proficiencies broken into

38
the following categories: 1) academic, 2) craft/trade, 3) general, 4) Character class determines how many non-combat proficiency slots a
nature-based and 5) urban. Academic proficiencies require a major in- character starts with and into which of these categories he has access.
vestment of time spent in scholarly pursuits. Craft or trade proficien- For example, fighters start with 3 non-combat proficiencies and have
cies stem from spending time working in a trade. General proficiencies access to the craft/trade, general, and nature-based categories.
can be explored by anyone and may be based on full-time or part-time
ventures. Nature-based proficiencies require time spent in the wilder- Each non-combat proficiency costs 1 slot.
ness learning to understand and tame its bounties. Urban proficiencies
reflect time spent in a settled area, where the character uses guile and
physical nimbleness to take what he needs and escape.

General Proficiencies
The following proficiencies may be chosen by any character and do not require a background dedicated to their use. In other words, these are
minor and narrow proficiencies that one can learn regardless of trade.

Proficiency Attribute Description


Diplomacy CHA The character uses social skills and persuasion to change the attitude of others and to mix in well with crowds.
First Aid INT The character is skilled at treating wounds and diagnosing common maladies.
Jumping STR The character can jump far and high. He can also perform launching attacks.
This proficiency is used by lower intelligent characters that wish to read and write their primary language. It is also
Language Literacy INT taken by other, more-intelligent characters that wish to read and write a number of languages.
The character is knowledgeable and comfortable with the trading practices of the times. He can negotiate with
Mercantilism CHA merchants, establish a trade route, and even manage a country’s exports.
Studying monster ecology allows the character to attempt to recall a specific piece of information pertaining to
Monster Lore INT a monster.
Riding (Air-Based) DEX This proficiency represents time spent riding and performing combat and aerial maneuvers with flying mounts.
Riding (Land-Based) DEX This proficiency represents time spent riding and performing combat maneuvers with land-based mounts.
Rope Use DEX The character works well with all sorts of knots and lashings.
There are two different types of swimming. There is staying afloat, which most can do, and then there is swimming
Swimming STR against a strong current in the open ocean, which only those skilled in this proficiency can do.

Academic Proficiencies (Knowledge-Based)


These proficiencies require a substantial commitment of time studying these subjects and developing a wide breadth of knowledge on the
chosen topics. One’s intellect determines one’s ability to retain and recall, so these are all dependent upon a character’s Intelligence.

Proficiency Attribute Description


This encompasses the study of the stars and celestial bodies. Astronomers keep celestial charts and discover codes
Astronomy INT and meanings in the stars.
There is a dark side to mysticism, such as demonology and exorcism. The character has studied these arts and
Dark Arts INT understands the essence of dark rituals.
Engineering is not only the knowledge of how to properly design a working structure, but the know-how to actu-
Engineering INT ally build things with utilitarian purpose, such as aqueducts and siege weaponry.
The character has studied a region’s geography and can recall the type of terrain, environment, and inhabitants of
Geography INT that particular region.
History, Ancient INT Ancient historians retain a wealth of information on ancient cultures and events on a more global scale.
Local historians focus on tracking and retaining information on the history of a local region, including all the
History, Local INT information on prominent figures as well.
Similar in every way to the modern linguistics proficiency, but instead helps in the area of lost or ancient lan-
Linguistics, Ancient INT guages.
The character has limited knowledge on a vast variety of modern languages. This skill does not encompass speak-
Linguistics, Modern INT ing or understanding the languages, but may help to decipher the meaning of a small body of text.

39
Local Lore INT The character has a vast amount of information on the current goings-on of a location.
This proficiency grants the character a vast amount of knowledge on the various deities and religions, both new
Religion INT and old. Devotion to a religion is not required.
Sciences other than Astrology are often pursued, such as mathematics and metallurgy. The character chooses a
Sciences INT particular science that fits the setting.
The character has studied the art of magic in all its disciplines and spheres. This skill allows the character to at-
Spellcraft INT tempt to discern an ongoing and visible spell effect and also teaches the character about the intricacies of magical
rituals. There is no requirement that the character be a spell caster.

Nature-Based Proficiencies
These are proficiencies honed in the wild. Even if an apprenticeship began with studies in a city-based settlement, the training in these skills
took place in nature. They all draw exclusively from Wisdom and rely on a trained intuition. Practice makes perfect here, so characters are
assumed to have spent a fair amount of time in training.

Proficiency Attribute Description


Animal
WIS The character knows how to calm, befriend and train animals.
Handling
Mountaineering WIS Mountaineering encompasses the skills to climb and find trails and paths in the wilderness.
The character can identify and discern different types of tracks and can follow tracks without prints by analyzing
Tracking WIS underbrush, branches, etc.
This proficiency allows the character to construct basic wilderness traps (i.e., snares) to catch all sorts of animals,
Trapping WIS including bears.
The character is knowledgeable and intuitive about surviving in the wild, including how to gather food and water,
Wilderness Survival WIS how to avoid natural hazards, and how to read the weather.

Craft or Trade Proficiencies


These are background proficiencies that reflect time spent working in a trade or craft. Choosing one of these proficiencies is akin to choosing
your character’s past profession. More so than any other category of proficiencies, this list can be greatly expanded. You can easily add a new
craft or trade if it suits your character’s history and the GM’s vision of the campaign.

Proficiency Attribute Description


Armorsmithing STR The character can create, alter, and repair all sorts of metal armor.
Blacksmiths generally forge iron items, such as horseshoes and pitons. They may also work with other metals.
Blacksmithing STR Characters use this craft to create or repair metal or iron objects but not to forge weapons or armor.
Brewing INT The character can make beer, mead, and ales. Some may even make wines and other spirits.
Carpentry/
STR Carpentry is building with wood. Woodworking deals with the carving, curing, and altering of wood.
Woodworking
Chefs know how to prepare elegant meals. Adventurers with a cooking background know how to safely prepare
Cooking INT certain meats and to identify poisonous berries.
Farming CON Farmers tend to crops and understand agriculture. They also handle farm animals and sense weather.
Foragers are foresters that know the area’s wilderness paths and its flora and fauna. They can help guide a group
Foraging INT through the wilds and provide healthy nuts and roots to eat along the way.
Gemcutting INT Gemcutters are jewelers. They know how to cut and appraise gems and fine metals.
The character can, with proper materials, convert an animal hide into a suitable piece of leather for any purpose,
Leatherworking INT including armor. This proficiency also encompasses knowledge of how to tan the leather.
Masonry STR Masons cut, form, and build with stone.
Miners understand how to mine rock and also how to do it safely. They consider ventilation, gases, lighting, equip-
Mining WIS ment, etc. Miners also know how to find valuable gems and minerals.
A character with a background in sailing could have been a pirate, captain, or large vessel fisherman. Sailing pro-
Sailing INT vides the knowledge to navigate and maintain a ship.
Weaponsmithing INT Weaponsmiths design and forge all types of weapons.

40
Urban Proficiencies
A character must have a history that involves a significant time spent in an urban setting. In terms of this basic version of the rules, only thieves
and bards have access to these proficiencies.

Proficiency Attribute Description


Acrobatics DEX This encompasses all forms of acrobatic moves, including tumbles, gymnastics, jumps, and dives.
Disguise CHA The character can disguise himself, his clothing and his voice. He can even perform ventriloquism.
A successful skill check indicates that the character has perfectly mimicked the handwriting of another person or
Forgery DEX has designed an official document.
Information
CHA The character is skilled at working the citizens of an urban setting for much needed information.
Gathering
The character can read the lips of a person speaking within 30 feet. Not every word is discerned with a successful
Lip Reading INT check, but the context is understood.
Street This includes whatever forms of street entertainment the character fancies, such as oration, juggling, singing,
CHA playing a musical instrument, etc.
Performing

Choosing Restricted Proficiencies Rolling Checks for Proficiencies


It is possible for a member of a character class to have a background Each non-combat proficiency has an associated attribute. If the GM
or interest that does not quite fit the bill. If the GM allows it, a char- requires a roll, the player must perform an attribute check. As a re-
acter may have limited access to proficiencies on restricted lists. For minder, an attribute check is a d20 roll, where you attempt to roll
example, a thief that spent years on a traveling circus and has learned equal to or above a target complexity (“TC”) number based on how
to tame and train animals might be allowed to take animal handling as difficult the task is to complete. Here is the complexity chart again for
a non-combat proficiency. reference:

If allowed, a character spends two (2) non-combat slots to learn a re- Complexity TC on d20
stricted proficiency.
Basic 5
Average 10
Using Non-Combat Proficiencies Superior 15
Non-combat proficiencies represent an area of special training. For Exceptional 20
game purposes, not everything requires a roll. Many things you wish to
do in character that are considered second nature to someone trained
in these areas do not require a roll. For example, calming or scaring For each non-combat slot spent on a proficiency, the character receives
off a sneering wolf may not require a roll for someone with the animal a +2 bonus on all attribute checks to perform the proficiency.
handling proficiency.
1 Non-Combat Proficiency Slot = + 2 on Check
Attempting more difficult tasks requires an attribute check. For ex-
ample, let us assume that the wolf is excited because one of your band For example, if a character’s Wisdom is 13 (+3 check modifier), and the
members accidentally shot its mate with an arrow while target practic- character has the wilderness survival proficiency, all Wisdom checks to
ing in the woods and, trying to locate the arrow, he ventures into the perform the proficiency are rolled at +5.
wolf ’s den where the dead female lies next to several newborn wolves.
Calming this wolf likely requires a roll, even for the animal handler.
[Optional] Rolling Checks for Untrained Proficiencies: In
cases where a character wishes to perform some task that, although
There may also be times where a character wishes to perform a non-
covered by another non-combat proficiency, doesn’t require highly
combat proficiency untrained. Assume your PC does not have wilder-
specialized knowledge, the GM may allow the player to roll the rel-
ness survival and wishes to make a fire. Anyone can start a fire under
evant attribute check against a complexity two shifts up from what
normal circumstances, so the untrained character could roll (see be-
would normally be required by someone trained.
low). Now, assume further that you and your band are attempting to
set up camp. It just rained for two days straight and there is a strong
For example, if starting a fire with wet wood requires a Basic check for
wind cutting through the clearing. Preparing a nested fire that is pro-
someone trained, the GM could allow an untrained PC to try to suc-
tected from the gales is a task that may require a proficiency in wilder-
ceed on a Superior (TC 15) check.
ness survival. If a band member has wilderness survival, although this
is almost impossible for you, he may only need an Average check.

41
Please note that the GM has full discretion on whether or not you are persuaded by the PC to escort him to the secret entrance to the
receive a chance to perform the task. Untrained proficiencies that may sewer.
be attempted are usually the most basic and rudimentary.
Superior (TC 15)
Penalty Applied to Untrained Checks = 2 Shifts Up in Complexity The character can change the attitude of someone that is hostile
toward him to view the character with indifference. In addition,
the character could persuade a significant person in society (e.g., a
Advancing Non-Combat member of the royal family) that he is a member of the highest so-
ciety. Example: The character persuades the Duke that he is a third
Proficiencies cousin, twice removed.
A character is awarded additional non-combat proficiency slots as he
gains experience. These additional slots may be used to train on new Exceptional (TC 20)
proficiencies or they may be used to advance existing proficiencies. If The character can persuade a local authority that he should not be
a new proficiency is chosen, it can be assumed that the character has sentenced to death or imprisonment for a crime against the au-
been training on the new proficiency during the few preceding levels. thority. Example: The character persuades the master of the thief ’s
All attribute checks performed to employ the new proficiency receive guild to free him after the character was caught stealing the master’s
the standard +2 bonus. prized weapon.

If a player chooses to advance an existing proficiency, the character First Aid (INT)
receives an additional +2 bonus. From then on, the bonus applied to The character is skilled in handling and treating wounds with me-
attribute checks to employ the proficiency is +4. This proficiency can dicinal salves, herbs and bandages. He is also knowledgeable about
be further increased with additional slots. illnesses, diseases, poisons and the effects of certain attacks.

Non-Combat
A proficiency check requires (and expends) a first aid kit, which in-
cludes the necessary tools, wraps, thread, herbs and salves. A full kit
is used completely on either a successful or failed check.

Proficiencies Detailed Basic (TC 5)


The character can identify the fact that someone is suffering the ef-
fects of an illness, disease, poison or special attack, and the character
This section provides detailed information on the various non-combat knows the common methods of treatment. This would only provide
proficiencies. In each entry, a breakdown of the most common Basic, the character with the knowledge. A different complexity would be
Average, Superior and Exceptional tasks is provided. These examples required to actually perform first aid. Example: A party member
are not meant to dictate what a character can and cannot do. The GM falls ill and exhibits a high fever and general scaling of the skin.
has final say on how difficult a certain task is to perform. The character could identify the illness as the effects of a mummy’s
touch and know that the victim must seek out a comparable cleric
to remove the disease.
General Proficiencies Average (TC 10)
General proficiencies can be learned by a variety of characters and so
all classes have access to this list. The character can stop the loss of hit points on a subject that is in-
jured below 0 hit points and who is losing health by the round. The
character could also stop the effects of temporary Class I poisons.
Diplomacy (CHA) Example: A party member is stricken by a Type I sleep poison that
The character has a high level of social awareness and good persuasive will render the subject unconscious for two hours. The character
skills. In the same evening, he can meld into high society and rub could use a specially prepared salve to awaken the subject.
elbows with the gritty underworld. His understanding of social situ-
ations allows him to exemplify proper etiquette and to change the Superior (TC 15)
attitudes of others. The character can halt the continual loss of hit points from a severed
limb or special attack. The character can also stop the effect of a
Basic (TC 5) temporary Class II poison. Example: A party member loses his arm
The character can dupe a number of insignificant people into be- in a trap. The party member passes his Constitution check to stay
lieving he belongs in a certain social caste or that he originates from alive, but stands to lose 10 hit points per round that will not stop
a certain area. Example: The guards believe the PC to be a local of until healed. The subject is able to cauterize the bleeding and ban-
the dock quarters. dage the stump to stop the loss of blood and health.
Average (TC 10) Exceptional (TC 20)
The character can change the attitude of someone that is indiffer- The character can heal a subject or himself 1d6 hit points after 10
ent to the character. The shift can either be toward friendliness or minutes of first aid. Furthermore, the character can temporarily
hostility. Example: The guards, who care not for the PC’s existence, stop the effect of a Class III or Class IV poison. For example, a

42
party member accidently imbibes a Petrification poison that begins Basic (TC 5)
to turn the subject into stone. A quick application of first aid is used The character can notice a merchant’s attempt to charge an unfair
to toll the effects for 1 hour, giving the party ample opportunity to price and can persuade the merchant to standardize the price. Ex-
seek out divine healing. ample: A party member stands ready to pay 10 gp for a hood lan-
tern described as “well made”. The character needs a Basic (TC 5)
Jumping (STR) mercantilism check to see whether the price is fair. In fact, the hood
Anyone can jump, but those with this proficiency are especially lantern is of standard build and the price is 30% too high. A second
skilled in jumping higher and longer than most people. The charac- check persuades the merchant to reduce the price to the standard
ter can also perform certain special attacks in combat and can reduce 7 gp.
falling damage.
Average (TC 10)
Basic (TC 5) The character can persuade a merchant to reduce the price of an
From a running start of at least 10 feet, the character can perform order by 10%. The character can also establish a trade contact that
a long jump equal to twice the character’s height. From a standing could help move goods either lawfully or through a black market.
position, the character can jump straight upwards a number of feet Example: The character needs to fence a stolen magical dagger. With
equal to half his height. Example: The character is a halfling and at- an Average (TC 10) mercantilism check, the character discovers the
tempts to jump over a 6-ft. chasm after a 10-ft. running start. identity of a notable fence and negotiates the sale with her.

Average (TC 10) Superior (TC 15)


The character can jump a number of feet forward equal to twice The character can discover the identity of the most powerful mer-
his height, or he can jump backward a number of feet equal to his chants in a location. These merchants can either be guild members
height. Either jump can be performed from a standing position. or black market participants. The character could use this infor-
mation to secure a meeting and begin trading with these powers.
Superior (TC 15) Example: During the character’s meeting with the fence (above), he
The distance and height of a Basic (TC 5) jump (above) are doubled. attempts to discover the identity of the fence’s employer, the master
Further, the character can jump down upon a targeted creature and of the thief ’s guild. This is a Superior (TC 15) task. If successful, a
perform a melee attack with one primary action. The melee attack second check sufficient to perform a Superior (TC 15) task could
can be of any variety. For this attack, the character receives a +2 at- help to secure a meeting with the master.
tack and damage bonus. Example: The character sits on a balcony
watching the tower guard 10 feet below. He falls to the ground Exceptional (TC 20)
while slashing down with his axe. The attack receives the bonuses The character can persuade a merchant to reduce the price of an
and there is a chance the character surprises his target. order by up to 25%. He can also negotiate a major trade between
merchant powers. Example: Once in front of the guild’s master, the
Exceptional (TC 20) character attempts to secure the trading of the mage’s guild’s magical
The character can remove 10 feet of falling damage (1d6). Exam- items, which are stolen, into the master’s black market. The ship-
ple: The character falls 30 feet. Instead of suffering the normal 3d6 ment consists of dozens of officially created items and could prove
points of damage, he suffers 2d6 instead. dangerous to the thief ’s guild.

Language Literacy (INT) Monster Lore (INT)


There are two applications for this proficiency. First, it must be taken Studying monster ecology allows the character to attempt to recall a
by characters with Intelligence 7 or less if they wish to read and write specific piece of information pertaining to a monster. The complexity
their native tongue; those with an Intelligence score of 8 or higher are of the check tracks both the commonality of the information and the
assumed to be able to read or write their native tongue, unless a class rarity of the monster involved.
restriction dictates otherwise. Second, this proficiency may be taken
by any character with an Intelligence 8 or higher wishing to read and In most cases, the player will roll a single check to determine what he
write an additional language that they speak. or she knows about the monster. A result that would satisfy a certain
check also reveals the listed information for complexities below it.
This proficiency works differently than most others. The character For example, a result that would satisfy a Superior (TC 15) check
normally is not required to roll to write or read a chosen language. reveals the listed information for Basic (TC 5) and Average (TC 10)
The proficiency provides an automatic success in most cases. He is checks, as well.
only required to roll if he is attempting to read or write an antiquated
and out-of-use version of the language and, in this instance, the GM Common monsters to the region impose no penalties on the check.
simply chooses a complexity based on circumstance. Uncommon monsters require a shift up in complexity. Thus, for Ba-
sic information, the check must be at least Average. Rare and very
rare monsters impose two shifts up in complexity. For example, re-
Mercantilism (CHA) calling the name and a well-known special quality of a rare monster
The character is knowledgeable and comfortable with the trading is a Superior task. If the GM allows, unique monsters require an
practices of the times. He can negotiate with merchants, establish a Exceptional roll to recall Basic information.
trade route, and even manage a country’s exports.

43
Basic (TC 5) character could also perform a spear dive. The character commands
The character recalls a bit of information on the monster, such as its his mount to fly up to 180 feet and spear the target in the air as a full
name and any special qualities, such as enhanced vision, etc. round action that uses the character’s base to hit bonus only. This
spear attack deals 1d6 points of damage to the targeted creature but
Average (TC 10) also requires the struck rider, if any, to perform an Average (TC 10)
The character can recall information pertaining to the ecology and check to stay mounted or stay in control. The character ends the
societal structure of the monster, such as information that it survives spear dive 50 feet beyond the impact point. Example: The character
independently by hunting at night. is chasing his fleeing mounted enemy. His enemy performs a verti-
cal roll to attempt to gain pursuit, and it is a Superior (TC 15) task
Superior (TC 15) to perform a vertical roll to regain the rear position. The next round,
The character remembers stories of one of the monster’s most well- the character decides to speed up and perform a spear dive. This is
known special attacks, which can be as accurate as the GM allows. also Superior (TC 15). If successful, the enemy’s mount suffers 1d6
points of damage and the enemy rider must then perform an Aver-
Exceptional (TC 20) age (TC 10) check to regain control.
The character recalls whether the monster has any legendary de-
fenses and whether it lairs. The character may also recall tales of Exceptional (TC 20)
horded treasure. The character can attempt to perform a round of advanced mounted
combat. He can command his mount to engage in melee combat by
Riding (Air-Based) (DEX) hovering in place or circling while engaged. A successful check is a
This proficiency represents time spent riding aerial mounts. It en- full-round action, but provides both the mount and character with
compasses more than the simple ability to remain mounted while fly- a full round of actions. A failed check allows only one attack by the
ing; a proficiency check can allow for truly inspiring feats, like dives, mount alone. Example: The character commands his mount with
turns, rolls and mounted combat. a successful Exceptional (TC 20) check to engage in melee combat
with his enemy rider. The mount attacks the enemy’s mount twice
For purposes of aerial combat, losing control of one’s mount requires and the character takes his full round of attacks against the enemy.
a full-round action to regain control. During this time, any aerial If the enemy wishes to return the assault, an Exceptional (TC 20)
enemies have a round of free actions. check is required. Failure indicates that the enemy’s mount receives
a single attack only.
Basic (TC 5)
The character can fly and perform Basic (TC 5) wide turns, rises and Riding (Land-Based) (DEX)
dives. Example: It is a Basic (TC 5) task to pursue something in the This proficiency represents time spent riding land-based mounts. It
sky that is also performing Basic (TC 5) maneuvers. does not represent the simple ability to remain mounted; a profi-
ciency check can allow for truly inspiring feats, like hunting, jumping
Average (TC 10) and mounted combat.
The character can attempt mounted combat while guiding his
mount with his knees or specially prepared harness bands. One Basic (TC 5)
proficiency check is required each round, as a non-action, to help The character can follow his fleeing quarry and perform jumps as
maintain the mount as the character performs his attacks and one high as the horse’s knees and as long as the horse’s body. Example:
check is also required each time the character takes damage. In the One Basic (TC 5) check allows the character to chase a mounted
event the character is harnessed in a way that makes it impossible to enemy through the forest. Another Basic (TC 5) check would be
fall off the mount, failure indicates the character loses control of the required if the character comes across a fallen tree in the path.
mount and must attempt a Superior (TC 15) check to regain im-
mediate control. In the even the character can fall off, a failed check Average (TC 10)
after taking damage instead causes the character to plummet. Ex- The character can attempt mounted combat while guiding his horse
ample: The mounted character faces off against two griffons. With a with his knees. One proficiency check is required each round, as
successful Average (TC 10) check, the character can begin swooping a non-action, to help maintain the mount as he performs his at-
in and stabbing with his lance. In that round, a griffon claws at the tacks and one check is also required each time the character takes
character’s face for 6 points of damage. The character luckily suc- damage. Failure indicates the character falls from the mount to a
ceeds on a second Average (TC 10) check to remain mounted and prone position. (Mounted combat provides a +1 bonus on all at-
in control of his mount to stay in combat that round. tacks against unmounted targets no larger than Medium). Example:
The mounted character faces off against two unmounted orcs. With
Superior (TC 15) a successful Average (TC 10) check, the character begins fighting
The character can perform advanced aerial maneuvers such as bat- the orcs with his bastard sword while maneuvering the horse with
tle rolls, vertical rolls, vertical dives, etc. One result of a successful his knees. In that round, an orc thrusts its halberd into the charac-
check is to force any creature in fresh pursuit of the character to also ter’s ribs for 4 points of damage. The character luckily succeeds on a
succeed on a Superior (TC 15) check to maintain pursuit. Another second Average (TC 10) check to remain mounted.
result is to allow the character to continue to pursue something
that is performing advanced moves of its own. Note that trying to Superior (TC 15)
switch positions to the rear of a target requires a vertical roll. The The height and distance of any Basic (TC 5) jumps (above) are

44
doubled. The character could also perform a mounted trample. The Exceptional (TC 20)
character commands his horse to charge up to 80 feet and tram- The character escapes from rope bindings that secured
ple over a target as a full round action that uses the char- his entire body. Example: The character
acter’s base to hit bonus only. The trample deals 2d6 awakens and finds that he is hog-tied. An
points of damage. The character ends the charge 10 Exceptional (TC 20) check would allow
feet beyond the trample point. Example: The char- him to wiggle and free himself.
acter is chasing his fleeing mounted enemy. In the
path, he encounters a tall fallen oak. The bark is 7 Swimming (STR)
feet high. A Superior (TC 15) check would There are two different types of swim-
allow the character to vault over the fallen ming. There is staying afloat, which
oak. most people can do, and then there is
swimming against a strong current in the
Exceptional (TC 20) open ocean, which only those skilled in
The character can attempt to perform a this proficiency can do.
round of advanced mounted combat. He
can command his horse (provided the horse For purposes of this proficiency, an unarmored
is a light or heavy war horse) to attack twice character can swim a number of feet equal to
in the round with either kicks or bites at the double his movement rate in one round.
same time he is expending his full round
of attacks. All enemies of both the horse Basic (TC 5)
and the rider must be within melee. The The character may swim through calm or mi-
character could also suspend himself nor waves for a number of rounds equal to his
horizontally on one side of the horse. In Constitution score. He could also tread water for a
this position, the character could attack number of minutes equal to four times his Constitution
targets on that side of the horse (with no bo- score. The time for either swimming or treading water is
nuses) while gaining full cover from targets halved while wearing light armor and reduced to one-quarter when
on the opposite side. Example: While the wearing medium armor. Example: The character, who has a Consti-
character is engaged in melee combat with tution score of 10, falls off the ship wearing chainmail. The charac-
two orcs, an arrow suddenly whizzes by ter wishes to swim to a rowboat and the GM determines it will take
his head from his left. Noticing two orc two rounds of swimming. A Basic (TC 5) check is required.
archers, the character performs an
Exceptional (TC 20) ride check to Average (TC 10)
horizontally suspend himself on the All times listed in the Basic (TC 5) check (above) receive a 50%
right side of the horse. He continues increase. Further, the character can swim for a number of rounds
to attack the two orcs, maneuver the horse equal to twice his Constitution score in turbulent open waters. (The
with his legs and maintain full coverage from the archers. same reduction in time for armor applies here as in the Basic (TC 5)
check above.) Example: The same character from above falls from
Rope Use (DEX) the pirate ship and wishes to swim in chainmail to an island. The
The character works well with all sorts of knots and lashings. GM determines it will take three rounds of swimming to reach the
island which is 150 feet away. An Average (TC 10) check would be
Basic (TC 5) required.
The character can tie a knot to hold fast or loosen a knot. Example,
the character uses a Basic (TC 5) check to tie a knot that binds Superior (TC 15)
someone’s hands. All times listed in the Basic (TC 5) check (above) double. The char-
acter could also tread water for a number of rounds equal to his
Average (TC 10) Constitution score when wearing heavy armor. Example: The same
The character can tie a knot to slip quickly with a slight tug or character falls from the pirate ship wearing full plate. A Superior
slowly give way under pressure. Example, the character uses an Basic (TC 15) check would allow him to tread water for 10 rounds.
(TC 5) check to tie a knot that holds a large boulder in a net. He
wishes the knot to slowly give way so that the boulder falls some- Exceptional (TC 20)
time in the next several minutes. The character could swim for a number of rounds equal to four
times his Constitution score in turbulent open waters. (The same re-
Superior (TC 15) duction in time for armor applies here as in the Basic (TC 5) check
The character lassos a target within 15 feet. The character could also above. However, the character may also swim with heavy armor at
escape from rope bindings properly securing his hands. Example: 1/10 the time.) Example: The same character is wearing full plate
The character awakens and finds himself on a chair. His hands are and wishes to swim to the island. Normally, the character could
bound and his feet are bound separately. A Superior (TC 15) check swim in turbulent water for 40 rounds. In this instance, he can
would free his hands. A Basic (TC 5) check would loosen the knot swim for 4 rounds. The character succeeds if the island is within 4
that bound his feet. rounds of swimming (240 feet).

45
Academic Proficiencies Astronomy
The proficiencies below require a substantial commitment of time. It This encompasses the study of the stars and celestial bodies. Astrono-
is assumed that the character has studied these subjects and has de- mers keep celestial charts and discover codes and meanings in the
veloped a wide breadth of knowledge on the chosen topic. Academic stars.
proficiencies all require an Intelligence check.
Dark Arts
Using Academic Proficiencies There is a dark side to mysticism, such as demonology and exorcism.
Academic proficiencies require an attribute check against a set com- The character has studied these arts and understands the essence of
plexity from Basic (TC 5) to Exceptional (TC 20); in all cases, the GM dark rituals.
sets the complexity based on the obscurity of the knowledge sought.
The GM has wide discretion and the following chart is used for all
academic proficiencies: Engineering
Engineering is the knowledge of how to properly design a working
Basic (TC 5) structure and how to build things with utilitarian purpose, such as
The character gleans a specific piece of information that is common aqueducts and siege weaponry.
and known by a large amount of people. Example: The character
has the Local Lore proficiency. With an Basic (TC 5) check, he Geography
could know the name and location of the area’s mage’s guild. The character has studied a region’s geography. The character could
know the location of a certain geographic landmark and could recall
Average (TC 10) the area’s terrain type, environment, and local creatures.
The character knows something that is not widely known to the
common masses of people, but that is widely known to a small History, Ancient
group. Example: The same character wishes to know about the cur- Ancient historians retain a wealth of information on ancient cultures
rent governance of the guild. An Average (TC 10) check could re- and events on a more global scale.
veal that the mage’s guild is overseen by a council of non-mages that
monitor their every move.
History, Local
Superior (TC 15) Local historians focus on tracking and retaining information on the
The character has knowledge on a rare subject that is only known to history of a local region, including all the information on prominent
the most dedicated students of the subject or to those in the inner figures as well.
circle of trust. Example: The character wishes to learn about the true
relations between the guild and the governing council. A Superior Linguistics, Ancient
(TC 15) check reveals that the council is lead by the dying king’s Similar to the modern linguistics proficiency, but this proficiency in-
only son and that he has a general hatred toward mages. stead focuses on lost and ancient languages.

Exceptional (TC 20) Linguistics, Modern


The character has information on a subject that is known to only a The character has a vast amount of limited knowledge on various
few people. This bit of information could have fallen out of circula- modern languages. This skill does not encompass speaking or under-
tion centuries ago or could be currently kept a secret. Example: The standing the languages, but may help to decipher the meaning of a
character wants to know whether he has heard any secrets about small body of text.
the king’s only son or a member of the guild. An Exceptional (TC
20) check could reveal that a member of the guild is the illegitimate
son of the dying king. This illegitimate son is older than the king’s Local Lore
known son. The character has accumulated knowledge on the current goings on
in a specific location. The location must be specified at the time this
Note: A player may simply wish to discover what his character knows proficiency is chosen. The location cannot be larger than a metropolis
in general about a particular topic. In other words, he will not ask the or collection of smaller towns and villages.
GM a specific question about a topic. Instead, he’ll say, “Does my
character know anything about that?” In these cases, the GM may Religion
allow an Intelligence check and then reveal an amount of information This proficiency grants the character a vast amount of knowledge on
on the topic based on the roll. For example, assume the character has the various deities and religions, both new and old. Devotion to a
Local Lore and he is attempting to discover whether he has informa- religion is not required.
tion on the mage’s guild. The player rolls. Assume the result is a modi-
fied 16, which puts the player into the Superior (TC 15) bracket. The Sciences
GM could reveal all the information listed above under the Basic (TC Sciences other than astrology are often pursued, such as biology or
5), Average (TC 10) and Superior (TC 15) difficulty categories. mathematics, but such sciences are not as prevalent to a campaign
in fantasy as astrology. The character has a broad knowledge base of
The various knowledge-based academic proficiencies follow: these more obscure sciences affecting the campaign. These sciences

46
are usually limited to: anthropology (study of cultures), biology and following tricks: attack, defend or guard. In addition, the charac-
physiology (study of life and the body), horology (study of time), ter can attempt to calm a hostile animal or befriend an indifferent
mathematics (study of numbers and form), metallurgy (study of al- animal. A failed check to change an animal’s mood actually moves
loys and metals), and metaphysics (the philosophical study of nature the animal one step closer to hostile. Example: If the wolf above is
and the being, also encompasses the scientific study of magic in the actually wild and becomes hostile at the incessant commands to
world). come to the character, the character would be required to perform
a Superior (TC 15) check to calm the wolf. A subsequent Superior
Spellcraft (TC 15) check can be attempted to then befriend the wolf. If the
The character has studied the art of magic in all its disciplines and second check fails, the wolf is again hostile.
spheres. This skill allows the character to attempt to discern an on-
going and visible spell effect and also teaches the character about Exceptional (TC 20)
the intricacies of magical rituals. There is no requirement that the The character can attempt to calm or befriend an animal that is
character be a spell caster. foreign to his training grounds. Example: The character is trained to
handle animals from the forest and he attempts to calm a frothing
When rolling a Spellcraft check to discern an ongoing and visible musk ox from the arctic.
spell effect, level 1 spells require a Basic (TC 5) check, spells of levels
2 – 3 require an Average (TC 10) check, spells of levels 4 – 7 require Mountaineering
a Superior (TC 15) check, and spells of levels 8 – 9 require an Excep- Mountaineering encompasses the skills to climb and find trails and
tional (TC 20) check. paths in the wilderness.

Basic (TC 5)
Nature-Based Proficiencies The character can safely find a well-trodden path in the wilderness
The following proficiencies consist of skills attained in the wild. Even and in the mountains. Example: There is a well-laid path out of the
if an apprenticeship began in a city-based settlement, the training in hills into the mountains. It is lined by a certain holly tree. A Basic
these skills took place in nature. They all require Wisdom checks. (TC 5) check would be required to find it.
Practice makes perfect here, so characters have generally spent a fair
amount of time training. Average (TC 10)
The character can rock-climb 50 feet with the proper rock-climbing
Animal Handling tools, which are a harness, rope and pitons. The character can also
The character knows how to care for, placate and train animals. The locate a less frequented path. Example: There is an overgrown path
character is limited to animals native to his training grounds, which from the lord’s keep that leads to an abandoned druid’s shrine. An
is a terrain type, such as mountains, arctic, desert, forests or plains. Average (TC 10) check would be required to find it.
Thus, while the character may have spent considerable time training
in the wilderness to handle woodland animals (such as bears, wolves, Superior (TC 15)
hawks and deer), the character may not have the requisite training to The character can roll a Superior (TC 15) check to assist a group of
calm or train a polar bear or mountain lion. The difficulty categories fellow climbers up a 50-ft. rock climb. One check is necessary for
below reflect this. both the character and his fellow climbers. Example: The character’s
party consists of five additional adventurers. The character must
Basic (TC 5) perform a Superior (TC 15) check to properly harness everyone and
The character commands a befriended animal to perform a known talk them through a 50-ft. climb. A successful check provides every-
trick, such as fetch, stay, guard, etc. Furthermore, the character can one a safe climb and no one other than the character is required to
discern whether an animal is trained or wild. Example: The party perform a climbing check.
encounters a wolf in the woods. The character can attempt a Ba-
sic (TC 5) check to discern whether the wolf is wild or has been Exceptional (TC 20)
trained. With the knowledge that the wolf is trained, the animal The character can find a path where no path exists. In essence, the
handler guesses the wolf understands the come command and at- character can discern the fastest and safest route through an untrav-
tempts another Basic (TC 5) check to make the wolf approach. If eled area. In addition, the character can climb (and assist others to
the wolf has been trained the come command, the wolf approaches climb) 50 feet in inhospitable weather, such as a tropical storm.
the character. Example: The character must provide a safe path for him and his
party members through a swamp that is rarely traversed.
Average (TC 10)
The character trains a befriended animal to perform one of the fol- Tracking
lowing tricks: come, down, fetch, heel, seek, or stay. (A failed check The character can identify and discern different types of tracks and
to perform any given trick forbids the character from reattempting can follow tracks without prints by analyzing underbrush, branches,
that trick until the character has spent another proficiency slot in etc. A successful check identifies the tracks and allows the character
animal handling.) to follow them until the terrain or weather changes, which requires
another check. All checks assume visible tracks, thus intervening
Superior (TC 15) precipitation or meddling could either require a higher complexity
The character can train a befriended animal to perform one of the check or nullify the chances of success.

47
Basic (TC 5) Example, the character is searching the perimeter of the poachers’
The character can follow tracks that he found in fairly dry weather. grove and succeeds on an Average (TC 10) check (which reveals the
Example: The character stumbles upon the fresh tracks of a group of pit trap), but not the modified bear claw trap that deals 5d6 points
orcs (an Average (TC 10) check). The character needs only a Basic of damage and poisons anyone who steps on it.
(TC 5) check to succeed in following them.
Exceptional (TC 20)
Average (TC 10) The character can set and disarm Type IV snares, which can trap an
The character can find tracks left behind within eight hours in fairly entire body, kill or maim the victim. (See the Traps and Snares sec-
dry weather. tion of the Game Master’s unit for more information.) Example: An
Superior (TC 15) Exceptional (TC 20) check is required if the character is attempting
The character can find tracks left behind within twelve hours in fair- to disarm a snare that is designed decapitate a person.
ly dry weather and can follow tracks found in inhospitable weather
(see Exceptional (TC 20) below). Furthermore, the character can Wilderness Survival
discern what type of creature left the tracks and exactly how many The character is knowledgeable and intuitive about surviving in the
creatures were in the traveling group. Example, the character looks wild, including how to gather food and water, how to avoid natural
for tracks near his party’s campsite. He locates tracks with an Aver- hazards, and how to read the stars and weather. It also encompasses
age (TC 10) check, but wishes to know what type of creature left the the ability to build and maintain a fire in inhospitable weather.
tracks and how many were in the creature’s party. A Superior check
would reveal that information. Basic (TC 5)
The character can provide enough food and water for a number of
Exceptional (TC 20) creatures equal to his Wisdom score. Each check allows for one day
The character can find tracks left within twelve hours in inhospi- of survival. (This encompasses fishing and hunting.) The character
table weather, such as rain, wind and snow. can also start a fire in windy or rainy weather. Example: The char-
acter and a party of six additional adventurers are caught in a cave
Trapping system. With a Basic (TC 5) check, the character can find enough
This proficiency allows the character to construct Basic (TC 5) wil- food and water, if it exists.
derness traps to catch all sorts of animals, including bears. The con-
struction of a wilderness snare differs tremendously from the con- Average (TC 10)
struction of a dungeon trap, so those with this proficiency cannot The character can find North in any outdoor setting. In addition,
detect and disarm worked traps. the character can predict the local weather for the next 12 hours and
discern whether and to what extent something grown in the wilder-
One use of the trapping proficiency encompasses the character’s im- ness is poisonous. Example: The character could discern whether a
mediate 10-ft. space. It is always an Average (TC 10) task to find a mushroom was poisonous and, if so, how dangerous it would be
hidden wilderness snare, unless it masterfully hidden, in which case, to eat it.
the character must succeed on a Superior (TC 15) check.
Superior (TC 15)
Basic (TC 5) The character can find and avoid natural hazards, such as quick-
The character can set and disarm Type I snares, which are small sand and impending landslides. The character can also predict the
snares that attempt to snare the leg of an animal and deal nominal weather for the next 24 hours. Example: The character is escorting
damage, if any. (See the Traps and Snares section of the Game Mas- his party through the dead forest and announces his intent to locate
ter’s unit for more information.) Example, the character is searching and avoid quicksand. A Superior (TC 15) check is required.
a grove that was recently used by poachers. A Basic (TC 5) check
could reveal the rope snare attached to a tree branch. Exceptional (TC 20)
The character can predict the local weather for the next two days.
Average (TC 10)  
The character can set and disarm Type II snares, which trap the
animal’s leg, deal up to 3d6 points of damage if tripped. Type II Craft or Trade Proficiencies
snares also include any concealed pit trap, regardless of the amount These are background proficiencies that reflect time spent working in
of damage it could inflict. (See the Traps and Snares section of the a trade or craft. Choosing one of these proficiencies is akin to choosing
Game Master’s unit for more information.) Example, the character your character’s past professions. This list can be greatly expanded with
is searching the perimeter of the poachers’ grove. An Average (TC additional background proficiencies suitable to a home campaign.
10) check could reveal a pit trap.
Attempting to perform a standard activity of a craft or trade is an
Superior (TC 15) Average (TC 10) task. Any roll that meets or exceeds this complexity
The character can set and disarm Type III snares, which are large means that the output is considered Average (TC 10) quality. Most
contraptions that trap the animal’s entire body or smaller traps that craft or trade proficiencies work this way; therefore, most proficiencies
can trap and deal up to 6d6 points of damage. (See the Traps and here do not include a breakdown of what a character can do at the
Snares section of the Game Master’s unit for more information.) various complexities. (The GM is free to call for a higher complexity if
the circumstances permit. For example, attempting to fish off a pirate

48
ship during a storm may be a Superior (TC 15) or Exceptional (TC Leatherworking (INT)
20) task.) The character can, with proper materials, convert an animal hide into
a suitable piece of leather for any purpose, including armor. This pro-
Some crafts or trades do allow the character to attempt something ficiency also encompasses knowledge of how to tan the leather.
much more difficult (such as forging a masterwork weapon) and this
requires a higher complexity. These proficiencies will provide the com-
plexity of more difficult tasks.
Masonry (STR)
Masons cut, form, and build with stone. Cutting requires a water-
front workstation.
Armorsmithing (STR)
The character can create, alter, and repair metal armor and shields.
A forge is necessary. Without one, the complexity of a task shifts up
Mining (WIS)
Miners know how to safely mine rock. They consider ventilation,
one category. It takes 2 days per AC bonus to repair or alter a suit of
gases, lighting, equipment, etc. Miners also know how to find valu-
armor. It takes 2 weeks per AC bonus to create a suit. The character
able gems and minerals.
creates a sturdy and workable piece of armor or shield with a success-
ful Average (TC 10) check. An Exceptional (TC 20) (TC 20) check
is required to create a lighter or special version of a certain suit of Sailing (INT)
armor. Creating elven or mithral chainmail is Exceptional (TC 20), A character with a background in sailing could have been a pirate,
for example. captain, or large vessel fisherman. Sailing provides the knowledge to
navigate and maintain a ship. Most sailing checks are Average (TC
10) (TC 10), but sailing in severe weather is Superior (TC 15) (TC
Blacksmithing (STR) 15).
Blacksmiths forge iron items, such as horseshoes and pitons. They
may also work with other metals. Characters use this craft to create or
repair metal or iron objects but not to forge weapons or armor. Weaponsmithing (INT)
Weaponsmiths forge weapons. Some specialist smiths, called bow-
yers, create bows. Others, called fletchers, create arrows. In most
Brewing (INT) cases, creating a weapon requires a forge; however, creating bows or
The character can make beer, mead, and ales. Some may even make
arrows do not. It takes 1 day to create 40 arrows; 2 days to create a
wines and other spirits. The character is required to have the neces-
simple weapon (club, spear, etc.); 4 to 7 days to create a sword or axe;
sary materials, such as barrels, and the space to hold the barrels while
and as much as 40 days to create a two-handed sword. It is an Average
the contents ferment.
(TC 10) task (TC 10) to create an Average (TC 10) weapon. It is an
Exceptional (TC 20) task (TC 20) to create a masterwork version.
Carpentry/Woodworking (STR)  
Carpentry is building with wood. Woodworking deals with the carv-
ing, curing, and altering of wood. Urban Proficiencies
Urban proficiencies stem from time surviving and thriving in an urban
Cooking (INT) setting. The character learns from the streets to get ahead. Thieves and
Chefs know how to prepare elegant meals. Adventurers with a cook- bards have access to these proficiencies.
ing background know how to safely prepare certain meats and to
identify poisonous berries. Acrobatics (DEX)
This encompasses all forms of acrobatic moves, including tumbles,
Farming (CON) gymnastics, jumps, and dives. It cannot be done with armor heavier
Farmers work crops. Within the context of farming, they are knowl- than light.
edgeable about agriculture, weather, animals and equipment.
Basic (TC 5)
The character performs a standard tumble or jump that spans 10
Foraging (INT) feet. Example: The character attempts to jump over a 10-ft. chasm
Foragers are foresters that know the area’s wilderness paths and its
while flipping in the air.
flora and fauna. They can help guide a group through the wilds and
provide healthy nuts and roots to eat along the way. It is an Average
Average (TC 10)
(TC 10) task to find and follow well-laid or overgrown paths for one
The character may use acrobatics in combat as a full round action to
day. It is a Superior (TC 15) task (TC 15) to find and follow difficult
defensively dodge and spin in melee, which provides a +3 AC bonus
and hidden trails. It is an Exceptional (TC 20) task (TC 20) to find
until the character’s turn next round. The character may also roll at
and follow lost paths.
the conclusion of a fall to remove 1d6 points of damage. Example:
The character is engaged with two orcs. As a full-round action, the
Gemcutting (INT) character is dodging, ducking and spinning to gain a bonus to his
Gemcutters are jewelers. They know how to cut and appraise gems AC. Unfortunately, the check fails. His efforts are fruitless. His
and fine metals. Cutting gems for normal trade or use is an Average round is spent and he does not receive the increase in AC.
(TC 10) task. Cutting gems to be used for a magical spell or item is
Exceptional (TC 20) (TC 20).

49
Superior (TC 15) Average (TC 10)
The character can tumble 10 feet away from surrounding foes in The character can forge an entire written letter with a signature and
a way that nullifies the opponents’ chance to use a free attack. Ex- wax seal. Example: The party has defeated a band of evil clerics
ample: The character is engaged with four surrounding orcs. The on the road. One of the clerics possessed a letter from a higher-
character can attempt to tumble out of a surrounding position. Suc- ranking cleric of the church that was intended for a member of an
cess indicates the character has moved 10 feet and did not suffer a ally church. The character wishes to forge the letter to seem insult-
free attack from any surrounding opponent. ing and challenging in an attempt to start a dispute. It would be an
Average (TC 10) task to forge the letter, signature and wax seal of
Exceptional (TC 20) the cleric.
Full round acrobatic moves in melee to boost a character’s Armor
Class provide a +6 AC bonus until the character’s turn next round. Superior (TC 15)
Furthermore, the character may negate up to 20 feet of falling dam- The character can forge an official document that does not require
age (2d6) if a proper roll is performed at the conclusion of the fall. a royal or noble seal. Example: The character wishes to forge a will
Example: The character is engaged with two orcs. As a full-round or deed.
action, the character is dodging, ducking and spinning to gain a
bonus to his AC. Fortunately, the check succeeds and the character Exceptional (TC 20)
receives a +6 AC bonus until his turn next round. The character can forge royal or noble documents and seals. Ex-
ample: The character wishes to forge a letter from the duke that
Disguise (CHA) pardons the character’s ally from jail.
This proficiency allows the character to disguise his person and voice.
The complexity corresponds to how elaborate the disguise is intended Information Gathering (CHA)
to be. Information is gold in urban settings. A proficient character can
gather the type of information he wants from people. In the same
Basic (TC 5) evening, the character can learn the location of the local thieves’ guild
The character uses makeup to disguise his face to appear slightly and the identity of the guild’s best assassin.
different. Example: The character wishes to appear injured or to
disguise a scar. This is partially a knowledge-based proficiency, so the GM sets the
complexity from Basic (TC 5) to Exceptional (TC 20) based on the
Average (TC 10) obscurity of the information sought. Alternatively, the player may
The character may disguise his face and clothing to appear as a dif- roll to determine how much information is gathered, if any. In the
ferent person of the same sex, race and size. Example: The character latter case, the character knows all the information from the com-
is a Medium sized human male and attempts to look like a beggar. plexity he rolled into and the lower complexities as well.
It is an Average (TC 10) task to look like a human male beggar of
the same size. Basic (TC 5)
The character gathers a specific piece of information that is com-
Superior (TC 15) mon and known by a large amount of people. Example: The charac-
The character may disguise his face, clothing and voice to appear as ter discovers the name of the city’s best tavern for adventurers.
a different person of the same sex and size, but he may disguise his
race. The character can also throw his voice to seem as if the sounds Average (TC 10)
originated from someone else. Example: The character, who is a The character gathers information that is not widely known by any-
human male, attempts to disguise himself as an elven male noble. one other than a small group. Example: The character learns that
While in disguise, he uses ventriloquism (another Superior (TC 15) the barkeep, Enson, was an adventuring fighter is in his day and that
task) to make it appear as if someone called his name. he and his group destroyed the Blind Mage.

Exceptional (TC 20) Superior (TC 15)


The character may disguise his face and clothing with props and The character gathers information on a rare subject that is only
makeup to appear as a different person completely. The character’s known to the most dedicated students of the subject or to those in
sex and race may change and the character may appear one size the inner circle of trust. Example: The character learns that Enson is
larger or smaller. Example: The character, who is a human male, cursed from his foray into the Blind Mage’s tower and that the curse
appears to look like a female hill giant. can only be lifted by the resurrection of the Blind Mage himself.

Forgery (DEX) Exceptional (TC 20)


A successful skill check indicates that the character has perfectly The character has come to know information on a subject that is
mimicked the handwriting of another person or has designed an of- known to only a few people. This bit of information could have
ficial document. Certain materials are required, such as an example fallen out of circulation centuries ago or could be currently kept a
writing, proper inks and molding wax. secret. Example: The character learns that the Blind Mage was actu-
ally possessed and that the possessor spirit will not haunt the Blind
Basic (TC 5) Mage if he is brought back to life.
The character can forge a signature on a document only.

50
Lip Reading (INT)
The character can read the lips of a person nearby without that per-
son noticing. The complexity relates to the distance between the
character and his target and any other distractions. One of the two
Combat Proficiencies
outcomes could result from a failed check. The GM could rule that Combat proficiencies are entirely class based. They are skills that could
1) the character simply fails in reading the target’s lips or 2) the target be used in combat or that represent focussed class-based training.
notices the character’s stare. There are two sub-categories of combat proficiencies: 1) weapon profi-
ciencies and 2) class talents.
Basic (TC 5)
The character can read the lips of a person within 20 feet, provided Weapon proficiencies represent training in a weapon, such as a battle
the target speaks the same language and is not attempting to hide axe, heavy hammer, awl pike or longsword. Please consult your char-
his lips. Example: The character can read the lips of a man at an op- acter’s class entry for its weapon proficiency list.
posite table in the bar whispering to his friends.
Class talents are smaller tracts of study available to each class. They
Average (TC 10) represent time spent training on honing a specialized aspect of a class’s
The range of a Basic (TC 5) task increases to 40 feet. capabilities. Examples are dual-weapon fighting, assassination, and si-
lent casting.
Superior (TC 15)
The range increases to 60 feet. Furthermore, the character can make Characters have only so much time to train, so you must decide how
out the context of a target’s speech even if the target is attempting many of each (weapon and class talents) you will purchase with your
to control his lips. Example: The target is 60 feet from the char- PC’s combat proficiency slots.
acter and is trying to talk quietly and inconspicuously to a nearby
friend.
Weapon Proficiencies
Exceptional (TC 20) Each weapon requires one combat proficiency slot to wield without
The range of a Superior (TC 15) task increases to 80 feet. Ex- penalty. Not all weapons are available to all classes. Each class entry in
ample: The character is in the gallery watching a jousting match Chapter 3 lists what is available and players may only expend slots to
and attempting to read the lips of a knight 80 feet away who quickly become proficient in a listed weapon. Players cannot choose to become
passes another knight and says something under his breath. proficient in a weapon not listed and the penalty applied to all attack
rolls made with a non-proficient weapon is dictated by class. Mages,
Street Performing (CHA) for example, have little combat training, so they suffer a steep –5 at-
This includes whatever forms of street entertainment the character tack penalty.
fancies, such as juggling, singing, playing a musical instrument, etc.
The performance is usually motivated by the desire to earn a few extra Weapon Specialization: While fighters can specialize in multiple
coins or to cause a diversion. weapons, any character can choose to specialize in one weapon. A
melee weapon costs a total of two (2) combat proficiency slots – one
Basic (TC 5) for the weapon proficiency and one for the specialization. A ranged
The character gathers a few unimportant people and earns 1d10 weapon costs a total of three (3) combat proficiency slots - one for
copper pieces. the weapon proficiency and two for the specialization. Weapon spe-
cialization for non-fighters provides a +1 bonus to both attacks and
Average (TC 10) damage.
The character gathers a small crowd of 20 – 30 unimportant people
and earns 1d10 silver pieces. Fighters and Weapon Specialization: Fighters receive a free weapon
specialization at 1st level and may specialize in additional weapons,
Superior (TC 15) provided they pay the cost. Unlike any other class, fighters progress
The character gathers a crowd of 20 – 30 people, which could in- their specializations into ultimate mastery. This is a class feature that
clude notable business owners and town guards. The character earns is independent of the rules for weapon specialization. No other class
1d10 gold pieces. can do this, regardless of how many combat proficiency slots are ex-
pended. Furthermore, specialist fighters gain additional attacks per
Exceptional (TC 20) round, and receive a larger damage bonus. Once again, no other class
The character gathers a crowd of up to 100 people, which could receives these benefits from specialization; they are purely a function
include nobles, powerful and notable citizens and businessmen and of the fighter’s class abilities.
upper ranking officials. The character earns 2d10 gold pieces.

51
Table 30: Class Talent List
Fighter • Light Armor Use [1] • Divine Blessing [2]
• Blind Fighting [1] • Somatic Casting [3] • Divine Conduit [2]
• Dual Weapon Fighting [2] • Dual Weapon Fighting [2]
• Fighter’s Mark [1] Specialist Wizard • Finesse Fighting [2]
• Finesse Fighting [2] • Arcane Focus [1] • Shield Mastery [2]
• Riposte [1] • Ardent Caster [1] Thief
• Shield Mastery [2] • Disciple [2] • Blind Fighting [1]
• Light Armor Use [1] • Death Attack [2]
Ranger • Somatic Casting [2] • Dual Weapon Fighting [2]
• Advanced Archery [1] • Spell Mastery [1] • Finesse Fighting [1]
• Blind Fighting [1] • Poison Use [2]
• Finesse Fighting [2] Cleric • Surprise Shot [2]
• Rapid Shot [2] • Divine Blessing [2] Bard
• Spiritual Guardian [3] • Divine Conduit [2] • Ardent Caster [2]
• Urban Tracker [2] • Exalted Scribe [1] • Blind Fighting [1]
• Scholar [1] • Dual Weapon Fighting [2]
Mage • Shield Mastery [2] • Finesse Fighting [2]
• Arcane Focus [1] • Undead Hunter [1] • Keen Intellect [1]
• Arcane Force [1] • Poison Use [3]
• Ardent Caster [1] Battle Priest
• Item Lore [1] • Blind Fighting [1]

Class Talents Finesse Fighting [Cost: 2]: The finesse fighter has learned to use pre-
Each class also has several talents that represent a narrow and unique cision and speed in combat and does not rely only on pure power.
area of training that complements their core class abilities. Class tal- The finesse fighter uses his ranged attack bonus from Dexterity for
ents help to individualize members of the same class. melee attack bonuses. Even if the finesse fighter has a high enough
Strength to add a bonus to attack or damage, the finesse fighting
Class talents cost various amounts of combat proficiency slots, gen- style does not allow it. Although this talent limits the fighter to one-
erally ranging from 1 to 4. You must have all the required slots to handed slashing or piercing weapons, it can be combined with other
purchase one and you can hold earned proficiency slots to later buy a styles, such as dual weapon fighting.
more expensive talent.
Riposte [Cost: 1]: This talent requires speed, accuracy and sharp
Table 30, above, lists the various class talents for each class. combat reflexes. If engaged with one enemy (or a marked target per
the Fighter’s Mark proficiency), the fighter receives a non-action
Fighter Class Talents every time his enemy misses a melee attack aimed at him. This non-
action is a quick thrust, stab or slice with his wielded weapon. Re-
Blind Fighting [Cost: 1]: The fighter has trained to fight while blind- gardless of the type of weapon used, this riposte attack deals 1 point
folded. If in total darkness or otherwise blinded, the fighter only of damage automatically. It is assumed the fighter succeeds on the
suffers a -2 penalty on combat rolls (instead of the normal -4). attack. No roll is necessary.

Dual Weapon Fighting [Cost: 2]: This is a class talent that requires Shield Mastery [Cost: 2]: The shield master uses a shield as a greater
total dedication for a long period of time. The dual weapon fighter means of defense and as an alternate weapon. Any shield used by
wields two weapons at one time with ease. The fighter gains an off- the master receives an additional +1 AC bonus. If wielding a one-
hand weapon, one that is wielded in the hand opposite from his handed weapon, a shield can be carried and used as a non-action
writing hand. This offhand weapon must be light. The fighter gains once every two rounds to either inflict damage or push an opponent
an additional attack every round with this offhand weapon. This back. If attacking to inflict damage, the attack is performed with
attack suffers a -2 reduction to damage. a -2 attack penalty. The shield, regardless of size, is a bludgeoning
weapon that deals 1d4 points of damage plus half the character’s
normal Strength bonus. If attempting to push back an opponent,
Fighter’s Mark [Cost: 1]: The fighter has trained to focus on one op-
there is no penalty to the attack roll. If successful against a creature
ponent at a time. He excels in one-on-one combat and in larger bat-
no larger than the fighter, the target opponent is pushed backward
tles he can attend to one enemy at the expense of nearby foes. The
10 feet.
fighter receives a +1 bonus to attack and damage rolls made against
his mark. Any nearby opponents that attack the fighter while he is
If the fighter has dual weapon fighting, he may opt for his shield to
engaged with his mark receive a +1 bonus on their attack rolls.

52
be his offhand weapon, in which case, he instead gets one additional both attack rolls if he targets the same thing with both arrows. The
attack with his shield every round, albeit at a -2. penalty doubles to -4 on both attack rolls when the ranger shoots at
a different target with each arrow.
Ranger Class Talents The player rolls individually for all rapidly shot arrows.

Advanced Archery [Cost: 1]: The ranger has spent a great deal of Spiritual Guardian [Cost: 3] - Requires 7th Level: A ranger truly
time practicing on advanced archery skills. The range of all bow dedicated to the protection of nature receives a spiritual protector
shots increase by 50% and the ranger receives an additional +1 to from his deity. The spirit will be that of an animal that once roamed
damage rolls for all successful shots. Furthermore, the ranger may the ranger’s terrain or a deceased animal companion. This spirit
take careful aim. To do so, he forfeits initiative until the end of a guardian will remain on the ethereal plane and maintain a constant
round and substitutes his secondary action that round. Careful aim watch over the ranger. In times of great need, but not more than
provides an additional +2 attack bonus on shots made that round. once per day, the guardian will briefly connect spiritually to the
ranger for no longer than one consecutive round per two ranger lev-
Blind Fighting [Cost: 1]: The ranger has trained to fight while blind- els. During this time, the ranger receives a +2 bonus on all rolls (in
folded. If in total darkness or otherwise blinded, the ranger only suf- combat or otherwise), Armor Class and saving throws. The ranger
fers a -2 penalty on combat rolls (instead of the normal -4). may call out for assistance or ask empathically. If the situation seems
dire to the spirit, the guardian will connect without being asked to.
Finesse Fighting [Cost: 2]: The finesse fighting ranger has learned to
use precision and speed in combat and does not rely on pure power. A spiritual guardian can reveal itself if it wishes. If it does reveal
The ranger uses his ranged attack bonus from Dexterity for melee itself, those around see the animal’s form in a detailed mist high-
attack bonuses. Even if the ranger has a high enough Strength to lighted by a silver coloring. When on the ethereal plane and when
add a bonus to attack or damage, the finesse fighting style does not connected to the ranger, the spiritual guardian can only be seen by
allow it. Only one-handed slashing or piercing weapons can be used those able to see ethereal objects.
to employ this proficiency.
The guardian can be dismissed (via the spell), but only if the spell is
Rapid Shot [Cost: 2]: The ranger may shoot two arrows with one cast when the ranger and spirit are connected. The guardian spirit is
attack. If the ranger has more than one attack per primary action, considered to have the same HD and saving throw as the ranger. If
he may choose to perform a rapid shot with every attack. Rapid it is dismissed, it may not find its way back to the ranger for at least
shot can literally be two arrows shot in quick succession, or it can be one month, if ever.
two arrows shot simultaneously. The ranger suffers a -2 penalty on

53
The guardian cannot attack for the ranger and it cannot connect Ardent Caster [Cost: 2]: Simply put, the mage is better than most
with any other person. other mages at casting spells in times of stress and danger. It is one
thing to properly cast a spell under ideal circumstances, but quite
Urban Tracker [Cost: 1]: The ranger may use the tracking proficien- another thing to cast a spell while friends are falling and imminent
cy to find the trail of someone in a worked environment without danger looms. Ardent casters are resolved and unflinching in their
incurring the normal two-shift complexity penalty. See the ranger’s focus. First, they cast spells a little quicker, enjoying a 1 point re-
tracking ability for more details. duction in all casting times. Thus, if the spell has a casting time of
+1, the mage doesn’t add anything to his d10 initiative roll. Second,
Mage Class Talents unlike other mages, if the ardent caster suffers damage while casting,
he does not automatically lose the spell. He must instead roll a d6.
He succeeds in getting the spell off if he rolls equal to or higher than
Arcane Focus [Cost: 1]: The mage creates a bond between himself
the amount of damage dealt. For example, if he takes a claw to the
and an object that becomes his prized possession. This bond is
face for 4 points of damage, he must roll a 4, 5 or 6 to successfully
forged with arcane energy and in empathic fashion, the mage and
complete the casting. An obvious extension is that any attack deal-
object become one for the purposes of spellcasting. This object must
ing more than 6 points does not allow for a roll.
be noteworthy and of master craftsmanship. It can be anything,
however, the focus is usually an empty wand or staff.
Light Armor [Cost: 1]: Most mages prefer to wear cloth, usually
embroidered with mystical runes and ostentatious calling cards.
The mage has the power to place into his arcane focus any number
Those mages with this class proficiency took a different route. They
of spells he wishes. To do this, the mage spends twice as much time
preferred to spend hours at a time perfecting the casting of spells
as is regularly required to choose a day’s worth of spells. During
with light armor. Sure, at first it was difficult; but with time, the
this time, the mage is learning the spell and the focus is retaining
mage was able to hone this skill. Light armor proficiency allows the
the memory. In the end, the full memory is infused into the focus
mage to wear padded or leather armor, and any magical armor that
(similar to how a scroll contains a spell’s magic) and a short series
is considered light and has the same feel as padded or leather. His
of command words is all that is necessary to cast a spell through the
spells do not suffer from wearing this type of armor.
focus. The casting time for all spells becomes +1.

The advantages to using a focus are that the spells remain indefi- Item Lore [Cost: 1] - Requires Spellcraft Proficiency: Some mages
nitely or until channeled and the casting time is reduced. There spend extra time studying magical items. This lore is an extension
are two noteworthy disadvantages. The first is that the spell levels of their spellcraft studies and grants the mage an additional +1 to
are permanently removed from the mage’s daily repertoire until the all spellcraft checks when dealing with a magical item. The mage
focus is used. Thus, while a mage may have five 1st-level spells pro- identifies one or a few properties of a magical item with a successful
grammed into the focus, the mage’s daily tally of 1st-level spells is Superior (TC 15) check. Unique and powerful magical items that
five less than normal, until one or more of these spells are channeled are not commonly known in the arcane circles cannot be identified
from his focus. The second disadvantage is that the mage relies upon in this manner.
the focus for continued spell power. If it were to be separated from
the mage, the mage could not regain the use of the programmed Somatic Casting [Cost: 3]: There are various components to cast-
spell levels until the two are reunited. If it were to be destroyed, the ing most spells – verbal and somatic (physical). This means that the
programmed spell levels become available to the mage and, if the mage must annunciate his chant and perform the proper gestures
mage wished to create another focus, he must spend a considerable to craft a physical manifestation of his magic. Somatic casting al-
time forging a new bond with a different focus, a process that is not lows the mage to create these manifestations with only gestures. He
complete until the mage earns a new level of experience. learns to invoke magic with only precise physical movements.

The training required for this proficiency forbids the mage from
Arcane Force [Cost: 1]: The mage has learned to tap into the very
training on channeling. Also note that the GM may require such
essence of a spell’s power. All arcane spells require the introduc-
elaborate physical gestures that certain circumstances may debilitate
tion of arcane energy. (Think of a light bulb requiring a spark of
casting.
electricity.) This arcane energy is almost always forced to perform a
certain effect based on the components of a spell. The mage skilled
in arcane force transforms this spark into force that can damage
someone in range. Specialist Wizard Class Talents
The mage prepares spells as he normally does. At any time, he can
“cast” a spell in a modified version (which does not alter the spell’s Arcane Focus [Cost: 1]: The mage creates a bond between himself
casting time) to produce a blast of arcane force that sails toward a and an object that becomes his prized possession. This bond is
target within short range and unerringly strikes. No saving throw forged with arcane energy and in empathic fashion, the mage and
is allowed. The amount of damage depends upon the level of the object become one for the purposes of spellcasting. This object must
spell - 1d6 points of damage per two spell levels, rounded down, to be noteworthy and of master craftsmanship. It can be anything,
a minimum of 1d6. however, the focus is usually an empty wand or staff.

54
The mage has the power to place into his arcane focus any number Light Armor [Cost: 1]: Most mages prefer to wear cloth, usually
of spells he wishes. To do this, the mage spends twice as much time embroidered with mystical runes and ostentatious calling cards.
as is regularly required to choose a day’s worth of spells. During Those mages with this class proficiency took a different route. They
this time, the mage is learning the spell and the focus is retaining preferred to spend hours at a time perfecting the casting of spells
the memory. In the end, the full memory is infused into the focus with light armor. Sure, at first it was difficult; but with time, the
(similar to how a scroll contains a spell’s magic) and a short series mage was able to hone this skill. Light armor proficiency allows the
of command words is all that is necessary to cast a spell through the mage to wear padded or leather armor, and any magical armor that
focus. The casting time for all spells becomes +1. is considered light and has the same feel as padded or leather. His
spells do not suffer from wearing this type of armor.
The advantages to using a focus is that the spells remain indefinitely
or until channeled and the casting time is reduced. There are two Somatic Casting [Cost: 3]: There are various components to cast-
noteworthy disadvantages. The first is that the spell levels are per- ing most spells – verbal and somatic (physical). This means that the
manently removed from the mage’s daily repertoire until the focus is mage must annunciate his chant and perform the proper gestures
used. Thus, while a mage may have five 1st-level spells programmed to craft a physical manifestation of his magic. Somatic casting al-
into the focus, the mage’s daily tally of 1st-level spells is five less lows the mage to create these manifestations with only gestures. He
than normal, until one or more of these spells are channeled from learns to invoke magic with only precise physical movements.
his focus. The second disadvantage is that the mage relies upon the
focus for continued spell power. If it were to be separated from the Please note that the training required for this proficiency forbids
mage, the mage could not regain the use of the programmed spell the mage from training on channeling. Also note that the GM may
levels until the two are reunited. If it were to be destroyed, the pro- require such elaborate physical gestures that certain circumstances
grammed spell levels become available to the mage and, if the mage may debilitate casting.
wished to create another focus, he would be forced to expend a
proficiency slot to train once again on this talent, but with a dif- Spell Mastery [Cost: 1] - Level Requirement Varies: The caster
ferent focus. chooses one spell from his specialty school. He knows this spell so
well that he never needs to study it to choose it as a daily spell. He
Ardent Caster [Cost: 2]: Simply put, the mage is better than most has also mastered the casting of this spell. Thus, there is no cast-
other mages at casting spells in times of stress and danger. It is one ing time. The casting is begun and completed during the specialist’s
thing to properly cast a spell under ideal circumstances, but quite primary action.
another thing to cast a spell while friends are falling and imminent
danger looms. Ardent casters are resolved and unflinching in their Only spells of 3rd-level or lower can be mastered. Spells from higher
focus. First, they cast spells a little quicker, enjoying a 1 point re- levels are too complex. To master a spell, the specialist must be two
duction in all casting times. Thus, if the spell has a casting time of levels higher than the spell’s level.
+1, the mage doesn’t add anything to his d10 initiative roll. Second,
unlike other mages, if the ardent caster suffers damage while casting,
he does not automatically lose the spell. He must instead roll a d6.
He succeeds in getting the spell off if he rolls equal to or higher than
Cleric Class Talents
the amount of damage dealt. For example, if he takes a sword cut
to the leg and suffers 4 points of damage, he must roll a 4, 5 or 6 to Divine Blessing [Cost: 2] - Requires 7th Level: Clerics that con-
successfully complete the casting. An obvious extension is that any tinue to exemplify the ideals of their deities receive a blessing di-
attack dealing more than 6 points does not allow for a roll. rectly from their gods. This blessing is either physical or spiritual in
nature and the cleric decides which it is. Physical blessings provide
a +1 increase to any two attributes. This boost is non-magical and
Disciple [Cost: 2]: This specialist wizard is a true disciple of his spe-
permanent. A spiritual blessing strengthens the connection between
cialty school. At the expense of choosing two additional schools to
the cleric and the entity that provides the cleric’s daily spells. The
which the specialist does not have access, the caster is able to in-
cleric then gains one additional spell per day for each spell level.
crease his access to, and potency with, spells of his specialization.

There are several benefits to becoming a disciple. First, instead of Divine Conduit [Cost: 2]: Some clerics spend a considerable
one additional spell per day, the disciple receives 1 additional spell amount of time contemplating their connection with their deity
per day for each spell level. These extra spells must all be from his and how that connection is used to heal others. They attempt to
specialty school. Second, a saving throw penalty of -2 is imposed channel as much divine blessing as possible when transferring the
upon anyone attempting to save against the disciple’s specialized life of their deity into the wounded. After a while, this training pays
spells and the disciple receives a +2 bonus on saving throws against off and the cleric more efficiently channels divine life. Henceforth,
spells of specialty school. Third, the caster receives a +4 bonus to all the cleric may roll an additional die and swap out the lowest die for
chances to learn a spell of his specialty school. the result on the extra die. For example, if the cleric is rolling 2d8
points to determine the variable amount of healing, he would roll
An experienced specialist that has learned spells from all available 3d8 and drop the lowest roll. If he would normally roll 1d8, he rolls
schools must still choose two schools from which he cannot con- 2d8 and drops the lowest. Furthermore, if he wishes, he can always
tinue to cast or learn. take a 5 on all d8 dice instead of rolling.

55
This is a divine gift that is perfected by training. It is also the first a +1 increase to any two attributes. This boost is non-magical and
to be deducted from the cleric when he strays from his religious permanent. A spiritual blessing strengthens the connection between
expectations. the battle priest and the entity that provides the battle priest’s daily
spells. The battle priest then gains one additional spell per day for
Exalted Scribe [Cost: 1] - Requires 5th Level: Scribing a scroll is each spell level.
both costly and dangerous. Although not inherently dangerous to
the scribe, a failed attempt to properly prepare a scroll can result Divine Conduit [Cost: 2]: Some battle priests catch the attention
in a cursed spell that wreaks havoc on the person who activates it. of their deities after numerous battles with their allies. The divine
This class proficiency assumes a greater amount of time training in connection that fuels the battle priest’s healing spells strengthens
efficiently preparing scrolls. Special pens, inks and papers must still and the battle priest more efficiently channels divine life to aid his
be used. However, the cleric reduces the cost of scribing scrolls by allies. Henceforth, the battle priest may roll an additional die and
25%. Furthermore, a failed attempt does not automatically con- swap out the lowest die for the result on the extra die. For example,
sume all additional scroll pages and only creates a curse on a natural if the battle priest is rolling 2d8 points to determine the variable
01 result. As mentioned in the title, this proficiency also allows the amount of healing, he would roll 3d8 and drop the lowest roll. If
cleric to begin scribing his own scrolls at 5th level, instead of at he would normally roll 1d8, he rolls 2d8 and drops the lowest. Fur-
7th. thermore, if he wishes, he can always take a 5 on all d8 dice instead
of rolling.
Scholar {Cost: 1]: Many clerics are avid scholars. This class profi- This is a divine gift and the first to be deducted from the battle
ciency suggests that much of a cleric’s free time was spent reading priest when he strays from his religious expectations.
and hypothesizing in scholarly circles. Choosing the scholar class
proficiency grants the cleric three additional non-combat slots to Dual Weapon Fighting [Cost: 2]: This is a class proficiency that
expend on any knowledge-based proficiency(ies). requires total dedication for a long period of time. The battle priest
wields two weapons at one time with ease. He gains an offhand
Shield Mastery [Cost: 2]: This proficiency represents time spent weapon, one that is wielded in the hand opposite from his writing
training on using a shield as a greater means of defense and as an hand. This offhand weapon must be light. The battle priest gains an
alternative weapon. If wielding a one-handed weapon, a shield can additional attack every round with this offhand weapon. This attack
be carried and used once every two rounds to either inflict damage suffers a -2 reduction in damage.
or push the opponent back. This attack is performed with a -2 at-
tack penalty. A shield, regardless of size, is a bludgeoning weapon Finesse Fighting [Cost: 2]: The finesse fighting battle priest has
in the hand of a shield specialist that deals 1d4 points of damage learned to use precision and speed in combat and does not rely on
on impact. A successful attack roll against a creature no larger than pure power. The battle priest uses his ranged attack bonus from
the cleric can also push the target opponent back 5 to 10 feet. These Dexterity for melee attack bonuses. Even if the battle priest has a
attacks, once every two rounds, are free attacks; the cleric may still high enough Strength to add a bonus to attack or damage, the fi-
perform his normal attack that round. Furthermore, any shield nesse fighting style does not allow it. Only one-handed slashing or
grants an additional +1 AC bonus. piercing weapons can be used to employ this proficiency.

Undead Hunter [Cost: 1]: Some clerics devote a considerable Shield Mastery [Cost: 2]: This proficiency represents time spent
amount of time studying the energy that powers undead and learn- training on using a shield as a greater means of defense and as an
ing how to destroy them. After a period of research, most undead alternative weapon. If wielding a one-handed weapon, a shield can
hunters go out on a hunting quest where they face an undead en- be carried and used once every two rounds to either inflict damage
emy too strong for their level of experience. Those that have success- or push the opponent back. This attack is performed with a -2 at-
fully harnessed a greater power to turn and destroy undead return tack penalty. A shield, regardless of size, is a bludgeoning weapon
from this quest and live on. Some do not succeed. Undead hunting in the hand of a shield specialist that deals 1d4 points of damage
provides a +2 bonus on all turn checks and provides an additional on impact. A successful attack roll against a creature no larger than
+1 bonus on any saves versus death spells or effects. the battle priest can also push the target opponent back 5 to 10 feet.
These attacks, once every two rounds, are free attacks; the cleric may
still perform his normal attack that round. Furthermore, any shield
Battle Priest Class Talents grants an additional +1 AC bonus.

Blind Fighting [Cost: 1]: The battle priest has trained to fight while
blindfolded. If in total darkness or otherwise blinded, the battle
priest only suffers a -2 penalty on combat rolls (instead of the nor- Thief Class Proficiencies
mal -4).
Blind Fighting [Cost: 1]: The thief has trained extensively while
blindfolded to attune himself to his immediate surroundings in
Divine Blessing [Cost: 2] - Requires 7th Level: Battle priests that
combat. If in total darkness or otherwise blinded, the thief suffers
continue to exemplify the ideals of their deities receive a blessing di-
only suffers a -2 penalty on combat rolls (instead of -4).
rectly from their gods. This blessing is either physical or spiritual in
nature and the cleric decides which it is. Physical blessings provide

56
Death Attack [Cost: 2]: The death attack is a minor form of assas- Type C poisons can temporarily paralyze an opponent and can lead
sination, a way to quickly dispatch a foe with one fell strike. This is to long-term disabilities, such as the loss of a leg or arm. Type D
not an easy maneuver to perform. It requires at least one minute of poisons kill and they usually kill quickly; they are the most danger-
observation during which the thief observes the target’s movements ous and deadly of all.
and ascertains the weakness in the target’s protections. Then, the
thief is required to successfully sneak up on the target and perform Each type of poison is also broken down into the following catego-
a sneak attack. At that point, the thief must roll his assassination ries: ingested, injury, and contact. Ingested poisons need to enter
check. An Exceptional (TC 20) check is required. the digestive system of the target. Injury poisons need to directly
enter the bloodstream and usually do so through an injuring attack.
Once a player chooses death attack as a class proficiency, the thief Contact poisons only require physical contact and nothing more.
gains an additional thievery skill called death attack. The base bonus The thief is well-advised to exercise caution when handling poisons
is +2 once this proficiency is earned. As the thief progresses and that could easily affect the thief if mishandled.
earns additional points to spend on thief skills, he may spend addi-
tional points on his death attack to hone his craft; however, no more
than 2 points may be spent on this skill each level. Table 31: Poison Creation
Poison Type Cost to Create TC to Create
Dual Weapon Fighting [Cost: 2]: This is a class proficiency that Type A 5 – 15 gp Basic (TC 5)
requires total dedication for a long period of time. The dual weapon
thief can wield two weapons at one time with ease. The thief gains Type B 15 – 50 gp Average (TC 10)
an offhand weapon, one that is wielded in the hand opposite from Type C 50 – 150 gp Superior (TC 15)
his writing hand. This offhand weapon must be light. The thief
Type D 150 – 500 gp Exceptional (TC 20)
gains an additional attack every round with this offhand weapon.
This attack suffers -2 reduction to damage.

Finesse Fighting [Cost: 1]: The finesse fighting thief has learned to Surprise Shot [Cost: 2]: The thief combines his skills with a ranged
use precision and speed, instead of pure power. The finesse fight- weapon and hiding in shadows to a deadly end. If successfully hid-
ing thief uses his ranged attack bonus from Dexterity for attack ing from a target within 30 feet, the thief may perform a sneak
bonuses. Even if he has a high enough Strength to add a bonus to attack with a ranged weapon. If the attack is successful, the damage
attack or damage, the finesse fighting style does not allow it. This is multiplied by two until the thief achieves 10th-level, when the
class proficiency limits the thief to one-handed slashing or piercing damage is henceforth multiplied by three.
weapons.
The thief suffers a -4 to his hide check if using a bow or other ranged
Poison Use [Cost: 2]: The thief has learned to concoct dangerous weapon that relies on a physical pull. Crossbows, throwing daggers,
poisons, to apply these poisons to a weapon, and to use these poi- throwing axes, blowguns and other ranged weapons that have quick
sons on intended targets out of combat. First, the thief must spend releases do not impose the penalty.
time learning the various ingredients that comprise poisons. Some
contain simple herbs; others contain the blood of mystical mon- A failed hide check alerts the target and removes any chance of mul-
sters. Second, the thief must learn to apply poisons to ranged and tiplied damage on a successful shot.
melee weapons. Undoubtedly, this practice leads to many incidents
where the thief mishandles the poison. As a result, the thief unin-
tentionally builds a tolerance for poisons that gives him a +1 bo- Bard Class Proficiencies
nus on any attribute check to resist poisons. Lastly, the thief must
learn to covertly slip poison into the food and drink of others. He Ardent Caster [Cost: 1]: The bard is trained to cast arcane spells in
spends numerous nights at the tavern, dosing the unwary patrons times of stress and danger. If the bard suffers damage while casting,
with simple poisons. he does not automatically lose the spell. He must instead roll a d6.
He succeeds in getting the spell off if he rolls equal to or higher than
In the end, the thief truly masters the creation and use of poisons the amount of damage dealt. For example, if he takes a long bow
and their antitoxins. To create a poison or antitoxin, the thief must shot to the arm and suffers 5 points of damage, he must roll a 5 or
have all necessary ingredients and, while the GM may require cer- 6 to successfully complete the casting. An obvious extension is that
tain exotic ingredients that require a short quest, the total cost to any attack dealing more than 6 points does not allow for a roll.
create the solution is the same based on the chart below.
Blind Fighting [Cost: 1]: The bard has trained extensively while
The thief gains an additional thievery skill called poison use. There is blindfolded to attune himself to his immediate surroundings in
a base +2 bonus and the thief may spend additional points on this combat. If in total darkness or otherwise blinded, the bard suffers
skill as she levels. only suffers a -2 penalty on combat rolls (instead of -4).
Most Type A poisons disorient the victim and some can potentially
Dual Weapon Fighting [Cost: 2]: This is a class proficiency that
render a victim unconscious for a short time. Type B poisons can
requires total dedication for a long period of time. The dual weapon
debilitate, knock out, and shut down the senses of an opponent.

57
wielder can wield two weapons at one time with ease. The bard learn to covertly slip poison into the food and drink of others. He
gains an offhand weapon, one that is wielded in the hand opposite spends numerous nights at the tavern, dosing the unwary patrons
from his writing hand. This offhand weapon must be light. The bard with simple poisons.
gains an additional attack every round with this offhand weapon.
This attack is performed at -2 attack and damage. In the end, the bard truly masters the creation and use of poisons
and their antitoxins. To create a poison or antitoxin, the bard must
Finesse Fighting [Cost: 2]: The finesse fighting bard has learned to have all necessary ingredients and, while the GM may require cer-
use precision and speed, instead of pure power, in melee combat. tain exotic ingredients that require a short quest, the total cost to
The finesse fighting bard uses his ranged attack bonus from Dexter- create the solution is the same based on the chart in the thief ’s class
ity for attack bonuses. Even if he has a high enough Strength to add talent descriptions on the previous page.
a bonus to attack or damage, the finesse fighting style does not allow
it. This class proficiency limits the bard to one-handed slashing or The bard gains an additional thievery skill called poison use. There is
piercing weapons. a base +2 bonus and the bard may spend additional points on this
skill as she levels.
Keen Intellect [Cost: 1]: The bard is simply better at remember-
ing things and invoking his raw aptitude in times when the bard Most Type A poisons disorient the victim and some can potentially
must dip into his well of knowledge. This class proficiency allows render a victim unconscious for a short time. Type B poisons can
the bard to add his Intelligence check modifier to his level for all debilitate, knock out, and shut down the senses of an opponent.
bardic knowledge checks. Type C poisons can temporarily paralyze an opponent and can lead
to long-term disabilities, such as the loss of a leg or arm. Type D
Poison Use [Cost: 3]: The bard has learned to concoct dangerous poisons kill and they usually kill quickly; they are the most danger-
poisons, to apply these poisons to a weapon, and to use these poi- ous and deadly of all.
sons on intended targets out of combat. First, the bard must spend
time learning the various ingredients that comprise poisons. Some Each type of poison is also broken down into the following catego-
contain simple herbs; others contain the blood of mystical mon- ries: ingested, injury, and contact. Ingested poisons need to enter
sters. Second, the bard must learn to apply poisons to ranged and the digestive system of the target. Injury poisons need to directly
melee weapons. Undoubtedly, this practice leads to many incidents enter the bloodstream and usually do so through an injuring attack.
where the bard mishandles the poison. As a result, the bard uninten- Contact poisons only require physical contact and nothing more.
tionally builds a tolerance for poisons that gives him a +1 bonus on The bard is well-advised to exercise caution when handling poisons
any attribute check to resist natural poisons. Lastly, the bard must that could easily affect the bard if mishandled.

58
Chapter 5

Equipment

This chapter includes a huge range of adventuring equipment and


rules on currency, exchange, item saving throws, etc. GMs are free to Table 33: Starting Money Per Class
add, subtract or modify in whatever way is necessary to emulate their
desired milieu. Class Starting Money in Gold

Currency
Fighter, Ranger 3d6 x 10
Mage, Specialist Wizard 1d6+1 x 10
Thief, Bard 2d6 x 10
There are five main coins in circulation in a standard realm of Myth & Cleric, Battle Priest 3d6 x 10
Magic: copper, silver, electrum, gold and platinum. Copper and silver
are used in exchanges for most mundane items and are widely carried
by the common folk. Gold is slightly rarer and much more valuable,
and serves as the trading tool of merchants and adventurers. As a re-
sult, gold is generally the standard currency used in most campaigns. Equipment
Electrum and platinum are not used in business transactions and rarely The following lists provide the type, name and price of the various
surface. Neither is currently minted. Adventurers may still come upon mundane and adventuring gear. The full version of the rules contains
these dead coins in ancient tombs and hordes. additional equipment.

The rich (such as the nobility, guilds, and churches) hardly use coins in
exchange for valuable services and trade. The amount of coin used in
some of the transactions would be too cumbersome. These rich folk or
Mundane Items
Although mundane items do in fact consist of the most basic needs
organizations trade in either gems or letters of credit; the latter issued
(clothes, food and lodging), the term “mundane” refers simply to
to a certain person and redeemable at a satellite or main branch of the
equipment not considered adventuring gear. Therefore, these lists of
specific organization.
mundane items also include transportation, animals and miscella-
neous items. Weapons and armor are listed elsewhere.
100 gold coins weigh approximately 2 pounds. Copper and silver
pieces of the same mint may weigh slightly less, while electrum and
platinum coins of a similar size generally weigh up to 50% more. Clothing

Item Cost
Table 32: Currency Conversions Belt 2 sp

CP SP EP GP PP Boots, Riding 3 gp

CP 1:1 10:1 50:1 100:1 500:1 Boots, Walking 1 gp

SP 1:10 1:1 5:1 10:1 50:1 Boots, Noble 10 gp

EP 1:50 1:5 1:1 2:1 10:1 Breeches 1 gp

GP 1:100 1:10 2:1 1:1 5:1 Breeches, Noble 10 gp

PP 1:1,000 1:100 1:50 1:10 1:1 Brooch 5 gp


Brooch, Jeweled 5 gp plus gem
Cloak 1 gp

Starting Money Cloak, Fine


Cloak, Winter
10 gp
25 gp
Each player character begins at level 1 with a certain amount of gold
pieces to spend on gear. This gear is not new and the character did Cloak, Noble 50 gp
not just recently come into a horde of gold. The starting equipment is Girdle 3 gp
considered a cache of collected items that will now be used to assist the
new adventurer in his early days. Gloves 1 gp
Gown, Common 8 sp
Gown, Fine 8 gp

59
Gown, Noble 80 gp Rental Lodging
Jacket, Common 4 gp
Item Cost
Jacket, Fine 50 gp
Cottage (per day) 5 gp
Robe, Common 1 gp
House, City 15 gp
Robe, Fine 10 gp
Inn, Common (per day) 5 sp
Robe, Noble 20 gp
Inn, Fine (per day) 2 gp
Sandals 8 sp
Inn, Special (per day) 10 gp
Shoes 1 gp
Room, Rental (per day) 1 gp
Surcoat 1 gp
Scabbard 5 gp Transportation
Sheath 5 cp
Tabard 6 sp Item Cost
Tunic 8 sp Barge 450 gp
Vest 6 sp Canoe 25 gp
Canoe, Large 40 gp
Food
Caravel 10,000 gp
Item Cost Carriage 200 gp
Ale (per pint) 5 cp Chariot, Riding 200 gp
Ale (per gallon) 2 sp Chariot, Games 400 gp
Beer (per pint) 1 cp Chariot, War 500 gp
Beer (per gallon) 5 cp Coach 1,000 gp
Bread 2 cp Coaster 5,000 gp
Butter (per pound) 2 sp Cog 10,000 gp
Cheese 2 sp Curragh 500 gp
Daily Meals, Poor 1 sp Drakkar 25,000 gp
Daily Meals, Good 5 sp Dromond 15,000 gp
Dry Rations (per day) 1 gp Galleon 50,000 gp
Egg 1 cp Great Galley 30,000 gp
Grain, Horse (daily) 5 sp Knarr 3,000 gp
Herbs (per pound) 5 cp Longship 10,000 gp
Honey 5 sp Oar 2 gp
Meat (per pound) 1 sp Oar, Great 10 gp
Mighty Feast 5 gp Raft 60 gp
Nuts (per pound) 2 gp Sail 25 gp
Potatoes (per pound) 2 sp Small Keelboat 100 gp
Rice (per pound) 2 sp Wagon 5 gp
Salt (per pound) 1 sp Wheel, Cart 5 gp
Spices, Common 1 gp
Animals
Spices, Rare 20 gp
Wine (per gallon) 5 gp Item Cost
Wine, Good (gallon) 25 gp Bull 15 gp
Wine, Elven (gallon) 100 gp Calf 5 gp
Camel 40 gp

60
Cat 1 sp Alchemy Lab 1,000 gp 50
Chicken 1 cp Antitoxin (flask) 50 gp --
Cow 15 gp Backpack 2 gp 2
Dog, Average 15 gp Barrel, Small 2 gp 25
Dog, Master 25 gp Basket 5 sp 1
Donkey 5 gp Bell 1 gp --
Elephant 250 gp Belt Pouch, Large 1 gp 2
Elephant, War 500 gp Belt Pouch, Potion 25 gp --
Falcon, Trained 750 gp Belt Pouch, Small 7 sp 1
Goat 1 gp Blanket 2 sp 1
Goose 5 cp Blanket, Winter 5 sp 4
Horse, Draft 200 gp Block and Tackle 5 gp 5
Horse, Heavy War 500 gp Bolt Case 1 gp 1
Horse, Light War 200 gp Bucket 4 sp 3
Horse, Riding 100 gp Candle 1 cp --
Jaguar (Trained) 4,000 gp Chain, Common (10 ft.) 2 gp 10
Ox 15 gp Chain, Strong (10 ft.) 5 gp 30
Pig 3 gp Chalk 1 cp --
Pigeon (Trained) 100 gp Chest, Large 2 gp 25
Pigeon (Untrained) 2 gp Chest, Small 1 gp 10
Pony 40 gp Cloth (1 sq. yard) 1 gp 1
Ram 5 gp Cloth, Fine (1 sq. yard) 5 gp 1
Sheep 2 gp Cloth, Rich (1 sq. yard) 10 gp 1
Disguise Kit 50 gp 5
Tack and Harness First Aid Kit 5 gp 1
(Salves, Herbs, Stitches, Wraps)
Item Cost Weight (lb.)
Fishhook 1 sp --
Barding, Chain 500 gp 70
Fishing Net 5 gp 5
Barding, Leather 200 gp 50
Flint and Steel 5 sp --
Barding, Plate 1,000 gp 90
Glass Bottle 10 gp 1
Bit and Bridle 2 gp 3
Glass Flask 5 gp --
Cart Harness 2 gp 10
Grappling Hook 1 gp 5
Halter 5 cp --
Holy Symbol, Wood 1 gp --
Horseshoes 5 sp 10
Holy Symbol, Metal 25 gp 1
Saddle, Pack 5 gp 15
Holy Symbol, Jeweled 100 gp 1
Saddle, Riding 10 gp 35
Holy Water (flask) 25 gp --
Saddle Bags 4 gp 8
Hourglass 25 gp 1
Saddle Blanket 2 sp 5
Ladder (10 ft.) 5 cp 10
Yoke, Horse 5 gp 20
Lantern, Bullseye 15 gp 3
Yoke, Ox 3 gp 25
Lantern, Hood 7 gp 2
Lantern, Town 100 gp 75
Miscellaneous Items
Liquid Fire (flask) 50 gp --
Item Cost Weight (lb.)
Lock, Average 50 gp 1
Acid (flask) 10 gp --
Lock, Good 100 gp 1

61
Lock, Poor 25 gp 1 AC Adjustment: This number modifies the wearer’s Armor Class by
the listed value.
Lock, Superior 250 gp 1
Magnifying Glass 100 gp -- Weight: The weight in pounds of the armor type (when dry) is provid-
Map Case 8 sp -- ed. Wet or otherwise encumbered armor will have an increased weight
that must determined through the GM’s discretion.
Mirror, Small 10 gp --
Oil 5 cp 1 Cost: The average cost of the armor is given. This cost includes all the
Paper (per sheet) 2 gp -- necessary accoutrement of the suit, including a matching helm, as well
as sizing and finishing.
Papyrus (per sheet) 8 sp --
Perfume (per vial) 5 gp -- Armor
Perfume, Rare (per vial) 150 gp --
Pitons (2) 6 cp 1 AC
Name Adjustment Weight Cost
Quiver 8 sp 1
Padded Cloth +1 10 4 gp
Rope, Hemp (25 ft.) 5 sp 10
Leather +2 15 6 gp
Rope, Silk (25 ft.) 5 gp 3
Studded Leather +3 25 20 gp
Sack, Large 2 sp 2
Ring Mail +3 30 90 gp
Sack, Small 5 cp 1
Brigandine +4 35 100 gp
Scroll Case 2 gp 1
Scale Mail +4 40 120 gp
Sealing Wax (per lb.) 1 gp 1
Hide +4 30 12 gp
Sewing Needle 5 sp --
Chainmail +5 40 75 gp
Signet Ring 5 gp --
Splint Mail +6 40 80 gp
Signet Ring, Jeweled 50 gp --
Banded Mail +6 35 200 gp
Soap 5 sp --
Bronze Plate +6 45 350 gp
Spyglass 1,000 gp 1
Plate Mail +7 50 500 gp
Tanglefoot Bag 50 gp 5
Field Plate +8 60 1,500 gp
Tent, Large 25 gp 20
Full Plate +9 70 5,000 gp
Tent, Small 5 gp 10
Thief Tools 30 gp 1
Thief Tools, Expert 100 gp 1 Shields
Thief Tools, Good 60 gp 1 Shields are primarily used to block an incoming melee or ranged at-
tack, so they provide a small boost to AC. The following list provides
Tindertwig 1 gp -- the statistics and costs for the various shields. Please note that no bo-
Torch 1 cp 1 nuses apply to a character merely storing or wearing a shield by his
side. Bonuses apply only when held, unless a rear attack could sensibly
Water Clock 1,000 gp 200
be blocked. Each shield entry includes the following information:
Whetstone 2 cp 1
Whistle 8 sp -- AC Adjustment: A shield increases the AC of its wielder.
Wineskin 8 sp 1
Weight: The weight in pounds of the shield is provided. Some wooden
Writing Ink (per vial) 8 gp -- shields may waterlog, adding a discretionary amount of weight.

Combat Gear
Cost: The average cost of the shield is given. This cost includes any
bolts and straps necessary for wielding and carrying.

The following lists contain statistics and costs of items having a me- Bucklers vs. Other Types of Shields: Small, Medium, Large and
chanical implication on combat - armor, shields and weapons. Tower shields, when held, provide a constant AC boost against all for-
ward-facing opponents. Bucklers do not. They require the combatant
Armor to declare one opponent to which the buckler’s +1 AC boost applies.
Each armor type has an entry with the following information in addi-
tion to the name of the armor:

62
Shield Types Weapons
The following list provides the statistics and costs for the various weap-
onry of Myth & Magic. The GM is free to add any number of fantasy
AC
weapons to individualize the milieu. In addition to the name, each
Name Adjustment Weight Cost
weapon entry includes the following information:
Buckler +0/+1 3 1 gp
Small +1 5 5 gp Damage: This is the damage dice rolled on a successful attack. Con-
sult the Damage versus Large+ column when attacking creatures at
Medium +2 7 10 gp
least Large in size. This reflects the fact that some weapons are more
Large +3 15 15 gp effective (and sometimes less effective) at striking a vital area of a large
Tower +4 40 40 gp creature.

Melee Weaponry

Damage vs. Initiative Range


Name Damage Large+ Modifier (ft.) Size Type Weight (lb.) Cost
Axe, Battle 1d8 1d10 -- -- M S 7 10 gp
Axe, Great2 1d10 1d12 +2 -- L S 10 20 gp
Axe, Hand/Throwing 1d6 1d4 -- 10 S S 4 2 gp
Cat-O-Nine Tails 1d3 1d3 -- -- M S 1 10 gp
Cleaver 1d4 1d3 -- 5 S S 1 5 sp
Club, Barbed 1d8 1d6 -- -- M B 5 1 sp
Club, Common 1d6 1d3 -- -- M B 3 5 cp
Club, Great2 2d4 1d6 +2 -- L B 15 1 gp
Dagger 1d4 1d3 -- 10 S P/S 1 2 gp
Fist, Medium 1d3 1d2 -- -- -- B -- --
Flail, Heavy/Footman’s 2
1d6+1 1d8 +2 -- L B 25 15 gp
Flail, Light/Horseman’s 1d4+1 1d4 -- -- S B 5 8 gp
Gauntlet, Spiked 1d4 1d3 -- -- -- B -- 5 gp
Hammer, Great 2
2d4 1d10 +2 -- L B 16 15 gp
Hammer, Throwing 1d3 1d2 -- 10 S B 1 1 gp
Hammer, War 1d4+1 1d4 -- -- M B 6 2 gp
Lance, Jousting 1d3 1d2 +1 -- L P 10 20 gp
Lance, Heavy 1d8+1 3d6 +1 -- L P 15 18 gp
Lance, Light 1d6 1d8 +1 -- L P 7 7 gp
Mace, Hand 1d4+1 1d4 -- -- S B 5 6 gp
Mace, Heavy 1d6+1 1d6 +1 -- M B 10 9 gp
Mancatcher R
-- -- +1 -- L U 8 35 gp
Morningstar 2d4 1d6 -- -- M B 10 10 gp
Pick, Farmer’s 1d6 1d6+1 -- -- M P 8 4 gp
Pick, War 1d6+1 2d4 -- -- M P 6 8 gp
PolearmsR -- -- -- -- -- -- -- --
Awl Pike 1d6 2d6 +1 -- L P 10 5 gp
Fork, Military 1d8 2d4+1 +1 -- L P 8 7 gp
Glaive 1d6 1d10 +1 -- L S 8 6 gp
Guisarme 2d4 1d8+1 +2 -- L P/S 15 12 gp

63
Halberd 1d10 2d6 +2 -- L P/S 15 10 gp
Lucern Hammer 2d4 1d6+1 +2 -- L P/B 15 10 gp
Quarterstaff 1d6 1d4 -- -- L B 4 1 gp
Sap 1d2 1d2 -- -- S B 1 1 gp
Scythe 1d6+1 1d8 -- -- M S 10 8 gp
Sickle 1d4+1 1d4 -- -- S S 3 6 sp
Spear 1d6 1d6 -- 20 M P 3 1 gp
Sword, -- -- -- -- -- -- -- --
Bastard 2d4 2d6 -- -- M S 10 25 gp
Broad 2d4 2d4+1 -- -- M S 5 12 gp
Elven Thin Blade 1d6+1 2d4 -- -- M S 5 35 gp
Falchion 1d6+1 2d4 -- -- M S 12 35 gp
Great2 1d10 2d6+1 +2 -- L S 15 50 gp
Katana 1d10 1d12 -- -- M S 8 70 gp
Khopesh 2d4 2d4 -- -- M S 7 10 gp
Long 1d8 1d10 -- -- M S 4 15 gp
Rapier 1d6 1d6+1 -- -- M S 2 25 gp
Scimitar 1d8 1d8 -- -- M S 4 20 gp
Short 1d6 1d6+1 -- -- S P/S 3 10 gp
Trident 1d6+1 2d4 +1 -- L P 5 20 gp
Ranged Weaponry

Damage vs. Rate of Range


Name Damage Large+ Fire (ft.) Size Type Weight (lb.) Cost
Blowgun, -- -- 2/1 10 L -- 3 6 gp
Dart 1d3 1d2 -- -- -- P -- 1 sp
Needle 1d2 1 -- -- -- P -- 2 cp
Bow, Long -- -- 1/1 -- L -- 3 75 gp
Flight Arrow 1d6 1d6 -- 210 -- P -- 1 gp/20
Sheaf Arrow 1d8 1d8 -- 150 -- P -- 6 sp/20
Stone Arrow 1d6 1d6 -- 200
Bow, Long Composite -- -- 1/1 -- M -- 3 150 gp
Flight Arrow 1d6+1 1d6+1 -- 225 -- P -- 1 gp/20
Sheaf Arrow 1d8+1 1d8+1 -- 175 -- P -- 6 sp/20
Stone Arrow 1d6+1 1d6+1 -- 235 -- P -- 3 gp/20
Bow, Short -- -- 1/1 -- M -- 2 35 gp
Flight Arrow 1d4+1 1d4+1 -- 150 -- P -- 1 gp/20
Sheaf Arrow 1d6 1d6 -- 100 -- P -- 6 sp/20
Stone Arrow 1d4+1 1d4+1 -- 120 -- P -- 3 gp/20
Bow, Short Composite -- -- 1/1 -- M -- 2 100 gp
Flight Arrow 1d6+1 1d6+1 -- 175 -- P -- 1 gp/20
Sheaf Arrow 1d6+1 1d6+1 -- 125 -- P -- 6 sp/20
Stone Arrow 1d8 1d8 -- 140 -- P -- 3 gp/20
Crossbow, Hand -- -- 1/1 -- S -- 3 300 gp

64
Quarrel 1d3 1d2 -- 60 -- P -- 1 gp/5
Crossbow, Heavy -- -- 1/1 -- M -- 15 50 gp
Quarrel 1d8+1 1d8+1 -- 240 -- P -- 4 sp/5
Crossbow, Light -- -- 1/1 -- M -- 7 35 gp
Quarrel 1d6 1d6 -- 180 -- P -- 2 sp/5
Sling -- -- 1/1 -- S -- 1 1 sp
Stone Bullet 1d3 1d2 -- 120 -- B -- 5 cp/5
Metal Bullet 1d4+1 1d4 -- 150 -- B -- 5 sp/5

Initiative Modifier: This adds to all initiative rolls with the weapon.

Size: Weapons come in three sizes: small, medium and large. Charac-
Item Saving Throws
ters cannot wield weapons beyond one size category larger than them- When an item (including armor and weapons) could sensibly be dam-
selves. Characters using weapons one size category larger must use two aged by a special attack or spell, the following rules are followed.
hands to wield the weapon effectively.
First, if the item is being held or worn, a save is only required when
Type: There are four types of weapons: bludgeoning, piercing, slash- the GM feels that the item is particularly exposed. Instances where this
ing, and unique, a category that includes weapons that require focused may be required are: 1) when the owner fails a save against a particu-
training to effectively wield, such as a whip, net or spiked guantlet. larly damaging effect or spell; and 2) when a worn or carried item is
Whether a weapon is a one-handed or two-handed weapon for the specifically targeted by an effect or spell. In either case, the owner rolls
character depends on the character’s size (see Size, above). a saving throw.

Weight: This is the weight in pounds of the weapon. Items that are not cared for are more susceptible to damaging effects.
The GM rolls any item saving throws in this situation.
Cost: This is the cost to buy the weapon. Selling a weapon (or item)
usually results in the seller receiving a third of this price. Items are either weak or strong to a particular source of damage. The
GM uses his discretion. Paper scrolls, for example, are weak to fire,
Some weapons have a superscript symbol identifying the fact that but strong to a crushing blow. Glass, on the other hand, is quite the
there is some sort of special feature. The superscript “2” stands for a opposite. Weapons could be strong against both.
two-handed weapon in the hands of a Medium PC; the superscript
“R” stands for a reach weapon; the asterisk means that Strength dam-
age is added to the bow. Table 34: Item Saving Throws

[Optional] Range Increment Penalties: Ranged weapons have a dis- Resilience Saving Throw
tance listed in the range column at which the weapon performs with Weak to Effect Superior (TC 15)
no penalties to the attack roll. This column, while optional, shows the
maximum range of a weapon and, unlike spell ranges, lists the amount Strong to Effect Basic (TC 5)
of feet. Firing out of range usually imposes a -2 penalty to the attack
roll and firing far out of range imposes a -5 attack penalty.

Ranges are flexible and discretionary. The GM may or may not impose Magical and Masterly
penalties for a variety of difficult ranged shots.
Crafted Weapons
Masterly Crafted Weapons Magical and masterly crafted gear is tougher to destroy. Whatever
Weapons forged with superior skill and metal grant a +1 bonus to both standard bonus applies to attack and damage is the same bonus the
attack and damage rolls. While many magical weapons may also be item receives on a saving throw. Note, that in cases where a special
masterly crafted, the bonuses for masterwork and magic do not stack. bonus applies, such as a bonus against certain creatures, this higher
bonus is not used instead.
These are rare and very expensive, usually costing between 5 and 20
times that of its standard version, and branded with the smith’s per-
sonal trademark. Weapons of this superiority do not dull with use or
time.

65
Chapter 6

Experience

The most noticeable result of playing one’s character is the receipt of The GM has specific information on how many experience points are
experience points, which track the PC’s progress through the levels. awarded. Each monster and NPC has an experience point value that
is shared by all those that opposed them. Experience point awards for
reaching milestones in the story, or for completing the adventure, are

Gaining Experience entirely up to the GM’s discretion.

Each character gains experience through adventuring. This experience Progression


is measured in “experience points” which total a value that represents When a character begins his first adventure, he starts with 0 experience
a character’s power in the game world. Each character progresses to points. This is the beginning of Level 1. Character class determines the
the next level when they attain a certain amount of experience points, amount of experience points needed to attain Level 2 and every level
based on the chart below. thereafter.

While the Game Master awards experience points in any way he de-
sires, experience points are generally awarded when a character: Leveling Up
Once a character has earned enough experience points to reach the
A) lives through a fight against an opponent; next level, the player consults his class chart in Chapter 3. Certain
B) properly handles a key non-combat situation; aspects of a character may change. The Base to Hit value and Saving
C) reaches a certain point of an adventure; and Throw may increase, making it easier to hit and save. Hit points will
D) completes an adventure. definitely go up, making characters sturdier in battle. Characters may
also receive class based abilities or proficiency slots that allow them to
A, C and D usually involve the GM awarding the same amount of ex- further develop their crafts.
perience points to each player in the group that succeed on one of the
milestones. The GM often awards an individual player for succeeding
on handling key non-combat situations and these individual awards Training
usually reward the use of special class abilities. The GM has the final say on advancement. Even if a character has
attained the correct amount of experience points, the player should
The GM may also award experience points for excellence in roleplay- check with the GM to determine whether he requires further train-
ing. This is not a function of what a PC faces, so it doesn’t necessary ing before receiving all or some of a new level’s benefits. For example,
represent experience, but it should nonetheless be rewarded. These some combat and non-combat proficiencies require extensive practice.
awards are personal to the player and only apply to her PC. Many Although training is generally assumed to have taken place, the GM
times, these personal experience point awards are based on the proper may wish to incorporate a character’s training into the story, and so
use of class abilities. Group awards are generally based on the four will require a player to seek out a tutor.
milestone noted above.

Table: 35: Required Experience Points for Each Level

Battle Specialist
Level Fighter Ranger Cleric Priest Mage Wizard Thief Bard
1 0 0 0 0 0 0 0 0
2 1,200 1,350 900 1,000 1,500 1,500 750 750
3 2,400 2,700 1,800 2,000 3,000 3,000 1,500 1,500
4 4,800 5,400 3,600 4,000 6,000 6,000 3,000 3,000
5 9,600 10,800 7,800 8,500 12,000 12,000 6,000 6,000
6 19,200 21,600 16,500 18,000 24,000 24,000 12,000 12,000
7 38,400 45,000 33,000 36,000 36,000 36,000 24,000 24,000
8 75,000 90,000 66,000 70,000 54,000 54,000 42,000 42,000
9 150,000 180,000 135,000 142,500 81,000 81,000 66,000 66,000
10 300,000 360,000 270,000 285,000 150,000 150,000 96,000 96,000

66
Chapter 7

Roleplaying

In the realms of Myth & Magic, a newly minted PC is hypothetically


stuck standing in his doorway looking out at a vast world of adventure. Playing Your Alignment
He needs you to tell the GM that he steps outside and that he walks The next major component to assist you in properly roleplaying your
into the town proper and into the inn. He needs you to tell the GM character is your PC’s alignment. An alignment is a code embedded
that he scans the room for a group of people that seems adventurous into your character that represents his philosophical outlook on moral
and competent. and ethical dilemmas. It is also a means by which he views the world
and its people. There are nine alignments: lawful good, lawful neutral,
That is the simplest form of roleplaying. Without you, your PC would lawful evil, true neutral, neutral good, neutral evil, chaotic good, cha-
still be daydreaming on his doorstep. Now, as the GM looks down at otic neural and chaotic evil. Each has a different bundle of outlooks.
you and awaits your first comments to the group of adventurers you
found in the corner of the Nymph’s Hollow Inn, you begin to shape An alignment is not a rule defining how you must roleplay your char-
your PC’s personality. You begin to engage in a more advanced form acter. It is simply a compass that you should use when faced with a
of roleplaying. situation where you want to authenticate how your PC would react.
Never use alignment, though, to sabotage the game or a fellow player
How your character speaks and reacts to others, and the motivations character. In other words, even if you’re chaotic evil, you should never
behind these interactions, speak to the core of the PC. How will you murder your friend; it makes for bad gaming.
handle this? Will you simply roleplay your PC the way you would
handle situations personally? You certainly have other options. Law, Neutrality & Chaos
The first descriptor is that of law, neutrality or chaos. These represent

Roleplaying
the PC’s compass for order. Lawful characters honor and respect order
and believe in a set of laws. Lawful characters usually abide by the laws
of any land they enter, but some lawful characters stay fast to a per-
sonal code of conduct that transcends the law of the land. When faced
Instead of playing a character that mirrors real-life, players are encour- with dire circumstances, lawful characters believe that true power lies
aged to create a distinct player character. You should try to envision in a united effort and they do not ride out alone to face it for glory
your PC as the main character of a novel or movie, then envision how or riches. Civilization, and the powerful organizations that fill it, are
he or she would prioritize their goals, approach difficult situations and pillars of morality.
interact with others, all within the context of being the most impor-
tant person in the story. Neutral characters hold no love for either law or chaos, never under-
standing why others put so much emotional energy into caring about
This is an incredibly fun exercise. Players have the freedom to craft a such extremes. They feel that every given problem has an optimal solu-
distinct hero. With great power, though, comes some responsibility. It tion. Sometimes, this solution involves order and unity, other times
is important for players to invoke their character’s upbringing, train- it involves all-out mayhem or personal glory. Neutral characters are
ing, and future plans of advancement; therefore, drawing from a PC’s more interested in solutions that provide balance. For example, war
race, class and alignment is a functional component of roleplaying. is usually an orderly affair, with predetermined actions that calculate
assets and liabilities. Neutral characters may feel that a disruption in
the affairs could prove beneficial, even if the ally forces would need to
Using Race & Class entirely adjust. In essence, fight order with chaos.
A PC’s race and class provide more than just combat mechanics. A
race’s description provides some baseline examples of how a member Chaotic characters believe that order and law are illusions to disguise
of the race could view the world. It is a good launching pad for how he the truth of all things. The truth is accountability. Each individual is
or she should behave. In addition, members of a certain class are usu- responsible for his own destiny. Individual actions shape history and
ally attracted to the class for personality reasons as well. So, you could forge powerful kingdoms. It is not society or fate that determines the
first look at your PC’s race and class and begin to shape how and why position of a person in the world. That person is entirely accountable
the character came to be. For example, elves rarely rush into battle, for his own successes and failures. So, a chaotic character holds no
unless it is absolutely necessary. Fighters revel in martial combat and regard for unions, order, laws, etc. He only cares to secure his own
see combat as the purest method of problem solving. Elven fighters position or succeed in his own endeavors by being opportunistic. He
would blend the two. When presented with an option to fight, and no never worries about how his actions will be viewed by others or by
emergency presents itself, an elven fighter will first weigh the options the law. Chaotic characters are the hardest to manage from a social
and if combat is devoid of any real advantage, they probably choose a perspective. They need a reason to remain a part of a group, including
different way to overcome the challenge. A human, on the other hand, an adventuring party.
is often quick to judge and act. A human fighter, in the same instance,
would likely fight with abandon.

67
Good, Neutrality & Evil ing the strengths of the unit. Even if not in a position of authority,
The second descriptor is that of good, neutrality and evil. These repre- lawful neutral characters abide by law (whether internal or external)
sent your PC’s moral compass. Good characters are kind-hearted and and attempt to force their peers to do the same.
unselfish. They try to maintain a life of honesty and respect. Good
characters are also forgiving. Although they despise evil, they despise Lawful Evil: Lawful evil characters believe in law and order, but use
evil intent and actions more so than philosophical evil. Therefore, it for their own personal benefit. They do not murder, and will not
they do not spend their days hunting for all evil-aligned people and cause another to murder, unless it is legal and entirely beneficial. That
creatures. Good characters would strike out against a neutral character being said, lawful evil characters hold no special love for life. They
performing an evil act quicker than they would strike out against a simply view others as pawns or tools to get what they desire. Lawful
wandering bandit, with no more information. That being said, good evil characters are often tyrannical.
characters also forgive the mistakes made by friends and would never
allow their friends to suffer at the hands of the bandit if the bandit was Playing a lawful evil character requires the outlook that the character
prematurely attacked. is the most important person in the band and that his adventuring
peers are lucky enough to travel with him because they further his ul-
Neutral is not only a viewpoint of order, it is also a viewpoint of good timate goals. Lawful evil characters protect and even obey their band
and evil. Neutral, in this aspect, represents a character’s disbelief in because they feel they need them. As a lawful evil character becomes
moral dilemmas in general. Neither good nor evil should ever play a more powerful and more independent, stronger reasons for continu-
part in deciding how to react to a situation. Instead, neutral characters ing the adventuring relationship must exist.
rely on instincts, preferring to avoid contemplation when action is
required. Neutral characters always perform whatever is necessary to Neutral Good: Neutral good characters are the true heralds of good.
accomplish a result. They believe that law and chaos are straight jackets and that if an
entire civilization must fall for a greater good, so be it. They certainly
Evil is the opposite of good. Instead of maintaining a life of honesty, do not aspire to corrupt law; in fact, law tends to bring about good,
forgiveness, respect, and benevolence, evil characters act only on self- but good always trumps law.
ish desires. Evil characters are very influenced by their philosophical
view of order and are more responsive to law, neutrality and chaos than Playing neutral good is generally liberating and not very difficult.
good or pure neutral characters. As a result, there is a sharp contrast Most adventuring parties set out to destroy the wicked, so neutral
between lawful evil and chaotic evil characters in the way they are role- good allows the PC to accomplish this task with no mind to im-
played. The former could easily be the ruler of a non-evil land, while posing laws. Some neutral good characters find themselves hunted,
the later would likely be a murderous warlord. though. By exercising a freeform attitude toward law in the quest for
good, many neutral good characters step on the wrong side of the law
and, having no preconceived plan like a chaotic good character might
The 9 Different Alignments have, they drag their friends into difficult situations.
By combining the character’s outlook on order and morality, nine
alignments are created. You must choose one that represents your view
Neutral: Pure neutral characters are practically unaligned. They see no
of your character.
benefit in either law or chaos. They will not support a good or evil
cause for the sake of taking sides. Neutral characters believe that a
Lawful Good: Lawful good is the ultimate example of pure good and
balance is the purest form of existence and decisions should be made
discipline. Order and honesty is the creed. Lawful good characters
to maintain a balance. They favor the weaker front, though, so if evil
behave in a way that brings about the most good for the most people.
is prevailing, they will likely take up a good banner, and vice versa.
They make decisions, even hard ones, based on a help versus harm
scale.
Pure neutral characters are tricky to play. They can easily waiver from
friend to foe if the adventuring group disrupts the natural order of
This is not an easy alignment to play. A lawful good character must
things, which they could easily do. Neutral characters have a problem
attempt to persuade his friends to take actions that have the largest
with alliances, in general, because they favor freedom of choice. Thus,
net benefit and, if his friends are not lawful good, tensions may rise.
neutral characters are difficult to play and are not very numerous.
A lawful good character may also be faced with a dilemma where the
health and well being of his friends are weighed against the well being
Neutral Evil: This is the exact opposite of neutral good. Here, the
of an entire land.
character favors only personal advancement and cares not how it is
attained. Neutral evil characters will use law or chaos for personal
Lawful Neutral: Lawful neutral is the ultimate example of law and or-
benefit. They generally will not act in a careless manner, like those of
der. Pure order, at the expense of morals, is the creed. Lawful neutral
the chaotic evil alignment, because such recklessness usually results
characters believe that stability and predictability far outweigh any
in personal setbacks.
benefit gained from taking advantage of a situation. They believe in
rules, laws, orders, and hierarchy.
Neutral evil is another difficult alignment to play if mutual benefit
is a general theme of adventures. They will not purposefully abide
Playing lawful neutral often includes the maintenance of structure
by any stricture of law or union. In fact, neutral evil characters easily
in the adventuring group. Many lawful neutral characters attempt to
abandon or setup their adventuring companions for personal gain.
become leaders in a band and, if attained, often assess the value of
So, although it may be easy to decide how a neutral evil character
each member of the adventuring group with an eye toward maximiz-

68
would behave, there will likely come a time when the neutral evil
character makes a choice that favors himself and disfavors his adven-
turing party.

Chaotic Good: Chaotic good characters are truly benevolent and car-
ing. They focus on attaining the best situation for the underprivileged
and to debilitate those in power that tend to control. They are free
spirited individuals, with distaste for law, so they often have clever
ways to avert the law in order to effectuate their goals. Chaotic good
characters will always take the most direct path to bringing about the
most good.

Playing chaotic good often involves a problem that deals with tyr-
anny or evil and chaotic good characters jump at the chance to de-
stroy either. Chaotic good actions often lead to all out war against
opposing forces, because chaotic good characters do not always fully
consider the implications of their actions. They focus on the eradica-
tion of their opponent at all costs and care little for ramifications.

Chaotic Neutral: Chaotic neutral characters have no worries or cares.


They make split-second decisions that fail to consider any resulting
implications. They are selfish and extremely unpredictable. They can Thermoc was born on the elven island of Neermeet. He was born
change their behavior without prior notice and are capable of any from a union between an elven princess and a human ambassador.
action. They are often characterized as sociopaths. He retained no semblance of elven blood and so was cast from the
island in a rowboat with his father. His father did not survive the
Playing chaotic neutral could involve a general attitude of disrespect sea, but Thermoc was rescued by a pirate boat several miles off the
for others and even oneself. Whatever random and complicated ac- coast of Razor’s Edge, the southwestern shore of the Lands. On
tion will lead to the weirdest outcome could be the favored course land, he was sold. Growing up was hard. He cared little for farm-
of action. Chaotic neutral adventurers that fall into this mindset are ing or boating, wishing only to steal away into the City and catch a
extremely difficult to control and deal with. They are extremely un- glimpse of the Mage’s College. One day, he found a way to breach
predictable. One day, they are fighting alongside the band with zeal. the fence that surrounds the College and to gain access to a vantage
The next day, they are attempting to steal the party’s treasure. The day into the Spell Research Library. Thermoc spent uncountable hours
after that, they are attempting to kill someone. Chaotic neutral, in away from his family to eavesdrop. One day, several years later, a
this vein, may be the most-difficult alignment to play as an adventur- Mage noticed the lad and rushed to the window. Thermoc, having
ing PC. already envisioned the particular components to the spell, created
a high-floating disk that quickly provided escape. The Mage had
Chaotic Evil: Chaotic evil characters are only motivated by person- never seen such a spell, so he searched for the lad and later found
al gain and generally attempt to achieve this by absolutely insane him at his family’s farm. Realizing the boy was untrained and al-
means. They will literally do anything for personal benefit. Chaotic ready able to create new spells, the Mage Nyar took guardianship
evil characters do not trust others and do not take well to organiza- over Thermoc and became a trusted mentor. Nyar died a short time
tion, but will join forces with others if it means personal gain and the ago, but at his death spoke of a journal he left in a secret tower in
potential for future earnings. the Twisted Glades that would provide Thermoc with a source of
true power.
Playing a chaotic evil PC requires a strong motivation to not destroy
your fellow adventurers and take their treasures. There must be a suf- This character history provides a good starting point for who Thermoc
ficiently important ultimate goal and one that would sensibly allow is as a chaotic good human mage and how he could be played. You
for continued reaping. When personal goals become unattainable, should create your own character history that creates the same, if not
however, nothing is off-limits. better, personification of your character.

Other Sources of Motivation Interacting with the World


Your race, class, and alignment will prove to be the strongest references The GM controls every non-player character (NPC) in the world he
for roleplaying. Your character’s personal history, which includes the creates. This broadly encompasses every monster or villain you face, as
reasoning behind adventuring, can also help to define how your char- well as every barkeep, store owner and hapless beggar you cross. You
acter makes decisions. It is thus imperative that you write a history that should interact with the members of the world as your PC would.
will provide ample support for roleplaying. It need not be a novella. There is a chance that some of these NPCs will prove invaluable to
Even a small paragraph can be a great character history. For example: accomplishing your goals.

69
The Advantages of NPCs
Some NPCs are simply support characters that facilitate minor aspects
of play. The weaponsmith helps you arm up for an imminent dungeon
siege. The innkeeper provides a warm bed and some friendly company
in a new town. These minor NPCs exist to provide whatever the band
needs, whether it be information, shelter, gear, or travel.

Some NPCs are more important. The GM will present these NPCs in
a more direct fashion. For example, the benefactor who sought out the
PCs and offers to fund an expedition to a sunken ship is not merely
providing information. This NPC is critical to both the story and
adventure. You must aptly recognize the advantage of an introduced
NPC and act accordingly.

NPCs may also be hired. While followers and henchmen seek out
more-experienced PCs, hirelings are very accessible and often used by
characters of all levels. A hireling is usually a specialist NPC that is
well trained in a specific area of expertise that the PCs need. The most
common hirelings are listed below. Hiring one usually entails search-
ing one out and offering a stipend for their services. Unlike followers
or henchmen, there is no guarantee hirelings will perform their part
of a contract. The cost of a job depends on the renown of the hireling,
and the length and type of services.

Architect Armorer
Assassin Blacksmith
Foreman Foot Soldier
Guide Guard
Jeweler Laborer
Messenger Sage
Sea Captain Spy
Thief Weaponsmith

As a general rule of thumb, hirelings will not risk their lives for their
employers, unless there is substantial pay and a good chance for suc-
cess.

70
Chapter 8

Exploration

A great deal of time is spent traveling and exploring. This chapter the races attempts to see something beyond their range in pitch black
details some common occurrences that creep up during these times. or shadowy illumination, anything in the dark has 90% concealment.

Light Sources: The following table details most light sources:

Travel Table 36: Light Sources

This section handles foot and mounted travel. Magical travel is usually Light Source Range Duration
instantaneous and any limitations or risks associated with a certain Beacon lantern 240 ft. cone 24 hrs./pint of oil
type of magical travel is discussed in the item or spell’s description. Bullseye lantern 60 ft. cone 2 hrs./pint of oil
Campfire 35 ft. radius 1 hr./armload

Overland Foot Travel Candle 5 ft. radius 10 min./inch


There is a difference between combat movement and overland move- Continual light 60 ft. radius Indefinite
ment. The movement speed indicated in each race’s description defines Hooded lantern 30 ft. radius 2 hrs./pint of oil
the amount of feet that the PC can travel with one secondary action
Large Fire 60 ft. radius Variable
in combat. This presupposes a careful and deliberate movement. Over-
land movement is different. A PC can travel a certain amount of miles Light spell 20 ft. radius Per spell
per day equal to his movement rate in feet. Therefore, a PC with a 30 Magic Weapon 5 ft. radius Indefinite
ft. movement speed can travel 30 miles per day with no ill consequenc-
Torch 15 ft. radius 30 minutes
es. This presupposes a steady pace, with ample time to rest and eat.

Forced March: A forced march allows the PC to travel 150% of his


overland movement in one day, but a –1 attack penalty is applied in Fog and Smoke
any combats that occur during or after the forced march. This penalty Anyone in a foggy or smoky environment has concealment based on
is removed after a full night’s rest, but is cumulative if no rest is had. the thickness of the fog or smoke. The GM makes the determination.
See the Situational Modifiers section of Chapter 9: Combat for more.

Mounted Travel Climbing and Falling


The mount’s movement speed is used for overland travel. There is a
chance that a mount dies if it is forced over the animal’s maximum Explorers often need to climb. Climbing 10 feet of relatively craggy
overland speed for longer than an hour. A natural 1 result on a d20 wall requires an Average (TC 10) Strength check and some proficien-
roll kills the mount. For each subsequent hour the mount continues at cies provide training in climbing, such as mountaineering. A climber
an increased pace, another d20 roll is performed with a cumulative –1 moves up or down at ¼ her combat movement rate.
penalty. A modified 1 result at any point thereafter kills the mount.
Tools: Climbing tools and ropes provide a +2 bonus to the check.

Exploration
Falling: Falling inflicts 1d6 points of damage per 10 feet. There are
abilities and items that reduce or eliminate this damage.

Exploring dungeons and other sites of interest is exciting but danger-


ous work. While the GM will undoubtedly furnish you with a host of
Swimming and Drowning
Characters proficient in swimming can swim their full movement
eventualities, here are few hazards that often creep up. speed. If not, that speed is halved. Swimming is a Strength-based task
and may require a roll against a complexity set by the GM.

Darkness Characters can tread water for 1 hour per point of Constitution. After
By their trade, adventurers seek gold and glory, both of which often that, a Strength check is rolled each hour and an Average (TC 10) re-
involve traveling into a dark and oft-forgotten place. sult is necessary. For each hour, the character suffers a cumulative -1.

Penalties: Some races fair well in the dark. Dwarves can see in pitch Drowning: Characters can hold their breath a number of minutes
darkness up to 60 feet with no penalty. Elves and half-elves can see that equal to ¼ their Constitution score (rounded down). After that, they
far in shadowy dark places. Humans cannot see at all in pitch darkness fall unconscious and begin to drown.
and barely see beyond 2 feet in dark shadows. If a member of any of

71
Chapter 9

Combat

Myth & Magic is a game of high adventure and dangerous combat is a 4) The actions of each of the players and the players’ oppo-
critical aspect of adventure. Player characters live to confront undead nents are resolved in turn according to initiative.
minions, and to storm hillside giant steadings. 5) Repeat.

This chapter includes all the basic rules necessary to play through Before the beginning of every subsequent round, the players and GM
various combat situations. The rules are designed to leave you with
should determine if there are any ongoing effects from the previous
as much freedom and flexibility as possible to use your imagination.
round, like blazing fires or magical wounds, that could impact the
There are no constricting rules of measurement or complex methods current round. It is recommended that the GM use the provided
of handling obscure and uncommon situations. If you wish to perform
Combat Tracker to keep it all organized and flowing.
some maneuver in combat, simply tell the GM and he will run with it
using the rules included here.

This chapter is separated into four parts: Part One discusses the basics
1) Player Determinations
Each player must announce what their PC does before initiative is
of combat; Part Two handles the finer aspects of melee and ranged
rolled. This accounts for missile weapons and slow melee weapons.
combat; Part Three includes the rules on situational modifiers, includ-
Most melee combat imposes no penalty to the initiative roll, but some
ing cover and concealment; and Part Four touches on morale.
larger and slower weapons cause a PC to suffer a small initiative pen-
alty. Some missile weapons are fast and they actually provide a benefit
For purposes of definition, melee combat is combat that occurs at very
to the initiative roll, making it more likely for them to go at the earlier
short range, usually within an arm’s length, and involves handheld or
parts of a round.
natural weapons. Ranged combat is everything beyond melee that re-
quires a projected missile.
2) GM Determinations
The GM may or may not announce to the players what their oppo-

Part One: nents are preparing to do. Announcing enemy actions, however, allows
the players who roll low initiatives to potentially affect opponents that
deserve immediate attention, such as those that are casting spells or

Basics preparing some massive weapon.

3) Initiative
Everyone, except casters that declare they are casting a spell, then rolls
Combat is resolved in “rounds”, and combat actions are broken down
a d10 and adds or subtracts any given modifiers to the roll, if such a
into primary and secondary actions. Once a player completes his char-
modifier applies. The lowest goes first, with an ascending order. Each
acter’s actions, he must wait until the next round to act again.
player rolls his own initiative. The GM has two choices for his initia-
tives. He can either roll a group initiative, which causes his entire lot of

The Combat Round


opponents to act on the same initiative number or choose to roll indi-
vidual initiatives for each opponent. The latter creates a more random
and realistic flow of battle, but is more cumbersome than the former.

A combat round refers to the time it takes for all combatants to per-
form their allowed actions. There is no set time span for how long a
round actually takes in character; but, if a time span is necessary, 6
4) Resolution of Actions
Any rolls that must be made to determine success at primary actions
seconds could be used. are now made and any allowed secondary actions are also performed.
This section is further explained throughout this chapter. For now,
For ease of play, every combat round should follow these recommend- you only need to know that every combatant receives a primary and
ed steps, in order: secondary action every round.

1) The GM asks each player what his respective player char-


acter, and any controlled NPCs, is doing for the round. 5) Repeat
2) The GM either secretly or outwardly determines what the This sequence of events is repeated every round thereafter, until one
opponents do. side either withdraws, surrenders, or finds utter defeat.
3) Initiative is rolled.

72
For example, Mark declares he is casting a spell with a +3 casting time.

Initiative & Surprise The spell will go off on 4. If the GM’s monster has a 2 initiative, the
monster can move to attack the spell caster and potentially disrupt
the spell.

Initiative Some spells have a casting time of 1 or more full rounds. If this is this
case, these spells always go off right during the next round right before
Initiative determines when someone begins their actions in a round.
Each round has 10 segments, from 1 to 10, with 1 being the first ac- the segment at which the caster began casting last round. For example,
tion in the round and 10 being the last. a 1 full round casting time begun on segment 2 goes off before seg-
ment 2 the next round.
The d10 initiative roll may be modified based on a weapon speed fac-
tor or a condition being imposed upon the combatant. Each player Conditions and Initiative: The GM may impose a penalty to some-
should be aware of any modifier before rolling initiative. one’s initiative roll based on the circumstances. Remember that an ini-
tiative penalty is expressed as an additional modifier, a positive num-
Ties: Resolve ties simultaneously. If this is impossible between two or ber, so that the combatant rolls a higher number, thereby granting him
more players, the player with the higher Dexterity goes first. If this is a later initiative.
impossible between a player and an NPC or monster, the player always
goes first. Some common initiative modifiers include:

Initiative Modifier: Most melee weapons have no modifier listed in • Encumbered (e.g., having too much equipment ): +4
their entry in Chapter 5: Equipment. Some do, and they usually come • Impeded (e.g., waist-high water or slippery terrain): +2
from either the heavy or ranged group. Most large and cumbersome • Preoccupied (e.g., swimming or climbing while fighting): +4
weapons have a speed factor that is expressed in a positive number, • Slowed (e.g., sick or under magical spell): +2
such as +2. This number is added to the d10 roll, worsening the initia-
tive roll if a character wields such a weapon. Ranged weapons do not
have a weapon speed, but, if an arrow is cocked or the pin on a cross- Surprise!
bow set, the character receives a –2 on the initiative roll. Before the first round begins, the GM must determine whether all or
some combatants are surprised. A surprised combatant cannot react
Spells and Initiative: Almost every spell has a “Casting Time”, which and each attacker receives a free primary action against a surprised
is expressed in a positive number, such as +2. Casters that declare they target.
are casting a spell always begin casting on the initiative roll of 1. In
essence, they do not require an initiative roll, unless they plan to per- One side of the combat must secretly be aware of the other side. If
form an action other than casting or wish to perform a secondary ac- this should ever occur, there is a chance that the attackers will wish to
tion before casting. In these two situations, the caster must roll initia- catch the other side unaware. Because the GM creates every combat
tive first to determine when she begins to act. situation, and the GM can simply spring upon the players, no one in
the game proactively attempts to surprise someone. To the contrary,
The Casting Time tells you when the spell actually goes off. In a round everyone has a chance to avoid being surprised.
when a caster declares he is casting right away, the Casting Time is
added to 1 to determine on what segment the spell goes off. In a round Players roll a Wisdom check. Unless a specific monster, class or race
when the caster declares he is performing a secondary action before says otherwise, a player avoids being surprised on an Average (TC 10)
casting, the Casting Time is added to the initiative roll to determine Wisdom check. For example, thieves who successfully move silently
when the spell goes off. force their targets to succeed on a Superior (TC 15) check instead.

There is a problem with putting too much on the caster’s plate. Trying Monsters use their Combat Ability Modifier against the same com-
to squeeze in a secondary action before casting could delay the actual plexities. A successful roll avoids the surprise.
spell until the next round. Assume the caster rolls a 7 on initiative
and he wishes to move and cast a spell with a Casting Time of +4. His Gaining Surprise: Monsters and NPCs may surprise the players as
spell does not go off until segment 1 of the next round. The caster then often as the GM wishes, provided the monster or NPC could sensibly
begins his actions sometime after segment 1 of that second round. succeed. For example, a band of armored orcs is unlikely to sneak up
If the caster wishes to immediately begin casting, his casting (in this on the band of adventurers, unless the band is doing something that
example) begins on segment 2. If he wishes to perform another sec- would dumb down the noise of the approaching orcs. Whenever a
ondary action before casting, he must roll initiative and add 1 to the monster or NPC attempts to surprise the players, each player rolls his
result. This compensates for the fact that the initiative roll was made Wisdom check per the above rules.
on segment 1. Had the caster begun his round on segment 3, he would
add 3 to the initiative roll. Players need to roleplay to catch a monster or NPC by surprise. Usu-
ally, a thief will detect noise and the band will attempt to quietly ap-
Nearby opponents that have an initiative number that falls in between proach. Who attempts to gain surprise is a major factor. If even one
the segment at which the caster began casting and the segment at member of the party is wearing heavy armor, the NPC or monster
which the spell goes off may attempt to attack and disrupt the caster. could avoid surprise with a Basic (TC 5) check. But, if the lightly ar-

73
mored members approach quietly, the monster or NPC avoids surprise magic that is beneficial to its wielder or affects a target. Therefore,
with an Average (TC 10) check. unless the specific magical item notes otherwise, activation is a pri-
mary action.
Effect of Surprise: Surprised combatants cannot react and are con-
sidered flat-footed, which causes the combatant to remove any Armor
Class Modifier granted by high Dexterity. Note that a very high Dex- Secondary Actions
terity may actually immunize a combatant from becoming flat-footed. Characters can also perform one secondary action in a round in which
In this instance, the combatant is still surprised, but retains his full they performed either no attacks or only one attack. Secondary actions
AC. allow a combatant to properly take a position or to ready and prepare
Monsters with no Dexterity scores are simply subject to a primary ac- himself. Some common secondary actions include:
tion from each surprising party member. The AC doesn’t change.
Move: A combatant can move up to her movement speed, stand up,
Surprise only lasts until all surprising attackers have expended their or roll around with one secondary action. Trying to move farther
primary action. or perform other complex movements may expend all actions that
round.

Actions Per Round Retrieve Something Convenient: Belt pouches are very utilitar-
ian. Storing things like potions in a belt pouch allows a combatant
to retrieve one with one secondary action.
Each combatant receives up to one primary and one secondary action
per round. This is the ideal and maximum allotment of activity. The Pick Something Up: Picking something up, if it lay within a char-
GM may limit what a player can do based on circumstance and the acter’s reach, is one secondary action.
player may wish to take only a portion of his allowable actions or may
wish to not act at all. Furthermore, there are some secondary actions Toss Something: Simply tossing something aside or to an ally is
that require an entire round. If taken, the player cannot then use a not a primary action. Throwing a vial of acid at an opponent, how-
primary action. ever, is a primary action, since it would be considered an attack.

Main Rule: If a secondary action is to be taken in a round,


the combatant is restricted to only 1 attack for her primary Other Actions
action, regardless of how many additional attacks per round Sometimes characters wish to perform an action not listed above. The
she receives. The only exceptions are non-action attacks. GM will consider how much time it takes to perform the action and
whether or not it affects an opponent, and he then will adjudicate

Primary Actions
appropriately. There are also other actions that require such little time
that the GM may allow a character to do them as often as desired. For
Primary actions are the bread and butter of a combat scenario. The example, speaking aloud while fighting is generally not a secondary
following are the most common primary actions. action (but standing still to deliver a motivational diatribe likely is).
On the other side of the spectrum, some actions require the entire
Attack: In a round when no secondary action is performed, a com- round. If performing one of these actions (full round actions), both
batant may take as many attacks as allowed for one round. This is the primary and secondary actions are expended.
often referred to as a full attack action. For example, a fighter with
2 attacks per round may use both attacks in a round he does not
perform a secondary action. A monster may have 3 or 4 attacks
in one round, as well. Using all 3 or 4 attacks is still only one pri-
mary action. Ranged weapons have a rate of fire listed in the equip-
Primary Actions
in Combat
ment chapter. Use this rate of fire, instead of the classes allowable
attacks each round to determine how many attacks per round can
be taken.

Multiple Attacks & Initiative: Please check with the GM on his deci- The most common primary action includes taking a character’s full
sion as to which method to use when combatants have multiple attacks round of attacks. Each class chart in Chapter 3 shows how many at-
each round. The GM’s unit has the relevant information. tacks per round a character receives as a primary action. Regardless of
this amount, if the character has spell casting capabilities or a magical
item that requires activation, he may only cast one spell per round or
Cast a Spell: Spells are generally primary actions, unless the listed
activate one magical item. This one spell or item activation comprises
casting time is 1 round or longer. In that case, the casting of the
the character’s primary action.
spell expends all actions that round and goes off at the beginning of
the next round, before the players’ declarations.

Activate a Magical Item: Most magical items require a primary


Attacks & Attack Rolls
Attacks are made with weapons, whether they are melee or ranged.
action to activate, since most, once activated, release some sort of

74
Successful attacks with a weapon deal damage to the opponent. Dam- the character’s class and level. Each class has a Base to Hit noted on
age is dealt in an amount of points that decrease the hit points of the its class table.
target. When the target takes in damage his total amount of hit points,
the target dies. High Strength: Characters may receive an Attack Modifier based
on a high Strength score. If so, this makes up some of the Com-
Attack Rolls: Attacks are resolved on the d20 and the idea is to roll as bat Modifier, but only for melee weapons. This does not apply to
high as possible. Players roll the d20, add their “Combat Modifier” for ranged weapons, unless the ranged weapon specifically allows it.
whatever attack they are performing, and tell the GM the final modi-
fied roll. He will do the rest. The GM knows exactly what a character Specialization: A character may have decided to specialize in a weap-
needs on the d20 to succeed. on. If so, whatever attack bonus is granted based on the character’s
level of specialization also factors into the Combat Modifier.
Combat Modifier: The character sheet has a spot for a “Combat Modi-
fier” next to all of a character’s weapons. This is the final number added Item Bonus: Some weapons or items provide an attack bonus, which
to the d20. This is the only math required for the player and, usually, is usually from magic, but can also come from a masterly crafted
this is a sensible number and easy to calculate. The Combat Modifier weapon. The Combat Modifier includes whatever attack bonus is
is the sum of the Base to Hit and a few attack bonuses that a character listed.
receives from high Strength, specialization, or using an item.

Damage
Calculating the Combat Modifier If the GM indicates a successful attack, the player will then roll dam-
The Combat Modifier is, itself, a sum of all granted attack bonuses. age. There is a column on the character sheet next to Combat Modi-
There are few components to the Combat Modifier: fier that shows the amount of damage that can be dealt. This is in the
form a die, such as 1d6. Players roll the damage die and add whatever
Base to Hit: This is the base modifier applied to the d20 based on bonuses apply.

75
Bonuses to damage usually come from the following sources: the magic takes effect disrupts the activation. The charge, if any, is not
expended and the item may be activated normally next round.
High Strength: A character may receive a Damage Modifier based
on the Strength score. If so, this modifier adds to the damage die of
the weapon on successful melee attacks. It does not apply to ranged
weaponry, unless specifically allowed by the weapon. Secondary Actions
Specialization: A character may have decided to specialize in a weap- The most common secondary action in combat is movement. A char-
on. If so, whatever damage bonus is granted based on the character’s acter may also perform other minor actions that take up only a small
level of specialization is also added to the damage die. amount of time and that do not significantly affect the battlefield.
Weapon Bonus: Some weapons have inherent damage bonuses, usu- One secondary action may be performed in a round when a primary
ally from magic. If from magic, the bonus of the weapon is also action is expended. A character may always perform two secondary ac-
the damage bonus. For example, a +1 long sword also deals an ad- tions as a full round, if he chooses not to perform a primary action.
ditional 1 point of damage, which is added to the damage die. This
damage bonus applies to both ranged and melee weapons.

In the end, a player will likely have a damage value on the character
Movement
A combatant can move up to his movement rate as one secondary ac-
sheet for a weapon that looks something like “1d6+2”. The 1d6 is the tion. There are other considerations that must be noted:
weapon’s base damage die, which can be found in Chapter 5: Equip-
ment. The ‘+2’ value is the sum of all damage bonuses, perhaps from Engaging: When engaging in melee combat, the PC moves a bit
specialization or a high Strength. The player rolls the 1d6 and adds slower, perhaps half his normal movement speed, to safely close the
2 to the roll, and tells the GM how many hit points of damage he distance.
inflicted on the successful attack.
Charging: This is a more extreme version of engaging. The PC charges

Casting Spells at the target, moving up to twice his normal movement rate as a sec-
ondary action. Any subsequent attack roll made in the same round as
No attack roll is necessary to cast a spell. The target(s) of the spell the charge receives a +2 bonus. The problem with charging is that it a)
receive(s) a saving throw to thwart or reduce the effects of the spell. puts the target on immediate defense, and b) lowers the PC’s defenses
Saving throws are discussed below. for the remainder of the round. If the target has a ranged weapon
readied, the target receives a defensive shot as a free attack but, even
Damage during Casting: All spellcasters begin casting a spell on ini- if a successful shot is made, the charge commences. After any charge,
tiative 1, unless they choose to perform a secondary action before cast- the PC suffers a –1 penalty to AC for the remainder of the round. This
ing, in which case, they must roll initiative to determine when they is a result of the PC’s footing and center of balance after a charge is
begin casting. The spell’s Casting Time determines the moment in that completed.
round the spell goes off.
Flanking and Rear Attacks: If a PC engages (or charges) an opponent
The casting time either adds to 1 or adds to the initiative roll. that is already engaged with an ally, everyone receives a certain bo-
nus on attack rolls against the flanked or surrounded target. Flanking
There is a chance, though, that the spellcaster will suffer damage dur- means that the target must defend against two attackers stationed at
ing his casting. Any damage dealt automatically disrupts the spell. The opposite sides of his flank. Flanking grants a +1 attack bonus against
spell slot is not expended however, and the caster may attempt to re- the target. Rear attacks grant a +2 bonus (and remove any shield bo-
cast the spell the next round. nus to AC). Moving to establish a flank or rear attack is often a sound
tactic.
Cover and Casting: All a caster needs is line of sight to affect a target
or area. Therefore it is quite possible for multiple allies to provide cover Withdrawing: Withdrawing is a careful retreat that allows the PC to
for the caster. It is also quite possible for the caster to seek out cover move one-third his normal movement rate away from engaged op-
before casting. See the rules on cover below. ponents.

Activating Magical Items Full Retreat: This is used when a PC is desperate to retreat far away
from engaged opponents. A full retreat allows the PC to move up to
Most magical items, such as rings or weapons, usually do not require twice his normal movement rate; however, unless a nearby ally can
anything from the player - their magic is constant. Some magical distract and block the opponents from whom the PC is attempting
items, such as scrolls, rods, wands, and staves, require a primary action to run, each receives a free attack action as soon as the PC attempts
to activate. This is akin to casting a spell, without a casting time. The to retreat.
player begins and completes activation on his initiative.
Movement rates are noted in the racial descriptions in Chapter 2.
Some magical items require more time to activate, such as 1 round.
In these situations, the activation takes the entire round and there is
a chance that the owner will be disrupted. Taking any damage before

76
Dexterity: The Dexterity chart in Chapter 1 has a column for Armor
Interacting with an Object Class Adjustment. If a character has a very poor Dexterity, he may
Retrieving something conveniently stored, picking something up from suffer a penalty. If he has a high Dexterity, he may enjoy a bonus
the ground, tossing something to a friend and other minor interac- to AC.
tions with objects expend a secondary action. Most of the time, it is
common sense, but the GM may periodically need to rule on whether Magic: Magical adjustments to AC are common. Rings and amu-
something takes more than one secondary action. For example, pick- lets may give a protective bonus to AC. Armor and shields may
ing up an object 10 feet away from where a character stands may ex- be magical. In each case, an AC adjustment will be included. For
pend all of a PC’s round. example, a +2 small shield adds an additional +2 to the AC of a
normal shield; therefore, the shield grants a total +3 adjustment.
A good rule of thumb is to gauge how convenient and quick the inter- If a character had no other adjustments, her AC would be 13 with
action will be. If the character needs to fumble through her pockets or this shield.
pouches, it probably cannot be done with one secondary action. If she
can quickly spring it from a potion belt, it can be done. Penalties: There are AC penalties that creep up in play. The most com-
mon is the reduction of one’s AC from being attacked by surprise.
Note: Drinking a potion is a secondary action. Any normally applied Dexterity AC Adjustment does not apply here.
Another common penalty is that from a rear attack. Not only does the
attacker receive a +2 attack bonus, but the defender does not enjoy any
Other Actions AC adjustment for a shield and, if unaware of the rear attacker, does
Free attacks and full-round actions are the remaining two types of ac- not receive a Dexterity adjustment either.
tions a character may take in a round.

Free Actions: Free actions take so little time they are considered non- Saving Throw
actions. Saying something briefly, dropping a held item, and falling The saving throw is a defense against special types of attacks and spe-
prone are the three most common examples. cial effects. A character’s saving throw is a modifier that adds to a d20
roll.
Full-Round Actions: Taking two secondary actions is a full-round
action, as well as casting spells with at least 1 full round as a casting “Saving” or “to save” are terms that describes a successful saving throw.
time. There may be items that require a full round’s worth of actions to All saves have a certain TC that must be attained. For example, the
activate and other activities that expend allowable actions for a round. medusa’s petrifying gaze requires a Superior (TC 15) save. The char-
Nothing else may be done in a round in which a full-round action is acter would roll the d20, add his saving throw, and hope to meet or
performed. exceed 15. All spells cast at a character require an Exceptional (TC
20) save.

Defenses
A character’s saving throw modifier is listed in his class entry. The value
is purely driven by class and level.

Defenses keep a character alive and make it more difficult for his vil-
lainous opponents to harm him. There are four defenses: Armor Class, Magic Resistance
Saving Throw, Magic Resistance and Attributes. Magic resistance differs from a saving throw because it serves as an
additional layer of protection versus any magical effect or spell. It is
expressed as a percentile and any attempt to overcome a target’s magic
Armor Class resistance must be done first. A d% roll is performed against the tar-
get’s magic resistance; a roll equal to or greater than the listed magic
Armor Class (AC) is a number that represents a character’s martial
defenses. It is a combination of the armor worn, natural Dexterity, and resistance then forces the target to perform a saving throw.
any magical boosts enjoyed from items or spells.
Magic resistance is either an inherent defense or granted by a worn
Every person and creature in the game starts with a base AC of 10. magical item. In either case, only the target enjoys it and he cannot
This is not the worst AC one can have. A very poor Dexterity imposes share it with others.
a negative Armor Class Adjustment.

From the base 10 AC, a player will add adjustments from three sources Attributes
to calculate the character’s Armor Class: When a character faces a non-magical or natural threat to her system,
such as a toxin or disease, the character will likely be forced to roll
Armor: Each piece of armor, including shields, adds a certain value a certain attribute check, such as Constitution, to fend off the un-
to the AC. For example, a small shield has a +1 Armor Class Ad- wanted agent. Whatever is affecting him will likely have an associated
justment. If a character had no other adjustments, her AC would complexity that must be attained. For example, a certain Type B sleep
be 11 with the shield. poison may require an Average (TC 10) Constitution check. A check
below 10 subjects the victim to the poison’s effects.

77
point damage, if any, is recorded at that time. Once the onset period

Damage & Healing for the secondary effect expires, the secondary effects take hold. Some
poisons impair, debilitate, paralyze, and even kill the victim. If no du-
ration is listed, but an onset period is mentioned, assume that Type A
Characters receive a certain amount of hit points each level based on poisons last up to 24 hours, Type B poisons last up to 2 days, Type C
their class. A base number, either represented as a die roll or a fixed poisons last up to 1 month, and Type D poisons either kill instantly or
value, is given at each level and any bonuses (or penalties) for high (or affect the victim for up to 2 months.
low) Constitution scores factor into the roll or value as well. In the
end, characters have a number that represents the amount of damage Energy Drain: Certain creatures have the ability to actually sap life
they can take before they die. from living beings. This is a frequently encountered power in strong
undead creatures. Energy drain either affects the physical body or soul
Every time the GM successfully hits a character, he will tell the player of a creature. Incorporeal undead usually affect the soul, permanently
how many points of damage are dealt. This number subtracts from a removing Charisma points and altering the character. Other undead
character’s hit point total. affect the body, actually sapping the life force, which is represented by
the permanent loss of hit points and/or Constitution points. Some
undead have special unique drains. In all instances, a specific creature’s
Death’s Door energy drain is detailed in its entry.
Monsters and NPCs die when their hit points are drained to zero.
Characters are different. PCs enter death’s door when their hit points Severed Appendage or Decapitation: If a PC loses his head, he im-
are drained to zero. They fall unconscious and remain alive until their mediately dies. If he loses an arm or leg, he must succeed on a Shock
hit points descend to -10, at which time they immediately perish. Survival roll to live. If he lives, he suffers certain penalties. A lost arm
imposes a –4 penalty on attack rolls and AC. A lost leg also imposes a
Characters on death’s door suffer 1 hit point of damage per round –4 penalty on attack rolls and AC, but also reduces movement speed
when they reach or fall below 0 hp. Only magical healing or a suc- by three-quarters. The loss of an appendage may also cause continuing
cessful First Aid proficiency check can stabilize the victim and stop damage from bleeding out. 1 hit point per round (or 10 hit points per
the loss of life. minute) is lost until and unless a successful heal or first aid proficiency
check is performed.

Massive Damage Petrified or Transformed: Being turned to stone or transformed into


Anyone taking 50 or more hit points from one source, such as from another form does not cause hit point damage; however, any damage
one attack or from falling, must succeed on an Exceptional (TC 20) accrued while in this state may harm the PC. Any attacks that deal
Constitution check or die. damage to a petrified target chip off some of the stone and accrue.
When the target turns back to its natural form, all the stone cracks
turn into open wounds and the amount of accrued damage is suffered
Healing all at once, possibly triggering the death by massive damage rule.
Characters normally regain 1 hit point per level per hour of rest, unless
they are magically wounded or at death’s door. Rest need not be sleep.
Simply sitting around can trigger natural healing. Characters may also
receive magical healing, which immediately restores a certain amount
of hit points and removes evidence of damage.
Part Two:
Some wounds, though, do not heal naturally and require very specific
types of healing. Sometimes, only a wish can restore hit point damage Finer Details
from a certain source. In these cases, no amount of natural or magical
healing, other than what is specifically called for, restores the lost hit
points. The basics are enough for a group of friends to handle most combat
situations. With minimal reference to the rules and a GM with sound
judgment, any conceivable action is possible. For example, if a char-
Special Instances acter wishes to use a held melee weapon to strike down upon his en-
emy, the player knows to roll the d20, add the Combat Modifier, and
Damage can be suffered in instances outside of normal combat and
these special types of damage require additional attention. announce the result. If he wishes to charge his opponent, he knows
how to handle this. If he wishes to team-up with an ally against an
opponent, he knows how to move into position. He has learned how
Falling: Falling victims suffer 1d6 points of damage per 10 feet of
to record hit point damage and how to deal with special types of dam-
their fall.
age. Add in some inspirational flair and he will have some enjoyable
combat encounters.
Poison: Each poison has some effect on a failed check. The specific
effects depend upon the type of poison, but most have an immediate
There are some finer details that some groups may wish to use. While
effect and secondary effect that becomes operative after a short period
the full version of the rules has more and even finer rules for combat,
of time. Immediate effects instantaneously affect the victim, so any hit

78
this section handles some of the necessities. You may find that some of are grappling, there is a –4 applied to the roll. Follow the rules for fir-
the rules here are quite narrow in their application and that you might ing into melee combat on a missed attack roll to determine whether
bookmark this page for easy reference. one of the target’s close-quarters opponents was struck.

Ranged Weapons in Melee Combat: Ranged weapons can always be

Ranged Combat modified to deal melee damage, but it requires the combatant to hold
the ranged weapon like he would a melee weapon. Crossbows could
be used to hit someone like a small club and bows can be used as thin
Ranged combat is very common among players. There is something staves. The damage is 1d2 (no Strength modifier allowed) on success-
simply exotic about having a PC rain arrows down upon an encroach- ful attacks and there is always a chance (per the GM) that the ranged
ing crowd. The equipment chapter has many different types of ranged weapon breaks when used in this fashion.
weapons and includes the information for the weapons’ rate of fire,
range, and damage. The simplest form of ranged combat is against a Using a ranged weapon as it is intended to be used against a melee
target that is wide open; no other information is needed. opponent is difficult. The opponent is granted a free attack every time
the ranged combatant readies the weapon.

Rate of Fire
Use whatever rate of fire is listed in the equipment chapter, instead of
the number of attacks a class usually grants per round. (Specialists in a
certain ranged weapon will likely receive more attacks per round than
Melee Combat
the standard rate of fire.) Aside from normal melee attacks, which have been sufficiently han-
dled in the basics section, touch attacks, subdual weapon attacks and
untrained dual-weapon fighting are also simple to adjudicate.
Range
The number of feet the weapon can be fired without a penalty is listed
in the weapon’s range entry. Range is illustrative and entirely discre- Touch Attacks
tionary. If the GM feels you have a solid shot, no penalties apply. The Touch attacks usually involve a spell with a range of touch. Touch at-
distance in the range entry is given for illustrative purposes only. A -2 tacks are normal attacks, but do not use a Combat Modifier. They use
attack penalty is applied to shots taken outside the range; a -5 penalty the natural roll of the d20. The defender’s AC only includes a Dexter-
is applied for long distance shots. ity modifier. (Note that magic does travel through metal armor to the
wearer’s skin.)
The GM determines where a target is in relation to range. He will in-
form the player whether the shot is in range, just out of range or long
distance. The character takes whatever penalty then applies. Subdual Weapon Attacks
Weapons can be used in a non-lethal way. The attack roll suffers a -4
penalty, but if successful, normal damage is rolled. If that amount of
Damage damage brings the target to 0 hit points, the target falls unconscious.
Some ranged weapons, the two most common being composite bows If more damage is accrued in that round, including lethal damage,
and hand-propelled weapons, allow for a Strength damage modi- the target also falls unconscious at 0 and does not die. If the target is
fier equal to half the character’s Strength damage modifier, rounded not rendered unconscious by the end of the encounter, the temporary
down. non-lethal damage returns at the conclusion of battle.

Complex Ranged Combat Untrained Dual-Weapon Fighting


Firing into melee combat and firing at a target engaged in close-quar- Wielding two weapons simultaneously is difficult, even for those
ters combat are two instances of complex ranged combat. Things also trained in the specific combat proficiency. Doing so untrained still
get tricky when a ranged combatant enters melee combat while still increases a PC’s primary action by one additional attack each round,
holding a ranged weapon. but the offhand attack suffers a –4 penalty to attacks and damage.

Firing into Melee Combat: No penalties apply to the roll, unless


cover is granted by the target’s melee opponents. If so, use the rules for Complex Melee Combat
cover below. On a missed attack roll, however, there is a chance that Close-quarters combat, which includes grappling and hand-to-hand
the errant missile strikes one of the target’s opponents. A d20 is rolled. combat, is more complex than standard melee combat. The full rules
A result of 1 – 4 indicates an adjacent combatant was struck. Then, a set expands on this concept but here are the basics.
die is rolled to determine which of the surrounding combatants takes
the missile. Each possible target should have an equal chance on the Hand-to-Hand: Any attacks made with natural weapons, such as fists
die to suffer the attack. or feet, is a hand-to-hand attack. A normal attack roll is performed.
The Combat Modifier includes a Strength attack modifier and any
Firing into Close-Quarters Combat: When two or more combatants additional attack modifiers from specializing in unarmed attacks or

79
and GM can use situational modifiers to reflect these eventualities.
Most of these modifiers relate to positioning, cover, concealment and
conditions.

Positioning
The following situations grant a bonus to the attacker:

• Defender is on lower ground: +2


• Defender is kneeling: +2
• Defender’s back is turned: +2

from wearing items that assist in unarmed attacks. The damage for
all unarmed attacks is 1d2 + Strength Damage Modifier. Any natu- The following situations impose a penalty on the attacker:
ral 20 attack roll requires the victim to succeed on an Exceptional
(TC 20) Constitution save or be rendered unconscious. Monsters use • Defender is on higher ground: -2
their Combat Ability Modifier, since they have no listed Constitution • Attacker is kneeling: -2
score. • Attacker is prone: -4

Grappling: Grappling is wrestling or overbearing. A normal attack


roll is performed, with the Combat Modifier including only a Strength
attack modifier, if any. A successful attack deals no damage, but allows
Cover
the attacker to grapple or overbear his target. When a target is protected by a solid object, he may receive cover from
ranged attacks. Trying to hit a target who is behind cover is more diffi-
Grappled or overborne defenders cannot cast spells with a somatic cult with ranged attacks than targeting someone in the open. The GM
component and cannot use any melee weapons on their attacker, un- will tell you what percentage of the target is behind cover. A penalty is
less the defender has a small weapon in-hand or in a convenient place then applied to the attack.
to retrieve. Attacks exchanged while in a grapple are performed nor-
mally. (Both the attacker and defender are equally hindered, so it is • 25% behind cover: -2
simpler to use standard attack rules.) No Strength damage bonus ap- • 50% behind cover: -4
plies to any successful attacks. • 75% behind cover: -6
• 90% behind cover: -8
Size Differences: A size difference between grapplers grants bonuses to

Cover and Saving Throws


the larger and imposes penalties to the smaller. The larger opponent
receives a +4 bonus on grapple attempts. The smaller opponent receives
a -4 penalty on all grappling attempts. Combatants behind cover enjoy a bonus on the saving throw against
any spell or special attack that has an area of effect and that originates
Danger of Close-Quarters Combat: Defenders with held melee in front of solid cover. The bonus equals the penalty applied above.
weapons receive a free attack against any attacker initiating a grapple So, if the combatant has 25% cover from the origin of the effect, he
or closing the distance to start dealing hand-to-hand attacks. receives a +2 bonus to the saving throw.

If the spell or effect deals half damage on a successful save, a combatant

Part Three:
with at least 50% cover suffers no damage on a save.

Situational Concealment
When a target has soft cover, which obscures the target from the at-

Modifiers tacker and cannot effectively stop a fired missile, a penalty is applied
because of the obscured line of sight and not because of solid cover. A
target is concealed if it is difficult to see his entire form. Vines, bushes,
Sometimes we want to inject a bit more realism or circumstance in a shadow and fog are common forms of concealment. The GM deter-
combat. We’re not entirely happy with a simple exchange of attacks. mines how much of the target is obscured. As a point of reference, a
We want cover, fog, elevated positions, stunned combatants, and shat- light fog may yield 25% concealment, while a target behind a thick
tering shields. This sections has some information on how the players hedge may yield 75% concealment.

80
• 25% obscured: -1



50% obscured:
75% obscured:
90% obscured:
-2
-3
-4
Morale
Morale is a function of an NPC’s or monster’s ability to remain stead-
fast and courageous. Players can roll a morale check to dissuade a

Conditions henchman or follower from fleeing. Morale can only be rolled with the
GM’s permission, but, if granted, the player rolls a morale check. Most
NPCs and monsters have a morale score, which is a number between
Sometimes, the condition of a person or weapon affects the attacker’s 1 and 20. Some NPCs and monsters are too strong and powerful to
roll. The following conditions add a bonus to the roll: ever be persuaded to avoid or continue a fight. In that case, there will
be no morale score.
• Defender is intoxicated or off balance +2

Morale Checks
• Defender is dazed +2
• Defender is kneeling +2
• Defender is stunned or prone: +4 A morale check is a 2d10 roll. If the result is equal to or higher than the
• Defender is blind: +6 NPC or monster’s morale score, the fight is likely avoided or stopped
• Defender is helpless or unconscious: Automatic short. Players roll morale checks for their henchmen or followers. GMs
roll morale checks for the enemies that oppose the PCs.
Sometimes, the attacker is out of sorts. The following conditions im-

GM’s Role
pose a penalty:

• Attacker is intoxicated or off balance -2 Morale sounds like a great alternative to combat. The GM will only
• Attacker is dazed -2 allow a morale check in limited situations, though, where the PCs
• Attacker is kneeling -2 obviously out-power the opponents or the opponents most assuredly
• Attacker is stunned or prone: -4 will die if they continue to fight. There is a strong likelihood that the
• Attacker is blind: -4 GM will only sparingly allow PCs to employ this tactic.

Faulty Gear: Sometimes, an attacker’s weapons can be rusty or dam-


aged. If so, a penalty applies to both attack and damage rolls:
PC Morale
PCs do not have morale scores. Run if you want, fight if you want; the
decision is entirely up to you.
• Rusty weapons: -2 to attack and damage rolls.
• Broken weapons: -4 to attack and damage rolls.

Note on Broken Weapons or Shields: Normal, wooden objects, such as


shields, must perform an item saving throw (TC 5) if targeted and
struck in combat by a weapon or force spell. Failure instantly shatters
the object.

Part Four:
Avoiding or
Ending Combat
Every interaction should not spark a battle, but, if the PCs can’t (or
don’t want to) avoid it, most combat encounters end with one side
either dying or retreating. There is a way to avoid or end combat before
things get too hairy, though – by affecting morale.

81
Chapter 10

Spells

Spells are an important aspect of Myth & Magic and this chapter ex- less they purposefully attempt to disbelieve the spell effect. Even so,
plains most of what concerns a spellcasting PC or NPC. the illusion may be so perfectly attuned that the GM does not allow a
save. A rule of illusion is that an illusion is only as good as the caster
who created it. They draw from personal experience, so a caster cannot

Schools of Magic create a truly believable illusion unless he is intimately familiar with
whatever he is attempting to create.

There are eight schools of magic. Arcane spellcasters categorize their


spells exclusively into schools. Divine spellcasters recognize the schools Necromancy
of magic, but also implement spheres of influence that more accurately Death and undeath are the two most prevailing subject matters for
reflect areas of common worship. Necromancy, although some spells actually defy death by regenerating
lost limbs and restoring life.
All spells, arcane and divine, fall into one of the following schools:

Abjuration
This school encompasses spells that protect others, prevent harm, and
Spell Descriptions
banish unwanted agents or creatures. The following sections list all the arcane and divine spells in this basic
rules set. Each entry has several sections that need to be understood.

Alteration/Transmutation
This school focuses on the manipulation of the structure of things. Its Name
spells alter the form of living and inanimate things. This is the most common name for the spell. Note that some spellcast-
ing communities may refer to the spell by a different name.

Conjuration/Summoning
Spells of this school bring forth living or inanimate things from a close School
or far-off place. Casters of conjuration and summoning spells often The school of magic (see above) is listed next to the spell’s name, in
gain temporary control over whatever appears. parentheses. This is true for both arcane and divine spells.

Divination Reversible
Divination spells impart knowledge, whether by sense or simple Some spells can be memorized or prepared in reverse to achieve the
awareness. Divination spells can reveal information about the truth of exact opposite effect. The effects of the reverse spell are noted in the
something or someone. spell’s description. Arcane casters must memorize and divine casters
must pray to prepare the reversal of the spell.

Enchantment/Charm
These spells enhance an object’s properties or the attitude of a living Sphere
creature. Some charm spells allow for the caster to control the target. Divine spells are also categorized into spheres of worship. The sphere
A high Wisdom grants a bonus versus these spells. is listed in the entry below the name.

Evocation/Invocation Range
This school handles energy manipulation. Evocation usually involves A range indicates the point where the spell’s magical energy takes ef-
the caster controlling and morphing energy to create an object or ef- fect. If more than one range is applicable, the most distant range is list-
fect. Invocation requires the assistance of a more powerful being. ed. For example, a spell that can benefit either the caster or a touched
subject would have a range of Touch. There are seven different ranges:
personal, touch, immediate, close, medium, long and extreme. Unlike
Illusion ranged weapons, which have a more definite range, spells are no so
These spells trick and deceive their targets to believe that something constant. Thus, the ranges that follow are guidelines for the GM to use
else is occurring. Illusion spells are adjudicated almost entirely by the when ruling whether or not a spell can affect a certain target.
GM. Targets of an illusion generally do not receive a saving throw un-

82
• Personal: The spell originates with the caster and usually re- that actually created something or brought something into existence
mains with the caster. cannot be so dismissed.

• Touch: The spell originates on the caster’s hand and must be An instantaneous duration is one where the spell’s effects are instantly
transferred manually. A spell remains on the caster’s hand for employed, leaving no residue. A permanent duration is one where the
two rounds or until a target is touched. spell’s effect is everlasting. Permanent durations are often only dis-
missed by dispelling magic or anti-magic.
• Immediate: The spell affects 5-10 feet from the caster.

• Close: The spell affects 10-50 feet from the caster. Area of Effect
This entry describes what is affected by the spell. If an area, the entry
• Medium: The spell’s effect can reach 50-300 ft from the caster. lists the dimensions and usually in definite terms of feet or yards for
simplicity.
• Long: Long range spells can extend as far as 1 mile from the
caster, but usually require line of sight, so the common long
range spells originate within 300 yards of the caster. Components
Almost every spell requires both verbal (V) and somatic (S) compo-
• Extreme: Extreme range spells can originate anywhere on the nents. Some spells require a special material focus (M) and, if so, it is
caster’s plane and, if noted, can transcend planar boundaries. listed in the spell’s description.

The GM decides whether a target is within a spell’s range. This is pure- Myth & Magic does not force a spellcaster to employ minor material
ly discretionary and factors in the inconsistencies of spellcasting. components. If desired, players can roleplay the use and procurement
of such materials, but there is no inherent game requirement.

Duration
This is how long the spell’s effects last. GMs may wish to roll variable Casting Time
durations unless the caster could somehow glean the spell’s lifespan. This entry details how long of a casting process is required before the
Most spells can be ended prematurely by the caster; however, any spell spell takes effect. All casters that declare they are casting begin the

83
Level 1 Level 2 Level 3 Level 4 Level 5
Alarm Air Pocket Blink Arcane Eye Advanced Illusinary Image
Arcane Armor Acid Arrow Clairaudience Black Tentacles Animal Growth
Arcane Mark Alter Self Clairvoyance Change Self Animate Dead
Audible Illusion Animate Ropelike Object Dispel Magic Charm Monster Attraction
Burning Hands Arcane Lock Dwarven Eyes Confusion Cloudkill
Change Self Blur Explosive Runes Contagion Cone of Cold
Charm Person Cause Blindness Fireball Detect Scrying Contact Other Plane
Chill Touch Cause Deafness Flame Missiles Dimension Door Demon Whip
Color Spray Continual Light Fly Enervation Dismissal
Comprehend Languages Darkness Gaseous Wraith Fear Dominate
Dancing Lights Detect Evil Globe of Good Fire Charm Dream
Deflate Detect Thoughts Globe of Invisibility Fire Shield Fabricate
Detect Magic Enhance Gust of Wind Fire Trap False Vision
Detect Undead Flaming Sphere Haste Hallucinatory Room Feeblemind
Enlarge Fog Cloud Hold Person Hallucinatory Terrain Globe of Anguish
Erase Golden Glimmer Hold Undead Ice Storm Hold Monster
Feather Fall Frightening Aura Illusionary Script Illusionary Surface Interposing Hand
Floating Disc Glitterdust Lightning Bolt Improved Invisibility Mage’s Faithful Hound
Frighten Hideous Laughter Major Phantasmal Image Infuse Weapon Magic Jar
Grease Hypnotic Pattern Monster Summoning I Magic Mirror Major Creation
Hold Portal Illusory Trap Nondetection Minor Creation Monster Summoning III
Hypnotism Improved Phantasmal Image Nyar’s Explosive Missiles Minor Globe of Invulnerability Nightmare
Identify Invisibility Phantom Steed Mnemonic Enhancer Passwall
Jump Knock Protection from Projectiles Monster Summoning II Secret Chest
Light Levitate Secret Page Phantasmal Killer Seeming
Magic Missile Locate Object Sepia Snake Sigil Plant Growth Sending
Manipulate Flames Magic Mouth Siphon Spell Memory Polymorph Shadow Evocation Magic
Mending Mirror Image Slow Rainbow Pattern Stone Shape
Message Misdirection Suggestion Remove Curse Summon Elemental
Mount Pocket of Holding Tiny Hut Resilient Sphere Telekinesis
Magical Aura Pyrotechnics Tongues Secure Shelter Teleport
Minor Cantrip Random Action Vampiric Touch Shade Monsters Transmute Rock to Mud
Obscuring Fog Ray of Enfeeblement Water Breathing Sheer Courage Wall of Force
Phantasmal Image Read Aura Wind Wall Shout Wall of Iron
Protection from Evil Rope Trick Solid Fog Wall of Stone
Read Magic See Invisibility Stoneskin
Shocking Grasp Shatter Triggered Extension
Sleep Spectral Hand Wall of Fire
Spider Climb Stinking Cloud Wall of Ice
Summon Familiar Summon Swarm Zone of Incompetence
Thermoc’s Reflective Disc Web
Thermoc’s Shield Whispering Wind
Unhinge
Unseen Servant
Ventriloquism

84
process on an initiative of 1. Casting times are added to 1 to determine tective field. Arcane armor grants the subject a +4 armor bonus to
when in the round the spell goes off. A spell sometimes has a casting their Armor Class; however, the protective barrier emanates from the
time of 1 full round or longer, in which case the spell takes effect at the subject’s skin, so those already wearing armor granting a +4 or higher
beginning of the round following completion of the casting process. bonus do not enjoy the beneficial effects of this spell. Furthermore, it
For example, a spell with a casting time of 1 full round would come adds no bonus to an existing shield spell, but does allow for bonuses
into effect before initiative is rolled the next round. to Dexterity, held shields or other magical items granting protection
less than +4. The protective field is tangible and subject to damage.
Casters can be interrupted if an opponent’s initiative is lower than the The spell ends upon either its duration or when the subject suffers a
caster’s modified initiative. If the caster is damaged during casting, the total of 10 hit points plus 1 hit point per 2 caster levels.
spell is lost, but the spell slot is not. There are class talents that allow a
caster to continue a spell’s casting even after taking damage. Arcane Mark (Alteration)
Saving Throw Range: Touch Components: V, S
This entry details whether a save is allowed and, if so, what affect a Duration: Permanent (Special) Casting Time: +1
successful save has on the spell’s effect. ‘Save for half ’ means half dam- Area of Effect: Max 1 sq. ft. Saving Throw: None
age is suffered on a successful save. ‘Save negates’ means a successful
save thwarts all of the spell’s effects. ‘None’ means no saving throw is The caster scribes his personal arcane mark, and up to six additional
allowed. Some spells make note here whether a saving throw is allowed characters, on any surface. The writing can be visible or invisible. If
if targeting an unwilling subject. invisible, spells and items that detect invisibility reveal it, such as de-
tect invisibility, true seeing, a gem of seeing, and a robe of eyes. A read
Any intelligent creature can willfully fail a saving throw. This allows magic spell also reveals the writing. Arcane marks cannot be dispelled
the spell to fully function on the willing creature. by another caster, but can be dispelled by the caster or removed by
an erase spell. Marks scribed on a living subject are not permanent
Physical barriers and objects that provide cover also provide some pro- and fade with time.
tection against spells that target an area of effect. In this case, the saving
throw may be altered. See the Situational Modifiers section of Chapter Audible Illusion (Illusion/Phantasm)
9: Combat for more details on how cover affects a saving throw.

Spell Descriptions
Range: Medium Components: V, S
Duration: 1 min./level Casting Time: +1
Area of Effect: Special Saving Throw: Special

The caster creates a volume of sound that rises, recedes, approaches,


or remains at a fixed place. The caster chooses what type of sound
First-Level Arcane Spells is created, but cannot produce more sound than what would origi-
nate from 4 medium-sized humanoids, per caster level. Thus, talking,
singing, shouting, walking, marching, or running sounds can be cre-
Alarm (Abjuration) ated. The sound need not mimic humanoids only, though. A horde
of rats running and squeaking is about the same volume as eight
Range: Personal Components: V, S humans, while a roaring lion equals double that value of humans.
Duration: 4 hrs. + 1 hour/level Casting Time: 1 full round So, the caster can create the sound of anything, even a dragon, if he
Area of Effect: 30 ft. radius cylinder Saving Throw: None has enough levels.
The caster wards an area to set off an audible or private alarm when This spell can enhance the effectiveness of a phantasmal image spell.
any creature enters. The caster may specify how large of a creature
automatically sets the alarm off, allowing very small creatures, such
as rabbits or rats to pass. As soon as a forbidden creature enters the Burning Hands (Evocation)
area without first uttering a password set at casting, the alarm either
loudly rings or sets off an internal alarm in the caster. If audible, it Range: Immediate Components: V, S
is loud enough to hear from 60 ft. away. The alarm persists for one Duration: Instantaneous Casting Time: +1
round. Creatures on another plane do not trigger the alarm, but in- Area of Effect: 10 ft. cone Saving Throw: Save for half
visible, gaseous or incorporeal creatures do.
The caster places his hands together, fans out his fingers and shoots
forth a torrent of flame. The flame emanates in a wide 120 degree
Arcane Armor (Conjuration) cone from the caster’s fingers and encompasses anyone within 10 ft.
of the caster. The flames deal 1d4 hit points plus 2 hit point per level
Range: Touch Components: V, S of damage. Materials that could catch fire do and require immediate
Duration: 10 min/level (Special) Casting Time: +4 extinguishing.
Area of Effect: Subject touched Saving Throw: None

The caster covers the subject in tangible energy that serves as a pro-

85
Change Self (Illusion/Phantasm) Chill Touch (Necromancy)
Range: Personal Components: V, S Range: Touch Components: V, S
Duration: 10 min/level Casting Time: 1 full round Duration: 1 hour Casting Time: +1
Area of Effect: N/A Saving Throw: See below Area of Effect: N/A Saving Throw: Negates

The caster disguises his appearance and that of his clothing and equip- The caster’s hands become enveloped in a crackling blue field of chill-
ment to appear differently. He cannot attempt to appear as another ing energy. Touching a living creature saps 1d4 points of damage plus
creature type, such as a human caster attempting to look like a troll, weakens the target, causing the target to suffer a –1 penalty to all com-
and must remain the same size. Aside from these restrictions, the caster bat rolls and Strength checks for the duration of the spell.
can generally alter his appearance in any way.
Touching an undead creature deals no damage, but forces the undead
Someone coming into direct contact with the caster, or who would creature to flee for 1d4 rounds plus 1 round per caster level unless the
otherwise have cause to believe the caster is a magical rouse, may be creatures saves.
given a save if an attempt to disbelieve is made.
Color Spray (Alteration)
Charm Person (Enchantment/Charm)
Range: Immediate Components: V, S
Range: Close Components: V, S Duration: Instantaneous Casting Time: +1
Duration: Special Casting Time: +1 Area of Effect: 20 ft. cone Saving Throw: See below
Area of Effect: Targeted subject Saving Throw: Negates
A cone of flashing colors erupts from the caster’s outstretched hand.
The caster charms a humanoid target up to medium-sized. The target Up to 1d6 creatures in the area of effect around the caster are affect-
need not be human, or even a playable race; any monster that fits the ed, unless they already blinded. Those that have an equal or greater
description of humanoid can be affected by this spell. amount of levels or HD to the caster’s level receive a save to thwart the
spell; those that have less in levels or HD than the caster has in levels
The target receives a saving throw. During the round this spell is cast, do not get a save.
any hit point damage inflicted by the caster’s allies accrues normally,
but also provides a like bonus on the save. For example, if the caster’s The effects of failing or not receiving a save depend on the amount of
allies inflict 10 points of damage while the caster is casting, the target levels or HD the subjects have. Those having an equal or lesser amount
receives a +10 bonus on his save. of levels or HD fall unconscious for 2d4 rounds. Those having 1 or 2
more levels or HD than the caster are blinded for 1d4 rounds and then
On a failed save, the target does not automatically become the caster’s stunned for 1 round. Those having 3 or more levels or HD than the
thrall. The target simply views everything the caster says as that of a caster are instead stunned for 1 round.
friend. Thus, suggestions to perform obviously dangerous tasks break
the charm. Furthermore, any acts of aggression toward the target by Comprehend Languages (Alteration)
the caster or the caster’s allies also end the spell. Reversible
The duration of the charm, provided no intervening event disrupts Range: Personal Components: V, S
it, can be permanent, but subsequent saves are allowed on a schedule Duration: 5 min./level Casting Time: 1 full round
based on the Intelligence of the target. Area of Effect: N/A Saving Throw: None
Intelligence Score Time Between Checks
3 or less 2 months The caster is able to understand the words of one touched creature
4-9 1 month or writing. If written, the caster can read at a rate of 250 words per
10-12 2 weeks minute. This spell can only decipher the words; it does not impart
13-14 1 week upon the caster the ability to write or speak the language. It also does
15-16 2 days not pierce magically indecipherable or invisible words. In other words,
17 1 day certain spells can ward against this spell.
18 1 hour
19 or more 1 minute The reverse of this spell renders a writing or a creature incomprehen-
sible and confusing for the duration.
Note: Even after the spell expires, the target knows he was under a
mind-affecting charm and remembers everything that happened.
Dancing Lights (Evocation)
Range: Medium Components: V, S
Duration: 1 min./level Casting Time: +1
Area of Effect: Special Saving Throw: None

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The caster creates one of the following: up to four lights that resemble Enlarge (Alteration)
lanterns or torches (and cast that amount of light), up to four glowing Reversible
spheres of light (which look like will-o’-wisps), or one faintly glowing,
vaguely humanoid shape. The dancing lights move as the caster desires Range: Close Components: V, S
(no concentration required): forward or back, up or down, straight or Duration: 5 min./level Casting Time: +1
turning corners, or the like. Lights cannot blind and wink out if they Area of Effect: 1 creature or object Saving Throw: Negates
travel beyond the spell’s range.
The caster enlarges a creature or object one size category per five levels.
Deflate (Enchantment/Charm) Thus, for example, either a small creature, such as a goblin, or a small
object, such as a short sword, could be enlarged by a 1st level caster to
Range: Close Components: V, S be the size of an adult male or long sword, respectively.
Duration: 1 min./level Casting Time: +1
Area of Effect: 10 ft. radius burst Saving Throw: Negates All equipment worn or carried is also enlarged to accommodate the
spell. Surroundings, however, don’t. If insufficient room exists for the
Creatures in the area of effect with Intelligence scores of 4 or higher creature or item to reach the desired size, the spell will only grow the
feel a curb in motivation that causes them to subconsciously pull some target until the maximum size is attained before causing structural
of the power back from their attacks. All attacks suffer a -2 penalty to damage.
normal damage. This spell can also be used in non-combat situations
where the caster wishes its target(s) to be more complacent. Although a targeted creature’s combat capabilities generally do not
change, their Strength increases 3 points for every size category grown.
If the targeted creature is monster, or otherwise does not have listed
Detect Magic (Divination) attributes, the target receives a +2 damage bonus per size category in-
crease (for ease of play).
Range: Personal Components: V, S
Duration: 2 min./level (Concentration) Casting Time: +1
The reverse of this spell not only negates enlarge, but also shrinks the
Area of Effect: 60 ft. cone Saving Throw: None
targeted creature or object in the same way enlarge increases its size.
The same rules apply, although in reverse.
The caster sees magical auras. The intensity of the aura highlights the
power level of the magic (dim for up to 2nd level, faint for 3rd to
Unwilling creatures targeted by either enlarge or its reverse application
5th, moderate for 6th to 8th, strong for 9th and overwhelming for
receive a save.
artifacts). The caster may attempt an Exceptional (TC 20) Intelligence

check (adding any bonus for proficiency in Spellcraft) to discern the
school of magic. It is possible for the caster to become confused by Erase (Alteration)
overlapping magical effects, and he may need to spend several minutes
acclimating himself to the various auras. Also note that certain sum- Range: Medium Components: V, S
moned creatures, while not magical themselves, may still resonate the Duration: Permanent Casting Time: +1
conjuration magic if they arrived just prior to casting. Area of Effect: Targeted writing Saving Throw: Special

While concentrating, the caster can maintain the spell as he looks This spell removes writings of either magical or mundane nature from
around, but he cannot extend the spell past its duration. If the caster a scroll or from one to two pages of paper, parchment, or similar sur-
stops concentrating before the duration expires, the spell still ends. faces. The caster can remove explosive runes, glyphs of warding, sepia
snake sigils, and arcane marks, but cannot remove illusory script or sym-
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common bols. Nonmagical writing is automatically erased if the caster touches
metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. them; otherwise, there is a 90% chance of success. Magical writings
must be touched to be erased, and require a roll by the caster to suc-
cessfully erase. The chances are 30% plus 10% per 2 caster levels, to a
Detect Undead (Divination/Necromancy) maximum of 90%. A failed attempt to erase a magical script that could
trigger a trap or spell effect does trigger it.
Range: Personal Components: V, S
Duration: 30 min. (Concentration) Casting Time: 1full round
Area of Effect: 60 ft. cone Saving Throw: None Feather Fall (Alteration)
The caster detects the presence, but not type, of all undead creatures Range: Medium Components: V
within range in the general direction of his sight. Duration: 1 rd./level Casting Time: +1
While concentrating, the caster can maintain the spell as he looks Area of Effect: Special Saving Throw: None
around, but he cannot extend the spell past its duration. If the caster
stops concentrating before the duration expires, the spell still ends. The caster effectively transforms the weight of targeted creature(s) or
object(s) immediately to that of a feather. The rate of falling is instantly
The spell can pierce barriers, but 1 foot of stone, 1 inch of common reduced to 20 feet per round, removing the chance of damage from
metal, a thin sheet of lead or 3 feet of wood or earth blocks it. falling. However, if the spell duration ceases during a fall, a normal

87
rate of fall resumes. The caster may affect himself and/or a number of The caster can end the effect with a single utterance; otherwise, it lasts
additional free-falling targets, provided a cumulative total weight of for one minute per level.
200 pounds plus 200 pounds per caster level is not exceeded. While
falling, the target(s) can be affected by winds strong enough to divert
the target(s) course.
Hold Portal (Alteration)
Range: Close Component: V
Provided the caster has not expended his actions in a round, the caster
Duration: 1 min./level Casting Time: +1
may cast this spell as a reaction, thus interrupting the iniative order.
Area of Effect: One portal up to Saving Throw: None
20 sq. ft./level
Floating Disc (Evocation)
This spell magically holds shut a door, gate, window, shutter or valve
Range: Close Components: V, S of wood, metal, or stone. The spell holds the portal shut as if it were
Duration: 30 min. + 10 min./level Casting Time: +1 securely closed and locked. The magic can be dispelled by a knock spell,
Area of Effect: Special Saving Throw: None dispel magic or by the effort of an extraplanar creature with at least 4
HD. Held portals can be broken down but impose a 25% penalty on
The caster creates a slightly concave, circular plane of force, 3 feet in any rolls to do so.
diameter and 1 inch deep at its center, that floats 3 feet above the
ground and obeys the commands of the caster. The disc holds 100
pounds per caster level. When not commanded to move toward a
Hypnotism (Enchantment/Charm)
specific point, the disc simply floats near the caster. If the distance
Range: Close Components: V, S
between the caster and the disc exceeds close range, the disc simply
Duration: 1 rd. + 1 rd./level Casting Time: +1
vanishes and its burden falls.
Area of Effect: 30 ft. cube Saving Throw: Negates

Frighten (Illusion/Phantasm) The gestures of the caster, along with his droning incantations, fasci-
nate 1d6 nearby creatures and make them more apt to find his subse-
Range: Close Components: V, S quent suggestions reasonable. After the spell is cast, the caster makes a
Duration: Special Casting Time: +1 reasonable request, which must also be in the native language of those
Area of Effect: 1 living creature Saving Throw: Negates hypnotized. If the targets are in combat with the caster or his allies,
or in an otherwise hostile mood, they receive a +2 save bonus. If the
The targeted creature sees the caster as a frightful presence in pur- spell affects only a single creature not in combat at the time, the saving
suit, forcing the frightened subject to flee from the caster. The target throw has a penalty of -2.
remains frightened until a successful saving throw is rolled in a sub-
sequent round; the target receives only one such save per round. All
saves rolled after a failed save suffer a cumulative -2 per caster level
Identify (Divination)
(maximum -12).
Range: Personal Components: V, S, M
Duration: 1 rd./level Casting Time: Special
The spell functions only against living creatures smart enough to un-
Area of Effect: N/A Saving Throw: None
derstand its fears, so targets with an Intelligence score less than 2 are
unaffected.
The caster can identify the properties of any magical items touched
after the spell is cast, as well as determine the method(s) of activa-
Grease (Conjuration) tion. How much information the spell reveals (such as the number
of remaining charges or attack bonus) is at the discretion of the GM.
Range: Short Components: V, S The magical items must first be prepared, a ritual taking at least 8
Duration: 1 min./level Casting Time: +1 hours, where the caster attempts to remove any substances that could
Area of Effect: 10 x 10 ft. Saving Throw: Special disrupt the spell. A magical salve costing 100 gp per cleansed item is
required.
A grease spell literally covers a solid, material surface with a slippery
layer of grease. Any creature in the area when cast, or later entering This is not a foolproof process – disruptions do occur. The caster per-
the area, must save or fall. Those who succeed must walk slowly and forms a level check against an Exceptional (TC 20) task and any natu-
can exit the area with a full round’s worth of actions. Any other forms ral 1 result is a failure regardless of level. Items improperly identified
of movement, including combat, requires additional saves and some contain disrupting magic and the caster must further study the object
movements, such as running, impose a –4 penalty on the save. and wait until he gains a level of experience to attempt another iden-
tification.
The spell can also be used to create a greasy coating on an item. Mate-
rial objects not in use are always affected by this spell, while creatures This is also a very demanding spell to cast. Attempting to separate
wielding or employing a targeted item receive a save to avoid the effect. magical auras into small pieces of information saps the caster’s vital-
If the initial saving throw fails, the creature immediately drops the ity. He loses 8 points of Constitution that are not regained until a full
item. Trying to pick up a greased item requires a save. night’s rest.

88
Jump (Alteration)
If the object bearing this spell’s protection is targeted by an identify
Range: Touch Components: V, S spell, the caster attempting to identify only factors half his level for
Duration: 2 min. + 1 min./level Casting Time: +1 the check. A failed roll is undetected; the caster believes the ruse and
Area of Effect: Subject touched Saving Throw: None no amount of additional testing or casting reveals the origin school of
its true magic.
The subject can, once per round, jump a great distance straight upward
or forward. Leaps can be up to 30 feet, but those having a proficiency If the targeted item’s own aura is exceptionally powerful (an artifact,
in any skill related to jumping can leap 40 feet. for instance), magical aura doesn’t work.

Light (Evocation) Manipulate Flames (Alteration)


Range: Medium Components: V Range: Close Components: V, S
Duration: 10 min./level Casting Time: +1 Duration: 2 rds./level Casting Time: +1
Area of Effect: 20-ft. radius burst Saving Throw: Special Area of Effect: 10-ft. radius Saving Throw: None

This spell creates a light equal to that of torchlight in a 20-ft. radius; This spell enables the caster to manipulate nonmagical fires to decrease
the area immediately beyond this light is awash in shadowy illumina- in size and brightness to virtually nothing or to increase in size and
tion. The caster chooses a solid point he can clearly see (such as a rock) brightness to a point of blazing glory. The spell also allows the caster to
to serve as the center of the spell’s area of effect. remove any smoke that may emit from burning flames by manipulat-
ing the flames to feed from arcane energy and not oxygen. All flames
If cast on a moveable object, the spell will travel with the object if still extinguish upon the depletion of their fuel and they still can dam-
moved. If cast on a creature, it will also move with the creature, but the age and burn.
targeted creature does receive a save to resist the spell. This spell gener-
ally requires a very finite point of origin, so if cast on a living creature An alternate application of this spell is to quickly extinguish all flames
with no visible organs, the spell always springs from the very top of the in the area, which is an instantaneous effect.
target, usually the top of its head. A target can be partially blinded (-2
to rolls) if light is cast on one of its eyes and it does not save.
Mending (Alteration)
Light taken into an area of magical darkness does not function and if
Range: Medium Components: V, S
cast to emanate from within such an area, the light prevails.
Duration: Permanent Casting Time: +1
Area of Effect: 1 object Saving Throw: None
Magic Missile (Evocation)
This spell repairs small breaks or tears in objects (but not warps caused
Range: Long Components: V, S by spells such as warp wood). It will weld metallic items such as a ring,
Duration: Instantaneous Casting Time: +1 chain link, medallion, or slender dagger, providing but one break ex-
Area of Effect: Up to 5 targets Saving Throw: None ists. Ceramic or wooden objects with multiple breaks can be invisibly
rejoined to be as strong as new. A hole in a leather sack or wineskin
The caster shoots forth a missile (or missiles) of magical energy that is completely healed over by this spell. Repaired magical items do not
sail toward its target(s) and unerringly strike. Targets must be clearly retain their magical qualities, though.
visible, so concealment still subjects the target to the spell, but near full
concealment may not. Each missile deals 1d4+1 point of damage. The targeted object cannot have more than 1 cubic foot per caster level
in volume.
For every two caster levels beyond 1st, the caster gains an additional
missile—two at 3rd level, three at 5th, four at 7th, and the maximum
of five missiles at 9th level or higher. The caster may shoot multiple
Message (Alteration)
missiles at one target or split them up however he wants at several
Range: Close Components: V, S, M
targets.
Duration: 5 rds./level Casting Time: 1
Area of Effect: Special Saving Throw: None
Magical Aura (Illusion/Phantasm)
The caster can whisper messages and receive replies with little chance
Range: Touch Components: V, S of being overheard. The caster covertly points his finger at each crea-
Duration: 1 day/level Casting Time: 1 full round ture he wants to communicate with and up to 1 subject per caster
Area of Effect: Special Saving Throw: Special level can be allowed to hear the message. When the whisper is uttered,
the message travels and is audible to all targeted creatures. Targeted
The caster alters an item’s aura so that it registers to magical detection recipients can communicate back to the caster by whispers heard only
as though it were either nonmagical or of a different magical school. by the caster.
This effectively masks the item’s true magical identity.

89
The caster need only see a part of the targeted recipient(s). The message stops concentrating on maintaining it, or until the illusion is struck by
can move around barriers to reach its destination. someone and the caster fails to make the illusion react appropriately.
Those that attempt to disbelieve the illusion receive a saving throw
Mount (Conjuration/Summoning) (at +4).

Range: Close Components: V, S Protection From Evil (Abjuration)


Duration: 2 hrs. + 1 hr./level Casting Time: 10 rounds Reversible
Area of Effect: N/A Saving Throw: None
Range: Touch Components: V, S
The caster conjures a mount to serve willingly and well for the dura- Duration: 2 min./level Casting Time: +1
tion of the spell. The actual type of mount depends on the caster’s Area of Effect: Subject touched Saving Throw: None
level. Casters less than 12th level may only summon a light horse, don-
key, mule or camel. At 12th level, the caster can summon an elephant This spell creates a 1-ft. thick magical barrier around the subject that
and a 15th level caster can summon a griffon or giant eagle. moves with the subject. The barrier has three major effects:

The mount comes equipped with a bit and bridle and saddle. At the First, all attacks against the subject made by evil creatures suffer a -2
expiration of the spell, the mount simply vanishes, so a caster riding an penalty to the attack roll and the subject receives a +2 bonus on any
aerial mount would do well to land first. saving throws required.

Minor Cantrip (All Schools) Second, the barrier blocks any attempt to possess the warded subject
(by a magic jar, for example) or to exercise mental control over the
Range: Immediate Components: V, S creature (including enchantment (charm) effects and enchantment
Duration: Concentration Casting Time: +1 (compulsion) effects that grant the caster ongoing control over the
Area of Effect: Special Saving Throw: None subject, such as dominate person). The protection does not prevent such
effects from targeting the protected subject, but it suppresses the effect
Minor cantrip is a spell that creates a minor magical effect that can be for the duration of the protection from evil spell effect. If the protec-
used to entertain, help with household chores or cure a nuisance like tion from evil spell ends before the effect granting mental control does,
soaked clothes. This spell cannot create potent magic and can never the would-be controller would then be able to mentally command the
produce a damaging effect. While the utility of this spell is limitless, controlled creature. Likewise, the barrier keeps out a possessing life
common applications include drying wet clothes, keeping food fresh force but does not expel one if it is in place before the spell is cast. This
longer, cleaning a spill and causing small flashes of sparkling light. second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures, such


Obscuring Fog (Evocation) as an imp for example. This causes the natural weapon attacks of
such creatures to fail and the creatures to recoil if such attacks require
Range: Medium Components: V, S touching the warded creature. Good summoned creatures are immune
Duration: 1 min/level Casting Time: +1 to this effect. The protection against contact by summoned creatures
Area of Effect: See below Saving Throw: None ends if the warded creature makes an attack against or tries to force
the barrier against the blocked creature. Spell resistance can allow a
The caster creates a wall of vaporous and misty fog that obscures all creature to overcome this protection and touch the warded creature.
sight, including enhanced vision, beyond 2 to 5 feet. The duration of Second, any attempt to possess (as by a magic jar attack) or to exercise
this spell can be cut in half by winds, and may even end by extremely mental control over (as by a vampire’s charm ability) the protected
powerful winds. The spell creates a wall of this obscuring mist that is creature is blocked by this spell. Note that the protection does not
20 feet tall, 20 feet deep and 10 feet/level long. prevent a vampire’s charm itself, but it does prevent the exercise of
mental control through the barrier. Likewise, a possessing life force is
Phantasmal Image (Illusion/Phantasm) merely kept out. It would not be expelled if in place before the protec-
tion is cast.
Range: Long Components: V, S
Duration: Concentration (Special) Casting Time: +1 This spell can be reversed (called protection from good) to protect from
Area of Effect: 400 sq. ft. + Saving Throw: Special good creatures and good-aligned effects, in which case the second and
100 sq. ft./level third benefits remain the same.

This spell creates the visual illusion of any object, creature or force, Read Magic (Divination)
as visualized by the caster; however, this spell cannot create sound,
smell, texture or temperature. The illusion is completely controlled Range: Personal Components: V, S
by the caster, who can force it to move in any way, within the limits Duration: 2 min./level Casting Time: 1 full round
of the spell’s area of effect. (While the illusion can spring from any Area of Effect: Special Saving Throw: None
point within range, it cannot move beyond the area of effect, which is
centered on the point of origin.) The illusion persists until the caster The caster is able to decipher magical inscriptions (other than those

90
scribed by his own hand) on objects-books, scrolls, weapons, and the If the spell is successful (which is determined by a roll performed in se-
like-that would otherwise be unintelligible. This deciphering does not cret by the GM) a familiar appears. Familiars have an Intelligence score
normally invoke the magic contained in the writing, although it may of 8, although they cannot speak normally, 4 additional hit points
do so in the case of a cursed scroll. Furthermore, once the spell is cast plus 1 hit point per caster level above that of the base creature, and an
and the caster has read the magical inscription, he is thereafter able to Armor Class of 13. The caster immediately receives the senses and ani-
read that particular writing without recourse to the use of read magic. mal instincts of his familiar, which grants him a +1 bonus to Wisdom
The caster can read one page or its equivalent, which is 250 words, checks to avoid being surprised.
per minute.
The caster links empathically to the familiar and can maintain a men-
Shocking Grasp (Evocation) tal connection up to 1 mile away. Commands must be basic and re-
sponses generally include a host of animalistic reactions to the famil-
Range: Touch Components: V, S iar’s current situation. Although the familiar is much more intelligent
Duration: Instantaneous Casting Time: +1 than almost all of its kind, it is still an animal. Although a mental link
Area of Effect: Subject touched Saving Throw: None is present and the caster enjoys slightly heightened senses, the caster
and familiar do not share senses.
The caster’s touch becomes an electrically-charged weapon that deliv-
ers 1d8 points of damage per level plus 1 point of damage per level. The familiar can be damaged. First, it loses 1 hit point each day it
is separated by more than 1 mile from its master. Second, it can be
harmed in combat, although if in close proximity to its master, it
Sleep (Enchantment/Charm) shares its master’s saving throws (and only suffers half damage from
any failures). If the familiar dies, the master must roll a shock survival
Range: Medium Components: V, S check. A failure kills the master. A successful check permanently re-
Duration: 5 min./level Casting Time: +1 moves 1 point of the master’s Constitution.
Area of Effect: Special Saving Throw: None
The GM’s roll chart follows, with the type of familiar that arrives and
This spell forces 2d4 HD worth of living creatures to slumber; no two the type of heightened sense gifted to the caster.
creatures can be more than 30 feet apart. Creatures with the fewest
HD are affected first and, regardless of roll, no creature with more
than 3HD is affected.
% Roll Familiar* Sensory Gift to Caster
Slapping or wounding affected creatures rouses them (after one round) 01-24 None None
but normal noise does not. 25-50 Cat Enhanced night vision & hearing
51-60 Crow Enhanced short to medium ranged vision
Spider Climb (Alteration) 61-70 Hawk Enhanced distance vision

Range: Touch Components: V, S 71-80 Owl Night vision equal to elf, enhanced hearing
Duration: 10 min./level Casting Time: +1 81-90 Toad Enhanced angle vision (add’l +1 surprise rolls)
Area of Effect: Subject touched Saving Throw: Negates 91-00 Weasel Enhanced hearing & an extremely sharp nose

The recipient can climb and travel upon vertical surfaces and ceilings * The GM can substitute other small animals suitable to the area and
as well as a spider can. The subject can move his full movement speed, provide new sensory gifts.
but must use both hands and feet during any movement on walls or
ceilings.
Thermoc’s Reflective Disc (Evocation)
Summon Familiar (Conjuration/Summoning) Range: Personal Components: V, S
Duration: 1 min./level Casting Time: +1
Range: Long Components: V, S, M Area of Effect: Special Saving Throw: None
Duration: Special Casting Time: 24 hours
Area of Effect: N/A Saving Throw: Special This spell creates a 3-ft. diameter disc that hovers in front of the caster’s
face. This disc remains invisible for the duration until a magical or
Through this ritual spell, the caster summons a familiar to serve as supernatural gaze attack targets the caster. At that point, the disc trans-
a magical companion. Doing so takes 24 hours of casting and uses forms into a reflective mirror that returns the creature’s gaze, causing
up magical materials that cost 1,000 gp. A familiar is a magical beast the creature to make a saving throw versus its own gaze.
that resembles a small animal, but one with a heightened intellect and
fortitude. Familiars are small creatures (see the GM’s chart below). There is a difference between active gaze attacks, against which this
The caster may only retain one familiar at a time and, in the event the spell protects, and effects the caster could suffer if the caster gazes upon
spell ritual is unsuccessful or the familiar later dies, the caster can only the creature, a situation that this spell does not protect against.
attempt this ritual once per year.

91
Thermoc’s Shield (Evocation)
Level 2 Arcane Spells
Range: Personal Components: V, S
Duration: 5 min./level Casting Time: +1 Air Pocket (Alteration)
Area of Effect: Special Saving Throw: None
Range: Immediate Components: S
This spell creates an invisible barrier the size of a tower shield that Duration: 10 min./level Casting Time: +2
comes into being in front of the caster. The shield negates magic mis- Area of Effect 10 ft. radius globe Saving Throw: None
sile attacks. The shield also provides +4 AC bonus.
The caster morphs surrounding air into an invisible air pocket filled
Unhinge (Enchantment/Charm) with fresh air that can either be fixed to a specific point in range or
applied to a creature, in which case the air pocket moves with the tar-
Range: Medium Components: V, S geted creature. All those in the air pocket can breathe freely, even un-
Duration: 1 min. Casting Time: +1 derwater, and are not subject to any harmful gases or air-borne toxins.
Area of Effect: 1 creature Saving Throw: Negates If the pocket is brought underwater, it pops if brought below a depth
of 30 feet. Furthermore, a sharp object can pop the air pocket from
This spell causes its target to hear a series of insults that forces the tar- either side of the pocket, provided the invisible envelope is struck,
get to lose all composure and rush the supposed origin of the insults. which can either happen accidentally or with intent by a person who
The caster can make the target believe the insults originate from any can see invisible or obscured objects.
other person in range. The target charges with either held melee weap-
ons or his bare hands, and does so at the expense of other actions. Acid Arrow (Conjuration)
If the targeted subject of this spell cannot safely reach the person he Range: Long Components: V, S
believes to be issuing the insults, the spell may fail. This depends on Duration: Special Casting Time: +2
how unsafe the charge would be. Area of Effect: 1 target Saving Throw: Special

Unseen Servant (Conjuration/Summoning) The caster’s hand shoots forth a magical arrow of acid at a target in
range. The caster must roll an attack but uses the Base to Hit for a
Range: Close Components: V, S fighter of equal level to the caster and the roll assumes proficiency and
Duration: 1 hr. + 10 min./level Casting Time: +1 does not factor normal ranges. A successful shot does not splash but
Area of Effect: 30-ft. radius Saving Throw: None inflicts 2d4 points of acid damage (which perhaps requires a saving
throw for items on the target that suffer the acid damage). For every
An unseen servant is an invisible, mindless, and shapeless force, used three levels, the acid, unless somehow neutralized, lasts for an addi-
to run and fetch, open unstuck doors, and hold chairs, as well as clean tional round, dealing another 2d4 points of damage. At 6th level, for
and mend. It can perform only one activity at a time and, since it example, the acid lasts three rounds total.
is very weak, can carry only things weighing less than 20 pounds or
move things along a smooth surface weighing less than 40 pounds. Alter Self (Alteration)
The servant is made of force and cannot fight in any way, nor can it be
destroyed by normal combat. It can be magically dispelled and it van- Range: Personal Components: V, S
ishes after taking 6 points of damage from an area effect, all of which Duration: 3d4 min. + 2 min./level Casting Time: +2
the servant receives no save against. The spell also ends immediately if Area of Effect: N/A Saving Throw: None
the caster attempts to send it beyond the spell’s range.
The caster alters his appearance and form, but must remain generally
Ventriloquism (Illusion/Phantasm) humanoid. He may appear one size smaller or larger than his normal
size and may transform himself to take on the physical nature of the
Range: Close Components: V mirrored form; for example, if his chosen form is a bipedal creature
Duration: 5 mins + 1 min./level Casting Time: +1 with wings, the caster has working wings.
Area of Effect: 1 creature or object Saving Throw: Negates
The caster does not gain any enhanced combat advantages of the new
The caster can make any sound he can utter, including his voice or the form, only its physical composition. The caster retains his AC, attack
voice of another, seem to originate from another person or object in and damage stats, and his saving throw.
range. With respect to such voices and sounds, anyone who attempts
to disbelieve receives a save (albeit at -2); however, if the subject is The caster’s held or worn gear and equipment also transform in any
attempting to disbelieve multiple illusions at the same time, he may way to accommodate the new form. Both the caster and his altered
suffer a greater penalty to uncover the true source of this spell. equipment revert back to normal form upon the duration of this spell,
or at the death of the caster, whichever comes first.

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Animate Ropelike Object (Enchantment) Cause Deafness (Illusion/Phantasm)
Range: Close Components: V, S Range: Medium Component: V
Duration: 1 min./level Casting Time: +2 Duration: Permanent Casting Time: +2
Area of Effect: 50 ft. + 5 ft./level Saving Throw: None Area of Effect: 1 targeted creature Saving Throw: Negates

The caster animates and commands a nonliving ropelike object. The The caster causes the targeted creature to become deaf, able to hear
ropelike object cannot be more than 1 inch diameter and 50 feet plus 5 nothing. Deafened creatures suffer a –2 on all rolls and deafened cast-
feet per level in length. The possible commands are “coil” (form a neat, ers must succeed on a Superior (TC 15) Intelligence check to cast a
coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” spell with a verbal component. A failed check removes the spell slot.
and the opposites of all of the above (“uncoil,” and so forth). The caster
can give one command each round. The effect of this spell is permanent unless dispelled.

The rope can only enwrap a creature or an object within 1 foot of it- Continual Light (Alteration)
-it does not snake outward--so it must be thrown or hurled near the
intended target. The rope does not inflict damage, but it can be used as Range: Medium Components: V, S
a trip line or to cause a single opponent (who fails a save) to fall. Duration: Permanent Casting Time: +2
Area of Effect: 60-ft. radius Saving Throw: Special
Note that the rope itself, and any knots tied in it, are not magical and
that a typical hemp rope might have AC 14 and take 2-4 points of This spell creates a larger and perpetual version of the light spell. It lasts
slashing damage before tearing. until dispelled or countered by a spell able to do so. All other rules ap-
plying to light apply to perpetual light as well.
Arcane Lock (Alteration)
Continual light taken into an area of magical darkness does not func-
Range: Touch Components: V, S tion and if cast to emanate from within an area currently in magical
Duration: Permanent Casting Time: +2 darkness, the light will subdue the darkness.
Area of Effect: Object 30 sq. ft./level Saving Throw: None

The caster uses this spell to magically lock a door, chest, or portal. The Darkness (Alteration)
caster can freely open his own arcane locks and can give others a special
password set at casting. Dispel magic or knock also breaches the arcane Range: Medium Components: V, S
lock, but only for 10 minutes at a time. Unlike hold portal, extraplanar Duration: 10 min. + 1 min./level Casting Time: +2
creatures have no power over these locks. Area of Effect: 15-ft. radius burst Saving Throw: None

This spell causes the area to be filled with pitch darkness. All sight is
Blur (Illusion/Phantasm) negated, including enhanced vision that would normally allow one to
see in the dark. Mundane light is useless and so too is any magical light
Range: Personal Components: V, S effect of lower level. Magical light of equal power subdues the dark-
Duration: 2 min. + 1 min./level Casting Time: +2 ness if brought into being inside an existing burst of darkness. Higher
Area of Effect: N/A Saving Throw: None power light spells and effects simply snuff it out.

The caster’s outline blurs, shifts, and wavers, giving him a +4 AC bo-
nus to all attacks and a +1 bonus to saves specifically targeting the Detect Evil (Divination)
caster. A detect invisibility spell does not counter this spell, but effects Reversible
at least equivalent to true seeing do.
Range: Personal Components: V, S
Duration: 5 min./level (Concentration) Casting Time: +2
Cause Blindness (Illusion/Phantasm) Area of Effect: 180 ft. cone from caster Saving Throw: None

Range: Medium Component: V The caster senses evil emanations. These emanations can originate
Duration: Special Casting Time: +2 from evil creatures, evil items, and areas tainted by desecration or the
Area of Effect: 1 targeted creature Saving Throw: Negates recent presence of a powerful, malevolent being. The power level of the
evil emanation determines the power of the aura detected (dim, faint,
The caster causes the targeted creature to become blind, able only to moderate, strong, or overwhelming).
see various hues of gray and streaks of muted light. This is permanent
and can only be removed by the caster or by being dispelled. The duration listed above is the maximum amount of time the caster
can continue to concentrate on the spell. In fact, once the caster stops
When blinded, one suffers a –4 on all rolls and AC. concentrating, the spell ends.

The reverse of this spell detects good emanations.

93
Detect Thoughts (Divination) The caster creates a billowing fog cloud that obscures all sight, includ-
ing enhanced vision, beyond 2 to 5 feet. A strong breeze disperses the
Range: Personal Components: V, S fog in 1 minute; while a strong wind immediately ends the spell. The
Duration: 1 min./level Casting Time: +2 spell does not function underwater.
Area of Effect: 30 ft. cone from caster Saving Throw: Negates
Golden Glimmer (Illusion/Phantasm)
The caster gains ESP and can detect the surface thoughts of any crea-
tures in range. He must focus on one creature per round and can dig Range: Touch. Components: V, S
deeper into the target’s thoughts if the caster spends more time con- Duration: 1 hr./level Casting Time: 1 full round
centrating on that target. The spell can penetrate barriers, but 1 foot of Area of Effect: N/A Saving Throw: Negates
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
or dirt blocks it. The caster touches an object or collection of objects weighing no more
than 1 pound and temporarily causes the object(s) to appear as if made
As a mind-affecting spell, the target’s Wisdom bonus applies, but the for pure gold. Any intelligent creature coming into contact with the
GM is also free to adjust this bonus, up or down, based on what the object(s) has a chance to save. A successful save reveals the illusion.
caster is attempting to discern.
If cast upon a series of coins to appear as if they were gold coins, a
Enhance (Alteration) maximum of 50 coins can benefit from this spell.

Range: Touch Components: V, S Frightening Aura (Enchantment/Charm)


Duration: 1 hr./level Casting Time: 1 full round
Area of Effect: Person touched Saving Throw: None Range: Immediate Components: V, S
Duration: 1rd. + 1 rd./level Casting Time: +2
The caster increases one attribute of the subject by 1d8 points. The Area of Effect: 25-foot radius from caster Saving Throw: Special
maximum attribute score that can be attained by this spell is 20. Each
score above 18 requires 2 points to attain. This spell causes creatures in the area of effect with less than 6 HD
to become overwhelmed with fear toward the caster and act as if they
If the subject does not have a noted list of attributes, it receives a +1 to were under the effects of the frighten spell. They attempt first to flee
its Combat Ability Modifier per three points rolled, instead. as far away as possible and, if trapped or cornered and forced to fight,
suffer a –2 on all rolls.
Flaming Sphere (Evocation)
Most creatures do not receive a saving throw; however, any creature
Range: Close Components: V, S with elven blood or those that possess the ability to cast divine spells
Duration: 1 rd./level Casting Time: +2 do receive a save. Any non-living creature or one with less than Intel-
Area of Effect: 6-ft. diameter sphere Saving Throw: Negates ligence 2 is unaffected.

A burning globe of fire appears and rolls anywhere in range upon the Glitterdust (Conjuration)
commands of the caster. The sphere moves 30 feet per round and can
jump up to 30 feet to strike something. The sphere easily rolls over Range: Medium Components: V, S
any barrier 4 feet or shorter. Creatures struck by the sphere must save Duration: 1d4 rd. + 1 rd./level Casting Time: +2
or take 2d4 points of fire damage, and merely being within 5 feet of Area of Effect: 10 ft. radius Saving Throw: Special
the burning globe requires a save to thwart 1d4 points of fire damage.
Saving throws are only allowed for creatures able to dodge away from This spell conjures a cloud of golden particles that covers everything in
the ball. the area of effect. Those in the area must save or become blinded (-4
penalties to attack rolls, saving throws, and Armor Class) and be vis-
The sphere is normal fire and so it burns flammable materials and can ibly outlined by the glitterdust for the duration of the spell.
be extinguished by the same means as any normal fire of its size. The
surface of the sphere has a spongy, yielding consistency and so does not
cause damage except by its flame. It cannot push unwilling creatures
Hideous Laughter (Enchantment/Charm)
aside or batter down large obstacles.
Range: Close Components: V, S, M
Duration: 1 rd./level Casting Time: +2
The sphere winks out if commanded to move beyond close range.
Area of Effect: 1 creature per 3 levels Saving Throw: Negates

Fog Cloud (Evocation) This spell causes the targeted creature(s) to drop to the floor and begin
laughing uncontrollably. The laughter only lasts one round, but it is so
Range: Medium Components: V, S severe, exhaustion follows for the remainder of the spell. This exhaus-
Duration: 5 min. + 1 min./level Casting Time: +2 tion imposes a -1 penalty to all combat rolls and AC.
Area of Effect: 40-foot diameter globe Saving Throw: None

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Creatures with Intelligence scores of 4 or less are totally unaffected The spell expires after 1 full day, unless the subject attacks someone.
by this spell. Creatures with Intelligence scores of 5-9 save with a -4 For purposes of this spell, an attack is a purposeful attempt to adverse-
penalty and those with higher Intelligence scores receive their normal ly affect a living or animate target with anything, even a spell.
save.
Not everyone receives a save to notice something or someone invisible.
Hypnotic Pattern (Illusion/Phantasm) Only those with a Wisdom score of 14 or higher receive a save to no-
tice (but still suffer a -4 to attacks versus an invisible target).
Range: Medium Components: S
Duration: Special Casting Time: +2 Knock (Alteration)
Area of Effect: 30-ft. cube Saving Throw: Negates Reversible

The caster creates a twisting pattern of subtle colors in the air that Range: Medium Components: V
causes any creature in the area of effect to save or become fascinated by Duration: Special Casting Time: +1
the colors, thereby stopping to gaze on them intently. The total num- Area of Effect: Target 10 sq. ft./level Saving Throw: None
ber of HD affected by this spell is 2d12. These subjects will remain
fixed on the colors until the caster stops concentrating on the spell or The knock spell opens stuck, barred, locked, held, or magically locked
they are damaged in any way. doors. It opens secret doors, as well as locked or trick-opening boxes
or chests. It also loosens welds, shackles, or chains, if they are used
Illusory Trap (Illusion/Phantasm) to keep something shut. If used to open a magically locked door, the
spell does not remove the former spell that keeps it locked, but simply
Range: Touch Components: V, S, M suspends its functioning for 10 minutes. In all other cases, the effects
Duration: Permanent Casting Time: 1 full round of this spell are permanent. It does not raise barred gates or similar
Area of Effect: Object touched Saving Throw: None impediments (such as a portcullis), nor does it affect ropes, vines, and
the like. It also does not prevent later attempts to lock the target, by
This spell creates the illusion that a small object, such as a lock or jew- either mundane or magical means. Each casting of this spell can undo
elry box, is trapped. It can be detected, but cannot be disarmed since it up to two means of preventing egress.
does not exist. The trap is only intended to dissuade those that would
attempt to either steal the item or gain entry into an area. The reverse of this spell magically locks the same targeted object(s).

This spell requires wink dust, a magical component made of brownie Levitate (Alteration)
or pixie hair. If not procured in the wild, it generally costs 200 gp for
the requisite amount to cast this spell once. Range: Close Components: V, S
Duration: 10 min./level Casting Time: +2
Improved Phantasmal Image (Illusion/Phantasm) Area of Effect: 1 creature or object Saving Throw: Negates

Range: Medium Components: V, S This spell allows the caster to move himself or another creature or ob-
Duration: Concentration + 2 rounds Casting Time: +2 ject in range up and down as he wishes. The object or creature cannot
Area of Effect: 400 sq. ft. + Saving Throw: Special weigh more than 100 pounds per caster level.
100 sq. ft./level
The caster cannot move the subject horizontally, but the recipient
This spell functions almost exactly like the 1st-level phantasmal image could scale along a wall or cliff if possible. Movement is restricted to
spell, except that minor sounds can emanate from the image, but not 20 feet per round. If the subject is unwilling, or the object is held by
speech. Also, the improved phantasmal image continues its duration someone, the subject receives a save.
for two rounds after the caster stops concentrating on it.
A levitating creature finds it difficult to attack with melee or ranged
weapons; the first attack has a -1 penalty on attack rolls, the second -2,
Invisibility (Illusion/Phantasm) and so on, to a maximum penalty of -5. A round spent stabilizing and
preparing for an attack allows the creature to begin again at -1.
Range: Touch Components: V, S
Duration: 1 day (Special) Casting Time: +2
Area of Effect: Personal or creature Saving Throw: None (Spe- Locate Object (Divination)
cial) Reversible

The caster causes himself or a touched object or creature to become Range: Personal Components: V, S
invisible and vanish from all non-magical sight. The subject’s gear be- Duration: 1 min./level Casting Time: +2
comes invisible too; however, anything later dropped becomes visible. Area of Effect: 100 ft../level Saving Throw: None
If the subject picks something up, it is not invisible until stored away.
The spell does not magically silence the subject. The caster can sense the direction of a known or familiar object. As
the spell’s duration progresses, the caster moves and attempts to follow

95
the spell, as it guides the caster to the object. General objects can be Misdirection (Illusion/Phantasm)
found by simply visualizing one, such as a key or ladder. More specific
or unique objects must be very familiar to the caster, and may require Range: Close Components: V, S
the caster to have held the object at least once. The spell is blocked by Duration: 8 hrs. Casting Time: +2
a thin sheet of lead. Creatures cannot be found by this spell. Area of Effect: 1 creature/object Saving Throw: Negates

The reverse of this spell obscures the object from locate object and By means of this spell, the caster misdirects the information from a de-
other magical means of divination for 8 hours. tection spell (detect evil, detect invisibility, and the like). The targeted
recipient of this spell detects as if he, she or it were a) in a different
Magic Mouth (Alteration) place, b) an entirely different creature or object, provided there is a
substitute in range, or c) composed of the opposite aura of alignment;
Range: Close Components: V, S whichever is most applicable. The caster or activator of the detection
Duration: Special Casting Time: +2 or divination spell or effect rolls the save. Success indicates the misdi-
Area of Effect: 1 object or creature Saving Throw: None rection fails.

The caster imbues the chosen object or creature with an enchanted Note that this spell does not affect other types of divination (augury,
mouth that suddenly appears and speaks its message when a specified detect thoughts, clairvoyance, etc.).
event occurs. The message, which must be twenty-five words or less,
can be in any language known by the caster, and can be delivered over Pocket of Holding (Alteration)
a period of 10 minutes. The mouth cannot cast spells or use command
words to activate items. It does, however, move to the words articu- Range: Touch Components: V, S
lated, so if it were placed upon a statue, the mouth of the statue would Duration: 1 hr./level Casting Time: 10 min.
move and appear to speak. Of course, the magic mouth can be placed Area of Effect: N/A Saving Throw: None
on any object, excluding intelligent animals or sentient vegetables.
The caster touches one pouch or pocket and transforms it into a small
The spell functions when specific conditions are fulfilled, according extradimensional storage space. The space holds up to 100 pounds,
to the command set at the time of casting. Commands can be very but weighs nothing to whoever bears it. The pouch or pocket looks
general or highly specific. Some examples of very general commands empty to others.
are to speak “to the first creature that walks by,” or “to the first creature
with two legs.” An example of a specific command is to speak “to the There are no space limitations in the pocket or pouch; however, the
first beautiful elven female wearing elven chain and accompanied by items placed inside must fit in the opening of the pouch or pocket.
a blind and elderly human mage”. A magic mouth cannot distinguish
alignment, level, Hit Dice, or class except by external garb. Only visual If dispelled or expired, the extradimensional space spits out its con-
and audible triggers can be set and the spell can be duped by illusions tents.
or disguises

Command range is 15 ft. per level of the caster, so a 6th-level caster


Pyrotechnics (Alteration)
can command the magic mouth to trigger and speak from a distance
Range: Long Components: V, S
of 90 feet.
Duration: Special Casting Time: +2
Area of Effect: 1 fire up to 20 ft. cube Saving Throw: None
Mirror Image (Illusion/Phantasm)
The caster chooses to turn an existing fire source into either a flashing
Range: Personal Components: V, S burst of fireworks or a thick choking cloud of smoke.
Duration: 1 min./level Casting Time: +2
Area of Effect: Special Saving Throw: None Fireworks: This option causes the fire to erupt in a series of blinding
firework flashes. Any creature within 120 feet with line of sight to the
Two to eight illusory duplicates of the caster come into being around fireworks must save or become blinded for 1d4+1 rounds. Blinded
him and perfectly mimic the moves and sounds made by the caster. subjects suffer a –4 on all rolls and AC.
Those trying to discern which of the images the real caster is simply
cannot; each image must be struck to disappear. Every time an im- Smoke: A thick, writhing stream of smoke billows forth from the fire
age disappears, or the actual caster is struck, the other images shuffle and forms a choking cloud taking up a space 100 times greater in size
around and then continue to behave like the caster. The caster can also than that of the fire. The cloud spreads 20 feet in all directions and
cause all the images to converge on him and then spread out when the lasts for 1 round per caster level. All sight, even enhanced vision, is
caster moves, thereby making it impossible to track the caster’s true ineffective. All within the cloud must save or be partially blinded (-2
location. penalties to all rolls and AC). These effects last for 1d4+1 rounds after
the cloud dissipates or after the creature leaves the area of the cloud.
1d4 images plus 1 image for every three caster levels appear, to a maxi-
mum of eight images, when this spell is cast. Each image must remain The spell may extinguish the fire source or damage a fire creature if
within 5 feet of another image (or the caster).

96
used as a source. If the source is a 20-foot cube, the fire is extinguished; is, in fact, fastened to an extradimensional space. The caster and up to
if much larger, it may be only diminished. Magical fires are never ex- seven others (a total of eight creatures) can climb up the rope and enter
tinguished, but take 1 round to regain their former glory. Fire creatures this extradimensional space, which is hidden from view to all those not
receive a save to thwart the spell. Failure exposes the creature to 1 point in the space. The rope can be pulled up into the space and disappear. If
of damage per caster level after the spell is complete. the rope is visible, it can be pulled out of the extradimensional space.

Random Action (Enchantment/Charm) Spells cannot be cast across the extradimensional interface, nor can
area effects cross it. Those in the extradimensional space can see out
Range: Close Components: V, S of it as if there were a 3-foot by 5-foot window centered on the rope.
Duration: 2 rounds Casting Time: +2 Those in the space are dropped out when the spell ends. The rope can
Area of Effect: 20 ft. radius Saving Throw: Negates be climbed by only one person at a time. Note that the spell also allows
a climber to reach a normal, elevated height if they do not climb all the
The caster forces 1d4 creatures in the area of effect to perform two full way to the extradimensional space.
round’s worth of random actions. These actions are never combative
and cannot benefit either the subject or the subject’s allies. Actions There is a serious danger in creating or taking an extradimensional
taken are purely random and always out of place, such as breaking out space into an existing extradimensional space.
in song or dance, or breaking out a bag of dice to play bones. During
the spell’s duration, if any subjects feel threatened or suffer the effects See Invisibility (Divination)
of any mundane or magical attack, the spell immediately breaks. If
threatened, subjects will protect themselves and so they retain their Range: Personal Components: V, S
full AC. Duration: 10 min./level Casting Time: +2
Area of Effect: 30-ft. cone Saving Throw: None
Ray of Enfeeblement (Necromancy)
The caster sees any objects or beings that are hidden, invisible or ethe-
Range: Close Components: V, S real in close visual range (see the area of effect). The spell does not
Duration: 1 min./level Casting Time: +2 reveal the method used to obtain invisibility or etherealness, nor does
Area of Effect: 1 creature Saving Throw: Negates it reveal illusions or enable you to see through opaque objects.

A ray shoots forth from the caster’s hand and strikes a target in range, Shatter (Alteration)
weakening the target and reducing the target’s Strength to 4, at which
point the target suffers a –2 to all attack rolls and –1 on all damage. Range: Medium Components: V, S
There may also be encumbrance issues, as well, which could impose Duration: Instantaneous Casting Time: +2
additional penalties (see the Combat chapter for more.) Area of Effect: 5-ft. radius Saving Throw: Negates

Read Aura (Divination) A loud noise rings throughout the area and affects nonmagical objects
Reversible of crystal, glass, ceramic, or porcelain, each weighing no more than 1
pound per caster level. All such objects in the area of effect that fail an
Range: Close Components: V, S appropriate save smash into dozens of pieces. Alternatively, the spell
Duration: Instantaneous (Special) Casting Time: +2 can target a single item or crystalline creature of up to 10 pounds
Area of Effect: N/A. Saving Throw: Negates per caster level. Crystalline creatures suffer 1d6 points of damage per
caster level but can save for half damage.
This spell allows the caster to see and read the aura of a creature or
object. An aura not only reveals whether the creature or object is good, The GM determines whether an object is strong or weak to sonic dam-
neutral or evil, but it also reveals lawful and chaotic emanations. Cer- age. (See the rules in the Equipment chapter on Item Saving Throws
tain magical items and spells can thwart this spell. for more).

The reverse of this spell is one such way to keep an alignment secret, Spectral Hand (Necromancy)
but this lasts only for 1 hour.
Range: Medium Components: V, S
Rope Trick (Alteration) Duration: 1 min./level Casting Time: +2
Area of Effect: 1 target Saving Throw: None
Range: Touch Components: V, S
Duration: 1 hour/level Casting Time: +2 This spell creates a ghostly, glowing hand, shaped from the caster’s life
Area of Effect: Special Saving Throw: None force, that the caster can freely move. Any touch attack spell of 4th
level or lower that is cast by him during this spell’s duration can be
When this spell is cast upon a piece of rope from 5 to 30 feet long, delivered by the spectral hand at +2 bonus to the caster’s normal melee
one end of the rope rises into the air until the whole rope hangs per- attack roll.
pendicular to the ground, as if affixed at the upper end. The upper end

97
While controlling the hand, the caster should not perform any other Web (Evocation)
actions. If another action is taken, the hand immediately returns to the
caster and hovers nearby. Range: Close Components: V, S
Duration: 10 min./level Casting Time: +2
When engaged in melee, the hand receives flank and rear attack bo- Area of Effect: One 10 ft. cube/level Saving Throw: Negates
nuses. The hand uses the caster’s saving throws, has an Armor Class of
18 and has 1d4 hit points. If destroyed, the amount of hit points it had This spell creates a many-layered mass of strong, sticky strands that, in
is the exact amount of hit point damage suffered by the caster. a manner similar to normal spider webs but much more potent, can
trap those caught in them. These masses must be anchored to two or
Stinking Cloud (Conjuration) more solid and diametrically opposed points (e.g., floor and ceiling) or
else the web collapses upon itself and disappears.
Range: Medium Components: V, S
Duration: 1 rd./level Casting Time: +2 Creatures caught within the spell’s area, or later coming into contact
Area of Effect: 20-ft. radius globe Saving Throw: Special with it, must immediately save or become stuck. Note that simply
attacking an entangled creature with a melee weapon (since ranged
The caster conjures a bank of nauseating vapors that billows forth from weapons are generally ineffective) does not subject the attacker to a
a point designated in range. Creatures caught in the cloud must save or save. Creatures having the web thrust upon them suffer a -2 to their
be struck by nausea, which lasts until 1d4+1 rounds after the creature saving throw; while later touching the web imposes no such penalty.
leaves the cloud. A creature that successfully saves must still roll a new
save every round it remains in the cloud thereafter. Creatures caught in the web with Strength scores of less than 15 can-
not break out of the web and must wait for the spell to expire. Crea-
A strong breeze lessens the duration to 1 round, while a strong wind tures with Strength scores of 15 to 18 can break free of a 10 ft. cubicle
immediately disperses it. area with two full round’s worth of struggles, while those with Scores
higher than 18 may more easily break free.
Summon Swarm (Conjuration/Summoning) Furthermore, the strands of a web spell are flammable. A magical flam-
ing sword can slash them away as easily as a hand brushes away cob-
Range: Medium Components: V, S
webs. Any source of fire can set the web alight and burn them away in
Duration: Special Casting Time: +2
one round. All creatures within flaming webs suffer 2d4 points of fire
Area of Effect: 10-ft. Saving Throw: Negates
damage from the flames.
The caster summons a swarm of small animals or insects to attack any
creatures in a 10-ft. area. The swarm is composed of real animals or Whispering Wind (Alteration)
insects, but, as a whole, the swarm is powered by magic, so it can be
dispelled. Those in the area of effect that fail their save attract at least Range: Long Components: V, S
a portion of the swarm and must spend their rounds fending off the Duration: Special Casting Time: 2
swarm, in which case they suffer only 1 point of damage. If not paying Area of Effect: 2-ft. radius Saving Throw: None
attention to the swarm and pursuing other actions, each round these
subjects suffer 1d6 points of damage plus 1 point of damage per 2 The caster sends a message or sound to a designated and familiar area
caster levels. up to one mile per caster level away. A whispering wind is as gentle
and unnoticed as a zephyr until it reaches the location. It then delivers
As a whole, the swarm has 2 hit points per caster level. It only takes its whisper-quiet message or other sound. Note that the message is
damage as a whole and only takes damage from fire and certain area delivered regardless of whether anyone is present to hear it. The wind
effects that would sensibly affect the swarm, such as a blast of fire or then dissipates. The caster can prepare the spell to bear a message of
gust of wind. Normal weapons do not harm the swarm. up to twenty-five words, cause the spell to deliver other sounds for one
round, or merely have the whispering wind seem to be a faint stirring
Upon casting, the GM determines what type of animal or insect swarm of the air. The caster can likewise cause the whispering wind to move
appears. Swarms are composed of either crawlers (such as rats, spiders, as slowly as a mile per hour or as quickly as 6 miles per hour. When
beetles, or centipedes) or flyers (such as bats, bees, wasps, or mos- the spell reaches its objective, it swirls and remains until delivered. As
quitoes). Once summoned, the swarm will respond to an immediate with magic mouth, this spell cannot be used to cast a second spell or
command by the caster and will respond to subsequent commands, if to activate a magical item or effect.
the caster concentrates. If the caster stops concentrating, the swarm
usually continues to attack whatever creature it already focused on, but
the swarm is free to act.

The swarm lasts until destroyed or it disperses on its own after the
caster stops concentrating, an event that usually takes two rounds.

98
If using this spell as an area effect, its area is a 30 ft. burst. All potions
Level 3 Arcane Spells and magical effects that have a duration other than permanent are dis-
pelled on a successful dispel check. A successful check will also disrupt
any spellcasters in the midst of casting.
Blink (Illusion/Phantasm)
Permanent magical items and creatures composed entirely of magical
Range: Personal Components: V, S essence must be specifically targeted with this spell. In this case, dispel
Duration: 1 rd./level Casting Time: +1 magic only affects that single item or creature. The magic is rendered
Area of Effect: The caster Saving Throw: None suppressed and the creature is decomposed for 1d4 rounds on a suc-
cessful dispel check.
Every round, on a random initiative roll, the caster turns invisible. The
invisibility lasts until either the very beginning of the next round or Area Dispel Checks: A dispel check is a d20 roll, with no modifiers. A
until the caster acts in a hostile manner toward any creature or object. check must be performed against every ongoing magical effect. If the
caster can cast the spell from which the magic originates, the dispel
The caster rolls two d10 initiative rolls, one for his initiative to act is successful on an Average (TC 10) check. If the caster cannot cast
and one to determine when the invisibility takes hold. If the caster’s the spell from which the magic originates, the complexity is Superior
personal initiative is less than the spell’s, he can take a primary and (TC 15).
secondary action before being rendered invisible. If the spell’s initiative
is less than the caster’s, the caster is first rendered invisible and then, on Targeted Dispel Checks: This is still a d20 roll. Magical creatures
his initiative, he may take his actions while invisible. are always temporarily decomposed on an Average (TC 10) check.
Targeted magical items warrant a higher roll.
Opponents may affect the caster normally when the caster is visible.
If an opponent pinpoints the location of the invisible caster, the caster
still enjoys 90% concealment. • Wands and Staves: Superior (TC 15)
• Other Magical Items: Exceptional (TC 20)
Clairaudience (Divination)
Dwarven Eyes (Alteration)
Range: Extreme Components: V, S
Duration: 1 min./level Casting Time: 1 full round Range: Touch Components: V, S
Area of Effect: 60-ft. radius Saving Throw: None Duration: 1 hr. /level Casting Time: +3
Area of Effect: Creature touched Saving Throw: None
The caster focuses on a familiar place on his current plane of existence
and projects his hearing to that location. Unbeknownst to any in that The recipient of this spell gains the same enhanced vision as that of
area, the caster can then eavesdrop and hear any sounds he would the dwarf, allowing him to see in non-magical darkness up to 60 feet.
normally hear if he were currently present. With dwarven eyes, the recipient must ensure that any sources of light
are behind his field of vision; direct light can prove damaging and
The spell actually creates an invisible sensor that, if detected, can be blind the subject for 1 round
dispelled but not otherwise interacted with.
Explosive Runes (Alteration)
Clairvoyance (Divination)
Range: Touch Components: V, S
Range: Extreme Components: V, S Duration: Special Casting Time: +3
Duration: 1 min./level Casting Time: 1 full round Area of Effect: 10-ft. radius from object Saving Throw: Special
Area of Effect: 60-ft. radius Saving Throw: None
The caster places mystical runes upon a small object, such as a book,
This spell functions similarly to clairaudience, except the caster can ac- scroll or box. When the runes are read, they explode and deal 4d6+6
tually see through the invisible sensor. He cannot hear through it. The points of damage to the reader, no save. Anybody within 10 feet of
sensor has no enhanced vision, so it cannot transmit well in shadowy the explosive rune receives a save for half damage. The object that the
illumination or darkness. explosive runes are cast upon receives an item saving throw to avoid
destruction. (The caster can create a password bypass to avoid detona-
Dispel Magic (Abjuration) tion.)

Range: Medium Components: V, S Finding explosive runes is difficult. Those skilled in detecting magical
Duration: Special Casting Time: +4 traps suffer a -10 penalty on the roll to detect them, regardless of skill
Area of Effect: Special Saving Throw: None level. Anyone able to cast this spell can more easily detect the trap,
having no higher than a +1 bonus per caster level to notice it. Magi-
This spell has two distinct functions. The first functions as an area ef- cal spells that solely function to find traps automatically reveal the
fect and encompasses multiple magical emanations. The second func- explosive runes.
tion targets either a single creature or item.

99
Fireball (Evocation) In combat, the subject can only be harmed by magical weapons or
magical attacks, or by creatures able to attack ghosts, wraiths, and
Range: Medium Components: V, S other incorporeal creatures. By extension, the subject can only affect
Duration: Instantaneous Casting Time: +3 objects or creatures that would normally be affected by incorporeal
Area of Effect: 20-ft. radius burst Saving Throw: Save for half creatures.

A beam of red light emanates from the caster’s outstretched finger and An interesting byproduct of this spell is the ability to dupe undead
ends at a point in range. A small bead then forms and begins to travel creatures into believing that the subject is, in fact, undead. Special un-
the beam. Unless the bead or beam is interrupted by a solid object or dead creatures that succeed on a save see the spell for what it truly is.
creature, the bead blossoms into a fireball as it approaches the end of
the beam. The fireball explodes with a low roar when it reaches the Globe of Good (Abjuration)
end, dealing 1d6 points of damage per level (max 10d6) to those in the Reversible
area of effect. Any unattended object must save or be destroyed (un-
less the object is immune to fire), and all surrounding combustibles, Range: Touch Components: V, S
including worn cloaks of those that do not save, may catch fire. Duration: 2 min./level Casting Time: +3
Area of Effect: 10-ft. radius from subject Saving Throw: None
Flame Missiles (Alteration)
This spell functions identically to protection from evil, except it creates
Range: Close Components: V, S a 20 ft. globe, centered on the subject that provides the spell’s benefits
Duration: 1 rd Casting Time: +3 to all those in the globe at the time of casting.
Area of Effect: 20 ft. radius Saving Throw: None
The reverse of the spell, globe of evil, creates a globe that protects against
The caster enflames all normal small missiles within 20 ft. of his cur- good creatures and effects.
rent position. These ranged missiles retain the magical flame until the
caster’s initiative next round. These missiles deal an additional 1d6 Globe of Invisibility (Illusion/Phantasm)
points of fire damage on successful attacks and may affect combus-
tibles. The magical fire wreathes the missiles, but doesn’t actually touch Range: Touch (See below) Components: V, S
the missile, so no damage is done. Duration: Special Casting Time: +4
Area of Effect: 10-ft. radius from subject Saving Throw: None
Fly (Alteration)
This spell works exactly like invisibility, except it encompasses all crea-
Range: Touch Components: V, S tures and objects within 10 feet of the subject of this spell as well.
Duration: 10 min./level Casting Time: +3 Creatures or objects later coming into the globe do not become invis-
Area of Effect: Creature touched Saving Throw: None ible. Invisible creatures or objects that leave the globe, or are left be-
hind by a moving globe, become visible. Similar to invisibility, any act
The caster imbues a touched subject with the power to fly at a speed of outward hostility also renders the creature immediately visible.
double that of his base movement speed. A flying creature can act
normally while flying, including casting spells if moving slowly or hov- The globe moves with the touched subject. If the touched subjects
ering in place. Melee combat suffers, since the flying creature has an takes an outwardly hostile act, the globe is dispelled.
awkward base of momentum, so a -2 penalty is applied to attack rolls.
Furthermore, violent winds can make it impossible to fly and can take Gust of Wind (Alteration)
hold of the flyer.
Range: Personal Components: V, S
Once the spell expires or is dispelled, the subject floats safely to the Duration: 1 rd Casting Time: +3
surface. Certain powerful magical items or fields may cause the flying Area of Effect: Line 30 ft./level Saving Throw: None
creature to fall suddenly if the effect is anti-magic.
A blast of wind originates from the caster and affects all creatures in a
Gaseous Wraith (Alteration, Illusion) path directly in front of him. The wind is severe (about 50 mph) and is
strong enough to extinguish small, unprotected flames and blow away
Range: Touch Components: S small objects and gases. It is also strong enough to blow back flying
Duration: 2 min./level Casting Time: +2 creatures and disrupt those on the ground.
Area of Effect: Subject touched Saving Throw: See below
Any small or tinier flying creatures get blasted to the end of the gust
The touched subject and all his gear transform into gaseous form. and suffer 1d6 points of damage from the force. Any small or tinier
This gaseous form is misty and translucent. The subject flies and creatures on the ground get blasted 1d6x10 feet and suffer 1d4 points
floats about slowly and is able to pass through small holes or narrow of damage from rolling into a hard object, if that should happen.
openings and cracks. The subject is affected by winds and cannot pass
through water. Any medium sized flying creatures are blown back 1d6x10 feet unless

100
they use their full round to fight the wind. Any medium sized creatures The caster writes something on any suitable writing material and des-
on the ground are rolled back 1d6x5 feet unless they use their full ignates any number of specific people to be able to read the writing. To
round to fight the wind and stand still. all others, the writing is indistinguishable, although specialist illusion-
ists can easily recognize the spell.
Any large creatures flying or standing suffer a 50% reduction in move-
ment speed, but are otherwise unaffected. Any unauthorized creature that attempts to read the script must suc-
ceed on a save or be subject to a mind-affecting suggestion. The sug-
This spell cannot hinder any huge or larger creature. gestion is keyed at the time of casting and lasts 30 minutes. Common
suggestions include shutting the book and leaving, running away,
Haste (Alteration) dropping to one’s knees to pray, etc.

Range: Close Components: V, S If dispelled, the suggestion and message vanish. An unauthorized crea-
Duration: 1d4 rds. + 1 rd./level Casting Time: +3 ture must combine the true seeing spell with either read magic or com-
Area of Effect: 20 ft. radius Saving Throw: None prehend languages to read the message.

The caster hastens up to 1 creature per level in a 20 ft. radius centered The casting time is 1 minute and the maximum words that can be
at a point in range. These subjects have doubled movement speeds and scribed is 50.
receive one additional attack per primary action, even if they perform
a secondary action in that round. Furthermore, hastened creatures al- Lightning Bolt (Evocation)
ways go first in a round, so need only roll an initiative against other
hastened subjects. Range: Medium Components: V, S
Duration: Instantaneous Casting Time: +3
This spell ages all subjects one year per casting. Although it counters Area of Effect: Special Saving Throw: Save for half
slow and slow counters haste, this aging is not reversed.
The caster chooses a spot in range to serve as the origin point of a bolt
Hold Person (Enchantment/Charm) of lightning that shoots forth from that origin up to 120 feet. The
bolt is always a straight line from the origin. On impact, it deals 1d6
Range: Medium Components: V, S points of damage per caster level (max 10d6), it can melt metals with
Duration: 1 rd/level Casting Time: +3 a low melting point (copper, silver, gold, bronze, etc.), and can set fire
Area of Effect: 10 ft. radius burst Saving Throw: Negates to combustibles. Objects that take the full brunt of the bolt must save
or be destroyed.
The caster causes 1d4 targets in a 20 ft. area to freeze in place, becom-
ing completely immobile. Held subjects can see and hear normally; Any barriers that cannot be easily demolished usually disrupt the bolt’s
in fact, they know exactly what is happening, but they cannot react. path. Breakable barriers are those not made of metal or stone that are
Inflicted damage accrues normally. no thicker than 1 inch per caster level. Some barriers prove highly dan-
gerous, though, as they could reflect the bolt in any direction. There is
All medium-sized or smaller bipedal creatures are affected by this spell. a chance that the bolt will head back toward the caster.
This includes humans, humanoids (even the monstrous versions),
dwarves, elves, halflings, half-elves, pixies, orcs, and so forth. Major Phantasmal Image (Illusion/Phantasm)

Hold Undead (Necromancy) Range: Medium Components: V, S


Duration: Concentration + 2 rounds Casting Time: +2
Range: Medium Components: V, S Area of Effect: 400 sq. ft. + Saving Throw: Special
Duration: 1 rd./level Casting Time: +3 100 sq. ft. /level
Area of Effect: 10 ft. radius burst Saving Throw: Negates
(Special) This spell is similar to improved phantasmal image, but creates an illu-
sion in which sound, smell, and thermal illusions are included in the
This spell functions exactly like hold person, but the caster can affect effect. It is otherwise similar to the improved phantasmal image spell.
1d4 undead with necromancy instead. Dissimilar to hold person, The spell lasts for 2 rounds after ceasing concentration.
however, is the fact that the caster cannot hold any undead creature
having an equal or higher HD than the caster has in levels. Monster Summoning I (Conjuration/Summoning)

Illusionary Script (Illusion/Phantasm) Range: Personal (See below) Components: V, S


Duration: 1 rd. /level Casting Time: +3
Range: Touch Components: V, S Area of Effect: N/A Saving Throw: None
Duration: 1 day/level Casting Time: See below
Area of Effect: Touched object Saving Throw: Special The caster summons forth monsters. Upon the completion of this
spell, 2d4 Level 1 monsters, none having more than 2HD, appear

101
within 40 feet of the caster. The GM determines what is summoned. ground without difficulty.

The monsters obey the commands of the caster and vanish when slain 10th Level: The ability to ride over water as if it were the
or upon the expiration of the spell. Summoned monsters cannot auto- ground.
matically understand the caster, but the spell allows them to compre-
hend the context of simple commands. 12th Level: The ability to travel in a straight line from one point
to the other in the air. In essence, the mount treats the air as an
Summoned monsters go on the last initiative in every round and can extension of the ground; it cannot fly, per se.
act in the round they are summoned.
14th Level: The ability to fly at a movement rate of 240 feet.
Nondetection (Abjuration)
Protection From Projectiles (Abjuration)
Range: Touch Components: V, S
Duration: 1 hr. /level Casting Time: +3 Range: Touch Components: V, S
Area of Effect: 1 creature or item Saving Throw: None Duration: 10 min. /level Casting Time: +3
Area of Effect: Creature touched Saving Throw: None
The caster wards the creature or object touched against divination
spells such as clairaudience, clairvoyance, locate object, detect thoughts, The caster wards a creature or object against any damage that would
and other detect spells. The spell also prevents location by such magi- normally occur from being struck by a normal size ranged weapon,
cal items that specifically provide detections, such as crystal balls. such as an arrow, javelin, crossbow bolt, throwing dagger, etc. The spell
also halves any damage from large ranged weapons (such as a ballista or
The warded creature must roll a save every time a divination or detec- a giant’s boulder) and magical ranged weapons.
tion spell is cast upon him. A successful save renders the divination or
detection spell moot. Secret Page (Alteration)
Nyar’s Explosive Missiles (Evocation, Alteration) Range: Touch Components: V, S
Duration: Permanent Casting Time: 10 minutes
Range: Long Components: V, S Area of Effect: 1 page, Saving Throw: None
Duration: Instantaneous Casting Time: +3 up to 2 ft. square
Area of Effect: 1 target/missile Saving Throw: None
The caster alters the writing on a specific page to appear entirely dif-
This spell mirrors the effects of the magic missile spell; however, the ferent, even as that of a different spell. The caster sets a password at
damage is increased from a d4 to a d6. Furthermore, on impact, the casting that allows him to decrypt the secret page and to renew its
magic missiles explode and deal 1d4+1 points of damage to anyone protection.
within 5 ft. of the target, no save.
There are a few methods that reveal the ruse. A detect magic spell will
Phantom Steed (Conjuration, Phantasm) highlight the magic, but not the specifics. A comprehend languages spell
will do the same. A true seeing spell, cast alone, will also reveal the
Range: Immediate Components: V, S same information. Only by casting comprehend languages in conjunc-
Duration: 1 hr. /level Casting Time: 10 minutes tion with true seeing does another caster crack the magic and gain ac-
Area of Effect: Special Saving Throw: None cess to the true writings.

The caster creates a quasi-real, horselike creature. The steed can be A failed dispel magic check destroys the actual writing and so too does
ridden only by the caster, or by any person for whom the caster spe- the erase spell. A secret page may be additionally secured by the use of
cifically created the mount; it has a saddle, bit, and bridle. A phantom sepia snake sigil or explosive runes.
steed has a black head and body, gray mane and tail, white eyes, and
smoke-colored, insubstantial hooves that make no sound. It does not Sepia Snake Sigil (Conjuration/Summoning)
fight, but all normal animals shun it and only monstrous ones will
attack. Range: Touch Components: V, S
Duration: Special Casting Time: 10 minutes
The mount has an Armor Class of 18 and 7 hit points, plus 1 hit point Area of Effect: 1 sigil Saving Throw: None
per caster level. If it loses all of its hit points, the phantom steed disap-
pears. A phantom steed has a movement rate of 20 feet per caster level, An apparently readable sigil appears on any touched written work.
to a maximum movement rate of 240 feet. When an onlooker attempts to decipher the sigil, the sepia snake leaps
out of the sigil and attacks the reader.
These mounts gain certain powers according to the caster’s level:
The snake uses a Combat Ability Modifier equal to the caster’s level+4.
8th Level: The ability to ride over sandy, muddy, or even swampy On a failed attack, the snake erupts in a puff of lingering smoke in

102
a 20 ft. globe that provides 50% concealment. The smoke dissipates cate with the target.) The suggestion must not be outwardly danger-
after 2 rounds. On a successful attack, the reader is rendered immobile ous.
for 1d4 days plus 1 day per caster level. This immobilization can be
dispelled. Very reasonable suggestions impose a discretionary penalty to the tar-
get’s saving throw from -1 to -3. The GM determines the penalty.
While immobilized, the reader takes damage normally and can die
while paralyzed. He can see and hear normally, but cannot move or The spell lasts until the suggested course of action is complete. If it is
react. not completed by the spell’s duration, the target stops performing and
is fully aware of what happened.
The sigil cannot be detected by normal observation, and detect magic
reveals only that the entire text is magical. To ward from detection, Tiny Hut (Evocation)
the caster can combine other spells that garble text, such as secret page.
A dispel magic can remove the sigil. An erase spell destroys the entire Range: Personal Components: V, S
page of text. Duration: 2 hrs./level Casting Time: +3
Area of Effect: 15-ft.-diameter sphere Saving Throw: None
Siphon Spell Memory (Alteration)
The caster creates an unmoving, opaque sphere of force of any de-
Range: Close Components: V, S sired color around his person and up to eight additional medium-sized
Duration: Instantaneous (1 hour) Casting Time: +3 creatures. Half of the force sphere projects above the ground, and the
Area of Effect: 1 caster Saving Throw: Negates lower hemisphere passes through the ground. The caster’s company
may freely enter and exit the hut without dismissing the spell, but the
The caster targets another caster or creature with arcane spell casting spell ends immediately when the caster exits.
capabilities and attempts to siphon spell power. On a failed save, the
target loses 1d2 spells of his highest spell level. The siphoning caster The temperature inside the hut is 70 degrees Fahrenheit if the exte-
gains the knowledge of these spells and can cast them as if he normally rior temperature is between 0 and 100 degrees Fahrenheit. An exterior
prepared them, regardless of the level or school of the spell. temperature below 0 or above 100 degrees lowers or raises the inte-
rior temperature on a 1-for-1 basis. The hut also provides protection
On a successful save, however, the target actually receives an influx of against the elements, such as rain, dust and sandstorms. The hut can
spell knowledge and gains an additional spell slot of his highest spell withstand any wind of less than hurricane force, but wind force greater
level. than 75 miles per hour destroys it.

Siphoned spells, and spell slots gained from a successful save, must be The interior of the hut is a hemisphere. The caster can illuminate it
expended within 1 hour. dimly upon command or extinguish the light as desired. Note that
although the force field is opaque from the outside, it is transpar-
Slow (Alteration) ent from within. Missiles, weapons, and most spell effects can pass
through the sphere without affecting it, although the occupants can-
Range: Close Components: V, S not be seen from outside the hut. The hut, of course, can be dispelled,
Duration: 1 rd. + 1 rd./level Casting Time: +3 immediately ejecting the occupants.
Area of Effect: 20 ft. radius burst Saving Throw: Negates
Tongues (Alteration)
This spell literally slows down 1 creature per caster level in the area Reversible
of effect. Slowed subjects receive a -4 penalty on attack and damage
rolls, as well as AC. Affected creatures can only move at half their base Range: Touch Components: V, M
movement speed. Any subjects that can take more than 1 attack each Duration: 10 min./level Casting Time: +3
round as a primary action can only take 1 attack every round. Any Area of Effect: Subject touched Saving Throw: None
subjects that can take only 1 attack each round may only attack once
every other round. The subject can speak and understand one additional language per 2
caster levels, including slang, sign languages, and obscure local dialects.
Slow counters haste, and vice versa. Although he can only speak one language at a time, he can understand
multiple languages being spoken at one time.
Suggestion (Enchantment/Charm)
The reverse of the spell counters tongues, but also causes a subject to
Range: Close Components: V, M speak in garbled phrases and misunderstand one language per 2 caster
Duration: 1 hr./level (Special) Casting Time: +3 levels.
Area of Effect: 1 creature Saving Throw: Negates

The caster influences the actions of the target by uttering a seemingly


reasonable suggestion. (The caster must be able to verbally communi-

103
Vampiric Touch (Necromancy) The caster creates an invisible magical sensor that sends the caster vi-
sual information. The arcane eye can appear at any point within the
Range: Touch Components: V, S caster’s line of sight, but it can then travel outside the caster’s line of
Duration: Instantaneous Casting Time: +3 sight without hindrance. An arcane eye travels at 30 feet per round
Area of Effect: 1 living creature touched Saving Throw: None if viewing an area ahead as a human would (primarily looking at the
floor) or 10 feet per round if examining the ceiling and walls in addi-
With a successful touch attack, the target suffers 1d6 hit points per 2 tion to the floor ahead. It sees exactly as the caster would at the time
caster levels (max 10d6). The hit points are then transferred to the cast- of casting.
er. Any amount of hit points that exceed what is needed to fully heal
the caster are added to the caster’s maximum and treated as temporary The eye can travel in any direction as long as the spell lasts. Solid bar-
hit points. After one hour, if not already expended, these temporary riers block its passage, but it can pass through a hole or space as small
hit points vanish. as 1 inch in diameter. The eye cannot enter another plane of existence,
even through a gate or similar magical portal. The eye is invisible, but
can be detected with detect invisibility and similar magic.
Water Breathing (Alteration)
Reversible
The arcane eye persists until the caster stops concentrating on main-
taining it. Thereafter, the arcane eye does not disappear; it merely be-
Range: Touch Components: V, S
comes inert until the caster regains concentration.
Duration: 2 hrs. + 1 hr./level Casting Time: +3
Area of Effect: Creatures touched Saving Throw: None
Black Tentacles (Conjuration/Summoning)
Touched subjects can breathe freely underwater. The listed duration
applies to one subject. Any additional subjects touched divide the du- Range: Close Components: V, S
ration equally. Duration: 1 hr./level Casting Time: 1 rd.
Area of Effect: 20-ft. radius burst/level Saving Throw: See below
The reverse of this spell grants touched subjects the ability to breathe
air if they normally could not. This spell conjures a mass of rubbery black tentacles. 1d4 tentacles plus
one per level appear and each is 10 feet long. They spring forth from
the earth, floor, or whatever surface is underfoot, including water. The
Wind Wall (Alteration) tentacles entwine around creatures in the area, holding them fast and
crushing them with great strength.
Range: Close Components: V, S
Duration: 1 rd./level Casting Time: +3
Every tentacle receives one chance each round to grab hold of a target.
Area of Effect: Special Saving Throw: Special
That target must succeed on a saving throw to dodge the tentacle.
Failure results in crushing damage equal to 3d4 points of damage.
The caster creates a 2 ft. thick wall from which a roaring wind ema-
The tentacle holds fast and a subsequent save is required the following
nates. The size of the wall created depends upon the level of the caster.
round to break out of the hold.
The caster can make the wall 10 ft. long by 5 ft. high per caster level, so
a 5th level caster can create a wall up to 50 ft. long and 25 ft. high.
Each tentacle has AC 16 and has an amount of hit points equal to the
level of the caster that conjured them. Once conjured, the tentacles
The wind is strong enough to blow away any bird smaller than an
sense the presence of all moving objects in the area, so anything mov-
eagle or tear papers and similar materials from unsuspecting hands. (A
ing can sensibly become a victim of this spell, including the caster.
subject attempting to maintain his grip on something that could fly
away must save vs. spell.) Flying creatures smaller than Medium can-
not pass the wall from the windy side and cannot control their course Change Self (Alteration)
if they enter through the calm side. Arrows and bolts are deflected
upward and miss, while combatants trying to send other missiles, such Range: Personal Components: V
as stones or javelins, suffer a -4 attack penalty. Gases, most vaporous Duration: 10 min./level Casting Time: +4
breath weapons, and creatures in gaseous form cannot pass the wall, Area of Effect: N/A Saving Throw: None
but incorporeal creatures are unaffected.
The caster takes on the physical form and method of movement of any
corporeal creature. The caster does not take on any other features. The
Level 4 Arcane Spells caster retains his class, level, hp, alignment, attacks, saves, etc., but any
abilities usable only in the caster’s original form cannot be performed.
The caster can cast spells only if permitted by the polymorphed form.
Arcane Eye (Divination)
The spellcaster can change his form freely for the duration of the spell.
Range: Personal Components: V, S Each change requires a full round action. The caster regains 1d12 hit
Duration: 1 min./level Casting Time: 10 minutes points when he voluntarily expires the spell and returns to his original
Area of Effect: See below Saving Throw: None form; he regains no hit points if the effect is dispelled. The caster re-
turns to his original form when slain.

104
When the change occurs, all held or worn equipment melds into the The disease is physically deforming and exhausting. The target’s body
new form and becomes nonfunctional. Any held or worn equipment becomes covered in festering boils and abscesses. The target takes on
while in the polymorphed state simply falls to the ground upon revert- a ghastly appearance. By taking care not to strain the body (which
ing back or changing to a new form. requires the target to take only one secondary action per round), the
target only suffers a -2 on all rolls. The penalty doubles in any round
in which the target strains himself (performs more than one action or
Charm Monster (Enchantment/Charm) performs an activity that is physically straining, like combat).
Range: Close Components: V, S
Duration: Special Casting Time: +4 Detect Scrying (Divination)
Area of Effect: 20-ft. radius burst Saving Throw: Negates
Range: Personal Components: V, S
This spell functions like charm person, except in the following ways. Duration: 24 hours Casting Time: 1 full round
This spell affects up to 2d4+1 HD of any type of creature. The caster Area of Effect: 120-ft. radius Saving Throw: Special
can charm multiple creatures only if each has less HD than the caster. burst centered on caster.
Therefore, if any creature having an amount of Hit Dice equal to or
higher than the caster succumbs to the spell, that creature is the only The caster immediately becomes aware of any ongoing magical effects
creature able to be charmed. Unless such a powerful creature is specifi- or spells designed to spy upon the area or upon a creature in the area
cally targeted, the spell affects creatures with the lowest HD first. of effect. Furthermore, while this spell is active, the caster immediately
becomes aware of any scrying attempts.
The duration of the charm can be permanent, but subsequent saving
throws are allowed to shake off the persuasion. The time in between There is a chance the caster of this spell will become aware of the spe-
each subsequent save depends on the target’s HD. A target with less cific origin of a scrying attempt that takes place during this spell’s du-
HD than the caster receives one save per week to shake off the charm. ration. The person attempting to scry must succeed on a saving throw.
A target with an amount of HD equal to or greater than the caster On a failed save, this spell imparts upon the caster the name of the
receives on save per minute. person responsible for the attempt. The caster also learns the general
location of the person’s current whereabouts in very broad terms, such
In a manner similar to charm person, any target who has fallen under as the name of the town from which the attempt occurred.
the effects of this spell knows it was under a mind-affecting charm and
remembers everything that happened. Detect scrying works to uncover scrying attempts from spells and
magical items.

Confusion (Enchantment/Charm)
Dimension Door (Alteration)
Range: Medium Components: V, S
Duration: 2 rds. + 1 rd./level Casting Time: +4 Range: Personal Components: V
Area of Effect: Up to 60-ft. cube Saving Throw: Negates Duration: Instantaneous Casting Time: +1
Area of Effect: The caster Saving Throw: N/A
This spell causes creatures in the area of effect to become confused and
to act in a completely random way according to the chart below: The caster instantaneously disappears and reappears in any spot within
100 feet per level. The spot may be sighted or, if beyond immediate
D6 Behavior sight, the caster can declare the destination with as much particularity
1-2 Attack nearest creature. as possible, such as, “200 feet northwest beyond the tall tower”.
3 Attack nearest inanimate object.
4-5 Do nothing but babble incoherently. If the caster arrives at a location occupied by a solid object or body, the
6 Wander away caster has a 25% chance of remaining on the astral plane. Otherwise,
the caster suffers 4d6 points of damage and is shunted off to the near-
A subject under the effects of this spell will react in a hostile way to- est open space.
ward someone the subject could view as an aggressor.
The caster is always subject to whatever natural circumstance he ap-
pears in, such as if falling, drowning, etc.
Contagion (Necromancy)
Range: Short Components: V, S Enervation (Necromancy)
Duration: 1 month Casting Time: +4
Area of Effect: 1 creature Saving Throw: Negates Range: Close Components: V, S
Duration: 1 hr./level Casting Time: +4
The caster causes a disease to take over a living creature in range. The Area of Effect: 1 living creature Saving Throw: Negates
afflicted creature becomes immediately stricken with the disease, as if
the disease was fully matured. Only a cure disease spell removes the ef- Necromantic energy shoots forth from the caster’s finger in a ray of
fects of contagion before the duration expires. black and crackling energy. The energy contained in the ray is very

105
similar to the dark energies responsible for the life draining attacks of or cold blue flames. While both deal 1d6 points of damage to crea-
some powerful undead. Upon a failed saving throw, the target suffers a tures making physical attacks against the caster, each different shield
life draining debilitation. The caster rolls a 1d4. The result equals the protects against a certain element, as well. The caster must choose heat
penalty applied to all of the target’s rolls for the duration of the spell. or frost at the time of casting.
Furthermore, a spell caster loses that number of spell slots of his or her
highest spell level. The Shield of Red Fire
The caster literally wreathes himself in red flames that deal no damage
The 1d4 roll serves a second, more deadly purpose. The target not to the caster. Anyone touching the flames must roll a saving throw. A
only suffers in damage four times the rolled result, but the target dies subject failing the save suffers 1d6 points of fire damage. A successful
instantly if he has less HD than the result. save halves the damage. The shield of red fire also grants a +2 bonus to
any saving throw versus a cold-based magical attack. Any fire-based at-
Fear (Illusion/Phantasm) tack, however, from which the caster fails to save deals double damage,
as the power of the shield of red fire also harms the caster.
Range: Personal Components: V, S
Duration: 1 round/level (see below) Casting Time: +4 The Shield of Blue Flames
Area of Effect: 60-ft. cone Saving Throw: Negates The caster is wreathed in blue wispy flames. This version of the spell
works exactly like the shield of red fire, except the damage is cold
An invisible cone of terror emits forth from the caster and causes liv- based. The bonus protects against fire-based magical attacks and the
ing creatures in the area to save or flee in panic. Those living creatures caster suffers double damage if he fails a save against any cold-based
that fail their saving throw run immediately from the caster and there attack.
is a base 25% chance an affected creature drops any held item in the
process. The damage dealt by either version of the spell has a chance to be tal-
lied when a subject successfully attacks the caster in melee. The caster
Creatures having more HD than the caster flee for 1 round only and still takes normal damage and, at that moment, the attacker must per-
do not drop held items. form the requisite saving throw.

Fire Charm (Enchantment/Charm) Fire Trap (Abjuration, Evocation)

Range: Close Components: V, S Range: Touch Components: V, S


Duration: 2 rds./level Casting Time: +4 Duration: Until discharged Casting Time: 10 minutes
Area of Effect: 15-ft. radius Saving Throw: Negates Area of Effect: 5-ft. radius burst centered Saving Throw: Save for half
on a specified point on the item
The caster causes a normal fire source, such as a torch or brazier, to
morph into a multi-colored flame that undulates and hypnotically Any item that can be opened and closed can be warded with this spell.
sways back and forth. Any creatures observing the fire within 15 feet This spell causes a fiery explosion when the warded item is opened by
must successfully roll a saving throw or be charmed into remaining anyone other than the caster or someone explicitly attuned to the item
motionless while staring transfixed at the flame. The amount of fire at the time of casting.
that can be enchanted cannot be less than a torch or greater than a
10-ft. wide bonfire. Once opened, the explosion deals 1d4 points of fire damage plus 1
point per level to all creatures within the area of effect. The explosion
All charmed creatures remain so for the duration and, during this time, must be centered on a particular point on the item and this point is
the caster may give one suggestion, per the spell, to each charmed sub- considered the center of the area’s radius.
ject. The suggestion can be different for each subject, but the sugges-
tion can last no longer than 1 hour. A knock spell, or an unsuccessful dispel magic attempt, does nothing to
reveal or thwart a fire trap. Fire trap disallows any other warding spell
The fire charm ends abruptly if a subject is attacked. The charm also on the item, including magic that locks the item or divination magic
ends for a subject if the subject’s view of the fire is interrupted. that alters the item’s aura.

The enchanted fire is still real fire and deals normal damage if Hallucinatory Room (Illusion/Phantasm)
touched.
Range: Close Components: V, S
Fire Shield (Evocation, Alteration) Duration: 1 hr./level Casting Time: 1 minute
Area of Effect: 20-ft. cube per level Saving Throw: None
Range: Personal Components: V, S
Duration: 1 rd./level Casting Time: +4 The caster causes an interior room to appear completely abandoned
Area of Effect: The caster Saving Throw: Save for half and utterly disregarded. Dust, cobwebs and small insects fill the space.
All nonliving matter is covered by the illusion, but living creatures
The caster can choose to protect himself with a layer of hot red flames remain visible. The illusion persists as a group of subjects enter. These
subjects leave traces in the dust, can cut down the webs and even kill

106
the insects. A roll to disbelieve is only allowed after touching a sizeable This spell works similarly to invisibility, except that the subject can
object that has been covered by an illusory web or pile of dust. A failed attack (and cast spells or engage in any other hostile activity) and re-
attempt to disbelieve removes the memory from the subject that he main invisible. Combat with an invisible subject is difficult. If the
touched something at all. invisible subject makes his presence known, he receives 90% conceal-
ment, which imposes a -4 penalty to all attacks to harm the invisible
Detect invisibility, or other methods of discerning invisible objects, subject.
does not reveal the illusion; however, magic tailored to allow a person
to see the true nature of things, such as from a true seeing spell, does Infuse Weapon (Enchantment)
reveal the room as it actually exists.
Range: Touch Components: V, S
Hallucinatory Terrain (Illusion/Phantasm) Duration: 5 min./level Casting Time: 1 minute
Area of Effect: Weapon(s) touched Saving Throw: None
Range: Medium Components: V, S
Duration: 1 hr./level Casting Time: 1 minute This spell adds a +1 magical enhancement bonus to a touched weapon’s
Area of Effect: 30 ft.-cube per level Saving Throw: None attacks and damage. It works on magical and non-magical weapons.
One medium or larger weapon or two smaller melee weapons can be
The caster alters the landscape of an area by causing it to appear dif- infused. The equivalent of twenty arrows can also be infused.
ferently. The change can be drastic or subtle. For example, a lightly
forested knoll can be made to appear as a baron wasteland or a heavily This spell ends either upon expiration or when the weapon breaks in
forested knoll. Those coming into contact with the illusion may not any fashion. Therefore, missile weapons thus infused lose the enhanced
immediately uncover the rouse, unless the landscape has been made to enchantment unless they did not break on impact.
appear so drastically different than its actual existence.
Casting permanency on an infused weapon will work to create a perma-
Ice Storm (Evocation) nent enhancement; however, the caster of the permanency spell must
perform a Superior (TC 15) Intelligence check to protect the item
Range: Medium Components: V, S from being utterly destroyed.
Duration: See below Casting Time: +4
Area of Effect: See below Saving Throw: None Magic Mirror (Divination)
This spell causes a sizeable area in range to become engulfed in a hail Range: See below Components: V, S, M
storm. The caster can choose to have the hail blast down in a blazing Duration: 1 min./level Casting Time: 1 hour
rage for one round only, wherein the hail causes 3d10 points of dam- Area of Effect: Special Saving Throw: Negates
age to any creatures in the area. Alternatively, the caster can choose
to cause the hail to fall more steadily for one round per caster level. The caster turns a mundane mirror into a magical scrying device that
Movement in the slower storm is halved and all creatures taking any works similarly to a crystal ball (see the Game Master’s Starter Guide).
actions in the area must succeed on an Exceptional (TC 20) Dexterity The caster can see and hear a specific creature that may currently be
check or fall prone. anywhere on the same plane of existence of the caster. The following
spells can be cast through the scrying device with no chance of failure:
Any natural fires are extinguished and all heat-based spells are negated, comprehend languages, read magic, tongues, and dwarven eyes. The fol-
regardless of which convention the caster takes with this spell. lowing spells have a 5% chance per caster level of operating correctly
through the device: detect magic, detect evil, and message.
Illusionary Surface (Illusion/Phantasm)
If the save succeeds, you can’t attempt to scry on that subject again for
Range: Close Components: V, S at least 24 hours.
Duration: Permanent Casting Time: +4
Area of Effect: 1 x 10 x 10 ft. Saving Throw: None Material Component: The mirror used in this spell must be ornate and
worth at least 1,000 gp. The mirror will not be harmed by the casting
This spell creates the illusion of a wall, floor, ceiling, or similar surface. of this spell.
It appears absolutely real when viewed (even through magical means),
but physical objects pass through it with ease. When the spell is used Minor Creation (Conjuration)
to hide something, such as a trap, mundane or magical abilities still
work to locate the hidden object. Range: Immediate Components: V, S
Duration: 1 hr./level Casting Time: 1 minute
Improved Invisibility (Illusion/Phantasm) Area of Effect: 1 cubic foot per level Saving Throw: None

Range: Touch Components: V, S The caster creates a non-living, unattended object of vegetable matter,
Duration: 1 rd./level Casting Time: +4 such as rope, wood, clothing or a textile. The maximum volume of the
Area of Effect: Creature touched Saving Throw: None object created is equal to the area of effect.

107
Minor Globe of Invulnerability (Abjuration) This spell can be deadly for the caster. If the subject disbelieves the
illusion and has the means to telepathically command the image, the
Range: Personal Components: V, S image will morph into the caster’s most fearsome creature and the crea-
Duration: 1 rd./level Casting Time: +4 ture will attack the caster. The caster must then disbelieve (or avoid
Area of Effect: 5-ft. radius Saving Throw: None being struck by the image), or die.

This spell creates an immobile, faintly shimmering magical sphere 5 Plant Growth (Alteration)
feet around the caster. The sphere automatically dispels any magical
effect or spell of levels 1-3 that try to enter the sphere, including spells Range: Long Components: V, S
or effects currently attached to a creature trying to enter. The sphere Duration: Permanent Casting Time: 1 minute
allows all spells and magical effects to exit the sphere from the inside. Area of Effect: See below Saving Throw: None

Mnemonic Enhancer (Alteration) The caster causes normal vegetation, such as grass, vines, briars or
thickets, to grow and form a verdant overgrown barrier similar to a
Range: Personal Components: V, S menacing jungle. The overgrowth persists until it is manually hacked
Duration: 1 day (see below) Casting Time: 10 minutes down, burned or removed via dispel magic. Movement through the
Area of Effect: N/A Saving Throw: None overgrowth is lessened to 5-ft. per round.

Upon the completion of this spell, the caster automatically receives The total area affected is a 10 ft. x 10 ft. square per level. For example,
three additional spell levels that he must cast that day (three 1st-level the total square footage of plant growth cast by a 9th-level caster would
spell or one 3rd-level spell, for instance). The caster can choose to pre- by 90 ft. x 90 ft., or 8,100 square feet. This total square footage can be
pare new spell(s) or simply rememorize spells already cast that day. manipulated in any way to cover spaces not perfectly square.

Monster Summoning II (Conjuration/Summoning) Polymorph (Alteration)


Range: Personal Components: V, S Range: Close Components: V, S, M
Duration: 1 rd./level Casting Time: +4 Duration: Permanent Casting Time: +4
Area of Effect: N/A Saving Throw: None Area of Effect: 1 living creature Saving Throw: Negates

This spell functions exactly like monster summoning I, except that The caster completely alters the form of a living creature into any type
2d4 monsters are summoned nearby and none may have more than of corporeal creature. The subject retains nothing of his former self and
5 HD. takes on all the capabilities of the new form, including any magical or
supernatural abilities. Note that natural shapeshifters are immune to
this spell and spell casting subjects can still cast spells if the polymor-
Phantasmal Killer (Illusion/Phantasm) phed creature’s form allows it.
Range: Medium Components: V, S
Upon completion of the spell, all of the subject’s belongings meld into
Duration: 1 rd./level Casting Time: +4
his new form and become useless until the subject regains his original
Area of Effect: N/A Saving Throw: Special
form.
The caster creates a phantasmal image of the most fearsome creature
The subject will retain his memories and insight into who or what is
imaginable to the subject. The caster forms the fears of the subject’s
an enemy if the caster polymorphed the subject into a creature not
subconscious mind into something that its conscious mind can visual-
having more than 4 HD above that of the caster. For each additional
ize. Only the spell’s subject can see the phantasmal killer. The caster
HD above 4, there is a cumulative 5% chance that the subject will
sees only a vague shadowy shape.
take on the mentality of the new form entirely and will act as the GM
deems appropriate.
The image will attempt to attack the subject of this spell once per
round. If it succeeds, the subject dies instantly. The image uses a Com-
Only the caster may dispel the magic and return the subject to his
bat Ability Modifier of +3. It cannot be harmed, since it only lives in
original form. If the caster is unavailable or unwilling, only a wish can
the mind of the subject.
revert the subject back to his original state. Any method of reversal
is dangerous and the subject may perish. To survive the reversal, the
The subject may attempt to disbelieve the illusion, which requires a
subject must succeed on a Superior (TC 15) Constitution check. The
proactive saving throw modified as such:
subject uses his original Constitution check modifier for this roll.
Subject is a spell caster: +1
Material Component: A piece of the subject’s body is required for this
Subject was attacked by this spell before: +1
spell. This piece can be as small as a strand of hair or a droplet of
Subject is a specialist illusionist: +2
blood.
Subject has means of telepathy: +3
Caster has more HD than the subject: -2

108
Rainbow Pattern (Alteration, Illusion/Phantasm) Resilient Sphere (Evocation)
Range: Close Components: S, M Range: Close Components: V, S
Duration: Special Casting Time: +4 Duration: 1 rd./level Casting Time: +4
Area of Effect: 30-ft. cube Saving Throw: Negates Area of Effect: 1-ft. diameter/level Saving Throw: Negates

The caster holds up a special crystal prism and projects from the crystal A globe of shimmering force encloses around a creature, provided the
a cube of glowing, rainbow-hued colors that slowly interweave and fas- creature is small enough to fit within the 1-ft. per level diameter of
cinate those within it. This spell affect up to 24 HD worth of creatures. the sphere. The purpose of the sphere is to contain its subject for the
Creatures with the fewest HD are affected first. Among creatures with spell’s duration. The sphere is not subject to damage of any sort except
equal HD, those who are closest to the center of the cube are affected from a rod of cancellation, a rod of negation, a disintegrate spell or dispel
first. An affected creature that fails its save is utterly fascinated by the magic. These effects destroy the sphere without harm to the subject.
pattern and will do nothing but follow the pattern’s movement. Nothing can pass through the sphere, inside or out, though the subject
can breathe normally.
With a simple gesture (a free action), the caster can make the rainbow
pattern move up to 30 feet per round. All fascinated creatures follow The subject may struggle within the sphere to cause the sphere to move.
the moving rainbow, trying to get or remain within the cube. Fasci- This requires a successful Superior (TC 15) Strength check. The globe
nated creatures who are restrained and removed from the pattern still can also be physically moved by people pushing it from the outside,
try to follow it. If the pattern leads its subjects into a dangerous area, which also requires a Superior (TC 15) Strength check. While move-
each fascinated creature gets a second save. If, at any time during the able, the sphere is resilient and can only be moved 5-ft. per round.
spell’s duration a subject loses the ability to see the rainbow pattern,
the spell no longer functions for that subject only. Secure Shelter (Conjuration)
Material Component: A crystal prism worth at least 500 gp. Range: Close Components: V, S
Duration: 2 hr./level Casting Time: 10 minutes
Remove Curse (Abjuration) Area of Effect: 30 sq. ft./level Saving Throw: None
Reversible
The caster calls into being a sturdy cottage or lodge made of a material
Range: Touch Components: V, S that is commonly found in the area where the spell is cast. The square
Duration: Permanent (see below) Casting Time: +4 footage of the cottage or lodge is 30 square feet per level of the caster.
Area of Effect: Special Saving Throw: Special The interior is clean and hospitable and the structure is sturdy and
well-built. In all respects the lodging resembles a normal cottage, with
Remove curse instantaneously removes all curses on an object or a a sturdy door, two shuttered windows, and a small fireplace.
creature and banishes any sentient curse in the form of an evil pres-
ence. Remove curse does not remove the curse from a cursed shield, While the lodging is hospitable, the shelter has no way of heating or
weapon, or suit of armor, although the spell typically enables the crea- cooling. Therefore, it must be heated as a normal dwelling, and ex-
ture afflicted with any such cursed item to remove and get rid of it. treme heat adversely affects it and its occupants. The lodging does,
Certain special curses may not be countered by this spell or may be however, provide security from outside forces as a normal stone build-
countered only by a caster of a certain level or higher. For instance, a ing does, regardless of its material composition, so it resists hurricane
werewolf can only be removed of its curse by a caster of at least 12th- winds, flames and damage from small weapons.
level. Unwilling subjects, such as the werewolf, receive a save to thwart
the spell. The door, shutters, and even chimney are secure against intrusion, the
former two being arcane locked and the latter secured by an iron grate
The reverse of this spell is called bestow curse. Bestow curse debilitates at the top and a narrow flue. In addition, these three areas are protect-
a touched subject for 1 round per level on a failed save. To determine ed by an alarm spell. Finally, an unseen servant is conjured to provide
the extent of the debilitation, the caster rolls on the following chart: service to you for the duration of the shelter.

D% Roll Result The inside of the lodging contains any type of décor desired and has
01-50 One of the subject’s attributes is reduced to 3. The comfortable quarters for eight Medium creatures.
GM rolls a d6 (Strength being 1 and Charisma
being 6 based on the standard listing) to Shade Monsters (Illusion/Phantasm)
determine which attribute is afflicted.
51-85 The subject suffers a -4 on all d20 rolls. Range: Medium Components: V, S
86-00 The subject has a 50% each round to stand still and take Duration: 1 rd./level Casting Time: +4
no action. Area of Effect: 20-ft. cube Saving Throw: Special

Remove curse counters and dispels bestow curse. The caster plucks material from the Plane of Shadow to shape quasi-
real, shadowy illusions of one or more creatures having a total amount

109
of HD equal to that of the caster. Shade monsters created by this spell This spell is dangerous to cast. There is a cumulative 5% chance per
must be of the same type. Thus an 8th-level caster could create four number of times in a day this spell is cast that the spell deafens the
identical 2HD monsters. caster (no save).

The shade monsters created are almost identical to the true monsters Shout does not penetrate areas of magical silence.
and act similarly in battle; however, the shade monsters have only 20%
of the monster’s total hit points. Creatures who fail to disbelieve in Solid Fog (Alteration)
the illusion suffer full damage from the shade monsters attacks (as if
the true monster was attacking) and will act out the ramifications of Range: Medium Components: V, S
any special effects the subject believes he has endured. For example, a Duration: 2 rd./level Casting Time: +4
subject believing to be under the effects of a petrifying gaze will stand Area of Effect: See below Saving Throw: None
motionless for the duration of the spell.
Any creatures who disbelieve the illusion (a proactive save made at -2) The caster calls into being a billowing mass of vapors that reduce sight
see vaguely transparent images over shadow forms and suffer only one- exactly like fog cloud, except the vapors of this spell also reduce move-
fifth damage from any of the shade’s attacks or effects. Furthermore, ment to 1 foot per movement and impose a -2 penalty to all combat
creatures who disbelieve need only succeed at attacking a 10 AC, re- rolls within the fog.
gardless of the AC of the actual monster being mimicked.
Only a very powerful wind can disperse this fog, but large amounts of
Sheer Courage (Enchantment/Charm) fire (fireball, wall of fire, etc.) will burn the fog away in one round.

Range: Medium Components: V,S The fog can encompass a total area equal to 20 feet long, 10 feet high
Duration: Special Casting Time: +4 and 10 feet wide per caster level. The caster can morph the area of ef-
Area of Effect: 20-ft. cube Saving Throw: Negates (re- fect however he desires, provided at least one level’s worth of volume
verse) is created.

The caster bestows sheer courageousness upon all subjects in the area Stoneskin (Alteration)
of effect. This courage grants a +1 bonus on all combat rolls and pro-
vides 5 temporary hit points that can be added to a subject already Range: Touch Components: V, S
having full hit points. Duration: 10 min./level (see below) Casting Time: +1
Area of Effect: N/A Saving Throw: None
The reverse of this spell is called crushing despair. The caster creates the
feeling of utter despair in all creatures in the area affected by the spell. Stoneskin protects a subject against any form of damage from crea-
This despair requires a saving throw each round, and failure causes tures or objects not brought into being by a spell. For example, a vor-
a subject to flee up to 100 feet away. Those that manage to remain pal sword would be protected against, but a magic missile would not.
nearby suffer a -2 penalty on all combat rolls.
This spell removes all damage from a number of attacks equal to the
Shout (Evocation) half the caster’s level (rounded down). Spell damage accrues normally
and does not count as an attack for the purposes of this spell.
Range: Personal Components: V
Duration: Instantaneous Casting Time: +1 Triggered Extension (Alteration)
Area of Effect: 30 ft. x 10 ft. cone Saving Throw: Save for half
(see below) Range: Personal Components: V
Duration: 16 hours Casting Time: See below
The caster emits a tremendously loud and powerful scream that is Area of Effect: Special Saving Throw: None
both ear-splitting and damaging. Any creature within the area of effect
that fails to save suffers 2d6 points of damage and is deafened for an The caster prepares this spell at any time of the day for later use.
amount of rounds equal to the amount of damage taken. Successfully Whenever the caster wishes to double the duration of an ongoing spell
saving halves the damage and removes any chance of being deaf. of levels 1-3, the caster need only expend a secondary action to trig-
ger this spell. The actual casting of triggered extension takes one full
Any brittle or crystalline object in the possession of a subject caught round, though.
in the spell breaks on a failed save. Unattended objects of the same
fragility simply shatter.
Wall of Fire (Evocation)
Subjects deafened by this spell suffer a -1 to all combat rolls and a
-10 on any Wisdom checks to avoid being surprised. Deafened casters Range: Medium Components: V, S
must succeed on an Exceptional (TC 20) Intelligence check to avoid Duration: Concentration (see below) Casting Time: +4
miscasting a spell with a verbal component. Area of Effect: See below Saving Throw: None

110
An immobile, blazing curtain of shimmering fire springs into exis- Hemisphere
tence. One side of the wall, selected by the caster, sends forth waves of The wall takes the form of a hemisphere whose maximum radius is 3
heat, dealing 2d4 points of fire damage to creatures within 10 feet and feet plus 1 foot per caster level. The hemisphere persists until it is de-
1d4 points of fire damage to those between 10 feet and 20 feet from stroyed or dispelled. Breaking through the ice deals 1d6 points of dam-
the wall. The wall deals this damage to any nearby creatures when it age. A successful Exceptional (TC 20) Intelligence check, performed
appears and on the caster’s initiative each round. In addition, the wall with a -4, allows the caster to trap a mobile target.
deals 2d6 points of fire damage +1 point of fire damage per caster level
to any creature passing through it. The wall deals double damage to Zone of Incompetence (Enchantment/Charm)
undead creatures.
Range: Close Components: V, S
If the caster causes the wall to appear where creatures are, each creature Duration: 1 rd. per 2 levels Casting Time: +4
takes damage as if passing through the wall. Area of Effect: 30-ft. cube Saving Throw: Special
The wall is always 20 feet high and can be created as a long wall up to This spell creates in a creature the mistaken belief that he or she is
20-ft. per level in length or can be created as a ring with a radius of 10 untrained in their specialized form of combat. Casters forget the most
ft. per caster level. intricate designs of spellcraft. Warriors forget the best way to wield
their weapons.
The wall lasts as long as the caster concentrates on maintaining it,
thereafter lasting 1 round per caster level. All intelligent creatures caught in the area of effect at the time of cast-
ing must perform a saving throw. A failed result indicates that the crea-
Wall of Ice (Evocation) ture has only a 50% chance each round thereafter to remember how to
perform in combat; otherwise, the subject forgets how to employ his
Range: Medium Components: V, S trade and will only take actions to defend himself.
Duration: See below Casting Time: +4
Area of Effect: See below Saving Throw: See below

This spell creates either a) an anchored plane or hemisphere of ice, or


b) a free-falling sheet of ice, depending on the version selected. A wall
Level 5 Arcane Spells
of ice cannot form in an area occupied by physical objects or creatures.
Its surface must be smooth and unbroken when created. Advanced Illusionary Image (Illusion/Phantasm)

Magical fires and breath weapons melt a wall of ice in one round, Range: Long Components: V, S
though this creates a great cloud of fog that lasts 10 minutes and pro- Duration: 1 min./level Casting Time: 1 full round
vides 50% concealment to all those in a 50-ft. radius burst from the Area of Effect: 400 sq. ft. + Saving Throw: Special
wall. Normal fire melts the wall of ice after one hour of constant ap- 100 sq. ft/level
plication.
This spell works exactly like major phantasmal image, except that the
The caster must choose one of the following three uses: caster is not required to concentrate on the spell. Furthermore, the
illusion created can be seen, heard, smelled and touched. Any viewer
Falling Ice that wishes to disbelieve the illusion and rolls a successful save, can
A sheet of ice no larger than 10 square feet per level appears and drops reveal the illusion to others. Any other viewers may then receive a sav-
to the ground, causing 3d10 points of damage to anyone in the area ing throw at +4.
that fails a saving throw. This is an instantaneous use of the spell.
Animal Growth (Alteration)
Ice Plane Reversible
A sheet of strong, hard ice appears. The wall is 1 inch thick per caster
level. It covers up to a 10-foot-square area per caster level (so an 8th- Range: Medium Components: V, S
level wizard can create a wall of ice 80 feet long and 10 feet high, a wall Duration: 1 min./level Casting Time: +5
40 feet long and 20 feet high, or some other combination of length Area of Effect: Up to 8 animals Saving Throw: None
and height that does not exceed 800 square feet). The plane can be in a 20-ft. radius
oriented in any fashion as long as it is anchored on one side. A vertical
wall need only be anchored on the floor, while a horizontal or slanting The caster causes one normal animal per two caster levels to grow twice
wall must be anchored on two opposite sides. in size, which, in this case, doubles the animals’ HD and doubles all
damage dealt.
Any creature breaking through any section of the wall takes 1d4 points
of cold damage per inch (no save). The reverse of this spell is called shrink animal and reduces the HD and
damage dealt in half.
The ice plane persists for 10 minutes per level.

111
Animate Dead (Necromancy) Cloudkill (Evocation)
Range: Immediate Components: V, S, M Range: Close Components: V, S
Duration: Permanent Casting Time: 1 full round Duration: 1 rd./level Casting Time: +5
Area of Effect: 10 ft. radius Saving Throw: None Area of Effect: See below Saving Throw: Special

This spell animates dead remains into walking undead. Undead cre- This spell calls into existence a yellowish cloud of poisonous vapors.
ated by this spell follow the caster’s spoken commands until they are The caster determines the size of the cloud created; the largest cloud
destroyed, but commands must be very simple, such as waiting to at- that can be created is 40 ft. long, 20 ft. tall and 20 ft. thick. The vapors
tack intruders. instantaneously slay any creature in the area with 3 HD or less. It
causes creatures with between 4 and 6 HD to save (at -4) or be slain.
The caster can either animate one corpse per caster level into skeletons Creatures with more than 6 HD suffer 2d6 points of damage each
or can animate one corpse per two caster levels into zombies. In this round (no save) from poison unless they exit the area.
way, all skeletons have 1 HD and all zombies have 2 HD. Corpses that
are created as skeletons quickly shed all chunks of flesh. The cloud cannot be created in water, as it cannot penetrate liquids.
An average to moderate wind may change the course of the cloud,
The caster can also animate monsters having more than 1 or 2 HD. but it will not disperse the cloud or cause the cloud to travel toward
A monster corpse can rise as a skeleton and retain the amount of HD the caster. A stronger wind, such as that of a hurricane, will break up
the monster had in life. Zombie monsters, however, rise with one ad- the cloud after 4 consecutive rounds of contact. The cloud is made of
ditional HD. Animated monster corpses fight like more powerful vapors that are heavier than air, so the cloud will hug to the ground
skeletons or zombies; such creatures have none of their former special and descend down hills, holes, etc.
attacks. The caster can never animate a total HD that exceeds his caster
level. The cloud moves at a speed of 10 feet per round in a direction away
from the caster. This cannot be controlled by the caster without some
The animation is permanent. It cannot be dispelled, but can be de- method of moving the cloud, such as with a moderate wind, per
stroyed or turned. Regardless of what method is chosen to create such above.
undead, a caster cannot command more HD than four times his cur-
rent level. Cone of Cold (Evocation)
Material Component: a bone shard to create zombies and bone powder Range: Personal Components: V, S
to create skeletons. Duration: Instantaneous Casting Time: +5
Area of Effect: Cone (see below) Saving Throw: Save for half
Attraction (Enchantment/Charm)
Reversible The spell creates a cone of extreme cold that saps the area of any
warmth and deals 1d6+1 points of damage per caster level. The cone
Range: Close Components: V, S extends 40 ft. plus 1 ft. per caster level and is always 1 ft. per caster
Duration: 1 min./level Casting Time: +5 level wide.
Area of Effect: N/A Saving Throw: Negates
Any unattended liquids automatically freeze. Liquids stored on a crea-
The caster chooses one object or living creature and a secondary target ture that fails his saving throw for half damage also freeze.
for this spell; both must be within range. Upon a failed saving throw,
the target feels an overwhelming attraction to the object or creature Contact Other Plane (Divination)
and will do nothing but attempt to hold it in his arms. Only a success-
ful dispel magic or a successful Superior (TC 15) Strength check can Range: Personal Components: V
free the target, who thrashes to regain his quarry. Duration: Concentration (see below) Casting Time: 10 minutes
Area of Effect: Special Saving Throw: None
The target will take the safest route to achieve his goal. If it is impos-
sible to reach the object of his desire without being put in apparent You send your mind to another plane of existence (an Elemental Plane
harm, the spell fails. or some other more distant plane) in order to receive advice and infor-
mation from powers that reside there. The being connected to replies
The reverse of this spell is called repulsion. The target of this spell will in a language the caster understands, but they resent such contact and
actively attempt to stay at least 50 ft. from the object or creature. Un- give only brief answers to your questions. (All questions are answered
less dispelled, the target will fight anyone attempting to force him with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-
closer to the object or creature. word answer.)

The caster must concentrate on maintaining the spell, which requires


a primary action each round. The caster may ask one question per
round, to a maximum of one question per two caster levels.

112
Casting this spell is dangerous and not always beneficial. There is a Dismissal (Abjuration)
chance the caster will be driven mad by the connection and/or that
the being connected to does not answer the question in mind. There Range: Close Components: V, S
is also a chance (1%) that a higher being disrupts the connection or Duration: Instantaneous Casting Time: +5
intercepts it and causes immediate death or insanity, no save. Area of Effect: 1 extraplanar creature Saving Throw: Negates

A d% roll is performed to randomly determine the actual spell effect. This spell instantaneously removes an extraplanar creature from the
The roll must meet or exceed the number indicated in each column. Prime Material Plane. If the spell is successful, the creature is instantly
The insanity roll is first performed. If the caster is not rendered insane, whisked away, but the spell has a 20% chance of actually sending the
the roll to determine whether the being has the specific knowledge is subject to a plane other than its own.
rolled. If successful, the final roll is to determine whether the being is
truthful. A saving throw is required (unless willing). The save is modified by the
difference between the caster’s HD and the HD of the targeted crea-
Plane Insanity* Knowledge ** Truth *** ture. A penalty is applied to the save if the caster is stronger. A bonus
Elemental Plane 80 45 50 is applied to the save if the creature is stronger. The penalty or bonus
Inner Plane 75 40 45 equals the difference in HD.
Astral Plane 70 35 40
Outer Plane (Int 19) 65 30 35
Outer Plane (Int 20) 60 25 30
Dominate (Enchantment/Charm)
Outer Plane (Int 21) 55 20 25
Range: Close Components: V, S
Outer Plane (Int 22) 50 15 20
Duration: 1 day/level Casting Time: +5
Outer Plane (Int 23) 45 10 15
Area of Effect: 1 person Saving Throw: Negates
Outer Plane (Int 24) 40 5 10
Outer Plane (Int 25) 35 2 5
The caster controls the actions of any humanoid with this spell. If
the caster and target share the same language, the caster can force the
*The chance of insanity roll receives a cumulative 5% bonus for each
dominated person to perform almost any task, however, obviously
point of Intelligence the caster has above 15. A roll of 00 always results
harmful acts provide another saving throw roll. If the caster and target
in insanity. Insanity caused by this spell reduces 2d6 points from the
do not share the same language, the caster must succeed on a Superior
caster’s Intelligence, Wisdom and Charisma.
(TC 15) Charisma check to effectively control the subject.
**A 25% bonus is added to the he chance of knowledge roll if the
Once control is established, the distance between the caster and sub-
knowledge sought pertains to the plane of existence in which the be-
ject becomes irrelevant.
ing resides.
A protection from evil spell can prevent the caster from exercising con-
***A 15% bonus is added to the chance of truthfulness roll if the
trol or using the telepathic link while the subject is so warded, but it
knowledge sought pertains to the plane of existence in which the be-
cannot prevent the establishment of domination, nor does it dispel it.
ing resides.

Demon Whip (Evocation) Dream (Illusion/Phantasm)


Range: Unlimited Components: V, S
Range: Personal Components: V, S
Duration: 24 hours (see below) Casting Time: 1 minute
Duration: 1 rd./level Casting Time: +5
Area of Effect: N/A Saving Throw: None
Area of Effect: N/A Saving Throw: None
Via this spell, the caster projects a phantasmal message (both visual
A fiendish and razor-sharp whip of crackling energy appears in the
and auditory) of any length that will seek out one identified living
hand of the caster. The whip has a range of 20 ft. and is considered a
creature. At some point during the subject’s next session of sleeping,
+3 magical weapon. It remains until the duration expires or the caster
the phantasmal message enters the subject’s dream and implants the
successfully attacks a target in range.
message. Upon waking, the subject perfectly remembers the message
and knows that he or she has been visited in her sleep.
Although an attack roll is necessary, the caster is not penalized for
non-proficiency and receives an additional +6 to his Combat Modi-
This form of communication is one-way. The spell will wait for up to
fier for the whip’s magical properties. On a successful attack, the whip
24 hours, thereafter, it will simply cease to exist. Therefore, subjects
deals 4d6 points of damage. In addition, a roll of natural 20 severs one
that do not sleep, such as elves, may never benefit from this spell.
random appendage. A d4 is rolled. A result of 1 severs the right arm; 2
severs the left arm; 3 severs the right leg; and 4 severs the left leg. The
caster may only have one demon whip in existence at any given time.

113
Fabricate (Enchantment, Alteration) reduces the damage in half. Any creature coming into the globe must
perform a save, regardless of whether that creature is reentering after
Range: Close Components: V, S, M previously saving or taking full damage.
Duration: Permanent Casting Time: See below
Area of Effect: 10 cu. ft./level (see below) Saving Throw: None Casters in the globe that fail their saving throw cannot cast spells with
a vocal component until they leave the globe.
You convert one type of material into a product that is made of that
same material. Creatures or magic items cannot be created or altered Hold Monster (Enchantment/Charm)
by the spell. The quality of items made by this spell is commensurate
with the quality of material used as the basis for the new fabrication. Range: Medium Components: V, S
If you work with a mineral, the target is reduced to 1 cubic foot per Duration: 1 rd./level Casting Time: +5
level instead of 10 cubic feet. This application has a casting time of 1 Area of Effect: 10-ft. radius burst Saving Throw: Negates
full round.
As hold person, except this spell allows the caster to hold fast any crea-
Items that require a substantial skill set can be created with this spell ture type.
only if the caster has the requisite proficiency. In this case, a profi-
ciency check is required and the casting time is replaced by how long
it actually takes to perform the craft.
Interposing Hand (Evocation)
Range: Close Components: V, S
Material Component: source material.
Duration: 1 rd./level Casting Time: ¬5
Area of Effect: Special Saving Throw: None
False Vision (Divination/Illusion)
The caster creates a hand between 5 and 25 feet wide that stands be-
Range: Personal Components: V, S tween the caster and one chosen creature. The targeted creature can-
Duration: 10 min./level Casting Time: +5 not fool the hand by any means, including invisibility. The hand will
Area of Effect: 30-ft. radius Saving Throw: None always remain between the caster and the target, regardless of what
centered on caster actions the caster and target take.

The caster wards the area of effect against any form of divination magic The caster chooses the exact size of the hand at casting. It provides
that is intended to scry upon the caster’s surroundings. The area of ef- cover to the caster of at least 75%, which imposes a -6 penalty to all
fect looks and sounds differently to the person attempting to scry. By those that try to attack the caster.
concentrating, the caster of false vision can manipulate the vision and
sound to morph and change. Furthermore, the caster of false vision The hand can be attacked and destroyed. It has AC 20 and twice as
can send a message to the scryer. many hit points as the caster had at the time of casting. If the original
target dies during the duration of this spell, the caster may expend a
Feeblemind (Enchantment/Charm) free action to denote a second target.

Range: Close Components: V, S Mage’s Faithful Hound (Conjuration/Summoning)


Duration: Permanent Casting Time: +5
Area of Effect: N/A Saving Throw: Negates Range: Close Components: V, S
Duration: See below Casting Time: +5
The Intelligence score of the subject is permanently halved. Only heal, Area of Effect: N/A Saving Throw: None
wish or miracle can restore the subject’s former Intelligence. The subject
thereafter acts accordingly and is subject to any limitations that may The caster conjures up a phantom watchdog that is invisible to every-
be applied to low Intelligence, such as the impossibility of spellcasting. one but the caster. It then guards the area where it was conjured (it
Divine spellcasters enjoy a +1 bonus to their saving throw against this does not move). The hound immediately starts barking loudly if any
magic; however, other spellcasters suffer a -4 save penalty. creature larger than Tiny sized approaches within 30 feet of it. (Those
within 30 feet of the hound when it is conjured may move about in
Globe of Anguish (Abjuration) the area, but if they leave and return, they activate the barking.) The
hound sees invisible and ethereal creatures. It does not react to non-
Range: Medium Components: V, S moving illusions.
Duration: 1 rd./level Casting Time: +5
Area of Effect: 20-ft. radius burst Saving Throw: See below If an intruder approaches to within 5 feet of the hound, the dog stops
barking and delivers a vicious bite (Combat Ability Modifier +10,
The caster transforms the air in an immobile 20-ft. radius globe into 2d6+3 points of damage) once per round.
popping and cracking arcane energy. The energy in the globe scratches
away at the skin and innards of all living creatures. The damage is The dog is considered ready to bite intruders, so it delivers its first
1d6 points per two caster levels (maximum 10d6) and a saving throw bite on the intruder’s turn. Its bite will damage any creature, regard-

114
less of special defenses. The hound cannot be attacked, but it can be attacks) than normal. The caster can’t choose to activate the body’s ex-
dispelled. traordinary or supernatural abilities. The creature’s spells and spell-like
abilities do not stay with the body.
The spell lasts for 1 hour per caster level, but once the hound begins
barking, it lasts only 1 round per caster level. If the caster ever moves As a primary action, the caster can shift freely from a host to the magic
more than 100 feet away from the hound, the spell also ends. jar if within range, sending the trapped soul back to its body. The spell
ends when the caster shifts from the jar to the caster’s own body.
Magic Jar (Necromancy)
If the host body is slain, the caster return to the magic jar, if within
Range: Close Components: V, S range, and the life force of the host departs (it is dead). If the host body
Duration: Special Casting Time: 1 full round is slain beyond the range of the spell, both the caster and the host die.
Area of Effect: 1 creature Saving Throw: See below Any life force with nowhere to go is treated as slain.

By casting magic jar, the caster places his soul in a gem or large crystal If the spell ends while the caster is in the magic jar, the caster returns
(known as the magic jar), leaving the caster’s body lifeless. Then the to his body (or dies if the caster’s body is out of range or destroyed). If
caster can attempt to take control of a nearby body, forcing its soul the spell ends while the caster is in a host, the caster returns to his body
into the magic jar. The caster may move back to the jar (thereby re- (or dies, if it is out of range of the caster’s current position), and the
turning the trapped soul to its body) and attempt to possess another soul in the magic jar returns to its body (or dies if it is out of range).
body. The spell ends when the caster sends his soul back to his own Destroying the receptacle ends the spell, and the spell can be dispelled
body, leaving the receptacle empty. at either the magic jar or at the host’s location. If the receptacle is de-
stroyed while the caster’s soul occupies it, the caster is slain.
To cast the spell, the magic jar must be within spell range and the
caster must know where it is. When the caster transfers his soul upon Major Creation (Conjuration)
casting, the caster’s body appears dead.
Range: Immediate Components: V, S
While in the magic jar, the caster can sense and attack any life force Duration: 1 hour/level Casting Time: 10 minutes
within 10 feet per caster level (and on the same plane of existence). Area of Effect: 1 cubic ft./level Saving Throw: None
The caster cannot determine the exact creature types or positions of
these creatures. In a group of life forces, the caster can sense a differ- This spell works exactly like minor creation, except that the caster may
ence of 4 or more Hit Dice between one creature and another and create mineral items, such as stone, crystal, metal, etc.
can determine whether a life force is powered by positive or negative
energy. Monster Summoning III (Conjuration/Summoning)
The caster could choose to take over either a stronger or a weaker crea- Range: Personal Components: V, S
ture, but which particular stronger or weaker creature the caster at- Duration: 1 rd./level Casting Time: +5
tempt to possess is determined randomly. Area of Effect: N/A Saving Throw: None
Attempting to possess a body is a full-round action. It is blocked by This spell functions like monster summoning II, except that this spell
protection from evil or a similar ward. The caster possesses the body conjures 1d4 creatures, none having more than 3 levels or 7 HD,
and forces the creature’s soul into the magic jar unless the subject suc- whichever is higher. The monsters appear in the immediate vicinity
ceeds on a save (modified per the chart below). Failure to take over of the caster.
the host leaves the caster’s life force in the magic jar, and the target
automatically succeeds on further saving throws if the caster attempts
to possess its body again. Nightmare (Illusion/Phantasm)

The subject of this spell receives a modified save. The modifier is equal Range: Unlimited Components: V, S
to the difference in HD between the caster and the target. Therefore, if Duration: 24 hours (see below) Casting Time: 1 minute
the target is more powerful than the caster, the target receives a bonus Area of Effect: N/A Saving Throw: Negates
equal to the difference in HD. If the caster is more powerful, the target
receives a penalty equal to the difference in HD.
This spell functions exactly like dream, except the caster sends forth
If the caster is successful, his life force occupies the host body, and the a hideously frightening and harmful series of images to the subject.
host’s life force is imprisoned in the magic jar. The phantasmal nightmare lingers for up to 24 hours before ceasing
to exist.
The caster keeps his Intelligence, Wisdom, Charisma, level, class, sav-
ing throw, class abilities, alignment, and mental abilities. The body A targeted subject receives a saving throw while sleeping to avoid the
retains its Strength, Dexterity, Constitution, hit points, natural abili- spell’s effect. On a failed save, the subject suffers 1d6 points of damage
ties, and automatic abilities. A body with extra limbs does not allow that cannot be healed by any means short of a wish or miracle. In es-
the caster to make more attacks (or more advantageous two-weapon sence, the damage is permanent. The target shows some sign of trauma

115
upon awakening, such as a scar or a patch of white hair. If the target is Seeming (Illusion/Phantasm)
spellcaster, no spells can be memorized or prepared that day.
Range: Touch Components: V, S
If the target is under the watchful eye of clerics at the time the night- Duration: 3d4 min. plus 1 min./level Casting Time: +5
mare takes hold, a dispel evil spell cast upon the target will deal 4d6 Area of Effect: 1 person/2 levels Saving Throw: None
points of damage to the caster of the nightmare. The nightmare spell
would then have no effect on the target. This spell functions like alter self, except that the caster can change the
appearance of up to one other person per two levels. The spell cannot
Passwall (Alteration) perfectly replicate the looks of another living person.

Range: Close Components: V, S Sending (Evocation)


Duration: 1 hr./level Casting Time: +5
Area of Effect: See below Saving Throw: None Range: Unlimited Components: V, S
Duration: Instantaneous Casting Time: 10 minutes
The caster creates a passage through a wall specifically made of wood, Area of Effect: N/A Saving Throw: None
plaster or stone. The passage is 8-ft. high and 5-ft. wide. It is 10-ft.
deep plus an additional 5-ft. deep per three caster levels above 9th to The caster contacts a particular creature with which he is familiar and
a maximum of 25 ft. If the wall’s thickness is more than the depth of sends a short message of twenty-five words or less to the subject. The
the passage created, then a single passwall simply makes a short tunnel. subject recognizes the caster and, if desired, can respond with twenty-
Several passwall spells can then form a continuing passage to breach five words or less. A creature with an Intelligence score as low as 1
very thick walls. When passwall ends, for any reason, creatures within (animals) can understand the sending, though the subject’s ability to
the passage are ejected out the nearest exit. react is limited as normal by its Intelligence score. Even if the sending
is received, the subject is not obligated to act upon it in any manner.
Secret Chest (Conjuration/Summoning)
If the caster and the targeted recipient are not on the same plane of
Range: Personal (see below) Components: V, S, M existence, there is a 5% chance that the sending does not arrive. Local
Duration: 60 days (see below) Casting Time: 10 minutes conditions on other planes may worsen this chance considerably.
Area of Effect: One chest and Saving Throw: None
one cubic ft./level of contents Shadow Evocation Magic (Illusion/Phantasm)
The caster hides a chest on the Ethereal Plane for as long as sixty days Range: See below Components: V, S
and can retrieve it whenever desired. The chest can contain up to 1 Duration: See below Casting Time: +5
cubic foot of material per caster level (regardless of the chest’s actual Area of Effect: See below Saving Throw: See below
size, which is about 3 feet by 2 feet by 2 feet). If any living creatures
are in the chest, there is a 75% chance that the spell simply fails. Once The caster taps in the Plane of Shadow to cast a quasi-real, illusory
the chest is hidden, the caster can retrieve it by expending a primary version of an arcane evocation spell of levels 1-3. The mimicked spell
action while holding a tiny replica of the chest. functions normally and allows a save as the mimicked spell does. Once
the spell deals damage, the affected creature receives a second save to
The chest must be exceptionally well crafted and costing at least 5,000 discover the illusion. If the second save is a success, the damage in-
gp. A tiny replica (of the same materials and perfect in every detail) flicted is 20% of what it should have been. If the save is failed, the
must be crafted by the same craftsman for 50 gp. You can have but one subject takes damage per the mimicked spell and thereafter believes he
pair of these chests at any given time—even a wish spell does not allow was attacked by the mimicked spell.
more. The chests are nonmagical and can be fitted with locks, wards,
and so on, just as any normal chest can be.
Stone Shape (Alteration)
To hide the chest, you cast the spell while touching both the chest and
Range: Touch Components: V, S
the replica. The chest vanishes into the Ethereal Plane. You need the
Duration: Permanent Casting Time: 1 full round
replica to recall the chest. After sixty days, there is a cumulative chance
Area of Effect: 1 cu. ft./level Saving Throw: None
of 5% per day that the chest is irretrievably lost. If the miniature of the
chest is lost or destroyed, there is no way, not even with a wish spell,
The caster can mold and shape an existing piece of stone into any
that the large chest can be summoned back, although an extraplanar
shape he desires. The shape is generally crude and so lacks fine details.
expedition might be mounted to find it.
Doors, statues, weapons and shields are common fabrications. Any
creation that involves moving parts simply does not work on a d% roll
Living things in the chest eat, sleep, and age normally, and they die if
of 1-30.
they run out of food, air, water, or whatever they need to survive.

There is a cumulative 1% chance each month that the chest is located


on the Ethereal Plane.

116
Summon Elemental (Conjuration/Summoning) Teleport (Alteration)
Range: Medium Components: V, S, M Range: Touch Components: V
Duration: 10 min./level Casting Time: 10 minutes Duration: Instantaneous Casting Time: +2
Area of Effect: Special Saving Throw: None Area of Effect: Special Saving Throw: None

The caster sends forth a call of summoning to the elemental plane of The caster transports himself and up to 250 pounds to a destination on
air, earth, fire or water. Provided that a suitable body of the element is the same plane of existence. The transportation is instantaneous and
nearby to receive an elemental, the spell brings forth an 8 HD elemen- the chances of a perfect trip depend upon the level of familiarity the
tal from the chosen plane. The elemental is hostile toward everything caster has with the destination.
and everyone, including the caster, so the caster must do nothing but
concentrate on controlling the creature. The process of concentrating Probability of Teleporting:
on controlling the elemental is a full round action and the slightest
disruption breaks the spell. The elemental has a 5% chance, however, Destination Is: Slightly Off On Target Dangerously
from thwarting the influence and, in this case, may act as the elemen- Very familiar 01-02 03-99 00
tal pleases, including attacking the caster. Studied carefully 01-04 05-98 99-00
The spell expires upon either the destruction of the elemental in form Seen casually 01-08 09-96 97-00
or 4 rounds after the expiration of the caster’s concentration. The el- Viewed once 01-16 17-92 93-00
emental is destroyed if it takes enough damage or if it is taken out of Never seen 01-32 33-84 85-00
the element to which it was summoned. For example, a water elemen-
tal taken out of the pool of water in which it was summoned would Teleporting to a destination that is “slightly off” is generally 1 mile
return to its native plane. Upon destruction in any way, the elemental away in a random direction determined by a d4 roll: North (1); South
simply vanishes and returns unharmed to its native plane. (2); East (3); West (4). Teleporting “on target” means exactly that; it
was a perfect trip. Teleporting “dangerously” means the caster and ac-
An elemental that is controlled will obey any command by its master. companying weight teleport into a nearby solid object. This instantly
An elemental that is out of control will do what it pleases. The caster kills the caster.
may dispel his own spell, sending the creature back, but a Superior
(TC 15) Intelligence check is required. High level casters can teleport with additional weight. For every level
above 10, the caster can teleport an additional 150 pounds.
Material Component: The caster must not only summon the elemental
into a free standing body of the pertinent element, but the caster must
also present a gift to the elemental. Air elementals require the smell of Transmute Rock to Mud (Alteration)
burning incense; earth elementals require fresh dirt to be thrown at Reversible
them; fire elementals require either sulphur or oil; water elementals
actually need only the water in which they are summoned. Range: Medium Components: V, S
Duration: See below Casting Time: +5
Area of Effect: 20-ft. cube/level Saving Throw: None
Telekinesis (Alteration)
The caster transforms natural unworked rock into mud. If a mud pit
Range: Medium Components: V, S is being created, the depth cannot be greater than 5-ft. per level. The
Duration: See below Casting Time: +5 mud remains until dispelled, reversed (see below) or naturally evapo-
Area of Effect: See below Saving Throw: See below rated, a process that takes approximately 1 week for every 10 cubic
feet.
The caster can move objects by concentrating on them. The spell
can either provide a sustained movement, or a violent expenditure of The reverse of this spell, transmute mud to rock, does exactly the op-
power. posite thing. It turns mud into stone and reverses transmute rock to
mud.
The caster can use a sustained movement to manipulate an object
weighing up to 25 pounds and the wizard can move the object up to
20 feet per round. The object can be moved in any fashion and can be Wall of Force (Evocation)
manipulated as if held in one hand. The duration on this version of
the spell is 1 round per level. Range: Close Components: V, S
The caster may alternatively use this spell to create a violent teleki- Duration: 1 min./level Casting Time: +5
netic force that takes any amount of objects within a 10-ft. cube and Area of Effect: 10-ft. square/level Saving Throw: None
violently hurls the objects in a certain direction. The total weight of
the objects moved cannot exceed 25 pounds per level. Not only does A wall of force spell creates an immovable, invisible barrier of force
the velocity threaten to destroy the hurled objects, any creatures in whose area is no greater than one 10-ft. per level. The wall can be
the path of the objects must succeed on a save or suffer 1d4 points of created as a standing wall, or it can be created as an open sphere or
damage per caster level. hemisphere. It cannot be created as an encapsulating globe.

117
Nothing passes through the wall. It is impervious to damage of any
kind. Only a disintegrate spell, a rod of cancellation, a sphere of an-
nihilation or a mage’s disjunction spell can destroy it. Magical means of
Divine Spells,
travel, such as dimension door or teleport, can bypass the wall.
Schools & Spheres
The wall must be created without any openings. It must be one solid
piece of force. A sphere must have an opening above and it can have a In addition to the standard spell casting information, each divine spell
maximum radius equal to 1-ft. per level. entry also has an associated school of magic and a sphere. The spheres
are listed to help with those playing divine hands or a character class
that has only limited access to divine magic. The school of magic is
Wall of Iron (Evocation) listed purely to allow the player to know whether the spell is mind-
affecting (in which case, a Wisdom bonus may apply) or whether the
Range: Close Components: V, S spell is from a school against which a magical item or special effect
Duration: Permanent Casting Time: +5 wards.
Area of Effect: See below Saving Throw: None

This spell forms a vertical iron wall that inserts itself into surrounding
material. The wall can be no larger than one 5-ft. square per level. At Level 1 Divine Spells
this size, the wall is 1 inch thick per 4 caster levels. The length and
width of the wall can be enlarged either by 50% or 100%, but the Bless (Conjuration/Summoning)
thickness is reduced by one-quarter and one-half, respectively. Reversible

The wall will form as a perfect wall into the surrounding material, pro- Sphere: All
vided the material is nonliving. Any section of the wall can sustain 100 Range: Close Components: V, S
hit points of damage before breaking. Consequently, any non-magical Duration: 1 min./level Casting Time: +1
weapon or tool used to break the wall has a 20% chance per attack of Area of Effect: 50-ft. radius Saving Throw: None
breaking. The wall is natural iron and will age and rust appropriately.
It can be destroyed by magical means similar to a wall of force, as well. The caster blesses all creatures in the area of effect. To accept the bless-
ing, each creature must acknowledge the caster and the caster’s deity,
The caster may also create the wall to be freestanding and anchored an act that cannot be done safely in battle. Those accepting the bless-
only on its lower side. The wall will topple. A d6 roll is performed. ing enjoy a +1 bonus on all combat rolls for the duration of the spell.
An even result topples the wall forward; an odd result topples the wall
backward. Casters generally use this application of the spell to catch The caster may also bless an object, even a weapon; however, the dura-
certain targets under the falling wall. Thus, “forward” likely includes tion of this type of blessing is only 1 round/level.
spaces that are occupied by targets of the spell. A freestanding wall can
be pushed in a direction with a Superior (TC 20) Strength check. A The reverse of this spell can be used in combat and targets every crea-
falling wall can be stopped with an Exceptional (TC 20) check. ture in the area of effect not recognizing the caster’s deity, even allies if
they have stubbornly refused to in the past. Affected creatures suffer a
Wall of Stone (Evocation) –1 penalty on all combat rolls.

Range: Close Components: V, S Command (Enchantment/Charm)


Duration: Permanent Casting Time: +5
Area of Effect: See below Saving Throw: None Sphere: Charm
Range: Close Component: V
Wall of stone works similarly to wall of iron, except the wall is made Duration: 1 rd. Casting Time: +1
of a like amount of stone. It must meld into stone, but need not be Area of Effect: 1 creature Saving Throw: Special
created as a vertical plane. Thus, the wall of stone can close an opening
in the floor or ceiling. Any section of the wall of stone can sustain 25 This spell enables the caster to give a command to another creature,
points of damage before breaking. Non-magical weapons not designed which the creature will obey to the best of its ability, provided the crea-
for breaking stone have a 10% per attack of breaking. ture understands it and it is not obviously harmful. Commands that
require the creature to harm itself or commands that simply cannot
The wall of stone differs from wall of iron in another way. The wall of be completed in one round usually result in the target faking it. For
stone requires anchoring on two sides, so a chasm can be bridged with example, a command to either die or sleep would cause the target to
this spell and crenellated battlements can be formed above a tower. If a fall to the ground and close its eyes. Commands that do not call for the
bridge is to be fashioned, anything longer than 20 ft. requires certain creature to harm itself, and that are clear and without need for inter-
supports (arches, buttresses, etc.), which halves the area of effect. A pretation, are successful if they can be completed. These are generally
10th-level caster, therefore, can create a bridge taking up no larger commands such as approach, drop, stop, leave, etc.
than 1,250 square feet, or a 10-ft. wide by 125-ft. long bridge.
Targets with Intelligence scores higher than 12, and those with more
The stone can be dispelled or disintegrated, as well. HD than the caster has in levels, receive a save. Others do not.

118
Level 1 Level 2 Level 3 Level 4
Bless Aid Animate Dead Aura of Fear
Command Animal Messenger Call Lightning Command Plants
Create Water Augury Continual Daylight Control Water
Cure Light Wounds Barkskin Create Food or Water Cure Serious Wounds
Detect and Locate Animals Calming Ray Dispel Magic Discern Lies
Detect Danger Charm Person Element Shield Dismissal
Detect Evil Delay Poison Elemental Immunity Divination
Detect Magic Detect Alignment Glyph of Warding Enlarge Insect
Detect Poison Enthrall Hold Animal Freedom of Movement
Endure Environment Find Traps Locate Object Globe of Protection
Entangle Flame Blade Magical Vestment Imbue with Spell Ability
Faerie Fire Goodberry Meld Into Stone Neutralize Poison
Hide from Animals Heat Metal Meld Into Tree Protection from Elemental Energy
Hide from Undead Hold Person Plant Growth Quench or Enhance Water
Light Monitor Ally Prayer Repel Insects
Magic Stone Obscuring Fog Protection from Necromantic Energy Scrying Pool
Pass Without Trace Resist Element Pyrotechnics Snakes to Sticks
Protection from Evil Silence Ray of Blessed Light Speak with Plants
Purify Food and Drink Speak with Animal Remove Blindness or Deafness Spell Immunity
Remove Fear Spiritual Warden Remove Curse Summon Animals
Sanctuary Spiritual Weapon Remove Disease Tongues
Shillelagh Warp Wood Remove Paralysis
Summon Animal Companion Snare Level 5
Speak with Dead
Spike Growth Air Walk
Stone Shape Animal Growth
Summon Insect Swarm Antilife Shell
Water Breathing Atonement
Water Walk Commune
Commune with Nature
Control Winds
Cure Critical Wounds
Dispel Evil
Divine Scrying
Flame Strike
Geas/Quest
Insect Plague
Plane Shift
Raise Dead
Slay Living
Spike Stones
Transmute Rock to Mud
Tree Stride
True Seeing
Wall of Fire

119
Create Water (Alteration) very complex trap that has been constructed to only trigger from nar-
Reversible row and specific actions.

Sphere: Elemental (Water) Detect Evil (Divination)


Range: Close Components: V, S Reversible
Duration: Permanent Casting Time: +2
Area of Effect: Special Saving Throw: None Sphere: Divination
Range: Personal Components: V, S
The caster creates water similar to clean rainwater that pours from one Duration: 10 min./level (Concentration) Casting Time: 1 rd.
or more points in space. The caster can control the flow of the water Area of Effect: 180 ft. cone from caster Saving Throw: None
to cause the water to drip or gush forth and can cause several spouts
to open and fill various receptacles. The maximum amount of water This spell almost mirrors its arcane version. However, this spell not
that can be created, regardless of how many spouts are created, is two only detects the evil alignment or the emanation of an evil item or
gallons per caster level. area, but it also detects evil intentions in a creature not otherwise evil.

Cure Light Wounds (Necromancy) The degrees of evil or evil intentions provide a spectrum of visible auras
Reversible (dim, faint, moderate, strong, or overwhelming), where more potent
evil has a stronger aura. If the caster concentrates for at least one full
Sphere: Healing round on an aura, there is a 10% chance per caster level (maximum
Range: Touch Components: V, S 90%) that he can discern other aspects of the evil, such as whether it is
Duration: Instantaneous Casting Time: +6 tied to law or chaos, or whether the intention is murderous.
Area of Effect: Creature touched Saving Throw: None
The reverse of this spell detects good emanations and intentions in the
The caster heals 1d8 points of damage to a living creature. This also exact same way.
mends minor scratches and bruises that accompany the damage.
Detect Magic (Divination)
The reverse of the spell, inflict light wounds, actually inflicts an equal
amount of damage to a living creature touched. Sphere: Divination
Range: Personal Components: V, S, M
Detect and Locate Animals or Plants (Divination) Duration: 2 min./level (Concentration) Casting Time: +1
Area of Effect: 60 ft. cone Saving Throw: None
Sphere: Divination (Animal, Plant)
Range: Long Components: V, S The caster sees magical auras in a cone. The intensity of the aura high-
Duration: 1 rd./level Casting Time: 1 full round lights the power level of the magic (dim for up to 2nd level, faint for
Area of Effect: 60 ft. cone from caster Saving Throw: None 3rd to 5th, moderate for 6th to 8th, strong for 9th and overwhelming
for artifacts). Also note that certain summoned creatures, while not
The caster can detect the presence of, and discern the location of, any magical themselves, may still resonate magic if they arrived just prior
type of animal or plant he can visualize. Only one such animal or to casting.
plant can be detected in any one round. The caster is guaranteed to de-
tect and locate plants or animals with which he is intimately familiar; While concentrating, the caster can maintain the spell as he looks
however, there is only a 50% chance to locate a plant or animal that around, but he cannot extend the spell past its duration. If the caster
the caster is only slightly familiar with. The GM determines the result stops concentrating before the duration expires, the spell still ends.
of this spell and makes any roll, if necessary. Results of this spell are
always determined by the DM. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Danger (Divination) Note that the divine version of this spell does not allow the caster to
discern the magic’s school of origin.
Sphere: Divination
Range: Personal Components: V, S
Duration: 1 min./level Casting Time: +4 Detect Poison (Divination)
Area of Effect: 60 ft. cone from caster Saving Throw: None
Sphere: Divination
The caster can detect a dangerous situation looming in the area of ef- Range: Touch Components: V, S
fect. Such dangerous situations include, but are not limited to, simple Duration: Immediate Casting Time: +2
traps, snares, natural hazards, poisonous flora, and hidden creatures. Area of Effect: One target or 5 ft. cube Saving Throw: None
Only traps, hazards, and creatures poised to spring are detected. There-
fore, defunct traps or creatures not poised to attack are not detected. The caster detects whether an object or creature is subject to the effects
The spell cannot detect magical traps or hazards, nor can it detect a of poison. If so, the caster determines the exact type of poison. This

120
spell protects the caster from contact poisons touched as a result of undetectable (even with scent) to any normal and mundane animals.
casting this spell; however, it does not protect against any poisons that Note that animals with Intelligence scores higher than 6 are not con-
could enter through an injury, if such an injury should occur when sidered normal and mundane, but size is not a factor, so even a dino-
targeting an object or creature with this spell. saur could be subject to the spell. Any recipient attacking while this
spell is in effect immediately becomes both visible and detectable.
Endure Environment (Alteration)
Hide from Undead (Abjuration)
Sphere: Protection
Range: Touch Components: V, S Sphere: Necromantic
Duration: 2 hrs./level Casting Time: 1 full round Range: Touch Components: S
Area of Effect: Subject touched Saving Throw: None Duration: 10 min./level Casting Time: +4
Area of Effect: 1 creature Saving Throw: None
The subject (and any worn or held equipment) can endure extreme
heat or cold and remain perfectly comfortable in temperatures rang- This spell works exactly as hide from animals, except it affects any un-
ing between -50 and 150 degrees Fahrenheit. The spell does not ward dead creature having 4 or fewer HD and can only be cast upon one
against any special type of elemental damage, such as from fire or a touched subject or the caster. Any attack or turn attempt on affected
magical weapon, nor does it protect against environmental hazards, undead immediately breaks the spell.
such as smoke. Magical or natural effects the spell does not protect
against, such as a breath weapon or a mundane flame, end the spell’s Light (Alteration)
duration, but the spell first reduces 2d6 points from that source. Reversible

Entangle (Alteration) Sphere: Sun


Range: Medium Components: V
Sphere: Plant Duration: 10 min./level Casting Time: +1
Range: Long Components: V, S Area of Effect: 20-ft. radius burst Saving Throw: Special
Duration: 10 min. Casting Time: +4
Area of Effect: 40-ft. radius Saving Throw: Save for par- This spell creates a light equal to that of torchlight in a 20-ft. radius;
tial the area immediately beyond this light is awash in shadowy illumina-
tion. The caster chooses a solid point he can clearly see (such as a rock)
The caster causes plant life in the area to entangle and entwine any to serve as the center of the spell’s area of effect.
creatures in the area or later entering it. A successful save allows a crea-
ture to move at 10 feet per round, so the creature may be subject to a If cast on a moveable object, the spell will travel with the object if
subsequent save if still within the area the next round. Exceptionally moved. If cast on a creature, it will also move with the creature, but the
strong creatures, usually those much larger than normal humans, may targeted creature does receive a save to resist the sell. This spell gener-
not suffer the effects of this spell. ally requires a very finite point of origin, so if cast on a living creature
with no visible organs, the spell always springs from the very top of the
Faerie Fire (Alteration) target, usually the top of its head.

Sphere: Weather Light taken into an area of magical darkness does not function and if
Range: Long Component: V, M cast to emanate from within an area currently in magical darkness, the
Duration: 1 min./level Casting Time: +4 light will subdue the darkness.
Area of Effect: 10 ft. radius Saving Throw: None
Magic Stone (Enchantment)
This spell outlines creatures in the area with a pale blue, violet, or
green glow. Outlined creatures can be seen in total darkness, granting Sphere: Combat
opponents a +2 to attack, and can be seen better in low-light, granting Range: Touch Components: V, S
opponents a +1 to attack. This spell can also outline invisible creatures Duration: 30 minutes (Special) Casting Time: +4
or objects, but cannot affect anything incorporeal, ethereal, or gaseous. Area of Effect: 3 pebbles Saving Throw: None
The faerie fire cannot cause any harm, even to those sensitive to light.
The caster imbues up to three mundane pebbles with magical energy
Hide from Animals (Abjuration) that transforms them into magical missiles that have a +1 attack bo-
nus, deal 2d4+1 points of damage on impact and have a hurling range
Sphere: Animal of 90 feet. Whoever throws them or uses them in a sling is granted a
Range: Touch Components: S proficiency in their use, but must still perform a ranged attack. Un-
Duration: 10 min./level Casting Time: +4 dead creatures suffer 2d6+1 points of damage from a magic stone.
Area of Effect: 1 target/level Saving Throw: None
The pebbles retain their magic for 30 minutes or until discharged with
This spell renders touched creatures or objects totally invisible and the intent of striking a target.

121
Pass Without Trace (Alteration) Purify Food & Drink (Alteration)
Reversible
Sphere: Plant
Range: Touch Components: V, S Sphere: All
Duration: 1 hr./level Casting Time: +4 Range: Immediate Components: V, S
Area of Effect: 1 subject Saving Throw: None Duration: Permanent Casting Time: 1 full round
Area of Effect: 1 cu. ft./lev of food/drink Saving Throw: None
The subject or caster can move in any terrain and leave neither foot-
print nor scent, even in snow or mud. Nonmagical means of tracking This spell makes spoiled, rotten, poisonous, or otherwise contami-
are useless; however, as the spell does leave a slight residue of magic in nated food and water, pure and suitable for eating and drinking. This
the area for 10 minutes, magical means of tracking do exist. spell does not prevent subsequent natural decay or spoilage. Unholy
water and similar food and drink of significance is spoiled by purify
Protection From Evil (Abjuration) food and drink, but the spell has no effect on creatures of any type or
Reversible upon magical potions.

Sphere: Protection The reverse of the spell spoils the food and drink, even holy water;
Range: Touch Components: V, S however, similar to the normal version, it also has no effect on crea-
Duration: 2 min./level Casting Time: +1 tures of any type or upon potions.
Area of Effect: Subject touched Saving Throw: None
Remove Fear (Abjuration)
This spell creates a 1-ft. thick magical barrier around the subject that Reversible
moves with the subject. The barrier has three major effects:
Sphere: Charm
First, all attacks against the subject made by evil creatures suffer a -2 Range: Close Components: V, S
penalty to the attack roll and the subject receives a +2 bonus on any Duration: Special Casting Time: +1
saving throws required. Area of Effect: 1 living creature/4 levels Saving Throw: Special

Second, the barrier blocks any attempt to possess the warded subject The caster instills courage in the subject(s) of this spell, granting them
(by a magic jar, for example) or to exercise mental control over the a +4 bonus on saving throws against fear effects, even those currently
creature (including enchantment (charm) effects and enchantment in effect.
(compulsion) effects that grant the caster ongoing control over the
subject, such as dominate person). The protection does not prevent The reverse of this spell causes fear in the area and forces those that fail
such effects from targeting the protected subject, but it suppresses a save to flee from the caster for 1d4 rounds.
the effect for the duration of the protection from evil spell effect. If
the protection from evil spell ends before the effect granting mental Sanctuary (Abjuration)
control does, the would-be controller would then be able to mentally
command the controlled creature. Likewise, the barrier keeps out a Sphere: Protection
possessing life force but does not expel one if it is in place before the Range: Touch Components: V, S
spell is cast. This second effect works regardless of alignment. Duration: 1 min./level Casting Time: +4
Area of Effect: 1 subject Saving Throw: See below
Third, the spell prevents bodily contact by summoned creatures, such
as an imp for example. This causes the natural weapon attacks of This spell protects one touched subject or the caster. It forces any per-
such creatures to fail and the creatures to recoil if such attacks require son wishing to attack or target the warded subject with a spell or effect
touching the warded creature. Good summoned creatures are immune to succeed on a saving throw. If unsuccessful, that person cannot at-
to this effect. The protection against contact by summoned creatures tack or target the warded subject for the remainder of the spell. Note
ends if the warded creature makes an attack against or tries to force that this spell does not protect the warded subject from area effects.
the barrier against the blocked creature. Spell resistance can allow a
creature to overcome this protection and touch the warded creature. The spell expires if the warded creature takes a hostile action.
Second, any attempt to possess (as by a magic jar attack) or to exercise
mental control over (as by a vampire’s charm ability) the protected
creature is blocked by this spell. Note that the protection does not Shillelagh (Alteration)
prevent a vampire’s charm itself, but it does prevent the exercise of
mental control through the barrier. Likewise, a possessing life force is Sphere: Combat, Plant
merely kept out. It would not be expelled if in place before the protec- Range: Touch Components: V, S
tion is cast. Duration: 10 min./level Casting Time: +2
Area of Effect: 1 wooden weapon Saving Throw: None
This spell can be reversed to protect from good creatures and good-
aligned effects, in which case the second and third benefits remain The caster enchants his own wooden melee weapon. It thereafter has
the same. a +1 bonus to attack and deals an additional die of damage. For ex-

122
ample, a weapon that deals 1d4 points of damage normally would deal to follow any basic instructions given and will remain at the location
2d4 with this spell. until the duration expires. The animal generally allows anyone at the
location to approach it and retrieve its burden.
The spell only functions when the enchanted weapon is held by the
caster. Augury (Divination)
Summon Animal Companion (Enchantment/Charm) Sphere: Divination
Range: Personal Components: V, S
Sphere: Animal Duration: Special Casting Time: 2 rds.
Range: Close Components: V, S, M Area of Effect: Special Saving Throw: None
Duration: Permanent Casting Time: 12 hr.
Area of Effect: 1 animal Saving Throw: Neg. This spell can tell the caster whether an action to be taken in the im-
mediate future by himself or an ally will benefit or harm the party.
The caster performs this short magical ritual in the wilderness and at- The base chance for receiving a meaningful reply is 70%, plus 1% per
tracts an animal native to the location with no more than 2 HD per caster level, to a maximum 90%.
caster level. (The GM first picks the animal and then gives the animal
a saving throw; if successful, the animal appears but then runs away.) Although the GM determines the exact response, the spell commonly
The animal becomes a lifelong friend of the caster and can be taught to responds with “weal” or “woe” to indicate a beneficial or harmful re-
perform minor tricks and tasks commensurate with its Intelligence. A sult, respectively. An often issued sidearm response would be in the
period of training must follow the completion of this spell to train the form of a cryptic phrase.
animal; otherwise, the animal simply follows the caster around.
To provide an example, if the question is, “Will we benefit from open-
Two incidents cause the animal to leave its master. It if ever feels ing the sarcophagus?” and the sarcophagus is trapped, but leads to
threatened by its master, a sensitive emotion stemming from the mas- a treasure room, the spell might respond, “Blood stained treasure
ter’s eventual intent to do harm to the animal, the animal flees. If the awaits.” If the spell is a death trap, the spell might simply say, “Woe!”
animal is caused to stray beyond 1 mile from its master, it also flees. If the trap has not been reset, the spell might simply say, “Weal!”

A caster can only maintain a number of HD equal to twice his caster Barkskin (Alteration)
level at any one time.
Sphere: Protection, Plant
The caster must also have food and water from a natural spring ready Range: Touch Components: V, S
for the animal. Duration: 10min./level Casting Time: +5
Area of Effect: 1 creature Saving Throw: None

Level 2 Divine Spells The caster or subject’s skin hardens to that of bark, granting the subject
a bonus to AC equal to 4 +1 per four caster levels. The AC bonus
Aid (Necromancy, Conjuration) from hardened skin does not stack with that granted by normal armor;
instead the higher AC is used. The AC bonus from hardened skin does
Sphere: Necromantic stack with magical protection, such as that from bracers of armor or a
Range: Touch Components: V, S ring of protection.
Duration: 1 min./level Casting Time: +5
Area of Effect: 1 creature Saving Throw: None The spell also grants a +1 bonus to saving throws against spells or ef-
fects that use physical force, such as fireball.
The recipient of this spell gains a +1 bonus on all combat rolls and
receives 1d8 hit points. These hit points are temporary and can exceed Calming Ray (Enchantment/Charm)
the subject’s normal hit point maximum, but are reduced first and
cannot be healed. Sphere: Charm
Range: Medium Components: V, S
Animal Messenger (Enchantment/Charm) Duration: 1 rd. + 1 rd./level Casting Time: +5
Area of Effect: 1 creature Saving Throw: Neg.
Sphere: Animal
Range: Medium Components: V, S The caster covers a subject in range with a calming, serene light. The
Duration: 1 day/level Casting Time: 1 full round subject feels at peace and is unmotivated to attack or otherwise harm
Area of Effect: 1 animal Saving Throw: Neg. anything. For the duration of the spell, the subject may only take ac-
tions that benefit others (often allies) and cannot attack or cast spells
This spell calls a Tiny animal to the vicinity. The caster then lures it that adversely affect anyone.
with food and causes it to take a small item, such as a note, to a spe-
cific location. Once the animal arrives at the location, it will attempt

123
Charm Person (Enchantment/Charm) Detect Alignment (Divination)
Reversible
Sphere: Charm
Range: Medium Components: V, S Sphere: Divination
Duration: Special Casting Time: 1 Range: Close Components: S
Area of Effect: Targeted subject Saving Throw: Neg. Duration: Instantaneous (Special) Casting time: 1 full round
Area of Effect: 1 creature or object Saving Throw: Neg.
The caster charms a humanoid target no larger than Medium. The tar-
get need not be human, or even a playable race; any monster that fits The caster detects the full alignment of a creature or object in range.
the description of humanoid can be affected by this spell.
The reverse of this spell renders the alignment of a touched subject or
The target receives a save and, as this is a mind-affecting spell, the creature undetectable for 24 hours.
target receives a bonus from Wisdom, if any. During the round this
spell is cast, any hit point damage inflicted by the caster’s allies accrues Enthrall (Enchantment/Charm)
normally, but also provides a like bonus on the save vs. spell. For ex-
ample, if the caster’s allies inflict 10 points of damage while the caster Sphere: Charm
is casting, the target receives a +10 bonus on his save. Range: Personal Components: V, S
Duration: Special Casting Time: 1 full round
On a failed save, the target does not automatically become the caster’s Area of Effect: 90-ft. radius Saving Throw: Neg.
thrall. The target simply views everything the caster says as that of a
friend. Thus, suggestions to perform obviously dangerous tasks break The caster is able to use this spell to enthrall any intelligent creatures
the charm. Furthermore, any acts of aggression toward the target by currently paying attention to the caster. After one full round of cast-
the caster or the caster’s allies also end the spell. ing aloud, all those that do not save become entranced with the caster
and take no actions but to remain fixed and attentive. To maintain the
The duration of the charm, provided no intervening event disrupts crowd’s attention, the caster must continue to preach.
it, can be permanent, but subsequent saves are allowed on a schedule
based on the Intelligence of the target. Even after the spell expires, the Any creature opposed to either the caster or his religion receives a +4
target knows he was under a mind-affecting charm, remembers who bonus to save against the spell. Furthermore, creatures with 4 or more
cast it, and remembers everything that happened. HD, or having a Wisdom score of 16 or higher, remain indifferent and
aware of their surroundings.
Intelligence Score Time Between Checks
3 or less 2 months The spell lasts until the caster stops preaching, and then its effects lin-
4-9 1 month ger for 1d3 rounds thereafter. If any enthralled listener is attacked, the
10-12 2 weeks spell immediately ends.
13-14 1 week
15-16 2 days Those under the effects of this spell may be granted a saving throw
17 1 day each round in which sufficient debate and argument stems from those
18 1 hour in the crowd not enthralled.
19 or more 1 minute

Note: There is one narrow exception to the bipedal humanoid require- Find Traps (Divination)
ment. This spell can be used on an animal companion. This application
is most often used if the master needs to ensure his animal companion Sphere: Divination
stays in a certain place for an extended period of time, regardless of Range: Personal Components: V, S
where the master travels to. Duration: 10 min./level Casting Time: +5
Area of Effect: 60 ft. cone from caster Saving Throw: None

Delay Poison (Necromancy) The caster can see any magical or mechanical traps ahead of him in his
vantage. He sees a trap and is made aware of how the trap works, but
Sphere: Healing the spell does not provide information on how to disarm it.
Range: Touch Components: V, S
Duration: 1 hr./level Casting Time: +2 Natural hazards, such as an impending cave-in, are not detected.
Area of Effect: 1 creature Saving Throw: None

While this spell does not neutralize poison, it does delay the onset Fire Trap (Abjuration, Evocation)
period in a poisoned subject by the duration of the spell. During this
delayed period, the poisoned subject may accept mundane or magical Sphere: Elemental (Fire)
assistance to actually remove the toxin. Range: Touch Components: V, S
Duration: Permanent until discharged Casting Time: 10 min.
Area of Effect: Object touched Saving Throw: Save for half

124
This spell causes a closeable object, such as a box, coffin, door, or the The caster makes worn or carried metal equipment extremely warm
like, to explode in a fiery explosion once opened. The fire trap deals and ultimately very hot. Unattended, nonmagical metal gets no saving
1d4 points of damage plus 1 point of damage per caster level. The ex- throw. Magical metal is allowed a saving throw against magic. An item
plosion encompasses a 5-foot radius burst and catches all those in the in a creature’s possession uses the creature’s saving throw bonus unless
area. The caster determines the exact point on the object that holds the its own is higher.
spell, such as the lock or latch. Once this spell is placed upon an ob-
ject, no other magical spell to close or lock it. Once the spell explodes, A creature takes fire damage if its equipment is heated. It takes full
the object and any contents remain untouched. damage if its armor is affected or if it is holding, touching, wearing,
or carrying metal weighing one-fifth of its weight. The creature takes
A knock spell reacts weirdly to fire trap. It sounds as if a lock clicked half of the rolled damage (to a minimum of 1 point) per round if it is
open, even if a lock doesn’t exist, but, in fact, this is a byproduct of the wearing minimal metal or carrying minimal metal gear.
fire trap that actually does nothing but add false hope. An unsuccessful
dispel magic spell will not detonate the spell. A person attempting to The intensity of the heat rises and falls based on the chart below and a
disable this magical trap sets it off if unsuccessful. wearer or holder of metal suffers the indicated damage.

The caster can use the fire trapped object without setting it off, as can Metal
any individual to whom the spell was specifically attuned when cast, Round Temperature Damage
which usually involves setting a shared password.
1 Warm None
Flame Blade (Evocation) 2 Hot 1d4 points
3–5 Searing 2d4 points
Sphere: Elemental (Fire) 6 Hot 1d4 points
Range: Personal Components: V, S
Duration: 4 rds. + 1 rd./2 levels Casting Time: +4 7 Warm None
Area of Effect: 3-ft. long blade Saving Throw: None
The GM has discretion to impose longer lasting effects on parts of a
A red-hot flame, in the shape of a scimitar, forms in the caster’s hand. subject’s body that may have continually taken heat damage, such as if
The flame blade deals 1d4+4 on a successful hit. The blade ignites the subject continued to hold a heated sword through several rounds
combustibles and deals 2 additional points of damage to anything es- of combat. The GM may also impose additional damage if a subject’s
pecially vulnerable to fire. Undead suffer 4 additional points. clothing, or other worn combustibles, catches fire.

This spell does not function underwater. This spell is either countered or lessened by intense cold or a direct
application of a large quantity of water or snow.
Goodberry (Alteration, Evocation) The reverse of this spell, which is handled in exactly the same way but
Reversible with cold damage instead, counters heat metal.
Sphere: Plant Metal worn by one Medium-sized subject can be affected for every 2
Range: Touch Components: V, S caster levels.
Duration: 1 day + 1 day/level Casting Time: +5
Area of Effect: 2d4 fresh berries touched Saving Throw: None
Hold Person (Enchantment/Charm)
Casting goodberry on a bunch of freshly picked berries makes 2d4 of
them magical. Anyone able to cast this spell can easily recognize them Sphere: Charm
as magical. Consuming one either fully nourishes the creature or cures Range: Medium Components: V, S
1d2 hit points of damage, but any one creature can only consume a Duration: 1 rd. + 1 rd./level Casting Time: +5
maximum of 8 goodberries in any 24-hour period. Area of Effect: 20-ft. globe Saving Throw: Neg.

The reverse of the spell creates a batch of 2d4 poisonous berries that This spell causes 1d4 humanoid creatures, no larger than Medium, in
either sickens the consumer or removes a hit point. a 20-ft. globe to simply stop moving. This spell only works against liv-
ing creatures, so constructs or undead creatures, for example, cannot
be held. Held subjects are aware of what is happening and can breathe,
Heat Metal (Alteration) but cannot take any actions and cannot talk. Each round on their turn,
Reversible subjects may attempt a new saving throw to end the effect.
Sphere: Elemental (Fire) Targeted creatures in the middle of a physical activity immediately
Range: Close Components: V, S stop, even to their detriment. A winged creature that is held while fly-
Duration: 7 rds. Casting Time: +5 ing cannot flap its wings and falls. A climber stops climbing, a swim-
Area of Effect: Special Saving Throw: Special mer stops swimming, etc.

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Monitor Ally (Divination) Speak With Animal (Alteration)
Sphere: Protection Sphere: Animal
Range: Extreme Components: V, S, M Range: Personal Components: V, S
Duration: 1 hr./level Casting Time: 1 full round Duration: 2 min./level Casting Time: +8
Area of Effect: Ally touched Saving Throw: None Area of Effect: 1 animal Saving Throw: None

The caster connects spiritually to the subject and, for the duration of The caster can understand and speak with an animal. This spell in no
the spell, remains aware of the subject’s condition as long as the two way enhances the target animal’s Intelligence, nor does it enhance its
remain on the same plane of existence. The caster knows the subject’s mood, but it may allow the caster to convince a friendly animal to
current HP total, whether the subject contracts a magical or mundane perform some favor or service.
ailment, becomes poisoned, charmed, controlled and the like. The
caster also knows whether a spell was successfully cast against the sub- Spiritual Warden (Evocation)
ject. Although he cannot discern the exact spell, he knows the effects of
it. If the subject dies during the spell’s duration, the caster knows the Sphere: Guardian
exact location of the body at the moment of death. Range: Immediate Components: V, S
Duration: 8 hrs. Casting Time: 1 full round
Obscuring Fog (Alteration) Area of Effect: 100 sq. ft. area Saving Throw: Neg.

Sphere: Weather The caster wards a particular area with a force like replica of an angel
Range: Medium Components: V, S or demon. Anyone breaching the warded area without first speaking
Duration: 1 min/level Casting Time: +5 a password that is set at casting springs the warden into action. The
Area of Effect: See below Saving Throw: None warden bellows forth with a horrendously powerful scream (that can
be heard up to 200 ft. away) and a threatening gesture of imminent at-
The caster creates a wall of vaporous and misty fog that obscures all tack. The intruder must save or become frozen with fear. The intruder
sight, including enhanced vision, beyond 2 to 5 feet. The duration of cannot move for one hour, unless the caster releases the paralysis. The
this spell can be cut in half by winds, and may even end by extremely warden is visible to those nearby, as well.
powerful winds. The spell creates a wall of this obscuring mist that is
20 feet tall, 20 feet deep, and 10 feet/level long. Spiritual Weapon (Invocation)
Resist Element (Alteration) Sphere: Combat
Range: Close Components: V, S
Sphere: Protection Duration: 1 rd. + 1 rd./level Casting Time: +5
Range: Touch Components: V, S Area of Effect: Special Saving Throw: None
Duration: 10 min./level Casting Time: +4
Area of Effect: 1 creature Saving Throw: None The caster’s deity grants him a war hammer of pure force that springs
into being at any point in range. The caster can control the weapon
The subject of this spell becomes immune to any extreme heat or cold by concentrating on it and can attack with it using the caster’s at-
from -50 to 150 degrees Fahrenheit, receives a +3 bonus on any save tack bonus, including any bonuses for Strength. In addition, the force
versus a damaging elemental attack, such as a breath weapon or fireball, hammer deals 1d4 points of damage plus 1 point of damage per three
and reduces all damage from any magical or mundane elemental at- caster levels. The weapon always strikes from the caster’s direction. It
tack by 5 points. This damage reduction applies to anything elemental, does not get a flanking bonus or help an ally get one.
such a breath weapon, spell or magical element attached to a weapon.
The weapon winks out the round after the caster stops concentrating
Silence (Alteration) on it or the weapon is commanded to travel outside the range of the
spell.
Sphere: Guardian
Range: Long Components: V, S Warp Wood (Alteration)
Duration: 2 min./level Casting Time: +6 Reversible
Area of Effect: 15-ft. radius globe Saving Throw: Neg.
Sphere: Plant
Complete silence overcomes the affected area. All sound is stopped: Range: Close Components: V, S
Conversation is impossible, spells requiring a verbal component can- Duration: Permanent Casting Time: +5
not be cast and no noise whatsoever issues from or enters the area. The Area of Effect: Special Saving Throw: Special
spell can be cast on a point in space or can be cast on a moveable object
or creature. An unwilling creature receives a saving throw against this The caster causes a volume of wood to bend and warp, permanently
spell if cast on the creature or an item possessed by the creature. This destroying its straightness, form, and strength. He can affect up to
spell provides a defense against sound-based attacks. 1 cubic foot of wood per caster level. Warped doors or chests spring

126
open, warped melee weapons subject their wielders to a -4 penalty on Continual Daylight (Alteration)
attacks and damage, and warped missile weapons are useless. Reversible

Enchanted wood can be affected; however, the caster has only a 50% Sphere: Sun
of success. If the wood was enchanted by a very powerful caster or Range: Medium Components: V, S
is equal in power to an artifact, the caster only has a 1% chance per Duration: Permanent Casting Time: +3
caster level. Area of Effect: 60-ft. radius globe Saving Throw: Special

The reverse of this spell actually straightens wood and can reverse the A globe of perpetual daylight emerges 60 ft. in all directions from a
effects of this spell. point in range. This daylight is magical in nature but is considered
natural daylight for all purposes. If cast on an unwilling creature, the
creature receives a saving throw. On a failed save, the daylight emits

Level 3 Divine Spells


from a point on the back of the creature’s head. The globe is stationary
if placed on a point in space, but moveable if placed on an object or
creature that later moves. If cast inside a creature with visible organs,
the daylight shines through the creature’s eyes and blinds it.
Animate Dead (Necromancy)
Continual daylight brought into an area of magical darkness (or vice
Sphere: Necromantic
versa) cancels it so that the otherwise prevailing light conditions exist
Range: Close Components: V, S
in the overlapping areas of effect. A direct casting of a continual day-
Duration: Permanent Casting Time: 1 full round
light spell against magical darkness of similar or lower level cancels the
Area of Effect: One or more corpses Saving Throw: None
darkness and vice versa.
The caster raises the bones or bodies of a certain amount of corpses
If cast on an object, the daylight will eventually consume the object,
into skeletons or zombies. Corpses that are mostly bone rise as skel-
but this could take a few thousand years.
etons; fresher corpses with intact flesh rise as zombies. The caster can
animate up to 1 undead creature per caster level.
The reverse spell, continual darkness, creates a globe of deep dark-
ness.
Animal corpses and medium-sized or smaller human or humankind
corpses rise as standard skeletons or zombies, with 1 or 2 HD, re-
spectively. Monsters generally rise as having 6 HD. Monster zombies Create Food & Water (Conjuration)
always expend 1 level of the caster’s capacity per HD.
Sphere: Creation
Undead understand and follow the caster’s simple, verbal commands. Range: Close Components: V, S
Duration: Special Casting Time: 10 min.
Area of Effect: 1 cu. ft./level Saving Throw: None
Call Lightning (Alteration)
The caster creates food and water, both of which are free of impurities,
Sphere: Weather
but neither of which are luxurious. The water is clean rain water and
Range: Long Components: V, S
the food is rather bland. The food decays and rots within 24 hours, but
Duration: 1 min./level Casting Time: 1 minute
the water does not.
Area of Effect: Special Saving Throw: Save for half

This spell only functions in a stormy area—a rain shower, clouds and Dispel Magic (Abjuration)
wind, hot and cloudy conditions, or even a tornado (including a whirl-
wind formed by a djinni or an air elemental of at least Large size hav- Sphere: Protection
ing 7 or more HD) suffice. After completing the lengthy casting time, Range: Medium Components: V, S
the caster summons electrical energy that circles his person. The caster Duration: Special Casting Time: +4
may act normally, and even cast other spells, but he cannot move from Area of Effect: Special Saving Throw: None
his current location or the energy recedes back into the environment.
This spell has two distinct functions. The first functions as an area
To control the lightning, the caster must concentrate for one round. effect and encompasses multiple effects. The second function targets
Before initiative is rolled the next round, the caster unleashes a bolt either a single creature or item.
of lightning that can strike any point up to long range. The bolt deals
2d8 points of electrical damage plus 2d8 additional damage per two If using this spell as an area effect, its area is a 30 ft. burst. All potions
caster levels to all those within 10 ft. of the lightning bolt’s path or and magical effects that have a duration other than permanent are dis-
exploding point. pelled on a successful dispel check. A successful check will also disrupt
any spellcasters in the midst of casting.

127
Permanent magical items and creatures composed entirely of magical Glyph of Warding (Abjuration, Evocation)
essence must be specifically targeted with this spell. In this case, dispel
magic only affects that single item or creature. The magic is rendered Sphere: Guardian
suppressed and the creature is decomposed for 1d4 rounds on a suc- Range: Touch Components: V, S, M
cessful dispel check. Duration: Permanent until discharged Casting Time: Special
Area of Effect: Special Saving Throw: Special
Area Dispel Checks: A dispel check is a d20 roll with no modifiers. A
check must be performed against every ongoing magical effect. If the The caster creates a powerful inscription that harms those who enter or
caster can cast the spell from which the magic originates, the dispel is pass through the warded area, or who open the warded object. A glyph
successful on an Average (TC 10) check. If the caster cannot cast the of warding can be used to guard a bridge or passage, ward an entryway,
spell from which the magic originates, the dispel is successful on a trap a chest or box, and so on.
Superior (TC 15) check.
The caster sets the conditions of the ward. Typically, any creature that
Targeted Dispel Checks: This is still a d20 roll with no modifiers. triggers the conditions must succeed on a save or suffer the magic it
Magical creatures are always temporarily decomposed on an Average stores. Glyphs can be set according to physical characteristics (such as
(TC 10) check. Targeted magical items warrant a higher roll. type, size, and weight). Glyphs can also be set with respect to align-
ment or religion. They cannot be set according to class, Hit Dice, or
• Wands and Staves: Superior (TC 15) level. Multiple glyphs cannot be cast on the same area. However, if a
• Other Magical Items: Exceptional (TC 20) cabinet had three drawers, each could be separately warded; if a robe
had three pockets, each could also be separately warded.
Artifacts and Relics: Divine spellcasters cannot dispel artifacts or rel-
ics, but if the artifact or relic is divine in nature, a successful dispel The caster uses a special incense and diamond dust (costing 50 gp per
check will identify the nature of the item. If the divine caster fails the square feet of warding) and weaves a tracery of faintly glowing lines
check, he is rendered blind for 24 hours. This temporary blindness around the warding sigil that quickly turns invisible upon the comple-
cannot be removed by anything short of miracle or wish spells. tion of the spell.

Element Shield (Alteration) There are two common glyphs that caster’s scribe. The first is a damag-
ing explosion of a chosen element that deals 1d8 points of damage per
Sphere: Elemental (Fire, Cold, Electricity) 2 caster levels. The second is a timed release of a divine spell of 3rd
Range: Touch Components: V, S level or lower.
Duration: 1 rd. + 1 rd./level Casting Time: +5 Glyphs cannot be affected or bypassed by such means as physical or
Area of Effect: Creature(s) touched Saving Throw: None magical probing, though they can be dispelled and disabled (if de-
tected) by a very skilled thief.
The caster wards the subjects against mundane fire, cold, and electric-
ity. By means of this spell, the creature takes no damage from fire, Hold Animal (Enchantment/Charm)
extreme cold, and natural electricity. The spell also grants a +2 save bo-
nus against any magical fire, cold, or electricity spell effect. On a failed Sphere: Charm
save, the subjects only take half damage. On a successful save, if they Range: Medium Components: V, S
would normally take half damage, they instead take no damage. Duration: 1 rd. + 1 rd./level Casting Time: +5
Area of Effect: 20-ft. globe Saving Throw: Negates
Elemental Immunity (Abjuration)
The spell woks exactly like hold person, except it affects up to 1d4 ani-
Sphere: Protection, Elemental (Fire, Cold, Electricity) mals instead.
Range: Personal Components: V, S
Duration: 1 min./level Casting Time: +6 Locate Object (Divination)
Area of Effect: Caster Saving Throw: None Reversible

A divine glow surrounds the caster and renders him completely im- Sphere: Divination
mune to all damage from normal fire, cold, or electricity. Furthermore, Range: Long Components: V, S
the spell absorbs 50 points of damage from magical sources of these Duration: 8 hrs. Casting Time: 1 full round
elements. Upon taking 50 hit points, the glow disappears. The effect of Area of Effect: 1 object Saving Throw: None
an elemental immunity spell differs according to whether the recipient
of the magic is the caster or some other creature. In either case, the The caster senses the location of an object with which he is intimately
spell lasts no longer than one minute per caster level. familiar; it does not locate living creatures. The caster can also locate a
general object and, in this case, senses the location of the nearest one in
range. If the desired object is not in range, the spell ceases to work.

128
The spell is blocked by even a thin sheet of lead. A desired object can This spell functions exactly like meld into stone, but uses and requires a
thwart the spell if polymorphed or warded against detection. tree of sufficient size, instead.

Magical Vestment (Enchantment) Plant Growth (Alteration)


Sphere: Protection Sphere: Plant
Range: Personal Components: V, S Range: Touch Components: V, S
Duration: 1 min./level Casting Time: +3 Duration: Permanent Casting Time: +3
Area of Effect: The caster’s vestment Saving Throw: None Area of Effect: Special Saving Throw: Special

The caster imbues his vestment with a magical AC bonus of 5 + 1 per This spell functions in one of two ways: contained entanglement or
every three levels the caster has attained above 5th level. If the caster sprawling invigoration.
is wearing armor, the vestment and armor bonus do not stack, but the
higher AC bonus is used. The contained entanglement option allows the caster to designate an
area no larger than a 20 ft. square per caster level. All normal growth in
Meld Into Stone (Alteration) the area grows tremendously and wildly, making it incredibly difficult
to traverse. The caster touches a point on the ground. The caster may
Sphere: Elemental (Earth) then command the vegetation to grow once he exits the area.
Range: Personal Components: V, S
Duration: 1 min. + 2d10 min. Casting Time: +5 The sprawling invigoration option forces a ½ mile radius from the
Area of Effect: The caster Saving Throw: None touched point to become especially fruitful and yielding. The spell
actually increases the land’s bounty by 30%, but does not otherwise
The caster melds his body and possessions into a single block of stone. change the area’s susceptibility to seasons and/or unexpected weather.
The stone must be large enough to accommodate his body in all three
dimensions. When the casting is complete, the caster and not more Prayer (Conjuration/Summoning)
than 100 pounds of nonliving gear merge with the stone. If either
condition is violated, the spell fails and is wasted. Sphere: Combat
Range: Personal Components: V, S
While in the stone, the caster remains in contact with the face of the Duration: 1 rd./level Casting Time: +4
stone through which he melded. Everything that goes on immediately Area of Effect: 60-ft. radius Saving Throw: None
outside the stone can be seen and heard. While in this state, a detect
magic spell reveals the magic of this spell and a true seeing spell reveals A prayer grants allies within the area of effect a +1 bonus to attacks,
the caster. damage, and saves; enemies in the area suffer a -1 penalty on the same
things.
Minor physical damage to the stone does not harm the priest, but if it
is sufficiently destroyed to expel the caster, the caster suffers 4d8 points One other divine caster of a compatible ethos may assist the prayer.
of damage. The caster must save if the stone is suddenly destroyed or This expends the primary action of the assisting caster, but it doubles
the caster immediately dies. the bonuses and penalties.

The magic lasts for up to 21 minutes, with the variable part of the du-
ration noted above rolled secretly by the DM. At any time before the Protection from Necromantic Energy (Abjuration)
duration expires, the priest can step out of the stone through the stone
surface he entered. If the duration runs out, or the effect is dispelled Sphere: Protection
before the priest exits the stone, he is violently expelled and suffers 4d8 Range: Touch Components: V, S
points of damage. Duration: 10 min./level or discharge Casting Time: +3
Area of Effect: 1 living creature touched Saving Throw: None
Stone to flesh expels the caster and inflicts 4d8 points of damage; stone
shape causes 2d8 points of damage, but does not expel the caster; trans- The caster wreathes the subject in positive energy which remains for
mute rock to mud expels and slays the caster instantly unless he rolls the spell’s duration or until invoked by the subject. Any time the sub-
a successful saving throw; passwall expels the caster immediately, but ject suffers an attack or effect rooted in necromancy or negative energy,
deals no damage. the subject may instantaneously release the positive energy. Once that
is done, any source of necromancy deals only half hit point damage
and does not impose any additional adverse effect(s).
Meld Into Tree (Alteration)
The subject may also invoke the positive energy if attacked by an un-
Sphere: Plant dead with any form of energy drain. The subject still suffers any nor-
Range: Personal Components: V, S mal hit point damage from the attack, but does not suffer any loss of
Duration: 10 min. + 1d10 min. Casting Time: +5 attributes, permanent hit point loss or other effects.
Area of Effect: The caster Saving Throw: None

129
Once the positive energy protects against one necromantic or negative Its reverse is inflict blindness or deafness and requires a failed save to
energy attack, the spell ends. take effect.

Pyrotechnics (Alteration) Remove Curse (Abjuration)


Reversible
Sphere: Elemental (Fire)
Range: Long Components: V, S Sphere: Protection
Duration: Special Casting Time: +3 Range: Touch Components: V, S
Area of Effect: 1 fire up to 20 ft. cube Saving Throw: None Duration: Permanent Casting Time: +6
Area of Effect: Special Saving Throw: Special
The caster chooses to turn an existing fire source into either a flashing
burst of fireworks or a thick choking cloud of smoke. The caster removes any curse from the touched creature or object. Un-
fortunately, not all curses can be cured by this spell. In addition, some
Fireworks: This option causes the fire to erupt in a series of blinding require a caster to be of a certain level when casting this spell to func-
firework flashes. Any creature within 120 feet with line of sight to the tionally remove them, e.g., a 12th level caster removing lycanthropy.
fireworks must save or become blinded for 1d4+1 rounds. Blinded
subjects suffer a –4 on all rolls and AC. No saving throw is generally required; however, if a cursed subject
does not want the curse removed, he may perform a save to thwart
Smoke: A thick, writhing stream of smoke billows forth from the fire the spell.
and forms a choking cloud taking up a space 100 times greater in size
than that of the fire. The cloud spreads 20 feet in all directions and The reverse of this spell bestows a curse and requires a saving throw.
lasts for 1 round per caster level. All sight, even enhanced vision, is There are three versions of the bestow curse spell. The first removes
ineffective. All within the cloud must save or be partially blinded (-2 2d6 points from any attribute of the target. The second weakens the
penalties to all rolls and AC). These effects last for 1d4+1 rounds after target and henceforth the target suffers a -4 on all attacks, damage, AC,
the cloud dissipates or after the creature leaves the area of the cloud. and saving throws. The third is a specially crafted curse (with the GM’s
permission). An example of this third version would be cursing the tar-
The spell may extinguish the fire source or damage a fire creature if get’s right hand to drop anything held. A bestowed curse is countered
used as a source. If the source is a 20-foot cube, the fire is extinguished; by remove curse, and it cannot be dispelled.
if much larger, it may be only diminished. Magical fires are never ex-
tinguished, but take 1 round to regain their former glory. Fire creatures Remove Disease (Abjuration)
receive a save to thwart the spell. Failure suffers the creature to 1 point Reversible
of damage per caster level after the spell is complete.
Sphere: Necromantic
Ray of Blessed Light (Necromancy) Range: Touch Components: V, S
Reversible Duration: Permanent Casting Time: 1 full round
Area of Effect: 1 creature Saving Throw: Neg. if re-
Sphere: Healing verse
Range: Close Components: V, S
Duration: Instantaneous Casting Time: +3 The caster cures and fully removes a disease from which the subject
Area of Effect: 1 subject Saving Throw: None is suffering. The spell also removes parasites, including green slime.
Certain diseases may not be countered by this spell until the caster has
This spell functions exactly like cure light wounds, but the magic is achieved a certain level. For example, only a 12th level caster, using
instead delivered by a ray of light that emits from the caster’s out- this spell, may remove lycanthropy. Consult the specific unique disease
stretched hand. for more information.

The reverse of this spell requires a ranged attack against a hostile target. The disease may not immediately be cured. The GM has the discretion
The target’s AC does not factor any AC bonus from armor or shield. to state how long of a healing process the subject must wait through
and this depends on the severity of the disease. Note that the spell does
Remove Blindness or Deafness (Abjuration) not provide a continuous ward against the disease. A reoccurrence can
Reversible happen if later exposed.

Sphere: Necromantic The reverse of this spell causes a disease on a failed saving throw. The
Range: Touch Components: V, S GM once again has full discretion to inflict whatever disease he wants.
Duration: Permanent Casting Time: +3 It could range from a weakening disease that saps all Strength, a disease
Area of Effect: 1 creature Saving Throw: See below that requires 16 hours per day of rest, or a fatal disease that kills within
weeks or months. Special and unique diseases, such as lycanthropy,
The subject is permanently cured of either blindness or deafness, cannot be caused by this spell.
whether mundane or magical.

130
Remove Paralysis (Abjuration) tend to give answers that are cryptic, but this is more of a function of
the way the answer is delivered than an active attempt by the corpse
Sphere: Protection to confuse the caster. A corpse’s information is limited to what it knew
Range: Close Components: V, S in life.
Duration: Permanent Casting Time: +6
Area of Effect: 20-ft. area Saving Throw: None Unwilling corpses receive a saving throw to avoid answering questions.
The corpse saves as an item that is weak to the effect (TC 15 save
The caster can choose to target up to 1d4 creatures. If targeting one, required), but it receives a +4 bonus to the roll if it suffers this spell
the caster immediately removes any debilitating magic that cause slow- within one week of its death. Corpses of recently dead powerful crea-
ing or paralysis. If targeting two creatures, these creatures immediately tures or people may use the saving throw they enjoyed in life, if the
receive another save at +4 to shake off the effect. If targeting three or GM so permits.
four creatures, each immediately receives another save at +2 to move
freely. Max. Length of Time Min. Amount of
Caster’s Level Time Dead Questioned Corpse Intact
Snare (Enchantment) 1-5 1 week 1 round 99%
6-8 1 month 1 minute 85%
Sphere: Plant
9-12 1 year 10 minutes 65%
Range: Touch Components: V, S
Duration: Until triggered Casting Time: 3 rds. 13-15 10 years 30 minutes 35%
Area of Effect: 2-ft. diameter + 2 in./lev Saving Throw: None 16-20 100 years 1 hour 15%
21+ 1,000 years 2 hours 5%
This spell enables the caster to make a snare from a supple vine, rope,
or thong. The ropelike object used in the spell blends almost perfectly
into the surroundings and imposes a -10 penalty on any roll to detect Spike Growth (Alteration, Enchantment)
the trap. One end of the snare is tied in a loop that contracts around
one or more of the limbs of any creature moving inside the circle. Sphere: Plant
Range: Medium Components: V, S
If a strong and supple tree is nearby, the snare can be fastened to it. Duration: 1 hr + 1 hr./level Casting Time: +6
The magic causes the tree to bend and then straighten when the loop is Area of Effect: 10-ft. sq./level Saving Throw: None
triggered, inflicting 1d6 points of damage to the creature trapped, and
lifting it off the ground by whatever part of the body is trapped. If no Spikes grow from the underbrush and roots of an area with sufficient
such tree is available, the ropelike object tightens around the trapped plant life. These spikes serve to damage and slow those in the area of
creature to entangle the creature. This entanglement deals no damage, effect at casting and who later enter. For each 5 feet of movement
but strongly grapples the creature, requiring an Exceptional (TC 20) through the area, the victim suffers 1d4 points of damage and is then
Strength check to break. The ropelike object can be cut with any slash- required to make a saving throw. A failed save reduces his movement
ing weapon, but is immune to any slashing weapon not having at least speed by one half for 24 hours or until healed. One spell of magical
a +2 attack bonus from magic, specialization, or Strength. healing only removes the hit point damage; it does not remove the
slowed rate of movement. A second spell is necessary. Any mundane
attempt at first aid takes 1 hour and the attribute check suffers a -4
Speak With Dead (Necromancy) penalty.

Sphere: Divination Spike growth can only be located with magical means of detecting
Range: Close Components: V, S traps or hidden objects. A thief, for example, has no chance to nor-
Duration: Special Casting Time: 10 minutes mally detect this spell.
Area of Effect: 1 corpse Saving Throw: Special

The caster grants a semblance of life to a dead creature in order to ask Stone Shape (Alteration)
the corpse a number of questions. The corpse speaks whatever languag-
es it knew in life and it draws not from memory, but from the imprints Sphere: Elemental (Earth)
of information on its body. Therefore, the amount of questions that Range: Touch Components: V, S, M
can be answered depends entirely on the amount of the corpse that is Duration: Permanent Casting Time: 1 rd.
intact. Because it is increasingly difficult to receive proper information Area of Effect: 10 cu. ft. + 1 cu. ft./level Saving Throw: None
from corpses mostly decomposed, lower level casters cannot attempt
to speak with dead unless the corpse is recently dead. The chart below The caster can shape and morph an existing piece of stone into any
has more information. shape or object. The shape or object is not perfectly sturdy and any
shape or object with moving parts has a 30% of not working. Weap-
The caster may ask a number of questions equal to his caster level. ons, coffers, doors, and statues are but a few of the various pieces that
The questions must be direct and easily comprehended. Any room can be made.
for interpretation usually renders the question unanswerable. Corpses

131
Summon Insect Swarm (Conjuration/Summoning)
Sphere: Animal
Level 4 Divine Spells
Range: Close Components: V, S
Duration: 1 rd./level Casting Time: 1 full round
Aura of Fear (Abjuration)
Area of Effect: 1 swarm Saving Throw: None
Sphere: Charm
Range: Touch Components: V, S
The caster summons the closest insect swarm to appear. A d10 roll is
Duration: 1 rd./level Casting Time: +4
performed. A roll of 1 – 7 indicates the arrival of a swarm of flying
Area of Effect: 1 creature Saving Throw: Negates
insects (bees, flies, hornets, or wasps). A roll of 8 – 10 indicates the ar-
rival of a crawling swarm (ants, spiders, earwigs, or beetles). If cast in
The caster touches a single willing target and creates an aura of fear
a very exotic environment, like deep underground, certain giant ver-
around the subject. All living creatures that come within 5-ft. of the
sions of these insects may be summoned instead. The swarm quickly
subject must save or flee from the subject to a place where the subject
gathers at a point close to the caster and can be commanded to attack
can no longer be seen. If the subject of this spell pursues the victims
a single target in range.
and presses to fight, the only action the victims of this spell may take
is to run away. If a victim of this spell is confronted by a different op-
The target suffers 1d6 points of damage per round he is attacked. The
ponent, the victim suffers a -2 penalty on all combat rolls.
swarm also imposes a -2 penalty to attack and AC. The insect swarm
gets an initiative every round to determine when in the round the
damage is incurred. Spell casters that take damage before a spell goes Command Plants (Enchantment/Charm)
off lose the spell due to the damage.
Sphere: Plant
The swarm moves at 10 feet per round and can be fended off by a suf- Range: Close Components: V, S
ficient amount of fire, smoke, or rushing liquid. It can be commanded Duration: 1 rd./level Casting Time: 1 full round
to move and attack another target. Area of Effect: 20-ft radius Saving Throw: Negates

This spell causes 1d4 plants (or plant-type creatures) to follow the
Water Breathing (Alteration) caster’s commands. During the duration of this spell, the magic allows
Reversible
the plants to understand the verbal commands of the caster and causes
the plants to view the caster in the most favorable light. Common
Elemental (Air, Water)
commands include: hold still, entangle, move and attack.
Range: Touch Components: V, S
Duration: 2 hrs. + 1 hr./level Casting Time: +3
This spell affects all plant creatures and vegetable matter, including
Area of Effect: Creatures touched Saving Throw: None
magical plants (such as treants) and oozes and fungi. Intelligent or
monster plants use their normal saving throw; inanimate plants save as
Touched subjects can breathe freely underwater. The listed duration
an object as if the plant was weak to the effect (saving throw 15).
applies to one subject. Any additional subjects touched divide the du-
ration equally. The reverse of this spell grants touched subjects the
Note that inanimate plants do gain mobility from this spell.
ability to breathe air if they normally could not.

Water Walk (Alteration) Control Water (Alteration)


Sphere: Elemental (Water)
Sphere: Elemental (Water)
Range: Medium Components: V, S
Range: Touch Components: V, S
Duration: 1 min./level Casting Time: 10 minutes
Duration: 10 min./level Casting Time: +6
Area of Effect: See below Saving Throw: See below
Area of Effect: Special Saving Throw: None
The caster chooses one of the following three applications:
The subjects of this spell walk over any form of liquid, even snow,
quicksand, or lava. The subjects remain 2 inches above the liquid sur-
Lower Water
face, but feel solid ground beneath their feet. As such, they can move
This causes water or similar liquid to reduce its depth by as much as
about as if on solid ground. If cast under water, the subjects quickly
2 feet per caster level (to a minimum depth of 1 inch). The water is
ascend to the surface.
lowered within a square depression whose sides are up to 10-ft. long
per caster level. In extremely large and deep bodies of water, such as a
The caster, at 3rd level, can affect one subject. For every level above
deep ocean, the spell creates a whirlpool that sweeps ships and similar
3rd, the caster can affect one additional subject with one casting.
craft downward, putting them at risk and rendering them unable to
leave by normal movement for the duration of the spell. When cast on
water elementals and other water-based creatures, this spell acts as a
slow spell. The spell has no effect on other creatures.

132
Raise Water This spell sends an extraplanar creature back to a random spot on its
This causes water or similar liquid to rise in height, just as the lower home plane of existence. If the creature is unique, the caster must
water version causes it to lower. Boats raised in this way slide down the know its proper name or the name to which it is most commonly
sides of the hump that the spell creates. If the area affected by the spell referred and utter that name at casting. Divine entities cannot be dis-
includes riverbanks, a beach, or other land nearby, the water can spill missed.
over onto dry land.
A bonus or penalty applies to the saving throw based on any level
With lower water or raise water, the caster may reduce one horizontal disparity between the caster and the creature. For each level, the modi-
dimension by half and double the other horizontal dimension. fier is a cumulative +/- 1. For example, the caster is 12th-level and the
creature is 16th-level. The creature has a +4 bonus on the save. If the
Part Water caster was 15th-level and the creature was 9th-level, the creature would
This causes water to move apart and form a 20-ft. wide corridor. The suffer a -6 save penalty.
depth of the corridor is 5 ft. per level and the length is 30 ft. per level.
If cast on water elementals and other water-based creatures, the spell If the caster does not utter the correct name, in the case of a unique
deals 1d8 points of damage per caster level, but a saving throw is al- creature, or the creature saves, the caster cannot attempt to dismiss
lowed to halve the damage. This version of the spell can be cast to that particular creature until gaining a level of experience.
create an air tunnel underwater of the same size.
Divination (Divination)
Cure Serious Wounds (Necromancy)
Reversible Sphere: Divination
Range: Personal Components: V, S, M
Sphere: Healing Duration: Special Casting Time: 10 minutes
Range: Touch Components: V, S Area of Effect: Special Saving Throw: None
Duration: Instantaneous Casting Time: +4
Area of Effect: 1 living creature Saving Throw: None Similar to augury but more powerful, a divination spell can provide the
caster with a useful piece of advice in reply to a question concerning
The caster heals 2d8+4 points of damage to the touched subject. a specific goal, event, or activity that is to occur within one week. The
advice can be as simple as a short phrase, or it might take the form of a
The reverse of this spell, cause serious wounds, inflicts a like amount of cryptic rhyme or omen. For example, suppose the party meets an omi-
damage on a touched target. nous hole in the floor of a dungeon room and wishes to know whether
to venture down. The caster uses divination and asks, “Will it be bene-
Discern Lies (Divination) ficial to the group’s goal of locating the soul gem if we venture into the
Reversible hole?” Suppose the hole leads to a purple worm lair. Further suppose
that the purple worm has swallowed a group of adventurers that came
Sphere: Divination through last week; each adventuring class is represented in the group
Range: Close Components: V, S that was swallowed, and each swallowed adventurer has magical items
Duration: 1 rd./level Casting Time: +4 and equipment. The entity may reply, “Entering the great mouth will
Area of Effect: See below Saving Throw: Negates undoubtedly bring each of you closer to your personal goal.”

Each round, the caster concentrates on one target subject in range and If the caster’s party does not act on the information, the conditions
immediately knows if the subject knowingly and deliberately tells a lie. may change so that the information is no longer useful. The base
The spell does not reveal the truth, uncover unintentional inaccura- chance for a correct divination is 60% + 1% per caster level, to a maxi-
cies, or necessarily reveal evasions. mum of 95%. The GM may adjust the percentage of success based on
the specificity of the information sought. If the dice roll fails, the caster
Each round, the caster may turn his concentration toward a different knows the spell failed, unless specific magic yielding false information
subject in range. Every targeted subject receives a save to thwart this is at work.
spell.
Material Component: This spell requires an offering to the entity em-
The reverse of this spell, which is called indiscernible lie, protects one ployed. Most neutral or good-aligned entities accept the burning of
touched creature against discern lies for an equal amount of time. amber incense costing 200 g.p. Malevolent beings generally require a
sacrifice. Note that the spell fails if the entity disapproves of the offer-
ing, regardless of whether the d% roll is successful.
Dismissal (Abjuration)
Sphere: Summoning Enlarge Insect (Alteration)
Range: Close Components: V, S
Duration: Special Casting Time: 1 full round Sphere: Animal
Area of Effect: 1 creature Saving Throw: Special Range: Close Components: V, S
Duration: 1 min./level Casting Time: +4
Area of Effect: 1 to 6 insects Saving Throw: None

133
The caster causes 1d6 normal insects in range to enlarge to Medium- enjoy the effects of protection from evil. Note that any protected crea-
sized. The insects’ Hit Dice also increases, based upon the level of the ture within the globe that attacks an aligned, enchanted or summoned
caster: monster outside the globe will break the warding against that crea-
ture.
Priest’s Insect Maximum
Level Hit Dice Total HD The globe can be created to ward against good or evil creatures. The
7-9 3 9 alignment must be chosen at the time of casting.
10-12 4 12
13+ 6 15 Imbue With Spell Ability (Enchantment)
Regardless of what type of insect is chosen to be enlarged, the new Sphere: Charm
enhanced version has Armor Class 15 and bites (or stings) once per Range: Touch Components: V, S, M
round for 4d6 points of damage. Flying insects have a flight speed of Duration: Until used Casting Time: 1 turn
90 feet per round. Crawling insects have a movement speed of 60 feet Area of Effect: Person touched Saving Throw: None
per round. Burrowing insects have a land movement speed of 40 feet
per round and a burrowing speed of 20 feet per round. All enhanced The caster transfers some of his currently prepared spells and the abil-
insects can carry one Medium rider. ity to cast them to another creature. Only a creature with a Wisdom
score of at least 9 can receive this bestowal. The creature must also pos-
Note that any secondary or special attacks normally allowed to the sess the means to effectuate the spells’ components. For example, the
normal insect are not useable in this enlarged state. Thus, a mosquito creature must speak to perform a spell with a verbal component.
could sting for 4d6 points of damage, but it cannot drain a victim’s
blood. Likewise, a spider would gain a pincer attack that deals 4d6 Only divine spells from the schools of abjuration, divination, conjura-
points of damage, but it would not be poisonous. tion (healing), and enchantment can be transferred. The number and
level of the transferred spells depends on the Hit Dice of the recipi-
An affected insect follows only simple commands from the caster, such ent; even multiple castings of imbue with spell ability can’t exceed this
as: attack, move and defend. Unless commanded to do otherwise, a gi- limit.
ant insect will be hostile toward anyone other than the caster (includ-
ing the caster’s allies) and will attack accordingly. Hit Dice of Recipient Spells Imbued
2 One 1st-level spell
Freedom of Movement (Abjuration) 3 - 4 Two 1st-level spells
5+ Two 1st- and one 2nd-level spells
Sphere: Protection
Range: Touch Components: V, S The transferred spell’s variable characteristics (range, duration, area of
Duration: 10 min./level Casting Time: +4 effect, etc.) function according to the caster’s level. Furthermore, the
Area of Effect: 1 creature Saving Throw: None caster is still bound by any religious ethos and can be held responsible
for the subject’s misuse of the divine magic.
This spell enables the subject to move and attack normally for the du-
ration of the spell, even when under the influence of magic that usually Neutralize Poison (Abjuration)
impedes movement, such as hold spells, web or paralysis. The subject Reversible
automatically succeeds on any roll necessary to resist a grapple attempt
or to escape bindings, as well. Sphere: Healing
Range: Touch Components: V, S
The spell also allows the subject to move and attack normally while Duration: Instantaneous (see below) Casting Time: +5
underwater, even with slashing weapons such as axes and swords or Area of Effect: 1 creature or 1 cu. ft. Saving Throw: See below
with bludgeoning weapons such as flails, hammers, and maces, pro- of substance/2 levels
vided that the weapon is wielded in the hand rather than hurled. The
freedom of movement spell does not, however, allow water breathing. The caster touches a poisoned subject or a venomous substance and
instantaneously detoxifies the poison. A poisoned creature suffers
Globe of Protection (Abjuration) no additional effects from the poison, and any temporary effects are
ended, but the spell does not reverse instantaneous effects, such as
Sphere: Protection hit point damage, temporary ability damage, or effects that do not
Range: Touch Components: V, S go away on their own. This application of the spell does not require a
Duration: 10 min./level Casting Time: +4 saving throw.
Area of Effect: 10-ft. radius Saving Throw: None
This spell can instead neutralize the poison in a poisonous creature
This globe of protection produces an identical effect to that of a pro- for 1 round per level. This application of the spell requires a saving
tection from evil spell, except that a 10-ft. radius globe resonates from throw.
the touched subject. The effect remains centered on the subject and
moves with the subject. Others may join the subject in the globe and The reverse of this spell, inflict poison, requires a successful attack roll

134
and the victim is allowed a saving throw. If the save is unsuccessful, the Scrying Pool (Divination)
victim suffers extreme pain that removes 1d4 hit points per hour until
the subject either dies or receives some form of magic that neutralizes Sphere: Divination
or slows the poison. Range: See below Components: V, S, M
Duration: 1 rd./level Casting Time: 1 hour
Protection From Elemental Energy (Abjuration) Area of Effect: Special Saving Throw: See below

Sphere: Protection, Weather The caster causes the surface of a pool of natural water to transform
Range: Touch Components: V, S into a window that looks upon a named subject or area in the same
Duration: Special Casting Time: +5 way as a crystal ball. There is a 10% chance per caster level (to a maxi-
Area of Effect: 1 creature Saving Throw: None mum of 95%) that the spell reveals the desired person or location. If
the person or location has never been seen, there is a 1% chance per
The caster chooses between two possible applications of this spell. The caster level of success. If the person or location is on a different plane
first application wards the touched subject from all forms of one of the of existence at the time of casting, there is a 50% penalty applied. This
following elemental energies: electricity, fire, or cold. The spell can sus- penalty can reduce the chances to 0%, making it impossible to scry
tain 10 points of damage of one of these energies per caster level before upon that specific creature or location at that time.
expiring. The type of energy must be chosen at the time of casting. The
duration of this first application is 1 minute per caster level. The caster may retain his vantage over the person or location for up to
1 round per level. The caster can see through the pool with any of his
The second application renders the touched subject immune from the existing senses. For example, low-light vision or an on-going true see-
damage of one source of all the elemental energies. Thus, the subject ing spell operates normally. The caster may also attempt to cast spells
would be immune to the effects of one source of electricity, fire or cold. through the pool. There is a 5% chance per caster level (to a maximum
The duration of this second application is 1 hour per caster level. of 95%) that the following spells operate correctly through the device:
detect magic, detect evil, detect lies and message.

Quench or Enhance Flames (Alteration) No saving throw is allowed if the caster plans to scry upon a subject
for just one round. A saving throw is allowed at the commencement
Sphere: Elemental (Fire) of the second round of scrying. (The saving throw does not negate the
Range: Medium Components: V, S spell. It reveals a small rippling sensor in the air that is caused by the
Duration: Instantaneous Casting Time: +4 scrying.)
Area of Effect: 20-ft. cube per level Saving Throw: None

The caster can either put out or enhance an existing fire measuring no
Snakes to Sticks (Alteration)
Reversible
greater than one 20-ft. cube per level. Quenching the fire puts the fire
entirely out. This creates a normal amount of smoke relative to the size
Sphere: Plant
of the fire. Enhancing the fire doubles its size and height.
Range: Close Components: V, S
Duration: 1 min./level Casting Time: +4
This spell works on magical or mundane fire. Alternatively, the caster
Area of Effect: 1d4 snakes + Saving Throw: See below
may target a fire-based item; however, the wielder or possessor of such
1 snake/level in a 10-ft. cube
an item receives a saving throw to thwart the spell.
The caster turns a number of snakes in the area of effect into mundane
If the quench version of this spell is cast on a fire elemental, the ele-
pieces of wood. Subsequently breaking the sticks kills the snakes at the
mental suffers 4d6 points of damage. If the enhance flames application
expiration of the spell.
is cast on a fire elemental, the elemental heals 4d6 points of damage.
Only normal, true snakes no larger than Small can be affected by this
Repel Insects (Abjuration) spell.

Sphere: Animal, Protection The reverse of this spell, sticks to snakes, turns an equal amount of
Range: Personal Components: V, S normal, mundane pieces of wood into small vipers. Each viper has
Duration: 10 min./level Casting Time: 1 full round 2 Hit Dice, Armor Class 16, and a movement speed of 40 feet per
Area of Effect: 10-ft. radius Saving Throw: See below round. They each get a venomous bite attack, which deals 1d4+1 point
of damage and infuses a poison that causes immediate loss of muscle
An invisible barrier holds back all forms of true insects. Insects with control on a failed Average (TC 10) Constitution check. This loss of
Hit Dice of less than one-third the caster level cannot penetrate the muscle imposes a -2 penalty on all combat rounds until the end of the
barrier. Insects with Hit Dice equal to or greater than one-third the spell’s duration.
caster level can penetrate the barrier if it succeeds on a saving throw.
Even so, an insect that crosses the barrier suffers 2d6 points of dam- No saving throw is generally required, unless a stick or snake is being
age, and pressing against the barrier causes pain, which deters most held by a creature at the time of casting. In this situation, the creature
insects. receives a saving throw to negate the spell.

135
Speak With Plants (Alteration) would summon from either the water or woods and receive animals
native to that terrain type. An animal must remain in the terrain that
Sphere: Plant supports it; thus, a porpoise would remain in the water. Once sum-
Range: Personal Components: V, S moned, the animals will obey the caster for the duration of the spell
Duration: 1 min./level Casting Time: 1 full round and can be ordered to perform one task, such as fetch, track, fight,
Area of Effect: 30-ft. radius Saving Throw: None protect, etc. The animal remains until the caster releases it or the spe-
cific order is fulfilled.
The caster can comprehend and communicate with plants, including
both normal plants and plant creatures. The caster is able to ask ques- Tongues (Alteration)
tions and receive answers from plants. A regular plant’s sense of its sur- Reversible
roundings is limited, so it won’t be able to give (or recognize) detailed
descriptions of creatures or answer questions about events outside its Sphere: Divination
immediate vicinity. Range: Touch Components: V, S
Duration: 10 min./level Casting Time: +4
The spell does not make plant creatures any more friendly or coopera- Area of Effect: 1 subject Saving Throw: See below
tive than normal. Hence, wary and cunning plant creatures are likely
to be terse and evasive, while the less intelligent plants may make This spell grants the subject the ability to speak and understand the
senseless comments. If a plant creature is friendly toward the caster, it language of any intelligent creature, whether it is a racial tongue or a
may be persuaded to perform some favor or service. regional dialect. The subject becomes fluent in one language per three
caster levels. Tongues does not enable the subject to speak with crea-
Spell Immunity (Abjuration) tures who don’t speak. The subject can make itself understood as far as
its voice carries. This spell does not predispose any creature addressed
Sphere: Protection toward the subject in any way.
Range: Touch Components: V, S, M*
Duration: 1 hour per level Casting Time: 1 full round The reverse of the spell, scramble, either cancels the effect of the tongues
Area of Effect: 1 creature Saving Throw: None spell or scrambles all verbal communication of any sort that a target
creature utters. Scramble requires a failed saving throw to be effective.
The warded creature is immune to the effects of one specified spell.
The spell must be of 4th level or lower. Spell immunity protects against  

Level 5 Divine Spells


spells, spell-like effects of magic items, and innate spell-like abilities of
creatures. It does not protect against any supernatural or extraordinary
abilities, such as breath weapons or gaze attacks.

Only a particular spell can be protected against, not a certain domain


Air Walk (Alteration)
or school of spells or a group of spells that are similar in effect. Fur-
Sphere: Elemental (Air)
thermore, the warded creature must have at some time suffered the
Range: Touch Components: V, S
effects of that spell.
Duration: 1 hour + 10 min./level Casting Time: +5
Area of Effect: 1 creature Saving Throw: None
A creature can have only one spell immunity in effect on it at a time.
The subject can tread on air as if walking on solid ground. Moving up-
*Material Components: If the spell to which the subject is immune
ward is similar to walking up a hill. The maximum upward or down-
requires material components, casting spell immunity for that spell
ward angle possible is 45 degrees, at a rate equal to the air walker’s
requires the same materials.
normal speed.

Summon Animal (Conjuration, Summoning) Wind slows the subject down at a rate of 10 feet for each 10 mph, and
strong winds may push the subject along or hold it back. The creature
Sphere: Animal, Summoning may be subject to additional penalties in exceptionally strong or turbu-
Range: Personal Components: V, S lent winds, such as loss of control over movement or physical damage
Duration: Special Casting Time: 1 full round from being buffeted about.
Area of Effect: 1 mile radius Saving Throw: None
Should the spell duration expire while the subject is still aloft, the
The caster summons 1d8 natural animals that are common to the lo- magic fails slowly. The subject floats downward 60 feet per round for
cal terrain and geography. Each animal must have an amount of HD 1d6 rounds. If it reaches the ground in that amount of time, it lands
equal to or less than half the caster level and it cannot be a magical or safely. If not, it falls the rest of the distance, taking normal falling dam-
enhanced creature. age. Since dispelling a spell effectively ends it, the subject also descends
in this way if the air walk spell is dispelled or negated.
The caster may determine the source of the animals. For example, if
the caster were present in an area near both a forest and lake, the caster This spell can benefit a specially trained mount so it can be ridden

136
through the air. Only a mount trained for one week can sufficiently air Atonement may be cast for other purposes, such as: reversing a magi-
walk, provided the trainer has successfully trained the animal. cal alignment change, or restoring class-based abilities that were lost
as a result of misbehavior or acts against the mythos (paladins, clerics
Animal Growth (Alteration) or druids).
Reversible
Commune (Divination)
Sphere: Animal
Range: Medium Components: V, S Sphere: Divination
Duration: 1 min./level Casting Time: +6 Range: Personal Components: V, S, M
Area of Effect: 20-ft. radius burst Saving Throw: None Duration: 1 minute Casting Time: 10 minutes
Area of Effect: N/A Saving Throw: None
The caster can affect up to one normal animal per two caster levels, all
of which must be within the area of effect. Affected animals grow to The caster contacts his deity—or agents thereof —and asks questions
about twice their current size, effectively increasing their size category that can be answered by a simple yes or no. (A caster of no particular
one step. Medium creatures become Large, etc. The animals’ maxi- deity contacts a philosophically allied deity.) The caster is allowed one
mum hit points double and their effective Hit Dice increases by +4. such question per caster level. The answers given are correct within
the limits of the entity’s knowledge. “Unclear” is a legitimate answer,
because powerful beings of the Outer Planes are not necessarily om-
Although the caster cannot enlarge a magical animal, it is possible to niscient. In cases where a one-word answer would be misleading or
cast certain magical spells on an enlarged animal, such as charm mon- contrary to the deity’s interests, a short phrase (five words or less) may
ster. be given as an answer instead.

The reverse, shrink animal, reduces animals in the area to one-half their The spell, at best, provides information to aid character decisions. The
normal size, reduces their effective Hit Dice by 4 and halves their nor- entities contacted structure their answers to further their own pur-
mal hit points. poses. If the caster delays questioning past the duration, discusses the
answers, or goes off to do anything else, the spell ends.
Antilife Shell (Abjuration)
Material Components: Incense must be lit during the casting of this
Sphere: Plant, Protection spell and, upon the completion of the casting process, the flaming
Range: Personal Components: V, S incense must be extinguished in either holy or unholy water, based on
Duration: 10 min./level Casting Time: +5 the alignment of the entity to which the caster connected.
Area of Effect: 10-ft. radius burst Saving Throw: None
Commune With Nature (Divination)
The caster brings into being a mobile, hemispherical energy field that
prevents the entrance of all animal and plant creatures. Any such crea- Sphere: Divination, Elemental
tures caught in the middle of the field at casting are either hedged out Range: Personal Components: V, S
or rendered paralyzed. Duration: Special Casting Time: 10 minutes
Area of Effect: Special Saving Throw: None
This spell may be used only defensively, not aggressively. Forcing the
energy against creatures that the spell keeps at bay, and attacking any The caster becomes one with nature, attaining knowledge of the sur-
paralyzed creatures caught within the globe, immediately collapses the rounding territory. The caster instantly gains knowledge of as many as
barrier. three facts from among the following subjects: the ground or terrain,
plants, minerals, bodies of water, people, general animal population,
Atonement (Abjuration) presence of woodland creatures, presence of powerful unnatural crea-
tures, or even the general state of the natural setting.
Sphere: All
Range: Touch Components: V, S, M In outdoor settings, the spell operates in a radius of 1 mile per caster
Duration: Permanent Casting Time: 1 turn level. In natural underground settings—caves, caverns, and the like—
Area of Effect: 1 subject Saving Throw: None the radius is limited to 100 feet per caster level. The spell does not
function where nature has been replaced by construction or settle-
This spell removes the burden of evil acts from the subject. The crea- ment, such as in dungeons and towns.
ture seeking atonement must be truly repentant and desirous of setting
right its misdeeds. The atoning creature must also have committed Control Winds (Alteration)
the evil act unwittingly or under some form of compulsion. Those
creatures seeking to atone for deliberate acts of evil must first perform Sphere: Weather
a quest for the caster’s faith. Failure to agree or complete a quest is Range: Personal Components: V, S
deadly. The caster’s divine powers immediately snuff out the life of the Duration: 10 min/level Casting Time: 1 full round
penitent subject, no save. Area of Effect: 40-ft radius./level Saving Throw: None

137
The caster alters wind force in a certain area of effect centered on the The subject of this spell enjoys a few effects. First, dispel evil dismisses
caster. The caster can make the wind blow in a certain direction, in- an evil summoned or extraplanar creature back to its home plane af-
crease its strength, or decrease its strength. The new wind direction ter the subject makes a successful attack on the creature. Secondly,
and strength persist until the spell ends or until the caster chooses to the spell renders the subject immune to any magical enchantment or
alter his handiwork, which requires concentration for one full round. charm spell cast by an evil spellcaster or originating from an evil magi-
The caster creates a 40-ft. radius “eye” of calm air at the center of the cal item or artifact. Thirdly, it provides a +2 Armor Class bonus versus
area, with the caster as the most central point, and this eye is reduced all evil creatures.
to a minimum 10-ft. radius space if the control winds spell is cast un-
derground or in an area that cannot sustain a 40-ft. radius eye. The reverse of the spell, dispel good, functions in a similar way versus
only good creatures..
By means of this spell, the caster is able to either change the direction
of the wind (from a southerly wind to a northerly wind, for example) Divine Scrying (Divination)
or change the intensity of the wind based on the caster’s level. For ev-
ery three levels of experience, the caster can increase or decrease wind Sphere: Divination
force by one level of strength. Wind strengths are as follows: Range: See below Components: V, S, M
Duration: 1 min./level Casting Time: 1 hour
Wind Force Miles Per Hour Area of Effect: Special Saving Throw: None
Light Breeze 2-9
Moderate Wind 10-19 The caster turns a small pool of holy (or unholy) water into a magi-
Strong Wind 20-29 cal scrying device that works similarly to a crystal ball (see the Starter
Gale 30-54 Kit or Game Master’s Guide for more). The caster can see and hear a
Storm 55-74 specific creature that may currently be anywhere on the same plane
Hurricane 75+ of existence of the caster. The caster uses any enhanced vision and the
following spells can be cast through the divine scrying device with no
Strong winds drive Small flying creatures from the sky, affect missile chance of failure: detect magic, detect evil, and message.
accuracy with a -2 attack penalty, and make sailing difficult. Gale force
wind drives Medium-sized flying creatures from the sky and can cause A subject that saves cannot be scryed upon for 24 hours.
minor ship damage. Storm winds force all flying creatures to perform
Superior (TC 15) Strength checks to remain in place or force such Note that good-aligned casters must use holy water and evil casters
creatures from the sky, and can damage structures and landscape. Hur- must use unholy water. Neutral casters must use water more appropri-
ricane winds automatically force flying creatures in the direction of the ately aligned to the divine being with whom he is connecting.
wind and cause substantial land and structure damage.
Material Component: The caster must have a font, basin or pool com-
The winds do not affect those in the eye. prised of at least 10 gallons of holy (or unholy) water.

Upon the expiration of the spell, or after one full round of concentra-
tion, the winds slowly recede to their normal level. Flame Strike (Evocation)
Sphere: Combat
Cure Critical Wounds (Necromancy) Range: Medium Components: V, S
Reversible Duration: Instantaneous Casting Time: +6
Area of Effect: 5 ft. radius wide Saving Throw: Save for half
Sphere: Healing x 30 ft. tall column
Range: Touch Components: V, S
Duration: Instantaneous Casting Time: +5 A vertical column of white flame roars downward and deals 4d8 points
Area of Effect: 1 creature Saving Throw: None of damage plus an additional 1d8 per four caster levels.
As cure light wounds, except that the caster heals 3d8+8 points of dam-
age and heals normal wounds. Geas/Quest (Enchantment/Charm)

The reverse, cause critical wounds, inflicts a like amount of damage on Sphere: Charm
a successful touch attack. Range: Touch Components: V, S
Duration: See below Casting Time: 10 minutes
Area of Effect: 1 creature Saving Throw: See below
Dispel Evil (Abjuration)
Reversible The caster places a magical command on a creature to carry out some
service or to refrain from some action or course of activity. While the
Sphere: Protection, Summoning command may be to undertake or refrain from any activity, the spell
Range: Touch Components: V, S cannot compel a creature to kill itself or perform acts that would in-
Duration: 1 rd./level Casting Time: +5 variably result in certain death.
Area of Effect: 1 subject Saving Throw: Negates

138
The commanded creature must follow the given instructions until the existence. If several willing subjects link hands in a circle, as many as
quest is completed, no matter how long it takes. If the instructions eight can be affected by the plane shift spell at the same time. Precise
involve some open-ended task that the recipient cannot complete accuracy as to a particular arrival on the intended plane is nigh impos-
through his own actions, the spell remains in effect for a maximum of sible. From the Material Plane, the caster can reach any other plane,
one day per caster level. If the instructions are impossible to complete, though the travelers appear 5 to 500 miles (5d%) from the intended
the spell fails. If the divine being from which the caster draws for spell destination point.
power disagrees with the quest, the spell also fails.
Plane shift transports creatures instantaneously and then expires. The
Even the cleverest subject cannot subvert a quest. If the subject is pre- creatures need to find other means to travel back.
vented from obeying the quest for 24 hours, whether by delay on his
part or as a result of someone else’s actions, the subject thereafter suf- Unwilling subjects must be touched and they receive a saving throw to
fers 1 hit point of damage per hour until the subject returns to the negate the transportation.
quest or falls to 1 hit point. The damage will not return and cannot be
healed until the quest is complete or forgiven. Nothing short of direct Raise Dead (Necromancy)
divine intervention can heal this damage prematurely.
Sphere: Necromantic
An unwilling subject receives a saving throw, but unwilling subjects Range: Touch Components: V, S
that belong to the same church or religion as the caster suffer a -2 pen- Duration: Instantaneous Casting Time: 1 full round
alty on the roll. Willing subjects do not receive a save. They normally Area of Effect: 1 person Saving Throw: Special
seek out the caster to atone for misguided deeds.
The caster touches the corpse of a deceased creature and, if the crea-
Removing the geas/quest before it is completed or forgiven by the cast- ture’s spirit is willing, the caster returns the creature to life. The crea-
er is difficult. Short of divine intervention, the commanded subject ture must not have been dead for longer than 1 day per caster level.
can receive a remove curse spell cast by a cleric at least one level higher
than the caster of the geas/quest. Wish and miracle also work. The subject must succeed on an Easy Constitution check (TC 5) or
the soul immediately returns to the afterlife and another raise dead at-
Insect Plague (Conjuration/Summoning) tempt cannot be made for one week, which may or may not disqualify
the caster from trying again.
Sphere: Combat
Range: Long Components: V, S The subject’s body must be intact. If any limbs or vital organs are miss-
Duration: 1 rd/level Casting Time: 10 minutes ing, the spell fails. Any magical poison or disease that is ongoing re-
Area of Effect: 180 ft. x 60 ft. cloud Saving Throw: None mains with the body, unless dispelled before raise dead is cast.

The caster summons forth a massive cloud of flying, locust-type in- A raised subject has 1 hit point and requires 1 day of bed rest for each
sects. The plague of insects blocks vision beyond 5 feet. All melee day it was deceased. During this time, the subject may receive magical
attacks suffer a -6 penalty while ranged attacks are impossible. The healing to speed up the healing process. Otherwise, normal healing
plague also disrupts the physical component to spell casting. rates apply. The subject also permanently loses 1 point of Constitution
and Charisma.
All creatures caught within the plague suffer 1d4 points of damage
each round. No attack roll is necessary and no save is allowed. This Slay Living (Necromancy)
damage can only be avoided by fleeing the mass of insects or by com-
pletely covering oneself in metal. (Note that full plate armor reduces Sphere: Necromantic
the damage to 1 point per round, but the various joints and holes in Range: Touch Components: V, S
full plate provide the insects a means to attack the wearer.) Duration: Instantaneous Casting Time: +8
Area of Effect: 1 person Saving Throw: Save for par-
Without dispel magic, only heavy smoke, winds of at least 20 mph, tial
or continuous fire disburse an insect plague. The origin of any wind,
smoke or fire must be large enough to affect all the insects of the cloud. The caster slays one living creature on a failed save. A successful save
Thus, a torch would be insufficient, but a 20-ft. radius ring of 10-ft. inflicts 2d8 points of damage plus 1 point of damage per caster level.
tall flame would suffice.
Spike Stones (Alteration)
Plane Shift (Conjuration)
Sphere: Elemental (Earth)
Sphere: Astral Range: Medium Components: V, S
Range: Touch Components: V, S Duration: 10 min./level Casting Time: +5
Duration: Instantaneous Casting Time: +6 Area of Effect: 10 ft. sq./level Saving Throw: None
Area of Effect: See below Saving Throw: Negates
Rocky unworked ground, worked stone floors, and similar surfaces
The caster moves himself or some other creature to another plane of

139
shape themselves into long, sharp points that blend into the back- By using this spell, the caster is able to enter a tree large enough to sus-
ground. The area affected equals one 10-ft. square per caster level. tain the caster’s size and exit from another tree of the same type in any
direction he desires. The second tree must be alive and thick enough
Spike stones impede progress through an area and deal damage. Any to support the size of the caster and must be within the range shown
creature moving on foot into or through the spell’s area moves at half in the following table.
speed with each secondary action.
Type of Tree Range of Area of Effect
In addition, each creature moving through the area takes 2d8 points Oak 1 mile
of damage for each movement taken as one secondary action in the Ash ¾ mile
spiked area. If a full round’s worth of actions is expended to move only Yew ½ mile
5 feet, then no damage is taken. Elm ¼ mile
Linden 1000 feet
Transmute Rock to Mud (Alteration) Other deciduous 750 feet
Reversible Any coniferous 500 feet
All other trees 250 feet
Sphere: Elemental (Earth, Water)
Range: Medium Components: V, S By moving into an oak tree (for example), the caster instantly knows
Duration: Permanent Casting Time: 1 full round the location of all other oak trees within transport range (see above)
Area of Effect: One 10-ft. cube/level Saving Throw: See below and may choose whether he wants to pass into one or simply step back
out of the tree he moved into. The caster may choose to pass to any
This spell turns natural, uncut or unworked rock of any sort into an tree of the appropriate kind within the transport range as shown on
equal volume of mud. Magical stone is not affected by the spell. The the above table.
depth of the mud created cannot exceed 10 feet. A creature unable to
levitate, fly, or otherwise free itself from the mud sinks until hip- or The caster may move into a tree up to one time per caster level (pass-
chest-deep, reducing its speed to 5 feet and causing a -2 penalty on ing from one tree to another counts only as moving into one tree). The
AC and on all combat rolls. Brush thrown atop the mud can support spell lasts for one hour or the caster exits a tree. Each transport takes
creatures able to climb on top of it. Creatures large enough to walk on one round.
the bottom can wade through the area at a speed of 5 feet.
The caster can also choose to remain within a tree without transport-
If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, ing. If the tree in which the caster is concealed is chopped down or
the mud falls to the floor and spreads out in a pool at a depth of 5 feet. burned, the caster is slain if he remains. If not prematurely slain or
The falling mud and the ensuing cave-in deal 8d6 points of bludgeon- forced out of the tree, the caster is harmlessly expelled upon the spell’s
ing damage to anyone caught directly beneath the area, or half damage expiration.
to those who succeed on a saving throw.
True Seeing (Divination)
Castles and large stone buildings are generally immune to the effect of
the spell, since transmute rock to mud can’t affect worked stone and Sphere: Divination
doesn’t reach deep enough to undermine such buildings’ foundations. Range: Touch Components: V, S
However, small buildings or structures often rest upon foundations Duration: 1 min./level Casting Time: +8
shallow enough to be damaged or even partially toppled by this spell. Area of Effect: 1 creature Saving Throw: None

The mud remains until a successful dispel magic or the reverse of this The caster confers on the subject the ability to see all things as they ac-
spell, transmute mud to rock, restores its substance—but not necessar- tually are. The subject sees through normal and magical darkness, no-
ily its form. Evaporation turns the mud to normal dirt over a period tices secret doors hidden by magic, sees the exact locations of creatures
of days. The exact time depends on exposure to the sun, wind, and or objects under magical effects that alter or distort their location, sees
normal drainage. invisible creatures or objects normally, sees through illusions, and sees
the true form of polymorphed, changed, or transmuted things. Fur-
The reverse, transmute mud to rock, permanently changes normal mud ther, the subject can focus his vision to see into the Ethereal Plane (but
or quicksand into stone. Creatures in the mud are allowed a saving not into extradimensional spaces). The range of true seeing conferred
throw to escape before being trapped in hardened stone. Dry sand is 120 feet.
cannot be transmuted.
True seeing, however, does not penetrate solid objects. It in no way
Tree Stride (Conjuration) confers X-ray vision or its equivalent. It does not negate concealment,
including that caused by fog and the like. True seeing does not help the
Sphere: Teleportation, Plant viewer see through mundane disguises, spot creatures who are simply
Range: Touch Components: V, S hiding, or notice secret doors hidden by mundane means. In addition,
Duration: Special Casting Time: 1 full round the spell effects cannot be further enhanced with known magic, so one
Area of Effect: Special Saving Throw: None cannot use true seeing through a crystal ball.

140
Wall of Fire (Evocation)
Sphere: Elemental (Fire)
Range: Medium Components: V, S
Duration: Concentration (see below) Casting Time: +5
Area of Effect: See below Saving Throw: None

An immobile, blazing curtain of shimmering fire springs into exis-


tence. The curtain of fire may be altered by the caster to portray the
face of his deity or to blaze with white, yellow or black flames (each
color represents the moral side of alignment: white-good, yellow-neu-
tral, black-evil). One side of the wall, selected by the caster, sends forth
waves of heat, dealing 2d4 points of fire damage to creatures within
10 feet and 1d4 points of fire damage to those between 10 feet and 20
feet from the wall. The wall deals this damage to any nearby creatures
when it appears and on the caster’s initiative each round. In addition,
the wall deals 2d6 points of fire damage +1 point of fire damage per
caster level to any creature passing through it. The wall deals double
damage to undead creatures.

If the caster causes the wall to appear where creatures are, each creature
takes damage as if passing through the wall.

The wall is always 20 feet high and can be created as a long wall up to
20-ft. per level in length or can be created as a ring with a radius of 10
ft. per caster level.

The wall lasts as long as the caster concentrates on maintaining it,


thereafter lasting 1 round per caster level.

141
Message Divination Fire Trap
Arcane Spells Mnemonic Enhancer Arcane Eye Fireball

Per School Nyar’s Explosive Missiles


Passwall
Clairaudience
Clairvoyance
Flaming Sphere
Floating Disk
Plant Growth Contact Other Plane Fog Cloud
Abjuration
Pocket of Holding Detect Evil Ice Storm
Alarm
Polymorph Detect Magic Interposing Hand
Dismissal
Polymorph Self Detect Scrying Light
Dispel Magic
Pyrotechnics Detect Thoughts Lightning Bolt
Fire Trap
Rainbow Pattern Detect Undead Magic Missile
Globe of Anguish
Rope Trick False Vision Nyar’s Explosive Missiles
Globe of Good
Shatter Identify Obscuring Fog
Minor Globe of Invulnerability
Siphon Spell Memory Locate Object Resilient Sphere
Nondetection
Slow Magic Mirror Sending
Protection From Evil
Solid Fog Read Aura Shocking Grasp
Protection From Projectiles
Spider Climb Read Magic Shout
Remove Curse
Stone Shape See Invisibility Thermoc’s Reflective Disk
Stoneskin Thermoc’s Shield
Alteration
Air Pocket
Telekinesis Enchantment/Charm Tiny Hut
Teleport Animate Ropelike Object Wall of Fire
Alter Self
Tongues Attraction Wall of Force
Animal Growth
Transmute Rock to Mud Charm Monster Wall of Ice
Arcane Lock
Triggered Extension Charm Person Wall of Iron
Arcane Mark
Water Breathing Confusion Wall of Stone
Color Spray
Whispering Wind Deflate Web
Comprehend Languages
Wind Wall Dominate
Continual Light
Fabricate Illusion/Phantasm
Darkness
Conjuration Feeblemind Advanced Illusionary Image
Dimension Door
Acid Arrow Fire Charm Audible Illusion
Dwarven Eyes
Arcane Armor Frightening Aura Blink
Enhance
Black Tentacles Hideous Laughter Blur
Enlarge
Glitterdust Hold Monster Cause Blindness
Erase
Grease Hold Person Cause Deafness
Explosive Runes
Mage’s Faithful Hound Hypnotism Change Self
Fabricate
Minor Creation Infuse Weapon Dream
Feather Fall
Monster Summoning I Random Action Fear
Fire Shield
Monster Summoning II Sheer Courage Frighten
Flame Missiles
Monster Summoning III Sleep Gaseous Wraith
Fly
Mount Suggestion Globe of Invisibility
Gaseous Wraith
Phantom Steed Unhinge Golden Glimmer
Gust of Wind
Secret Chest Zone of Incompetence Hallucinatory Room
Haste
Secure Shelter Hallucinatory Terrain
Hold Portal
Jump
Sepia Snake Sigil Evocation Hypnotic Pattern
Stinking Cloud Burning Hands Illusionary Script
Knock
Summon Elemental Cloudkill Illusionary Surface
Levitate
Summon Familiar Cone of Cold Illusory Trap
Magic Mouth
Summon Swarm Dancing Lights Improved Invisibility
Manipulate Flames
Unseen Servant Demon Whip Improved Phantasmal Image
Mending
Fire Shield Invisibility

142
Magical Aura Summon Insect Swarm Transmute Rock to Mud Barkskin
Major Creation Charm Wall of Fire Command Plants
Aura of Fear Water Breathing Detect and Locate Animals or
Major Phantasmal Image
Calming Ray Water Walk Plants
Mirror Image Entangle
Charm Person
Misdirection
Command Cold Goodberry
Nightmare Enthrall Elemental Immunity Meld Into Tree
Phantasmal Image Geas/Quest Element Shield Pass Without Trace
Hold Animal Plant Growth
Phantasmal Killer
Hold Person Earth Repel Insects
Phantom Steed Meld Into Stone Shillelagh
Imbue With Spell Ability
Rainbow Pattern Remove Fear Spike Stones Snakes to Sticks
Seeming Stone Shape Snare
Shade Monsters Combat Transmute Rock to Mud Speak With Plants
Flame Strike Spike Growth
Shadow Evocation Magic Electricity Tree Stride
Insect Plague
Ventriloquism Elemental Immunity Warp Wood
Magic Stone
Prayer Element Shield
Necromancy Shillelagh Protection
Animate Dead Spiritual Weapon Fire Antilife Shell
Elemental Immunity Barkskin
Chill Touch Element Shield Dispel Evil
Creation
Contagion Flame Blade Dispel Magic
Create Food or Water
Detect Undead Heat Metal Elemental Immunity
Enervation Divination Pyrotechnics Endure Environment
Augury Quench or Enhance Flames Freedom of Movement
Hold Undead
Commune Wall of Fire Globe of Protection
Magic Jar Magical Vestment
Commune With Nature
Ray of Enfeeblement Detect Alignment Water Protection from Elemental
Spectral Hand Detect and Locate Animals Control Water Energy
Detect Danger Create Water Protection from Evil
Vampiric Touch
Detect Evil Transmute Rock to Mud Protection from Necromantic
Detect Magic Water Breathing Energy
Divine Spells Detect Poison
Discern Lies
Water Walk Remove Curse
Remove Paralysis
Per Sphere Divination
Divine Scrying
Guardian
Glyph of Warding
Resist Element
Sanctuary
Find Traps Silence Spell Immunity
Air Locate Object Spiritual Warden
Air Walk Monitor Ally Summoning
Scrying Pool Healing Dismissal
All Speak with Dead Cure Critical Wounds Dispel Evil
Atonement Tongues Cure Light Wounds Summon Animal
Bless True Seeing Cure Serious Wounds
Purify Food and Drink Delay Poison Sun
Elemental Neutralize Poison Continual Daylight
Astral Air Walk Ray of Blessed Light Light
Plane Shift Commune With Nature
Control Water Necromantic Teleportation
Animal Create Water Aid Tree Stride
Animal Growth Element Shield Animate Dead
Animal Messenger Elemental Immunity Hide from Undead Weather
Detect and Locate Animals Flame Blade Raise Dead Call Lightning
Enlarge Insect Heat Metal Remove Blindness or Deafness Control Winds
Hide from Animals Meld Into Stone Remove Disease Faerie Fire
Repel Insects Pyrotechnics Slay Living Obscuring Fog
Speak with Animal Quench or Enhance Flames Protection from Elemental
Summon Animal Spike Stones Plant Energy
Summon Animal Companion Stone Shape Antilife Shell

143
DESIGNATION OF PRODUCT IDENTITY
The names Myth & MagicTM, New Haven GamesTM, any and all proper names,
including, but not limited to Thermoc and Nary, are product identity and cannot be used in any way and
in any context, without prior written permission.

DESIGNATION OF OPEN GAME CONTENT


All text, tables, and game statistics on pages 4 through 128 is open game content, with the exception of
text, names and terms defined above as product identity.

OPEN GAME LICENSE Version 1.0a 2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game
The following text is the property of Wizards of the Coast, Inc. Content may only be Used under and in terms of this License.
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). You must affix such a notice to any Open Game Content that
All Rights Reserved. you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other
1. Definitions: (a)”Contributors” means the copyright and/or terms or conditions may be applied to any Open Game Content
trademark owners who have contributed Open Game Content; distributed using this License.
(b)”Derivative Material” means copyrighted material includ-
ing derivative works and translations (including into other 3.Offer and Acceptance: By Using the Open Game Content
computer languages), potation, modification, correction, addi- You indicate Your acceptance of the terms of this License.
tion, extension, upgrade, improvement, compilation, abridg-
ment or other form in which an existing work may be recast, 4. Grant and Consideration: In consideration for agreeing to
transformed or adapted; (c) “Distribute” means to reproduce, use this License, the Contributors grant You a perpetual, world-
license, rent, lease, sell, broadcast, publicly display, transmit or wide, royalty-free, non-exclusive license with the exact terms
otherwise distribute; (d)”Open Game Content” means the game of this License to Use, the Open Game Content.
mechanic and includes the methods, procedures, processes and
routines to the extent such content does not embody the Product 5.Representation of Authority to Contribute: If You are contrib-
Identity and is an enhancement over the prior art and any ad- uting original material as Open Game Content, You represent
ditional content clearly identified as Open Game Content by the that Your Contributions are Your original creation and/or You
Contributor, and means any work covered by this License, in- have sufficient rights to grant the rights conveyed by this
cluding translations and derivative works under copyright law, License.
but specifically excludes Product Identity. (e) “Product Iden-
tity” means product and product line names, logos and identify- 6.Notice of License Copyright: You must update the COPY-
ing marks including trade dress; artifacts; creatures characters; RIGHT NOTICE portion of this License to include the exact
stories, storylines, plots, thematic elements, dialogue, incidents, text of the COPYRIGHT NOTICE of any Open Game Content
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likenesses and special abilities; places, locations, environ-
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or effects, logos, symbols, or graphic designs; and any other Identity, including as an indication as to compatibility, except
trademark or registered trademark clearly identified as Product as expressly licensed in another, independent Agreement with
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cally excludes the Open Game Content; (f) “Trademark” means not to indicate compatibility or co-adaptability with any Trade-
the logos, names, mark, sign, motto, designs that are used by mark or Registered Trademark in conjunction with a work
a Contributor to identify itself or its products or the associated containing Open Game Content except as expressly licensed in
products contributed to the Open Game License by the Con- another, independent Agreement with the owner of such Trade-
tributor (g) “Use”, “Used” or “Using” means to use, Distribute, mark or Registered Trademark. The use of any Product Identity
copy, edit, format, modify, translate and otherwise create De- in Open Game Content does not constitute a challenge to the
rivative Material of Open Game Content. (h) “You” or “Your” ownership of that Product Identity. The owner of any Product
means the licensee in terms of this agreement. Identity used in Open Game Content shall retain all rights, title
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144
8. Identification: If you distribute Open Game Content You System Reference Document Copyright 2000, Wizards of the
must clearly indicate which portions of the work that you are Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Wil-
distributing are Open Game Content. liams, based on original material by E. Gary Gygax and Dave
Arneson.
9. Updating the License: Wizards or its designated Agents may
publish updated versions of this License. You may use any System Reference Document Copyright 2000-2003, Wizards
authorized version of this License to copy, modify and distrib- of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
ute any Open Game Content originally distributed under any Williams, Rich Baker, Andy Collins, David Noonan, Rich Red-
version of this License. man, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James
Wyatt, based on original material by E. Gary Gygax and Dave
10 Copy of this License: You MUST include a copy of this Arneson.
License with every copy of the Open Game Content You Dis-
tribute. Modern System Reference Document Copyright 2002-2004,
Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb,
11. Use of Contributor Credits: You may not market or adver- Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!,
tise the Open Game Content using the name of any Contributor Christopher Perkins, Rodney Thompson, and JD Wiker, based
unless You have written permission from the Contributor to do on material by Jonathan Tweet, Monte Cook, Skip Williams,
so. Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
Andy Collins, and JD Wiker.
12 Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some or Castles & Crusades: Players Handbook, Copyright 2004, Troll
all of the Open Game Content due to statute, judicial order, Lord Games; Authors Davis Chenault and Mac Golden.
or governmental regulation then You may not Use any Open
Game Material so affected. Myth & Magic RPG Starter Kit, Copyright 2010, New Haven
Games; Author Tom Ryan
13 Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure such Labyrinth Lord, Copyright 2007-2009, Daniel Proctor. Author
breach within 30 days of becoming aware of the breach. All Daniel Proctor.
sublicenses shall survive the termination of this License.
Potions of Animal Control, Clariaudience, Clairvoyance,
14 Reformation: If any provision of this License is held to be Climbing, Dimunition, Extra Healing, Fire Resistance, Flying,
unenforceable, such provision shall be reformed only to the Gaseous Form, Giant Strength, Healing, Heroism, Invisibility,
extent necessary to make it enforceable. Oil of Slipperiness, Poison, Speed, Sweet Water and Water
Breathing; Ring of Delusion, Ring of Weakness; Staff of Com-
15 COPYRIGHT NOTICE manding, Flame Tongue Sword, Cloak of Protection, Bracers
Open Game License v 1.0 Copyright 2000, Wizards of the of Armor Protection, Girdle of Giant Strength modified from
Coast, Inc. Labyrinth Lord, Copyright 2007-2009, Daniel Proctor. Author
Daniel Proctor.
All designated open game content, including the names of all
spells and the names and descriptions contained in Chapter 5, Advanced Edition Companion, Copyright 2009-2010, Daniel
Equipment and Chapter 12, Treasure, has been copied, modi- Proctor. Author Daniel Proctor.
fied or otherwise referenced from the following copyright
sources: Continual Light spell modified from Advanced Edition Com-
panion, Copyright 2009-2010, Daniel Proctor. Author Daniel
Proctor.

145
Character Name Level Experience

Class Race Alignment Mov Spd


Other Characteristics
Height Weight Age Gender Build
Hair Eyes Skin Facial Hair
Distinguishing Marks
Other

Attributes Hit Points


Score Mod Hit Points
Strength Attack Mod Damage Mod Max Weight

Max Current
Dexterity Ranged Attack Mod AC Adjustment

Constitu- HP/Level Shock Survival Special Wounds


tion
Intelligence Bonus Lng Bonus Spells Max Spells/Level Learn Spell Max Spell Level

Wisdom Save Mod Bonus Spells Spell Immunities

Charisma Save Mod for Death Effects

armor
Saving Throw: class Armor + shield + DEX
+ Addt’l = ARMOR
Special Bonuses
condition AC adj AC ADJ ADJ Bonus CLASS
Normal
Armor worn Shield carried Rear N/A N/A
Flat-footed N/A

# of Init Base to + Weapon + Addt’l = d20


Weapon ATT Mod Hit Bonus Bonus Mod Damage Range Size Type

Special Items or Attacks Properties

Special skills & abilities

© 2011, New Haven Games; Permission Granted to Photocopy for Home Use
Gear & Items Total
List Item, Location & Weight Weight Treasure
Copper
Silver
Gold
Gems & Misc.

Important Companions & Contacts

Spells Languages
Spells Known Per Level
1 4 7
2 5 8
3 6 9

Specialty/Sphere Combat & Non-Combat Proficiencies


Other

Spells Known
List Name & Level

Miscellaneous Information

© 2011, New Haven Games; Permission Granted to Photocopy for Home Use

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