Middle Earth D20

By Randell Wolff (wolffspider1@yahoo.com) (with a lot of good input from the members of theENWorld discussion boards) INTRODUCTION

THE RACES The Elven Races Avari (Silvan Elves) • +2 Dexterity, +2 Wisdom • Medium-size (6’ tall) • Base speed 30 feet • Low-light vision • Immunity to sleep spells and enchantments and non-magical diseases. Sindar, as all Elves, are immune to aging. They do not sleep, meditating instead for about three hours every day. • +2 racial bonus on Saving Throws vs. fire and cold effects. • +2 racial bonus on Listen, Search, and Spot checks. +4 racial bonus on Wilderness Lore, Knowledge (Nature), and Perform (Sing) checks. • Magical skills are considered cross-class skills for Avar Elves. • Automatic languages: Silvan, Sindarin, Westron • Level Adjustment: +1 Noldor (High Elves) • +2 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom, +4 Presence • Medium-size (6’ to 7’ tall) • Base speed 30 feet • Low-light vision • Immunity to sleep spells and enchantments and non-magical diseases. Noldor, as all elves, are immune to aging. They do not sleep, meditating instead for about three hours every day. • +2 racial bonus on Saving Throws vs. fire and cold effects. • +2 racial bonus on Listen, Search, and Spot checks. +4 racial bonus on Appraise and Craft checks. • Magical skills are considered class skills for Noldor elves. • Noldor elves can telepathically communicate with sentient creatures with line of sight range.

• • •

Because of their dual nature as both physical and spiritual beings, they can see and interact with ethereal creatures and objects. Automatic languages: Quenya, Sindarin, Westron Level Adjustment: +3

Peredhil (Half-Elf) • +2 Dexterity, +2 Wisdom, +2 Presence • Medium-size (5’ 6” to 6’ 6” tall) • Base speed 30 feet • Low-light vision • Half-Elves only need four hours of rest a day, meditation for those who choose immortality, sleep for mortals. • +1 bonus feat at 1st level • +1 racial bonus on Listen, Search, and Spot checks. Magical skills are considered cross-class skills for Half-Elves. • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. • Automatic languages: Sindarin, Westron • Level Adjustment: +1 Sindar (Grey Elves) • +2 Dexterity, +2 Intelligence, +2 Wisdom, +2 Presence • Medium-size (6’ to 6’6” tall) • Base speed 30 feet • Low-light vision • Immunity to sleep spells and enchantments and non-magical diseases. Sindar, as all Elves, are immune to aging. They do not sleep, meditating instead for about three hours every day. • +2 racial bonus on Saving Throws vs. fire and cold effects. • +2 racial bonus on Listen, Search, Spot, and Swim checks. +4 racial bonus on Profession (Sailor) and Craft (Shipwright) checks. • Magical skills are considered class skills for Sindar Elves. • Automatic languages: Quenya, Silvan, Sindarin, Westron • Level Adjustment: +2 The Mannish Races Beornings • Medium-size (6’ to 6’ 6” tall) • Base speed 30 feet • +2 racial bonus on Knowledge (Nature) and Wilderness Lore checks. • +1 bonus feat at 1st level • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. • Automatic languages:

Black Numenorians (The Unfaithful) • +2 Presence • Medium-size (6’ to 6’ 6” tall) • Base speed 30 feet • +1 bonus feat at 1st level • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. • Automatic languages: Common Men (Various) • Medium-size (5’ to 6” tall) • Base Speed 30 feet • +1 bonus feat at 1st level • +2 racial bonus on any two skill checks • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. • Automatic languages: Corsairs (The Rebels) • Medium-size (6’ to 6’ 6” tall) • Base speed 30 feet • +1 bonus feat at 1st level • +2 racial bonus on Profession (Sailor) and Craft (Shipwright) checks. • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. • Automatic languages: Dorwinrim • Medium-size (5’ 6” to 6’ tall) • Base Speed 30 feet • +1 bonus feat at 1st level • +2 racial bonus on Diplomacy and Profession (Vintner) checks • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. • Automatic languages: Druedain (Woses, Wild Men of the Woods) • +2 Constitution, -2 Presence • Medium-size (4’ to 5’ tall) • Base speed 30 feet • Low-light vision • Primitive: The Druedain are a simple people. A character of this race may not start play with any of the following feats: Martial Weapon Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency. (If one of the character’s classes provides any of these feats, he or she does not receive them.) If a Druedain character wishes to learn how to use a martial weapon, he or she must buy the Exotic Weapon proficiency in that weapon. Likewise, Druedain are never comfortable in medium or heavy armor and always suffer the Armor Check

(The penalties are doubled if they don’t possess the feat. • Automatic languages: Dunlendings (Hillmen) • Medium-size (5’ 6” to 6’ tall) • Base Speed 30 feet • +1 bonus feat at 1st level • +2 racial bonus on Climb and Wilderness Lore checks • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. +4 racial bonus on Knowledge (Nature) and Wilderness Lore checks. • Automatic languages: Lossoth (Forodwaith) • ?? Rohirrim (The Riders of Rohan) . Hide.• • • • penalty even if they do possess the appropriate feat.) +2 racial bonus on Craft (Stonecarving). and Move Silently checks. • Automatic languages: Haradrim (Southrons) • Medium-size (5’ 6” to 6’ tall) • Base Speed 30 feet • +1 bonus feat at 1st level • +2 racial bonus on Appraise and Ride checks • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. Bonus Feat: Scent (as described in Core Rulebook 2) Automatic languages: Dunedain (Men of the West) • +2 Presence • Medium-size (6’ to 6’ 6” tall) • Base speed 30 feet • +1 bonus feat at 1st level • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. • Automatic languages: Easterlings • Medium-size (5’ to 5’ 6” tall) • Base Speed 30 feet • +1 bonus feat at 1st level • +2 racial bonus on Handle Animal and Ride checks. Stone and Plant Magic are considered class skills for Druedain.

• +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. Automatic languages: Variags • Medium-size (5’ 6” to 6’ tall) • Base Speed 30 feet • +1 bonus feat at 1st level • +2 racial bonus on Handle Animal and Ride checks. • Automatic languages: Woodmen • Medium-size (5’ 6” to 6’ tall) • Base Speed 30 feet • +2 racial bonus on Knowledge (Nature) and Wilderness Lore checks. +4 bonus Skill Points at 1st level and +1 bonus Skill Points per level thereafter. • Automatic languages: The Enemy Races Half-Orcs • +2 Constitution.• • • • • • Medium-size (5’ 6” to 6’ 2” tall) Base speed 30 feet +1 bonus feat at 1st level +2 racial bonus on Handle Animal and Ride checks. -2 Presence • Base Speed 30 feet • Medium-size (7’ to 8’ tall) • Darkvision • +6 natural armor • Automatic languages: • Level Adjustment: +3 Orcs (Goblins) . -2 Charisma • Base Speed 30 feet • Medium-size (5’ to 6’ tall) • Darkvision • +1 bonus feat at 1st level • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. • Automatic languages: Olog-hai (Greater Trolls) • +8 Strength. • +1 bonus feat at 1st level • +4 bonus Skill Points at 1st level and +1 bonus Skill Point per level thereafter. -2 Intelligence. -2 Wisdom. -2 Wisdom. +8 Constitution.

-4 Dexterity. -4 Presence • Base Speed 30 feet • Large-size (8’ to 10’ tall) • Darkvision • +12 natural armor • Turns to stone when exposed to natural sunlight (DC 25 Fortitude save every round) • Automatic languages: • Level Adjustment: +3 Uruk-hai (Greater Orcs) • +2 Strength. -4 Wisdom. -2 Dexterity. fire • Fire resistance 10 • Automatic languages: Khuzdul. -2 Wisdom.• • • • • • • +2 Constitution. -2 Wisdom • Base Speed 30 feet • Medium-size (5’ to 6’ tall) • Darkvision • Bonus feat: Endurance • Automatic languages: Other Races Dwarves • +2 Strength. +10 Constitution. etc.) • +10 Strength. Westron • Level Adjustment: +1 Great Eagles . Hill Trolls. -2 Presence Base Speed 30 feet Medium-size (4’ to 5’ tall) Darkvision Light Sensitivity Feat availability: Orcs can purchase the Scent feat normally Automatic languages: Trolls (Cave Trolls. -2 Presence • Base speed 20 feet • Medium-size (4’ to 5’ tall) • Darkvision • Stonecunning (as described in Core Rulebook 1) • +2 racial bonus on Appraise and Craft checks • Bonus feats: Endurance. Great Fortitude • +3 on Saving Throws vs. -2 Intelligence. -4 Intelligence. +2 Constitution. +2 Constitution.

Sense Motive 6. double damage against objects • Special qualities: Plant. Spot 7. Knowledge (any one) 7. and Water Magic are considered class skills for Ents . trample. Wilderness Lore 6 Base feat: Alertness +4 racial bonus on Spot checks (during the day only) Air. Listen 7. Power Attack • Alchemy. Animal. +4 Wisdom. half damage from piercing • Base skills: Intimidate 7. Spot 7. Sindarin. Wilderness Lore 7 • Base feats: Iron Will. and Divination Magic are considered class skills for Great Eagles Automatic languages: Bird-speech. Low-light vision Natural attacks: 2 claws 1d4. +6 Dexterity. Sense Motive 7. fire vulnerability. usually Expert • 7d8 base Hit Dice • +18 Strength. fly 80 feet (average) Large-size +3 natural armor Darkvision. Listen 1. -2 Dexterity • Base speed 30 feet • Huge-size • +13 natural armor • Low-light vision • Natural attacks: Slam 2d6 • Special attacks: Animate trees. +2 Intelligence. +10 Constitution. advancement by size and by character class 4d10 base Hit Dice +8 Strength. advancement is always by character class. +2 Dexterity. +2 Presence. +4 Wisdom Base speed 10 feet. +2 Constitution.• • • • • • • • • • • • • • • As Giant Eagle from Core Rulebook 3. +2 Wisdom • Base speed 20 feet • Small-size (3’ to 3’ 6” tall) • +2 racial bonus on Hide and Move Silently checks • +1 racial bonus on all Saving Throws • +1 bonus feat at 1st level • Automatic languages: Westron Onodrim (Ents) • As Treant from Core Rulebook 3. Plant Magic. 1 bite 1d8 Special qualities: Evasion Base skills: Knowledge (Nature) 2. Westron Level Adjustment: +5 (for Large size specimen) Hobbits (Halflings) • -2 Strength.

Sindarin. Weapon and Armor Proficiency: The expert is proficient in the use of all simple weapons and with light armor but not shields. Expert Allegiance: Any Hit Die: d6 1st level Skill Points: (8 + Int modifier) x 4 Higher level Skill Points: 8 + Int modifier Class Skills: The expert can choose any ten skills to be class skills.• • • +4 racial bonus on Knowledge (Nature) and Wilderness Lore checks Automatic languages: Entish. Commoner This class is treated just like the Commoner class described in Core Rulebook 2. providing two bonus Skill Points to characters of any class who take the disadvantage. Table: The Expert Base NPC Attack Level Bonus ---------1st +0 2nd +1 3rd +2 4th +3 5th +3 6th +4 7th +5 8th +6/+1 9th +6/+1 10th +7/+2 Fort Save ---+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save ---+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save ---+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Defense Bonus ---+2 +2 +3 +3 +3 +4 +4 +4 +5 +5 . Quenya. except that illiteracy is optional. Up to two of these skills can be skills exclusive to other classes. Westron Level Adjustment: +13 Petty-Dwarves (Noegyth Nibin) • ?? Umli (Half-Dwarves) • ?? CLASSES Berserker This class is treated just like the Barbarian class described in Core Rulebook 1.

8th. selecting additional skills for it to apply to each time. As usual. When making a skill check with one of these skills. 6th. etc. or Expert (Magician). the expert may make a special expert knowledge check with a bonus equal to his or her level + Intelligence modifier to see whether the character knows some relevant information about his or her speciality. if the character has access to the appropriate research materials and other resources. This check will not reveal the powers of a magic item but may give a hint as to its general function. the expert may take 10 even if stress and distractions would normally prevent the expert from doing so. In addition. 16th. The expert gains an additional bonus Skill Focus feat at 2nd level and every two levels thereafter (4th.). Expert (Smith). the expert gets a bonus Skill Focus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to some Men and to Hobbits. DC Type of Knowledge -----------------10 Common 20 Uncommon 25 Obscure 30 Extremely obscure Special Abilities: On achieving 10th level and every three levels thereafter (13th. All of the character’s skills will generally focus around this one area of expertise. The expert may gain this special ability multiple times. the Skill Focus feat can only be applied to one skill. Feat: The expert gains a new feat.11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 Bonus feats: At 1st level. an expert chooses a special ability from among the following: • Skill Mastery: The expert selects a number of skills equal to 3 + Intelligence modifier. The DM will determine the Difficulty Class of the check by referring to the table below. The character must have all the requirements • • . selecting a new skill with no ranks for it to apply to each time. Expert Knowledge: An expert must choose a specialty at 1st level. Instant Mastery: The expert gains 4 ranks of a skill in which he or she has no ranks. such as Expert (Sailor). The expert may gain this special ability multiple times. and 19th). The expert may take 10 or take 20 on this check.

Noble Rogue This class is treated just as described in Core Rulebook 1. PRESTIGE CLASSES Dwarven Master Craftsman Hit Die: Requirements: Class Skills: Weapon and Armor Proficiency: Table: Dwarven Master Craftsman Base Class Attack Fort Ref Level Bonus Save Save ---------------1st + + + 2nd + + + 3rd + + + 4th + + + Will Save ---+ + + + Defense Bonus ------+ + + + . This class is treated just like the Armsman described in the Wheel of Time core rulebook.• • Fighter for the feat in order to choose this special ability. New class skill: The expert may choose a new skill as a class skill. Warrior This class is treated just as described in Core Rulebook 2. Scout This class is treated just like the Woodsman class described in the Wheel of Time core rulebook. Upgrade skill: The expert may choose two non-Magical cross-class skills and upgrade them to class skills.

Knight of Dol Amroth Hit Die: Requirements: Ref Save ---+ + + + + + + + + + Will Save ---+ + + + + + + + + + Defense Bonus ------+ + + + + + + + + + .5th 6th 7th 8th 9th 10th + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Gwaith-I-Mirdain Hit Die: Requirements: 1st level Skill Points: Higher level Skill Points: Class Skills: Weapon and Armor Proficiency: Table: Gwaith-I-Mirdain Base Class Attack Fort Level Bonus Save ------------1st + + 2nd + + 3rd + + 4th + + 5th + + 6th + + 7th + + 8th + + 9th + + 10th + + Herald This Prestige Class is treated just like the Herald described in Dragon Magazine ???.

1st level Skill Points: Higher level Skill Points: Class Skills: Weapon and Armor Proficiency: Table: Knight of Dol Amroth Base Class Attack Fort Ref Level Bonus Save Save ---------------1st + + + 2nd + + + 3rd + + + 4th + + + 5th + + + 6th + + + 7th + + + 8th + + + 9th + + + 10th + + + Knight of Gondor Hit Die: Requirements: 1st level Skill Points: Higher level Skill Points: Class Skills: Weapon and Armor Proficiency: Table: Knight of Gondor Base Class Attack Fort Level Bonus Save ------------1st + + 2nd + + 3rd + + 4th + + 5th + + Will Save ---+ + + + + + + + + + Defense Bonus ------+ + + + + + + + + + Ref Save ---+ + + + + Will Save ---+ + + + + Defense Bonus ------+ + + + + .

6th 7th 8th 9th 10th + + + + + + + + + + + + + + + + + + + + + + + + + Loremaster Hit Die: Requirements: 1st level Skill Points: Higher level Skill Points: Class Skills: Weapon and Armor Proficiency: Table: Loremaster Base Class Attack Fort Level Bonus Save ------------1st + + 2nd + + 3rd + + 4th + + 5th + + 6th + + 7th + + 8th + + 9th + + 10th + + Ranger of the North Hit Die: Requirements: 1st level Skill Points: Higher level Skill Points: Class Skills: Ref Save ---+ + + + + + + + + + Will Save ---+ + + + + + + + + + Defense Bonus ------+ + + + + + + + + + .

Weapon and Armor Proficiency: Table: Ranger of the North Base Class Attack Fort Level Bonus Save ------------1st + + 2nd + + 3rd + + 4th + + 5th + + 6th + + 7th + + 8th + + 9th + + 10th + + Rider of the Mark Hit Die: Requirements: 1st level Skill Points: Higher level Skill Points: Class Skills: Weapon and Armor Proficiency: Table: Rider of the Mark Base Class Attack Fort Level Bonus Save ------------1st + + 2nd + + 3rd + + 4th + + 5th + + 6th + + 7th + + 8th + + 9th + + 10th + + Ref Save ---+ + + + + + + + + + Will Save ---+ + + + + + + + + + Defense Bonus ------+ + + + + + + + + + Ref Save ---+ + + + + + + + + + Will Save ---+ + + + + + + + + + Defense Bonus ------+ + + + + + + + + + .

with the exception of Still Spell. these feats are not restricted to any particular race or background. these feats do not exist in the setting. FEATS The majority of feats from Core Rulebook 1 and from other sources are suitable for use in a Middle Earth campaign. Item Creation Feats: ?? Appropriate Feats from the Forgotten Realms Core Rulebook (Unless otherwise noted. Anything that seems too flashy (like some of the Martial Arts feats from Oriental Adventures. for example) would probably not be appropriate. Since all spells in Middle Earth have only a verbal component.Shapechanger This Prestige Class is treated just like the Bear Warrior from Oriental Adventures with the additional requirement that the character must be a Beorning with the Bear Brother feat.) Artist Bullheaded Daylight Adaptation Discipline Education Foe Hunter Forester Horse Nomad Luck of Heroes Magical Artisan Mercantile Background Saddleback Silver Palm Smooth Talk Stealthy Street Smarts Survivor Thug Treetopper Twin Sword Style . Silent Spell. but of course the DM should use discretion in this area. and other feats that remove or limit material or somatic spell components. Metamagic Feats: These feats work normally.

Darkness 6+ Description: [Add flavor text here. Light 6+ Description: [Add flavor text here.] Allies in 10 feet radius gain +4 morale bonus on checks against fear. Presence 14+.] All enemies in 10 feet radius gain -4 penalty on fear checks. these feats are not restricted to any particular race or background. .) Attention to Detail Cool Head Great Crafter Great Diplomat Keen Intellect Powerful Voice Scholar of Nature Sea Legs Silver Tongue Soul of Loyalty Soul of Sincerity Strong Soul Superior Expertise Warrior Instinct Appropriate feats from Dragon Magazine Avoid Critical Hit (292) Improved Encumbrance (292) New Feats Aura of Courage Prerequisites: Presence 14+.Appropriate feats from Oriental Adventures (Unless otherwise noted. [Should this radius be increased?] Aura of Despair Prerequisites: Presence 14+. This ability can be used a number of times per day equal to the character’s Presence bonus. [Should this radius be increased?] Aura of Power Prerequisites: Noldor. Light 8+ Description: Valinor’s light shines so brightly in the Elven character that he or she can turn undead as a cleric of a level equal to his or her character level (not including racial ECL).

Bear Brother Prerequisites: Spirit of the Bear Description: Beornings with this feat have developed an extremely close bond with the clan’s totemic animal. The character’s magic use. Wilderness Lore 5+ Description: The character can identify plants and animals (their species and special traits) with perfect accuracy. He or she can determine whether water is safe to drink or dangerous. the bear. Dark Apprentice Prerequisites: Intelligence. Intelligence.] Divine Grace Prerequisites: Presence 14+. Greater Magic Ability Prerequisites: The ability to purchase Magic skills as cross-class skills. and Water Magic 3+. The character may add two points to either his or her Strength. Wisdom. Wisdom. having the blood of . Nature Sense Prerequisites: Animal. however is even more obvious to the aware. [Come up with system for this later. Light or Darkness 6+ Description: The character with this feat is watched over by one or more of the Valar or Maiar and adds his or her Presence modifier to all saving throws. Wisdom. Constitution. and Presence 14+ Description: The character gains the ability to purchase Magic skills as if they were cross-class skills. Plant. A character who takes this feat can learn purchase Enchantment and Necromancy as class skills and can purchase other magical skills as if they were crossclass skills. the character can now purchase Magic skills as if they were class skills. Intelligence. and Presence 14+ Description: The character focuses his or her magical understanding in one limited area. He or she can treat one cross-class Magic skill as a class skill with this feat. Noble Lineage Prerequisites: Pure Blood. and Presence 14+ Description: A character who chooses to ally with the darker and less scrupulous users of magic in Middle Earth can learn quickly and achieve respectable levels of power—but at a price. and Presence 14+ Description: Having expanded his or her understanding of Magic. can only be taken at 1st level Description: Some Men of the West far surpass their peers in ability. Wisdom. at least one Magical skill must at least be level 8. Magic Focus Prerequisites: The ability to purchase the Magic skill in question as a cross-class skill. Presence 14+. Lesser Magic Ability Prerequisites: Intelligence. or Wisdom.

Characters with this feat treat Animal Empathy as a class skill. the character may attempt to smite good with one normal melee attack. A character with this feat receives a +2 bonus to any one ability score to refect his or her superior heritage. Animal magic is considered a cross-class skill for such Beornings. most have mixed their blood with that of lesser Men. Pure Blood Prerequisites: Black Numenorian. He or she may purchase Magic skills as if they were cross-class skills. the character may attempt to smite evil with one normal melee attack. Smite Good Prerequisites: Presence 14+. Presence 20+. Spirit of the Bear Prerequisites: Beorning. the character does not sink into snow or mud. Wisdom 14+ Description: Some Beornings develop strong ties with the kelvar.nobility running through their veins. Smite Evil Prerequisites: Presence 14+. the smite has no effect but it is still used up for that day. essentially walking on the surface of it as if it were solid ground. Spirit Sight Prerequisites: Wisdom 14+. can only be taken at 1st level Description: While Men of the West are of more noble stock than the common Men of Middle Earth. Corsair. Light 16+ or Darkness 16+ Description: ?? Woodland Stride . Necromancy 6+ Description: Once per day. Light 6+ Description: Once per day. Trackless Step Prerequisites: Any elf. especially bears. or Dunedain. A character with this feat has purer blood than most. (As a side effect of this ability. He or she adds his or her Presence modifier to the the attack roll and deals 1 extra point of damage per character level. Track Description: The character leaves no trail in natural surroundings and cannot be tracked. the smite has no effect but it is still used up for that day. He or she adds his or her Presence modifier to the the attack roll and deals 1 extra point of damage per character level. If the character accidentally smites a creature that is not good. If the character accidentally smites a creature that is not evil. Light 6+ or Darkness 6+ Description: The character can see and interact with ethereal objects and creatures normally.) Unearthly Presence Prerequisites: Noldor Elf or Maiar.

(The Energy Substitution metamagic feat can also be useful in adding spell effects to the elemental skill lists. Casting a spell requires that the caster make a skill check using the appropriate skill. while others do not include spells of certain levels (Water). The level of the spell effect is equal to the caster’s character level if the magic skill is a class skill or one-half the caster’s character level (rounded down) if the magic skill is a cross-class skill. Subdual damage from spellcasting is halved (round down) if the spellcasting roll is not successful. which is based on the level of the spell. and represent the ability to use magic by force of will alone. briars. Only certain races or characters possessing certain feats can advance in Magic skills. and overgrown areas that are enchanted or magically manipulated to impede motion still affect the character normally. However. This does not mean that spells of the missing levels do not exist. and Cost by Spell Level 0 level -. Material or somatic components are not needed. Subdual: 2 / 1 . and Subdual damage dealt by successful and unsuccessful spellcasting. or merely powerful Words. and thus feats that suppress the need for such components do not exist. for example). Most Magic skills include a list of spells that can be cast when the character has the minimum amount of skill points required. thorns. This is reflected by an amount of subdual damage that the caster takes when he tries to cast a spell.Minimum Skill Level to Use: 3. Spellcasting characters and DMs are encouraged to work together to fill in the blanks in the spell lists. briars. However. Casting spells causes some stress and fatigue in the caster. such as singing. MAGIC SKILLS Characters cannot cast spells unless they have points in a Magic skill. Difficulty to Cast: 12. feats like Silent Spell that suppress the need for verbal components do exist. spellcasting DC. Subdual: 1 / 0 1st level -. Difficulty to Cast: 14. The following chart provides information on the muumuu skill levels for each spell level. Spell Usage. poetry. overgrown areas. however. This check must meet or exceed the DC listed below. Some of these spell lists are quite extensive (Enchantment and Fire. Difficulties.Minimum Skill Level to Use: 1.) Spellcasting only uses verbal components. and similar terrain at his or her normal speed and without suffering damage or other impairment.Prerequisites: Plant 8+ Description: The character may move through natural thorns.

Minimum Skill Level to Use: 18.Minimum Skill Level to Use: 12. Difficulty to Cast: 30. Subdual: 12 / 6 7th level -.Minimum Skill Level to Use: 14. Difficulty to Cast: 24.Minimum Skill Level to Use: 10. Subdual: 6 / 3 4th level -. Subdual: 10 / 5 6th level -. Subdual: 14 / 7 8th level -. the Great Eagles.Minimum Skill Level to Use: 8.Minimum Skill Level to Use: 6. This skill allows the user to impose his will to a lesser extent upon the heavens. Subdual: 8 / 4 5th level -. controlling the winds and the weather. Difficulty to Cast: 22. Subdual: 4 / 2 3rd level -.Minimum Skill Level to Use: 16. Difficulty to Cast: 16. 1st level Obscuring Mist Whispering Wind 2nd level Gust of Wind Fog Cloud 3rd level Call Lightning Weather Eye (from Tome and Blood) 4th level Lightning Bolt 5th level Wind Wall 6th level Control Winds 7th level Control Weather . Difficulty to Cast: 22. who is said to still watch over Middle Earth through his noble servants. Difficulty to Cast: 26. Subdual: 18 / 9 Air (Presence): The heavens are the province of the Vala Manwe. Difficulty to Cast: 28.2nd level -. Difficulty to Cast: 18. Subdual: 16 / 8 9th level -.Minimum Skill Level to Use: 20.

Instead. appropriate animals from the area surrounding the caster hear his or her call and travel to the caster’s location at top speed to serve them. or animals. are the province of the Vala Yavanna.8th level Whirlwind 9th level Storm of Vengeance Animal (Wisdom): The kelvar. Summoned animals do not just materialize out of thin air when a spell is cast. Note: The summoning spells that are listed below work in a different manner than what is described in Core Rulebook 1. The spell’s duration does not begin until after the summoned animals arrive. 0 level Detect Animals Speak with Animals 1st level Animal Friendship Calm Animals Invisibility to Animals Magic Fang Summon Nature’s Ally I 2nd level Animal Messenger Animal Trance Beastmask (from Tome and Blood) Charm Animal Hold Animal Summon Nature’s Ally II 3rd level Animal Spy (from Relics and Rituals) Dominate Animal Greater Magic Fang Summon Nature’s Ally III 4th level Repel Vermin Summon Nature’s Ally IV 5th level . This skill allows the user to interact with animals and influence their actions.

Note: Only characters with an Allegiance to Evil can purchase skill ranks in Darkness.Animal Growth Commune with Nature Summon Nature’s Ally V 6th level Summon Nature’s Ally VI Awaken (animal only) 7th level Summon Nature’s Ally VII 8th level Animal Shapes Summon Nature’s Ally VIII 9th level Summon Nature’s Ally IX Animal Empathy (Presence): This skill functions as described in Core Rulebook 1. 1st level Bane Cause Fear Chill Touch Deathwatch Doom 2nd level Darkness Darkvision Death Knell Desecrate Protection from Good Scare . Alchemy (Intelligence): This skill functions as described in Core Rulebook 1. Most characters who do use Darkness Magic have some ties to Sauron or one of his servants. This skill allows its user to tap into the dark energies of Morgoth in order to inflict horrible curses upon his or her enemies. This skill is also used in the preparation of magical potions and similar items. Darkness (Presence): The powers of Darkness are many and terrible.

0 level Detect Magic Detect Poison Know Direction 1st level .3rd level Bestow Curse Blindness/Deafness Deeper Darkness Halt Undead Vampiric Touch 4th level Contagion Fear Giant Vermin Poison Unholy Blight 5th level Nightmare Unhallow 7th level Blasphemy Control Undead Ethereal Jaunt 8th level Creeping Doom Horrid Wilting Unholy Aura 9th level Etherealness Wail of the Banshee Divination (Wisdom): Divination magic is best used by the wise. Those who lack the wisdom to interpret the visions of the future suffer a fate similar to that of Denethor. like Galadriel of Lothlorien. Steward of Gondor.

Comprehend Languages Detect Animals or Plants Detect Good Detect Evil Detect Secret Doors Identify 2nd level Augury Detect Snares and Pits Detect Thoughts Find Traps Locate Object Obscure Object 3rd level Clairaudience/Clairvoyance Locate Creature Tongues 4th level Arcane Eye Detect Scrying Discern Lies Divination Scrying 5th level Commune 6th level Analyze Dweomer Find the Path 7th level Greater Scrying Legend Lore 8th level True Seeing Vision .

bending the wills of Free People to your own.Enchantment (Presence): Enchantment magic allows the caster to influence the actions of the speaking races of Middle Earth. 0 level Daze 1st level Charm Person Command Hypnotism Sleep 2nd level Calm Emotions Enthrall 3rd level Dispel Magic Suggestion 4th level Confusion Emotion Modify Memory 5th level Break Enchantment Dominate Person Greater Command Sending 6th level Eyebite Greater Dispelling Permanency 7th level Insanity Lesser Geas Mass Suggestion 8th level Demand Irresistible Dance . It is a dreadful power.

Gandalf wielded the Ring of Fire to rekindle the hopes of the people struggling against Sauron.9th level Geas Mass Charm Fire (Presence): Fire is one of the most destructive forces in Middle Earth. Balrogs. who was in turn undone by the fires of Mount Doom. Yet it was also a powerful tool for good in later days. and dragons alike. used to devastating effect by The Enemy. 0 level Endure Elements (fire only) 1st level Burning Hands Continual Flame 2nd level Flame Blade Flaming Sphere Produce Flame Pyrotechnics Resist Elements (fire only) 3rd level Fireball Flame Arrow Flashburst (from the Forgotten Realms Campaign Setting) 4th level Flame Strike Quench 5th level Fire Shield Wall of Fire 6th level Fire Seeds 7th level Fire Storm 8th level .

0 level Ghost Sound 1st level Change Self Hypnotic Pattern Silent Image 2nd level Blur Invisibility Minor Image Mirror Image Misdirection Silence 3rd level Alter Self Displacement 4th level Hallucinatory Terrain Illusory Wall Rainbow Pattern 5th level Improved Invisibility Mirage Arcana Polymorph Self Seeming 6th level Mislead Permanent Image 7th level Mass Invisibility 9th level . although true shape-shifters like Sauron and Luthien are capable of actually performing more radical and lasting spells.Incendiary Cloud Glamour Magic (Presence): Glamour involves the manipulation of shapes. Lower power Glamours are insubstantial and fleeting.

light has played a part in all the epic stories of the land. Only characters whose Allegiance is Good can use Light spells of 2nd level or higher.Shapechange Healing (Wisdom): The dangers in Middle Earth are perilous. [Come up with system here that reflects the time needed for healing to occur.] 0 level Cure Minor Wounds 1st level Cure Light Wounds 2nd level Cure Moderate Wounds Delay Poison Lesser Restoration 3rd level Cure Serious Wounds Remove Blindness/Deafness Remove Disease Cure Serious Wounds 4th level Cure Critical Wounds Neutralize Poison Restoration 7th level Heal Light (Presence): Light has always been a powerful force in Middle Earth. and the powers of evil have many ways to harm its opponents. although any character can continue to buy skill levels in Light to improve his or her chances to cast 0-level and 1st level spells. Note: The healing done by the spells is not instantaneous as described in Core Rulebook one. Healing allows the user to undo some of these hurts. Note: Use of light magic is inherently good. From the light of the Two Trees to the burning radiance of the Silmarils to the glowing might of Galadriel’s vial. 0 level Dancing Lights Light .

1st level Color Spray Flare Hypnotic Pattern 2nd level Bless Daylight Glitterdust Protection from Evil 3rd level Aid Searing Light 4th level Control Light (from Relics and Rituals) Holy Smite Magic Circle Against Evil 5th level Hallow 6th level Holy Sword 7th level Ethereal Jaunt Holy Word Sunbeam 8th level Holy Aura Sunburst 9th level Etherealness Plant (Wisdom): Plants. The Ents and Ent-wives act as protectors of the growing things of Middle Earth. This skill allows the user to communicate and influence plants. are the province of the Vala Yavanna. or olvar. from speaking with them to actually making them grow lusher. 0 level .

] Spellcraft (Intelligence): This skill functions as described in Core Rulebook 1. Skill in Stone Magic gives the user the ability to manipulate and communicate with stone and at higher levels even give stone movement and purpose. [Include information here about detecting magic use. the user receives a +2 synergy bonus if he or she has any skill ranks in the type of Magic being observed.Detect Plants Speak with Plants 1st level Goodberry Pass without Trace (through vegetation) 2nd level Barkskin 3rd level Diminish Plants Plant Growth Spike Growth 4th level Antiplant Shell Control Plants Tree Shape 5th level Awaken (plant only) Commune with Nature 6th level Ironwood Liveoak 8th level Command Plants Scry (Intelligence): This skill functions as described in Core Rulebook 1. When this skill is used to identify spells. 1st level Magic Stone Pass without Trace (over stone) . Stone (Wisdom): Stone is the province the Vala Aule. the Singer of the Earth and the maker of the Dwarves.

Warding magic includes both protective spells and ways to counter such spells. 0 level Arcane Mark Open/Close 1st level Alarm Hold Portal 2nd level Arcane Lock Knock 3rd level Glyph of Warding Explosive Runes Magic Circle Against Evil Magic Circle Against Good . the users of magic have developed several ways to protect themselves and those they value.2nd level Rockskin (as Barkskin) 3rd level Endurance Stone Shape Stone Strength (as Bull’s Strength) 4th level Spike Stones Stoneskin 5th level Stone Tell 6th level Animate Objects (stone only) 7th level Stone Body (as Iron Body) 8th level Earthquake Warding (Presence): In a place as dangerous as Middle Earth.

Users of this magic skill are able to manipulate the element of water in all its forms. They also have limited power over the kelvar of the deep.6th level Guards and Wards Water (Wisdom): Water is the province of the Vala Ulmo. caster levels. Note: Any aquatic animals summoned using Water spells appear as described in the Animal Magic skill. In fact. The following items can be found in Middle Earth. and/or skills that are required in order to be able to . relatively few are. 0 level Purify Water 1st level Obscuring Mist Create Water 2nd level Call Aquatic Animal I (from Relics and Rituals) Fog Cloud Swift Water (from Relics and Rituals) Water Walk 3rd level Freedom of Movement (under water only) Water Breathing 4th level Call Aquatic Animal II (from Relics and Rituals) Control Water 5th level Ice Storm 7th level Waterspout (from the Forgotten Realms Campaign Setting) 8th level Maelstrom (from the Forgotten Realms Campaign Setting) MAGIC ITEMS Not all magic items listed in Core Rulebook 3 are appropriate to the world of Middle Earth. (The information in parenthesis after the item name indicates the difficulty of crafting the item as well as the feats. from liquid to ice.

) Glamoured (Caster Level: . additionally. ) Shadow Silent Moves Specific Armors Breastplate of Command Celestial Armor Demon Armor Dwarven Plate Elven Chain Mithril Shirt Plate Armor of the Deep Rings Animal Friendship Elemental Command Evasion Freedom of Movement Invisibility Mind Shielding Protection Swimming Warmth Water Walking Staves Woodlands Weapons Special Qualities Bane . Special Qualities Arrow Deflection (Craft DC: . ) Cold Resistance (Caster Level: .) Armor Creation of magic armor requires the Craft Magic Arms and Armor feat. ) Blinding (Caster Level: . ) Fortification (Caster Level: .create an item of that type. Caster Level: 5th. Air ) Bashing (Caster Level: . ) Fire Resistance (Caster Level: . the creator’s caster level must be at least three times the enhancement bonus of the armor.

Defending Distance Flaming Flaming Burst Frost Ghost Touch Holy Icy Burst Keen Mighty Cleaving Shock Shocking Burst Speed Thundering Unholy Wounding Specific Weapons Assassin’s Dagger Dagger of Venom Flame Tongue Frost Brand Life-Drinker Mace of Terror Nine Lives Stealer Slaying Arrow (Lesser and Greater) Sunblade Sword of Life Stealing Sword of Subtlety Sylvan Scimitar Trident of Fish Command Trident of Warning Wondrous Items Amulet of Health Amulet of Natural Armor Amulet of Proof against Detection and Location Boots of Elvenkind Boots of the Winterlands Bracers of Archery Circlet of Persuasion Cloak of the Bat (known as the Cloak of the Vampire) Cloak of Charisma (known as the Cloak of Presence) Cloak of Elvenkind Cloak of Resistance Crystal Ball .

Drums of Panic Gem of Seeing Gloves of Dexterity Gloves of Swimming and Climbing Harp of Charming Headband of Intellect Horn of Goodness/Evil Lantern of Revealing Medallion of Thoughts Orb of Storms Periapt of Health Periapt of Wound Closure Robe of the Archmagi Robe of Scintillating Colors Scabbard of Keen Edges EQUIPMENT COMBAT FATE POINTS NEW ALIGNMENT SYSTEM: ALLEGIENCE MONSTERS: SERVANTS OF THE ENEMY .

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