one ring to rule them all one ring to find them one ring to bring them all and

in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark

INDEX
Map of Middle Earth........................................................................................................................................02 Introduction...................................................................................................................................................03 Middle Earth Classes..........................................................................................................................................04 Racial Abilities Adjustments................................................................................................................................05 Magical Abilities Discusion.................................................................................................................................06 Weapons of Middle Earth.................................................................................................................................07 Common Middle Earth Armors.........................................................................................................................09 Common Middle Earth Goods and Services......................................................................................................10 Spells Barred from Middle Earth........................................................................................................................11 Combat Modifications for Middle Earth............................................................................................................11 Rare Materials.....................................................................................................................................................12 CLASSES:....................................................................................................................................................13 The Animist........................................................................................................................................................14 The Bard............................................................................................................................................................15 The Healer..........................................................................................................................................................16 The Mage...........................................................................................................................................................17 The Mystic..........................................................................................................................................................18 The Noble..........................................................................................................................................................19 The Ranger.........................................................................................................................................................20 The Rogue..........................................................................................................................................................21 The Scout...........................................................................................................................................................22 The Sorcerer.......................................................................................................................................................23 The Warrior.......................................................................................................................................................24 FEATS:............................................................................................................................................................25 SPELLS:............................................................................................................................................................28 Animist Spells.....................................................................................................................................................29 Bardic Spells.......................................................................................................................................................32 Healer Spells......................................................................................................................................................34 Mage Spells........................................................................................................................................................36 Mystic Spells.......................................................................................................................................................41 Ranger Spells......................................................................................................................................................44 Sorcerer Spells....................................................................................................................................................45 Monsters of Middle Earth..................................................................................................................................50

01

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark

R

Introduction
By: Steve Allen

ole-playing in JRR Tolkien’s Middle Earth is not like role-playing in a typical fantasy RPG. In a sense, it is the prototype that all the fantasy RPGs have tried to emulate. This makes it the world we all mentally picture when we pick up the dice, grab our character sheets, and charge off to adventure all night long. Middle Earth loses much of its appeal if it is not handled as it should be. High Fantasy setting or Low does not matter so much as the feel of the game. The setting are broad and majestic, the villains truly vile but masterfully subtle, and the good guys immensely powerful but always restrained. Indeed, the game mechanics do not matter so much as the feelings, the mental pictures formed, and greatness of it all that the GM and the players create. Middle Earth is a metaphor for epic role-playing, and no matter how well or badly an adventure turns out for the characters, the players should always come away saying “Wow!”. I highly recommend reading a copy of Tolkien’s Silmarillion before running a campaign set in Middle Earth. Unlike other FRPG worlds, Middle Earth’s Ages were closely linked together through their intertwined historical events. Events from 2000 years before could (and did) have repercussions not felt until a later Age. As a GM, you should be familiar with these threads, at least enough to give greater depth to any adventure, in any time period, that you run. Reading The Lord of the Rings trilogy is not required, unless you want to set your adventures immediately before, during, or after the War of the Ring. However, since they are such a good story, reading them is always a good idea! This adaptation is designed for use with Dungeon and Dragons version 3.0. It is easily adaptable for use with version 3.5, and many of the feats for characters can also be found in the Star Wars core rulebook. Enjoy your trip through Middle Earth, and make it your own.

03

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark

Middle Earth Classes
Rogue Noble Rogue Arms Warrior Scout Arcane Mage Sorcerer Channeling Animist Healer Mentalism Mystic Semi Casters Bard (Rogue and Mentalism) Ranger (Arms and Channeling)

Experience and Level Bonuses
Lvl XP Class Skill Max Ranks Cross Class Max Ranks Feats Ability Increases

Base Attack Bonuses By Class Type
Lvl Arms Rogue Channeling Arcane Mentalism

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 1,000 3,000 6,000 10,000 15,000 21,000 28,000 36,000 45,000 55,000 66,000 78,000 91,000 105,000 120,000 136,000 153,000 171,000 190,000

4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

2 2.5 3 3.5 4 4.5 5 5.5 6 6.5 7 7.5 8 8.5 9 9.5 10 10.5 11 11.5

1 2 1 3 2 4

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

+1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20

+0 +1 +2 +3 +3 +4 +5 +6 +6 +7 +8 +9 +9 +10 +11 +12 +12 +13 +14 +15

+0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10

+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7

+0 +1 +2 +2 +3 +4 +5 +5 +6 +7 +8 +8 +9 +10 +11 +11 +12 +13 +14 +14

5

3

6 4 7 5

16 17 18 19 20

Prestige Classes:
Middle Earth does not support the idea of Prestige Classes. Your character is what you make of him.

Multi-classing:
Multi-classing is allowed. The character must abide by any restrictions imposed by either class. A penalty of -2 to defense is attached for each additional class taken. The character has to meet any class prereqs. The new class is treated as if the character was a true 1st level character (i.e. full skill points, all feats).

Money:
Middle Earth’s economy is mostly silver based. Gold is used for large transactions, or by Dwarves amongst themselves. Very rarely, a Mithral piece may surface, but it’s value is more dependent on what can be paid for it than the face value of the coin. Rare gems and worked jewelry are also recognized as valid currency if both parties agree. Barter remains the primary means of exchange in rural areas.
1 Tin Farthing 1 Copper Penny 1 Bronze Dent 1 Silver Shilling 1 Gold Crown 1 Mithral Piece = = = = = = No coin is considered lower than this 10 Tin Farthings 10 Copper Pennies 10 Bronze Dents 10 Silver Pennies at least 250 Gold Crowns, or more 04

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Racial Abilities Adjustments: Race Stat Modifications Saving Throw Bonus # Rnds Soul Departure Starting Languages General Skill Points Every Level 1 0 0 0 0 0 0 0 Easterling 2 1 1 2 1 1 3 1 Vitality Point Die Common Man Dunedain Half-Elf Wood Elf Sindar Noldor Dwarf Halfling 0 +2 0 +1 0 +1 +1 -4 0 -1 +2 +2 +2 +2 -1 +3 0 +2 0 +2 +1 0 +3 +3 0 0 0 0 +1 +1 0 +1 0 -1 -2 -4 -4 -4 +1 -2 0 0 +2 +1 +2 +2 -2 -1 0 -1 -1 -1 -1 -1 +8 +10 0 -1 -1 -1 -1 -1 0 0 0 -1 -1 -1 -1 -1 +8 +8 0 0 0 +2 +2 +2 +4 +6 Fort vs Disease Constitution Intelligence Channeling Mentalism Charisma Dexterity Fortitude Wisdom Strength Essence 0 0 +10 +20 +20 +20 +3 +3 12 10 3 3 2 1 18 18 2 3 3 3 4 5 2 2 Arthedainian d8 d12 d10 d8 d8 d10 d12 d8 Gondorian Feats at 1st Level 1 0 0 0 0 0 0 0 Northman 1 1 Half Elf Noldor Man Alchemy Animal Empathy Appraise # Balance # Bluff # Craft # Decipher Script Diplomacy # Disable Device Disguise # Entertain # Escape Artist # Gamble # Handle Animal Intimidate # Jump # Knowledge Listen # Move Silently # Pick Pocket Profession Read/Write Language Repair Ride # Sense Motive # Sleight of Hand Spellcraft Survival # Treat Injury # Use Magic Device Wilderness Lore 1 1 1 1 2 1 1 1 1 1 1 2 1 1 1 1 1 2 4 2 1 1 Dwarf Sindar Skill Bonuses by Race and Cultural Background 2 1 1 1 1 1 1 5 3 4 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 3 1 1 1 1 1 1 1 1 1 1 Rhudaurian Dunedain Wood Elf Rohirrim Halfling Skill Points 1st Level 4 0 0 0 0 0 0 0 05 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .

Unlike the percentile roll for basic spell research. For Level 1. Certain items are specifically keyed to a class. You do not need to prepare or memorize spells prior to use. Power spells may attract the wrong kind of attention. For mortals. if the source was a scroll or spellbook. but still need a Mage to embed any spell like effects. it is usuable a certain numbers of times (per day/week. there is a 10% chance the power use is noticed by someone. a scroll. unless they have a patron (the king. would have to expend 11 more PP or anything else in between for a lesser effect. You must be able to move and speak for nearly all spells (except the Healer’s). the source can be reused if it is possible when the reroll can be made. Example: A 12th level Mage wants to cast Magic Missile. If there is a spell. Magic is also dangerous. Summoning spells. Learning Spells In order to have a Spellcaster learn a spell. It adds a certain number of “extra” spells you can cast in a day. Except for a familiar. For powerful ones like Galadriel and Celeborn. several conditions must be met. the normal maximums for truly impressive effects. However. Very powerful spells are garaunteed to do so. Power Points are gained per level based on a primary stat score.etc) or the cause is really important. the Animist. he . this costs 1 PP and gives 1 missile at 1d4+1 damage. It has the ability to multiply you power points availability (usually x2 or x3). or traditional spell book). First. In other words. A stat of 20 is 100%. For creatures like the Maiar. etc). are considered the realm of Morgoth’s servants. money. the DC is 20 + (2x the spell level) + (2 for each previous missed attempt at this spell level). although other classes may gain similar spells. ie. if the source is a teacher. For each spell level after that. The next step is to actually learn the spell. while known. but the roll may be reattempted next level. then 10 miles/level after that. you need to expend 1 PP for every level difference between that of the base level and your own. Bard. then the spell is learned. it extends for 1 mile/level up to 5th level. They may have a spell or two embedded in them. Few Mages bother with it anymore. etc) by any one who can use the item. 06 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . but you do not need to expend any power points to cast them when using an adder. 18 is 90%. There are still lots of items remaining from “good old days” to be gotten (if they were so good. This entails a d20 roll. A Spell adder has a maximum castable spell level of 6. This chance can be enhaced with various feats. and effort to craft a magical item. skilled craftsmen can make magical items. this awareness can extend across the world. it reaches to the limits of their regions. These are almost always keyed to a class. These are available as if they were your own as long as you have the device. The spell is always cast at its “basic” level. a roll is made with percentile dice. if the spell can be learned. the DC is 20. 19 is 95%. As a 1st level spell. but could get another one. Those who do notice may or may not react to it. There are two unusual items that are present in Middle Earth. why all the magical hardware?). Remember the bad attention? Each time a spell is cast the requires Power Points. and Ranger all have spell ability. with a 5% per point of primary stat chance (ie. even if you have the points available. In order to increase the power or effect to reflect your current level. The level you gained it. and is sometimes combined with second function (“Anduril” is an example). If the roll is missed. and all spells are automatically learned. then they can not learn that spell from that type of source ever. and Sauron. These spells must be known and normally usable by you. Healer. Arcane Awareness: Magic Items: Most Magic items have a clearly defined purpose (a magic sword or wand). Several classes. The player adds his Spellcraft skill total to the roll. Second. To bring it up to 12th level power. the student will not be able to learn from that teacher. and components are not usually required. It takes a lot of time. Mage. This can over ride the . You must be able to cast the spell based on your level and have enough to do so. The level of the spell is the number of power points needed to cast it. They all have spells unique to their classes. and no one else may use the magical benefit. This can have many forms. and if it equals the DC required. This is the chance that the spellcaster can learn the spell FROM THAT SOURCE. The first is a Power Point multiplier. then the spell is not learned. The DC for Level 0 spells is automatic. The second is a spell adder. the caster must have accessto a means of learning the spell (a teacher. Also. Some other Magical Points: You do not need to select spells in advance. no sane wizard would dabble with them for risk of destruction (or worse).one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Magical Abilities Discusion Spell Use: Spell use is based on a Power Point system.

heavy Morning Star Spiked Club War Hammer 5 5 5 5 Hand 1d6 1d6 1d8 1d8 1d6+1 1d8 20 20 20 20 20 20 +2 damage None None None None +1 to damage None 8 8 5 12 10 9 12 2 sp FREE 4 sp 6 sp 1 gp 2 bp 18 sp Pole-Arms Spear Mounted Lance Javelin Quarterstaff Urisev Pike Halberd 30 40 1d8 1d8 1d6 1d6 1d10 1d8 1d10 20 20 20 20 20 20 20 can be used from second line when riding.5 STR x1. crit 18-20 can be used from second line None None can be used from third line can be used from second line 7 9 5 7 9 12 12 9 sp 15 sp 6 sp 4 sp 16 sp 11 sp 14 sp Two-Handed Weapons (Bastard Sword) (Double Axe) (Elven Longsword) Flail Maul Two-Handed Axe Two-Handed Sword War Mattock 1d10 2d4+1 2d4+1 1d10 1d10+2 1d12 2d6 1d10 19-20 20 19-20 19-20 19-20 20 19-20 19-20 x1.5 STR x1. x3 damage. light Mace.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Weapons of Middle Earth One Handed Slashing Broadsword Bastardsword Broad-Axe Battle-Axe Dagger Double Axe Elven Longsword Falchion Handaxe Longsword Long Knife Main Gauche Rapier Scimitar Shortsword Range 15 5 20 10 5 Damage 2d4 1d10 1d6+1 1d8 1d4 2d4+1 2d4+1 2d4 1d6 1d8 1d6 1d4 1d6 1d6 1d6 Critical 19-20 19-20 20 20 19-20 20 19-20 18-20 20 19-20 19-20 20 18-20 18-20 19-20 Special None None None None None None Elven None None None Thrown as dagger +2 to parry None None None HP 12 15 10 10 5 10 13 17 6 10 8 5 8 10 10 Cost 1 gp 14 sp 16 sp 12 sp 3 sp 15 sp NFS 8 sp 6 sp 9 sp 2 sp 5 sp 12 sp 6 sp 5 sp One Handed Concussion Gauntlet Club Mace.5 STR None Dwarven None None None 15 10 13 12 20 16 16 18 N/A N/A N/A 15sp 2 gp 16 sp 18 sp 19 sp 07 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Weapons of Middle Earth Cont. Missile Weapons Composite Bow Elven Longbow Horse Bow Long Bow Numenorean Steel Bow Short Bow Hand crossbow Large Crossbow Small Crossbow Sling Throwing Weapons Throwing Knife Throwing Axe Bola 25 10 15 1d4 1d6 1d2 19-20 20 None None Trip Attack 8 8 2 2 sp 6 sp 4 sp 75 150 70 100 125 60 40 90 60 50 1d10 1d10 1d8 1d8 1d10 1d6 1d4 1d10 1d8 1d4 20 19-20 20 20 19-20 20 19-20 19-20 19-20 20 None Elven None None Dunedain None None None None None 6 7 6 6 9 5 9 12 7 2 6 sp NFS NFS 5 sp 3 gp 8 bp 15 sp 6 gp 9 sp 7 cp 08 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Common Middle Earth Armors Shields Target Shield Normal Shield Elven Shield Long Shield Kite Shield Wall Shield Armor A critical strike always bypasses DR Light Padded Armor Leather Armor Studded Leather Armor Chainmail Shirt Medium Scalemail Full Chainmail Metal Breastplate Heavy Lamellar Hauberk Reinforced Chainmail Half Plate Full Plate Medium Heavy Medium Heavy Medium Heavy Elven Full Chainmail Elven Full Plate Arthedain Scalemail Artedain Fine Mail Arthedain Half Plate Dwarven Full Chainmail Dwarven Half Plate Dwarven Full Plate Helmets Leather hood/cap Padded Leather hood/cap Reinforce leather hood/cap Chain hood Scale hood Open metal helmet Visored helmet Full Helmet Greaves (Both Arm and Leg) Leather greaves Padded Leather greaves Reinforced Leather greaves Rigid Leather greaves Chain greaves Scale greaves Lamellar greaves Plate greaves Armor DR +1 +1 +2 +2 +2 +4 Max Dex Bonus - Armor Chk Penalty -1 -1 -1 -2 -2 -10 Spell Failure -5% -5% -1% -15% -15% -50% Cost 5 sp 6 sp NFS 8 sp 12 sp 18 sp +1 +2 +3 +4 +4 +5 +5 +6 +6 +7 +8 +6 +8 +7 +9 +8 +7 +9 +10 +8 +6 +5 +4 +3 +2 +3 +0 +1 +0 +1 +5 +4 +3 +2 +2 +3 +2 +1 0 0 -1 -2 -4 -5 -4 -7 -6 -7 -6 -1 -2 -4 -5 -7 -5 -6 -7 -5% -10% -15% -20% -25% -30% -25% -40% -35% -40% -35% -5% -7% -35% -35% -35% -50% -60% -70% 5 sp 6 sp 14 sp 2 gp 25 sp 4 gp 3 gp 35 sp 55 sp 10 gp 20 gp NFS NFS 14 gp 49 gp 10 gp NFS NFS NFS 0 0 0 0 0 +1 +1 +2 +8 +8 +8 +7 +7 +7 +4 +3 0 0 0 -1 -1 -1 -2 -4 0 0 0 -5% -5% -5% -7% -20% 3 bp 8 bp 19 bp 8 sp 12 sp 9 sp 2 gp 15 sp 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 bp 3 bp 9 bp 14 bp 4 sp 55 bp 9 sp 13 sp 09 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Common Middle Earth Goods and Services Containers Belt pouch H 1 lbs Waterskin H 20 lbs Satchel H 25 lbs Backpack H 40 lbs Glass flask H 2 lbs Wood chest 200 lbs Pot H 6 lbs Jewelry box H 8 lbs Quiver H 20 arrows Wood barrel H 100 lbs Small flask H 1 lbs Cost 2 cp 5 bp 1 sp 8 sp 2 bp 3 gp 5 cp 1 gp 4 bp 2 sp 6 cp Clothing Pants or Trousers Tunic Belt Cloak Sandals Surcoat Robe Shirt Boots Shoes Vest High leather boots Adventure Equipment Arrows (20) Crossbow bolts (20) Hand crossbow bolts (20) Sling stones (20) Bowstring Weapon belt & sheath Flint & Steel Torch Burns 2 h Lantern Burns 6 h Pipeweed 20 ”pipes” Star Compass Bedroll Blanket Tent (2 people) Tent (10 people) Cooking pot Lantern-Oil Flask 12 h LockPick (+3 Open Lock) Rope Rope (Superior) Pegs 10 items Wood Pegs 10 items Iron Blank Paper Signal Horn Drum Flute Harp Cost 4 bp 6 bp 2 sp 6 cp 3 cp 5 bp 2 cp 9 cp 4 sp 8 bp 4 gp 3 sp 7 bp 14 sp 5 gp 1 bp 12 cp 8 sp 8 cp 2 bp 3 cp 13 cp 1 cp 3 sp 3 bp 5 cp 5 sp Miscellaneous Poor Lodging Average Lodging Good Lodging Small Wagon Large Wagon Small Boat Medium Boat Large Boat Cost 4 cp 2 bp 3 sp 3 gp 7 gp 2 gp 13 gp 35 gp 10 Food & Drink Meals: Small/Medium/Large Beer/Ale 1 pint Mead 1 pint Wine 1 pint Brandy 1 pint Cider 1 pint Normal Rations 1 week Trail Rations 1 week Greatbread 1 week Waybread 1 month Cost 5cp/13cp/2bp 2 cp 3 cp 6 cp 9 cp 2 cp 5 bp 2 sp 15 sp 8 gp Tools Pick Small Anvil Large Anvil Iron Drills 5 items Crowbar Flat hammer Sledgehammer Ball hammer Nails 10 items Shovel Tong Saw Pliers Cost 3 sp 12 sp 4 gp 2 bp 8 bp 12 bp 4 sp 2 sp 6 cp 1 sp 7 bp 11 bp 9 bp Transport Mule/Donkey –2 Mature Pony +1 Light Horse +0 Medium Horse +0 Heavy Horse +0 Lesser Warhorse +3 Greater Warhorse +6 Cost 12 cp 9 cp 4 cp 2 sp 6 cp 24 bp 3 sp 5 cp 2 bp 1 bp 7 cp 3 bp Cost 8 sp 4 gp 45 sp 6 gp 8 gp 20 gp 75 gp* Riding Equipment (Horse) Saddle & stirrups+5 to Ride Bridle Saddle Bag H 60 lbs (max 4) Padded Leather Armor** Reinforced Leather** Rigid Leather Armor** Chain Armor** Scale Armor** Lamellar Armor** Plate Armor ** Caparison Cost 5 sp 4 bp 2 sp 12 sp 16 sp 18 sp 6 gp 7 gp 10 gp 12 gp 8 sp Special Riding Animals Elven Horse +10 Mearas +8 Devevi (Camel) -3 Elephant -2 Mumakil (Oliphaunt) -2 Wild Horse -1 Losandamundar –2 Marsh Ponies +1 Cost Special* Special* 12 gp* 50 gp* Special* Special Special* 6 gp* one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .

all Clone Contact Other Plane Dimensional Anchor Dismissal Drawmij’s Instant Summons Elemental Swarm Enlarge Flesh to Stone Gaseous Form Gate Greater Planar Ally Greater Planar Binding Helping Hand “Law” spells .all Trap the Soul True Resurrection Unseen Servant Vanish Wall of Iron Wind Walk Wish Word of Recall Combat Modifications for Middle Earth Penalties when firing missile or throwing weapons from horseback (When riding) These are in addition to any other penalties Missile Weapons Composite Bow –3 Horse Bow +0 Long Bow –4 Short Bow –2 Sling –2 Hand Crossbow -2 Large Crossbow –3 Small Crossbow –1 Thrown Weapons Bola –4 Throwing Axe –3 Throwing knife +0 Other Weapons Small weapon –1 Medium Weapon –5 Large Weapon –10 All critical hits will always bypass any DR.all Time Stop “Transmute” spells .all Raise Dead Reduce Refuge Regenerate Reincarnate Resurrection Reverse Gravity Righteous Might Rope Trick Sepia Snake Sigil Shadow Walk Shrink Item Shapechange Soul Bind Spectral Hand Spider Climb Statue Stone to Flesh Tasha’s Hideous Laughter Telekinesis “Teleport” spells . except where a magic item might allow.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Spells Barred from Middle Earth Animate Dead Astral Projection Banishment “Bigby’s Hand” spells Blade Barrier “Chaos” spells .all “Leomund’s” spells Lesser Planar Ally Lesser Planar Binding Levitate Limited Wish Magic Jar Major Creation Mark of Justice Maze Meld Into Stone Melf’s Acid Arrow Minor Creation Miracle “Mordenkainen’s” spells “Otiluke’s” spells Otto’s Irresistible Dance Planar Ally “Polymorph” spells . 11 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .

Protects as Long shield. H=Hard (-5). VH=Very Hard (-10).5 0.004 0.05/1 0. but wears as chainmail Absorption and durability as visored helmet.04 2 90000 0.3 0.5 0. +3 -2 0 +2 +1 +1 -4 -5 +5 +6 -1 -2 +8 -10 -3 +5 -4 +5 -5 +3 +2 +4 -5 0 -1 0 Extra Dur.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Rare Materials Dwarven Fine Mail Dwarven battle-helm Dwarven Shield All shafted weapons.5 0. negates 20% of all crits to head. A=Absurd (-50) All modifiers are to the Craft skill 12 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Durability 25. Stat St+Ag/2.15/1. are instead completely made of metal in Dwarven society.5 10/15 0. no perception penalty.5 0. Shalk.0005 500 300 66000 1000 5 30 10 200 150000 150 0. EH=Extremely Hard (-20).01/0. high steel High glass (high tensile strength and heat resistance Alloy (iron/carbon).2/0. negates 10% of all crits to head.01/0. +8 0 0 +6 +2 +4 0 0 +16 +20 0 0 +28 0 0 +14 0 +14 0 +10 +4 +12 0 +4 0 +6 Description Alloy (iron/carbon/titanium) Tin Iron Alloy (iron/carbon/varies).0004 0. H E E M VH L M A EH SF L E A M EH EH A SF M VH VH VH A VH E H Extra Abs. low steel Silver Uranium Resin (nearly as hard as diamond when cured) Enchanted alloy (mithril/titanium/special) Alloy (tin/copper).1 20/36 20/36 600/60 10/200 0. 2oz=+5 bowstring Copper Enchanted metal. +15 to Stalk/Hide Human Karma Helm Numenorean scale helmet. makes +15 bows E=Easy (+10). SF=Sheer Folly (-25). L= light (+5).01/0. +25 to Parrying both missile and melee. giving them +2 weight but +5 durability.001/0.04 50 Cost/Time 0. True silver Enchanted alloy (mithril/uranium/special) Enchanted alloy. Counts as Lamellar armor.3 0. Material Adarcer Alcam Ang Arborang Arheled Borang Celeb Celebur Cranor Eog Evyth Galnin Galvorn Heled Ithildin Ithilnaur Kregora Laen Mal Mithglin Mithin Mithril Mithrarian Ogamur Paer Tasarang Bonus +3 -4 0 +2 +2 +1 -4 +4 +3 +6 -2 -3 +8 -10 -4 +5 -5 +5 -5 +4 +3 +4 -4 -4 -4 -1 Value 3 0. 1⁄2 damage from fire attacks to head.05 0.002/0.15/8 Work Diff. Elven Elven helm Elven long-shield Elven Cloak Absorption and durability as open metal helmet. protects as scale hood. M=Medium(+0).1/1 5/10 1000/900 5/20 0.002/0. Durability 28. Stat Strength.001/0.5 1000/800 5/20 50/100 0.05/1 300/300 0.5 1 0.5 30 90 10000 0.7/5 0. bronze Aluminum Enchanted alloy (meteoric iron/special) Glass Enchanted alloy (mithril/special) Enchanted alloy (mithril/special) Enchanted alloy (mithril/gold/uranium/special) Enchanted glass Gold Titanium (usually alloyed with other metals) Beryllium Enchanted metal.

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark 13 .

Concentration. Swim. They may learn to speak 1 extra language at 1st level. Fort Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Def Bonus +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11 Rep Bonus +0 +0 +0 +0 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +3 +3 +3 +3 +3 +4 9 Wild Shape (6/day. Handle Animal. rounded up Class Features: Animists are proficient with light and medium armors made of natural materials.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark The Animist The Animist is the master and servant of Nature. They may use shields. Bonus Feat 8 7 6 5 4 3 2 Spell Level 0 1 Special Nature Sense. Profession. elemental 3/day). Bonus Feat Wild Shape (4/day) Wild Shape (large) Venom Immunity Wild Shape (4/day) Wild Shape (tiny) Wild Shape (dire). Knowledge. Bonus Feat A thousand Faces Wild Shape (5/day) Wild Shape (Huge). Spellcraft. 1/day) Dwarven Animist 14 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Craft. usually Sindarin. Wilderness Lore Skill Points (1st level): (4+ WIS Modifier) x4 Skill Points every other Level: 4+ WIS Modifier Power Points per Level: 1/2 WIS bonus +1. They may only wield those weapons common to woodsmen or culturally required. in all its forms. Class Skills: Animal Empathy. Treat Injury. Timeless Body Wild Shape (elemental. They may also start with an Animal Companion suitable to their native lands. Diplomacy. Animal Companion Woodland Stride Trackless Step Resist Nature’s Lure Wild Shape (2/day) Wild Shape (3/day).

He combines decent martial abilities with innate spell abilities through his music. Sense Motive. Knowledge. but can not hold a shield as both hands are needed to ply their musical instrument. Perform. Disguise. yet master of none. Bardic Knowledge. Speak Language. Gather Information. Spellcraft. Appraise. rounded up Class Features: The Bard is proficient with all simple weapons. Hide. Fort Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +2 +2 +3 +4 +5 +5 +6/+1 +7/+2 +8/+3 +8/+3 +9/+4 +10/+5 +11/+6/+1 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +14/+9/+4 Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Def Bonus +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 Rep Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 Bonus Feat. Concentration. Swim. They have no penalty to spell casting while wearing armor. Escape Artist. Move Silently. Identify Item 100% 6 5 Instrumentless Casting Identify Item 75% Bonus Feat 4 Bonus Feat Identify Item 50% 3 Bonus Feat 2 Bonus Feat Identify Item 25% Spell level 0 1 Special Bardic Music. Listen. Bards can wear light or medium armor and use shields. Climb. Class Skills: Alchemy. Bonus Feat Craft Instrument (Primary group) Hobbit Bard 15 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Decipher Script. and in addition can pick any other 1 group suitable to his background. Balance. Diplomacy. Bluff. Profession. Pick Pocket. Bards start with 2 extra languages and 3 free ranks in 1 musical instrument.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark The Bard The classic Jack-of-all-trades. Craft. Jump. Tumble. Use Magic Device Skill Points (1st level): (4+ CHA Modifier) x4 Skill Points every other Level: 4+ CHA Modifier Power Points per Level: 1/2 CHA bonus +1.

Using spells and magical herbs. Craft. Diplomacy. They also are proficient with all simple weapons and any that are culturally common. Absorb Injury Cure Mundane Infection Hobbit Healer 16 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . They require basic utensils to make use of many of the herbs available.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark The Healer The Healer draws upon the forces of the Valar and himself to rapidly heal others. Treat Injury. Spellcraft. Class Skills: Concentration. Fort Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Save +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21 Def Bonus +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11 Rep Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 Bonus Feat 9 Remove Minor Curses 8 Bonus Feat 7 Cure Magical Disease 6 Bonus Feat 5 Cure Magical Infection 4 Bonus Feat 3 Cure Mundane Disease 2 Bonus Feat Spell Level 0 1 Special Herb Lore. Knowledge. Profession. rounded up Class Features: Healers are proficient with all armors and shields. the Healer either tends another’s injuries or takes them upon himself to heal when able. although they rare use them. All a Healer’s spells are considered subconscious with no components other than required herbs and utensils. Wilderness Lore (plants) Skill Points (1st level): (2+ WIS Modifier) x4 Skill Points every other Level: 2+ WIS Modifier Power Points per Level: 1/2 WIS bonus +1.

Mages must multiclass once (or more if they wish) for every 3 levels of Mage they take. they wear little or no armor. rounded up Class Features: Mages are skilled with all simple weapons. and crave knowledge and power above all. By tradition. Concentration. Knowledge. and Bows. power easily corrupts! Class Skills: Alchemy. Spellcraft. Use Magical Device Skill Points (1st level): (2+ Int Modifier) x4 Skill Points every other Level: 2+ Int Modifier Power Points per Level: 1/2 INT bonus +1. It may be in 1 or more classes at the Mage’s discretion. They may also choose any one group commonly used by their culture or social class. Scribe Scroll Human Mage one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Fort Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6/+1 +6/+1 +6/+1 +7/+2 Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Def Bonus +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11 Rep Bonus +0 +1 +1 +2 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +8 +9 +10 +11 +12 9 8 Craft (Whitesmithing) Bonus Feat Craft (Crystal and Glass) Bonus Feat 17 7 Bonus Feat 6 5 Craft (Blacksmithing) Bonus Feat 4 3 Craft (Woodworking) Bonus Feat 2 Spell Level 0 1 Bonus Feat Special Summon Familiar. Through long years of study and practice. Profession. But beware. a Mage learns to use the elemental forces of the world to various affects. They almost exclusively rely on spells and items for offense and defense. Treat Injury.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark The Mage The Mage is the classic master of magical forces. and no shields. Craft.

and control are the keys to unlocking the power of the Mystical pathways. Spot. a Mystic can use their abilities even if they can not move or speak. Mystics are almost always formally educated and trained. and strict control are the traits that define the Mystic’s life. Sense Motive. They are actively recruited by the military as spies. Unlike other spell users. Fort Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +2 +2 +3 +4 +5 +5 +6/+1 +7/+2 +8/+3 +8/+3 +9/+4 +10/+5 +11/+6/+1 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +14/+9/+4 Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Def Bonus +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11 Rep Bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 Bonus Feat 9 Skill Emphasis 8 7 6 5 Bonus Feat Skill Emphasis Imbue Weapon +2d8 Bonus Feat Mystical Crystal +4 Bonus Feat 4 3 2 Spell Level 0 1 Special Magical Feat Magical Feat Magical Feat Bonus Feat Imbue Weapon +1d8 Skill Emphasis Comprehend Speech Mysical Crystal +2 Bonus Feat Human Mystic 18 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Profession. Swim. Practice. Knowledge. Craft. A Mystic must multiclass at least once for every 5 levels of Mystic. and valued as diplomats. influence. knowledge. and one other weapon group. Jump. Survival. Unlike Sorcerers. Listen. Handle Animal. rounded up Class Features: Mystics are skilled with Simple weapons.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark The Mystic The Mystic uses the power of his mind to influence the world about him. They can wear light armor and use shields. so long as they are concious. Treat Injury Skill Points (1st level): (2+ Int Modifier) x4 Skill Points every other Level: 2+ Int Modifier Power Points per Level: 1/2 CHA bonus +1. Hide. Class Skills: Climb. but not necessarily from a noble or wealthy background. Sublety. Mystic follow a rigorous and formal path.

Read/Write. and social obligations are his main traits. Entertain. resource access Coordinate +1 19 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . A Noble lives by his contacts and family name. Sense Motive Skill Points (1st level): (4+ CHA Modifier) x4 Skill Points every other Level: 4+ CHA Modifier Class Features: At first level. Nobles have access to all the best in life. Coordinate +5 Favor +5 Inspire Greatness Favor +4 Coordinate +3 Bonus Feat Bonus Feat Favor +3 Coordinate +2 Bonus Feat Special Bonus Class Skill. Disguise. and use shields. Class Skills: Appraise. contacts. Better formal education. and any 3 weapons groups suitable to their culture or class. and may or may not share them. Gamble. Craft. Bluff. They may wear any armor.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark The Noble The noble is a scion of High Society. a Noble may designate any 1 skill as a class skill. If disowned or dishonored. Favor +1 Inspire Confidence Favor +2. Half-Elf Nobel Fort Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +2 +2 +3 +4 +5 +5 +6/+1 +7/+2 +8/+3 +8/+3 +9/+4 +10/+5 +11/+6/+1 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +14/+9/+4 Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Def Bonus +2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8 +8 +9 +9 +9 +10 Rep Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +5 +5 +6 +6 +7 +8 +9 +10 +11 Coordinate +4 Bonus Feat Favor +6. Diplomacy. Knowledge. They also start with 3 ranks in Ride. a Noble loses all special class abilities until redeemed. Gather Information. A noble learns all simple weapons. Ride.

Listen. They may wear all armors and use shields. Ride. often from Noble backgrounds. Favored Enemy Elven Ranger 20 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . but may cache supplies for later use. Wilderness Lore Skill Points (1st level): (4+ Int Modifier) x4 Skill Points every other Level: 4+ Int Modifier Power Points per Level: 1/2 WIS bonus. instead claiming a region to patrol and report (or stop) the incursions of Evil. Fort Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Def Bonus +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +12 Rep Bonus +0 +0 +0 +0 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +3 +3 +3 +3 +3 +4 Bonus Feat Bonus Feat 5 Bonus Feat 4 Bonus Feat 3 Bonus Feat 2 Bonus Feat Spell Level 0 1 Bonus Feat Special Track. Hide. except Heavy. Concentration. Treat Injury. Valued by the military. they gain either Sindarin or Anduaic for free. Rangers gain Ambidexterity and two Weapon Fighting for free. Rangers rarely stay in one place for long. Move Silently.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark The Ranger The true Ranger is a follower of the ancient Numenorean and Elven traditions. Jump. Spellcraft. Craft. Class Skills: Animal Empathy. He combines the combat abilities of the Warrior with ability to use nature spells. Knowledge. most Rangers are well educated. Spot. Search. Diplomacy. A Ranger rarely keeps more than he can carry. rounded up Class Features: A Ranger is proficient with all weapon groups. Handle Animal. Profession. Contrary to popular belief. misunderstood by the commoners. and an undying hatred of all Morgoth’s creatures makes him feared by any Evil that dares venture from its stronghold. Swim. Climb. While he can be of almost any racial stock. he is always bound by these traditions. If from a Numenorean or Elvish background.

Fort Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +2 +2 +3 +4 +5 +5 +6/+1 +7/+2 +8/+3 +8/+3 +9/+4 +10/+5 +11/+6/+1 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +14/+9/+4 Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Def Bonus +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 Rep Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Sneak Attack +1d6. Intimidate. and prepared for nearly anything. but instead versatile and adaptable persons who remain generalists. Whether gold. Climb. Use Magic Device. Sneak Attack +2d6 Bonus Feat Skill Emphasis. Illicit Barter Lucky (1/day) Uncanny Dodge. Sleight of Hand. Open Locks. Craft. Rogues tend to be the most technologically savvy. information. Treat Injury Skill Points (1st level): (8+ Int Modifier) x4 Skill Points every other Level: 8+ Int Modifier Class Features: Rogues may wear light or medium armors. Sneak Attack +3d6 Lucky (2/day) Sneak Attack +4d6 Skill Emphasis Sneak Attack +5d6 Uncanny Dodge (can’t be flanked). Disable Device. Disguise. Bluff. Profession. and any 2 groups culturally or socially common. Listen. Balance. Spot. Tumble. They can use Simple Weapons. Diplomacy. but not use shields. Jump. Move Silently. Decipher Script. a Rogue rarely goes without getting what he’s after. Of all the classes. rather than specialists. Pick Pockets. Bonus Feat Sneak Attack +6d6 Skill Emphasis Sneak Attack +7d6. They are not always thieves. Perform. Class Skills: Appraise. Swim. Forgery. or experience. Sense Motive. Search. Lucky (3/day) Special Ability Sneak Attack +8d6 Special Ability Sneak Attack +9d6 Skill Emphasis Sneak Attack +10d6 Special Ability Human Rogue 21 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark The Rogue The Rogue is the master of getting what he wants. Read Lips. Gather Information. Escape Artist. Hide. per se.

Move Silently. Climb. Jump. Swim. Move Silently. Knowledge. Human Scout Fort Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Def Bonus +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Rep Bonus +0 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 Skill Mastery Heart +4 Skill Mastery Heart +3 Bonus Feat Skill Mastery Heart +2 Bonus Feat Special Bonus Feat Trailblazing Heart +1 Uncanny Dodge Skill Mastery. They rely heavily on herbs to cure injuries or quickly kill sentries. They gain 2 ranks in Hide. Gather Information. Extreme Effort Evasion Uncanny Dodge (can’t be flanked) Bonus Feat 22 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Listen. They can use shields. Profession. and do not always worry about any moral consequences when dealing with their enemies. Hide. and Ride at 1st level. the Scout is found in all cultures. Search. Concentration. Diplomacy. Treat Injury. Less tradition bound than the Ranger. The Scout is also at home in the cities and towns.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark The Scout The Scout is the wilderness equivalent of the urbanized Rogue. Class Skills: Animal Empathy. Spot. He does not rely on magic. Handle Animal. Ride. Craft. and is actively recruited to probe an enemy’s lands. but instead on skill and wit to play his trade. They have a very “can do” attitude. and light or medium armors. Wilderness Lore Skill Points (1st level): (6+ Int Modifier) x4 Skill Points every other Level: 6+ Int Modifier Class Features: Scouts are proficient with all weapons groups except heavy.

Knowledge. fall prey to the servants of the Shadow. but no shield. They may wear light armor. and Bows.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark The Sorcerer The Sorcerer uses the innate power in his bloodline to cast spells. they draw solely on his force of will and mental crafting. Craft. Fort Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6/+1 +6/+1 +6/+1 +7/+2 Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Def Bonus +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11 Rep Bonus +0 +1 +1 +2 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +8 +9 +10 +11 +12 Bonus Feat 9 Bonus Feat 8 7 Bonus Feat 6 5 Craft (Crystals and fetishes) Bonus Feat 4 3 Bonus Feat 2 Spell level 0 1 Bonus Feat Special Summon Familiar Human Sorcerer 23 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Treat Injury Skill Points (1st level): (2+ Int Modifier) x4 Skill Points every other Level: 2+ Int Modifier Power Points per Level: 1/2 CHA bonus +1. rounded up Class Features: Sorcerers are skilled with all simple weapons. While they often replicate the effects of arcane spell use. unaware of the dangers of powerful casting. It may be in 1 or more classes at the Sorcerer’s discretion. most Sorcerers lack formal schooling. Sorcerers must multiclass once (or more if they wish) for every 2 levels of Sorcerer they take. Unfortunately. Concentration. Spellcraft. Class Skills: Alchemy. Profession. They have an extra 1% chance per PP used to attract notice. They may also choose any one group commonly used by their culture or social class. and.

weapons. and they vary amongst themselves as much as any other group. and shields. sailor.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark The Warrior Few cultures can survive in the World without those able to take up arms. Royal Guardsman. Class Skills: Climb. Intimidate. Handle Animal. Fort Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Def Bonus +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +12 Rep bonus +0 +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Bonus Feat Special Bonus Feat Bonus Feat Dwarven Warrior 24 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . The Warrior encompasses all those professions that rely on steel to ply their trade. Swim Skill Points (1st level): (2+ Int Modifier) x4 Skill Points every other Level: 2+ Int Modifier Class Features: Warriors are proficient with all armor. all are Warriors. Craft. Only the Warrior may take Weapon Specialization (at 4th level). They come from all social levels. Ride. not even the quality (or quantity) of their equipment can serve as a guide to the level of their expertise. Jump. Soldier.

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark 25 .

GREEN THUMB Prerequisite: WIS 13 or more Benefit: You can grow almost anything anywhere. SKILL EMPHASIS Benefit: +3 bonus on all skill checks with the skill chosen SHARP EYED Benefit: +2 bonus to all Search and Spot checks STEADY Benefit: +1 bonus to all Reflex saving throws and a +2 bonus to Balance checks STEALTHY Benefit: +2 bonus to Hide and Move Silently checks 26 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark IMPROVED CRITICAL Prerequisite: Proficiency with weapon.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them ANIMAL AFFINITY Benefit: +2 bonus on all Handle Animal and Ride checks. each for a different region. QUICKNESS Benefit: You gain +3 Vitality points. WIS 12. The information given may be affected by the time period it was written in. They will be off in scale. and stories about a specific region. your classical education is lacking. Special: This feat requires being able to read and write at least 1 current language. You may apply this to the same weapon or different weapons. EXPERT GUNNER Prerequisite: Gunner. politics. lessening the time it takes to reload by 25%. LOW PROFILE Benefit: Your reputation has a -2 penalty MIMIC Benefit: +2 bonus on all Disguise checks and +2 to all Entertain checks pertaining to comedy. You may train a crew to work at top efficiency. You can not draw on lore for relevant information. Base attack Bonus +8 Benefit: The critical threat range for the weapon increases by +1 Special: You may take this multiple times. This can also give a +5 bonus to agriculture and domesticated plants. Normal: Normal penalties apply FAME Benefit: Your reputation bonus increases by +3 Special: You can’t select both the Fame feat and the Infamous feat. and exotic plants may be cultivated in other than natural environments. If in point blank range. Base attack bonus of +9 or higher Benefit: Never suffer range penalities at Short or Medium range. and story telling. flowers. Character level 2 Benefit: You can make detailed topographic maps of an area Normal: With out this feat. This information may be extremely in depth. stories and history of Middle Earth Normal: You may have a level of familiarity equal to the contents of the Silmarillion and the LOTR cycle. accurate map making can not be done. HEADSTRONG Benefit: +1 synergy on all Will saving throws and +2 to all Intimidate checks. you may make a called shot at no penalty. RUGGED Benefit: +1 synergy bonus on all Fortitude checks and a +2 bonus to all Survival checks. herb gardens can not contain any non-native plants. PINPOINT ACCURACY Prerequisite: Base attack bonus +6 or higher Benefit: You may subtract from your ranged attack roll and add the same amount to damage on all attacks within point blank range for the round. It must be declared BEFORE the results of an opponent’s or other player’s actions are announced. Information may be slanted from the viewpoint of the writer. and your base movement increases by 5 feet. A roll vs INT or WIS (whichever is highest) can give relevant lore about a historical topic or period. impersonation. It may be taken at any time you declare. able to read and write at least 1 language Benefit: You are intimately familiar with 1 region of Middle Earth. one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . social structure. and any other modifiers still apply. CARTOGRAPHY Prerequisite: Dex 13. Normal: You may draw upon the culture. accuracy and missed features. The plant grown must be able to survive at the current altitude or conditions. ATHLETIC Benefit: +2 bonus on all Climb and Swim checks. REGIONAL MASTERY Prerequisite: INT 12. A roll vs INT will give relevant information. Special: You may gain this feat multiple times. Level 1-4 5-8 9-12 13-16 17-20 Times Per Day 1 2 3 4 5 INFAMY Benefit: Your reputation bonus increases by +3 Special: You can’t select both the Fame feat and the Infamous feat. the plant will grow normal and healthy even if it is in an artificial environment. the wide world is a mystery. GUNNER Prerequisite: Heavy Weapons group proficiency Benefit: You are able to make a called shot at half the normal penalties. They do not have to be permanent. Normal: Herbs. LEGEND LORE Benefit: You are familiar with the lore. Special: Without this feat. Without this feat. drama. If these are present. Special: A writing medium and tool are required. The feat may be taken multiple times. NIMBLE Benefit: +2 bonus on all Escape Artist checks and Sleight of Hand checks PERSUASIVE Benefit: +2 bonus to all Bluff and Intimidate checks. HEROIC SURGE Benefit: You can take an extra Move or Attack action either before or after your normal turn. You may not exceed your base attack bonus. even if it interrupts or runs concurrent with someone else’s turn. Special: Without this feat.

You must have the proper tools. 27 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .ie 10 wounds would take 10 hours. Surgery takes 1 hour for each Wound point attempted (only 1 total time block . TRUSTWORTHY Benefit: +2 bonus on all Diplomacy and Gather Information checks.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them SURGERY Prerequisite: Treat Injury skill 4+ ranks Benefit: You may make a Treat Injury check to atempt to heal wounds. You can’t take 10 or 20. checks for infection and disease may apply. succeed or fail). Result 5-9 10-14 15-19 20-24 25-29 30-34 35-39 40-44 45-49 50+ Wounds Restored 1 2 3 4 5 6 7 8 9 10 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Special: Depending on conditions. The result of the check determines the number of Wound points restored. A failed roll causes damage equal to the amount of Wounds attempting to be healed. The patient is Fatigued for a number of days equal to the amount of Wound points restored. A natural roll of 1 causes double the amount of wounds attempted to be healed to be lost instead. You can’t do this in a combat situation. TRICK Benefit: +2 bonus to all Bluff and Gamble checks.

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark 28 .

S V.S V. Area Up to 2 gallons/lvl Quarter circle Creat. plank Rearranges wooden objects Comp V.DF V.S.DF V. handle.+5 12th lvl Person or animal Creat/2 lvls / 25 lb/lvl Creature touched No Str mod to dmg Moves 30 ft.S V.S V. Effect.S V.S V. 1 h/lvl Bends shaft.S. 1 rnd/lvl Dispels magic abi dmg /repairs 1d4 1d4+1/2 lvls damage.DF V.DF V.DF V.S.S.M V.S V. Area One Tiny animal Animals.DF V.DF S.S V.S.DF V. 1:1d3 Dmg 1 / 1d4+1/3 lvls You 1 lb/lvl.S V.DF V. Int 1 or 2 +4 6th lvl.S. Effect.S.DF V.DF V.S V.S.M V.DF V.DF V.DF V.S. 1 min/lvl (D) Instantaneous Inst (1 min) 1 min / discharged Instantaneous 10 min/lvl (D) Instantaneous Instantaneous 10 min/lvl 1 min Duration Instantaneous 1 min/lvl Conc.S V V.S.DF V.S. Area One animal Within 30 ft Quarter circle Quarter circle Creature touched 40-ft radius spread Within 5-ft rad burst 2d4 fresh berries 1 creature/lvl Creature touched Cloud spreads 30 ft 1 creat/lvl touched Oak club/qaurterstaff 1 summoned creature Target.DF Comp V.S V.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Animist Spell Lists Level 0 0 0 0 0 0 0 0 0 0 0 Spell Create Water Detect Magic Detect Poison Flare Guidance Know Direction Light Mending Purify Food and Drink Read Magic Resistance Spell 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Animal Friendship Calm Animals Detect Animals or Plants Detect Snares and Pits Endure Elements Entangle Faerie Fire Goodberry Invisibility to Animals Magic Fang Obscuring Mist Pass without Trace Shillelagh Summon Nature’s Ally I Spell 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 Animal Messenger Animal Trance Barkskin Charm Person or Animal Chill Metal Delay Poison Flame Blade Flaming Sphere Heat Metal Hold Animal Lesser Restoration Produce Flame Resist Elements Soften Earth and Stone Speak with Animals Summon Nature’s Ally II Summon Swarm Tree Shape Warp Wood Wood Shape Description Creates 2 gallons/lvl of pure water Detects spells & magic items Detects poison in creature or object Dazzles 1 creature (-1 attack) +1 on 1 attack roll.S V.S V. 2d4 berries each cure 1 hp Animals can’t perceive 1 subject/lvl 1 natural weapon gets +1 att/dmg Fog surrounds you 1 subject/level leaves no tracks Weapon +1 att.S. Effect. lasts 1 rnd/lvl Hot metal damages if touched Holds one animal helpless.S V.S V.S. 20-ft rad 10 cu ft + 1 cu ft/lvl Duration Instantaneous Conc.10 min/lvl (D) 24 h 1 min/lvl 1 min/lvl 1 day/lvl 10 min/lvl 1 min/lvl 1 min/lvl 10 min/lvl 1 min/lvl 1 rnd/lvl (D) Duration 1 day/lvl Conc 10 min/lvl 1 h/lvl 7 rounds 1 h/lvl 1 min/lvl (D) 1 rnd/lvl 7 rounds 1 rnd/lvl (D) Instantaneous 1 rnd/lvl (D) 1 min/lvl Instantaneous 1 min/lvl 1 rnd/lvl (D) Conc + 2 rnds 1 h/lvl (D) Instantaneous Instantaneous Save Fort negs Will negs Will negs Will negs Save Will negs Will negs Ref Will negs Will negs Will negs Save Will negs Will negs Will negs Fort negs Ref negs Will negs Will negs Will negs Will negs Will negs SR Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes 29 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .DF Comp V.S.DF V. 2d6 dmg Creat/2 lvls / 25 lb/lvl One animal Creature touched Damage 1d4+1/2 lvls Creature touched 10-ft sq/lvl You 2:1. 250 words/min Creature touched Target. damage 1d10+1 Calls creature to fight Description Sens a tiny animal to specific place Fascinates 2d6 HD of animals Grants +3/4/5 natural armor bonus Makes person/mammal your friend Cold metal damages if touched Stops poison from harming subject Touch attack deals 1d8+1/2 lvls Ball of fire.S. Detects special animals or plant Reveals natural or primitive traps Ignores 5 dmg/rnd from element Plants entangle in 40-ft rad circle Outines with light.S. 2d6 dmg.S.obj or 5-ft cube Burst of light Creature touched You Light in 20-ft rad Object up to 1 lbs 1 cu ft/lvl You.S.S.DF Range Close 60 ft Close Close Touch Personal Touch 10 ft 10 ft Personal Touch Range Close Close Long 60 ft Touch Long Long Touch Touch Touch 30 ft Touch Touch Close Range Close Close Touch Close Close Touch Touch Medium Close Medium Touch Touch Touch Close Personal Close Close Personal Close Touch Target.S.S V. touch/throw Ignores 12 dmg/rnd from element Stone to clay / dirt to sand or mud Communicate with natural animals Calls creature to fight Swarm of crawling or flying creats You look exactly like tree.S.S V.DF V. save or check You discern North Object shines like a torch Makes minor repairs on an obj Purifies 1 cu ft/lvl of food or water Read scrolls and spellbooks Subject gains +1 on saves Description Permanent animal companions Calms 2d4+1/lvl HD of animals etc. blur etc.10 min/lvl (D) Conc.S.DF V.S.F V.S V. door.DF V.

DF VSM.DF V.S. 3d6+2d6 180 ft wide.M V.DF V.60 ft high 5:1 4:1d3 1-3:1d4+1 20 ft/lvl or 5 ft/2 lvls Up to 10-ft cube/lvl Duration 10 min/lvl Instantaneous Instantaneous 1 rnd/lvl 1 h/lvl Instantaneous Instantaneous Instantaneous 10 min/lvl Instantaneous Until triggered 1 min/lvl 1 h/lvl (D) Instantaneous 1 rnd/lvl (D) 2 h/lvl Duration 10 min/lvl (D) 1 min/lvl Instantaneous Instantaneous 10 min/lvl 1 min/lvl Instantaneous 10 min/lvl Special 1 min/lvl 1 rnd/lvl 1 h/lvl (D) 1 rnd/lvl (D) Duration 1 min/lvl Instantaneous Instantaneous 10 min/lvl 10 min/lvl Instantaneous 1 min/lvl 1 rnd/lvl (D) Conc + 1 rnd/lvl 10 min/lvl (D) Save Ref half Fort negs Will negs Will negs Will negs Fort negs Fort negs Ref part Will negs Save Will negs Ref half Will negs Will negs Ref part Ref part Save Will negs Fort negs Special Special SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes - 30 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .S V. rope or thong You 1 20-ft square/level 10 cu ft + 1 cu ft/lvl 3:1 2:1d3 1:1d4+1 Living creats touched Target. HD Animal/tree gains human intellect Learn about terrain for 1 mile/level Change wind direction and speed Immunity to death spells/effects Hail deals 5d6 dmg in cylinder 40 ft Insect horde limits vision.S V.DF V.S.DF Comp V.DF V. 20 ft high 1 20-ft square/lvl 4:1 3:1d3 1-2:1d4+1 Target.S.S.S.DF V. Area 10-ft radius Within 25+5 ft/2 lvls Special 10-ft rad.DF V.DF V.S VSF.DF V.DF V.S.S.S.S V.DF V.DF V.S.DF V. 1d4 to 20 ft Thorns damage those who pass Comp V.XP V. Calls creature to fight 2d4 dmg out to 10 ft.DF V. Area Special Living creature Special One animal One living creature Creat / obj 1 cu ft/lvl Special Living creat touched Creature touched Creature touched Vine.S.repeats 1min Absorb 12 dmg/lvl from energy Cures all diseases affecting subject Creates magical booby trap Talk to normal plants / plant creats 1d4 dmg to creats.S.S.S V.touch Close Medium 10 ft Touch Special Long Medium Close Range Medium Touch Personal 40 ft/lvl Touch Long Long Close Medium Medium Target.DF V.S.S.40 ft high You or creat touched 1-3 vermin 1 20-ft cube/level 10-ft radius Ferrous obj/creat Magical sensor 40 ft. Effect.S.DF V. Area Max 30 ft apart Animal or tree You 40 ft/lvl radius Living creat touched 20-ft rad. dmg etc.S.S V.S.M V.DF VSM. Effect.DF V.S.S V. improves crops Touch 1d10 Con dmg.S. Spell 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 Call Lightning Contagion Diminish Plants Dominate Animal Greater Magic Fang Neutralize Poison Plant Growth Poison Protection from Elements Remove Disease Snare Speak with Plants Spike Growth Stone Shape Summon Nature’s Ally III Water Breathing Spell 4 4 4 4 4 4 4 4 4 4 4 4 4 Antiplant Shell Control Plants Dispel Magic Flame Strike Freedom of Movement Giant Vermin Quench Repel Vermin Rusting Grasp Scrying Sleet Storm Spike Stones Summon Nature’s Ally IV Spell 5 5 5 5 5 5 5 5 5 5 Animal Growth Awaken Commune with Nature Control Winds Death Ward Ice Storm Insect Plague Summon Nature’s Ally V Wall of Fire Wall of Thorns Description Lightning (1d10/lvl) during storms Infects with chosen disease Reduces size of plants Animal obeys mental commands Weapon gets +1 att/dmg per 3 lvls Detoxifies venom in or on subject Grows vegetation.DF V. may be slowed Sculpts stone into any form Calls creature to fight Subjects can breath underwater Description Keeps animated plants at bay Talk and control plants and fungi Cancels magical spells and effects Smites foes with divine fire 1d6/lvl Subject move despite impediments Turn insects into giant vermin Extinguishes nonmagical fires Insects stay 10 ft away Your touch corrodes iron and alloys Spies on subject from a distance Hampers vision and movement 1d8 dmg to creats.DF Comp V.DF V.S.S Range Long Touch Special Medium Close Touch Special Touch Touch Touch Touch Personal Medium Touch Close Touch Range 10 ft Close Medium Medium Prsl. Effect.S.S V.DF V.S.DF V.S V.S V.M V.S.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Animist Spell Lists Cont. may be slowed Calls creature to fight Description 1 animal/2 lvls doubles in size.S.S.

DF V.S V.S.S V.DF V.DF V. +20 on check Magical wood is strong as steel Oak becomes treant guardian Pushes away wooden objects Stores one spell in quarterstaff Talk to natural or worked stone Calls creature to fight Move from plant to another 20 hp/4 levels.M Comp V V.3d6 dmg.S. Effect.S V.F V.S.touch Touch Medium Touch Touch Medium Touch Personal Close Unlimited Medium Range 2 miles Close Medium Special Touch Close Medium Touch Long Range Close Medium Close Long Long Range Close Long Medium Prsl. Spell 6 6 6 6 6 6 6 6 6 6 6 6 Antilife Shell Find the Path Fire Seeds Greater Dispelling Ironwood Liveoak Repel Wood Spellstaff Stone Tell Summon Nature’s Ally VI Transport via Plants Wall of Stone Spell 7 7 7 7 7 7 7 7 7 Control Weather Creeping Doom Fire Storm Greater Scrying Harm Summon Nature’s Ally VII Sunbeam True Seeing Wind Walking Spell 8 8 8 8 8 Command Plants Repel Metal or Stone Summon Nature’s Ally VIII Sunburst Whirlwind Spell 9 9 9 9 9 9 Antipathy Earthquake Elemental Swarm Foresight Summon Nature’s Ally IX Sympathy Description 10-ft field hedges out living creats Shows most direct way to location Acorn and berries become bombs Greater dispel magic.DF V. 3d6 dmg Cyclone damages.S V.DF Comp V.S.1 beam/3 lvls See all things as they really are You and allies can move on the wind Description Plants animate.S V.DF V.DF Comp V.S.vegetation entangle Pushes away metal and stone Calls creature to fight Blinds all within 10 ft.F V.S. Cont.S.S V.S. Area 10-ft radius You or creat touched 1-4 acorns/1-8berries Special 5 lb of wood/lvl Tree touched 120 ft wide.S.S. Effect.10 ft high Woodstaff touched You 6:1 5:1d3 1-4:1d4+1 You Area up to 5-ft sq/lvl Target.DF V.S V.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Animist Spell Lists Cont.S V.S V. 1d4 Huge 6th sense warns of danger Calls creature to fight Obj or loc attracts certain creatures Comp V.M V.S V.S.M V.DF V.S.DF V.M Range 10 ft Prsl. Effect. 30 tall Target.S V.S.S.touch Close Close Target.S. Area Plants. Area Location or object 5 ft/lvl radius 2+ summoned creats Special 9:1 8:1d3 1-7:1d4+1 Location or object Duration 10 min/lvl (D) 10 min/lvl 10 min/lvl Instantaneous 1 day/level (D) 1 day/level (D) 1 min/lvl Perm/dischrgd (D) 1 min/lvl 1 rnd/lvl (D) 1 round Instantaneous Duration 4d12 hours 1 min/lvl Instantaneous 1 h/lvl Instantaneous 1 rnd/lvl (D) 1 rnd/lvl 1 min/lvl 1 hr/lvl Duration 1 day/lvl or 1 h/lvl 1 rnd/lvl 1 rnd/lvl (D) Instantaneous 1 rnd/lvl Duration 2 h/lvl 1 rnd 10 min/lvl (D) 10 min/lvl 1 rnd/lvl (D) 2 h/lvl Save Ref half Will neg Special Save Ref half Ref half Will negs Save Special Ref half Ref negs Save Will part Special Will negs SR Yes Yes Yes SR Yes Yes Yes Yes SR Spec Yes Yes SR Yes Yes 31 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .S.10 ft high 8:1 7:1d3 1-6:1d4+1 10 ft/lvl radius burst 10-30 ft wide. can be shaped Description Changes weather in local area Carpet of insects at your command Deals 1d6 damage/lvl (max 20d6) Spies on subject from a distance Subject loses all but 1d4 hp Calls creature to fight Blinds.S.S. Effect.S.DF V.DF V. plant creats 120 ft wide.S V. can pick creats Description Obj or loc repels certain creatures Intense tremor shakes 5-ft/lvl rad Summons 2d4 Large. Area 2-mile-rad circle Insect fill 10-ft rad 2 10-ft cubes/level Magical sensor Creature touched 7:1 6:1d3 1-5:1d4+1 100 ft+10/lvl long Creature touched You +creat/3 lvls Target.DF V.

F V. 1 rnd/lvl Fascinates 2d4+1 HD/lvl creats Senses direction toward obj Misleads divinations for obj or creat Maks object against divination Panics creatures up to 5 HD Reveals invisible creatures or objs Sonic vibration damages objects Negates sound in 15-ft radius Deals 1d8 sonic damage. 1 lb/lvl 15-ft radius 10-ft-rad spread One living creature Creature touched 10-ft-rad spread Duration 1 min 1 rnd Conc. 1min/lvl (D) Instantaneous Land or 1 rnd/lvl 2d4 rnds (D) Instantaneous Special 1 min/lvl 10 min/lvl 1 min/lvl 10 rnds+1/lvl 1 rnd/lvl (D) 1 min/lvl (D) Duration Conc 1 h/lvl 1 h/lvl 10 min/lvl (D) 10 min/lvl Permanent (D) Conc.M V.S V. tricks You.S.F Comp V.S V.M V. 60-ft radius Living creat Quarter circle Any number of creats Med-size or smaller 15 ft-rad spread Rad 400 ft + 40 ft/lvl Size 10-ft cube Up to 100 lb/lvl All creatures 15-ft rad Cone 3-ft rad. Effect.S. 1 min/lvl (D) 1 rnd/lvl 10 min/lvl (D) Instantaneous 1h 10 min/lvl 1 min Duration 2 h/lvl (D) 1d4 rnds 1 h/lvl Conc.S V.S V. may stun Compels subject to follow Speak any language Sends a message 1 mile/lvl Comp V. 20-ft radius Obj.S V.M V.M V. 1 h/lvl Subject Gains 1d4+1 Dex.S.S V.M Comp V.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Bardic Spells Level 0 0 0 0 0 0 0 0 0 Spell Dancing Lights Daze Detect Magic Ghost Sound Light Mending Prestidigitation Read Magic Resistance Spell 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Alarm Cause Fear Charm Person Detect Secret Doors Erase Feather Fall Hypnotism Identify Magic Mouth Magic Weapon Message Sleep Sound Bubble Summon Monster I Ventriloquism Spell 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 Animal Trance Bull’s Strength Cat’s Grace Darkness Daylight Deafness Detect Thoughts Enthrall Hold Person Hypnotic Pattern Locate Object Misdirection Obscure Object Scare See Invisibility Shatter Silence Sound Burst Suggestion Tongues Whispering Wind Description Figment torches or other lights Creature loses next action Detects spells and magic items Figment sounds Object shines like a torch Makes minor repairs on an object Performs minor tricks Read scrolls and spellbooks Subject gains +1 on saves Description Wards an area for 2 h/lvl One creature flees for 1d4 rnds Makes one person your friend Reveals hidden doors withing 60 ft Mundane or magical writing vanish Objects or creatures fall slowly Fascinates 2d4 HD of creats Determines feature of magic item Delivers response to action or quest.S.M V.M V.S Range Medium Close 60 ft Close Touch 10 ft 10 ft Personal Touch Range Close Close Close 60 ft Close Close Close Touch Touch Touch Medium Medium Close Close Close Range Close Touch Touch Touch Touch Medium 60 ft Medium Medium Medium Long Close Touch Medium Medium Close Long Close Close Touch 1 mile/lvl Target.S V.F V.F V.S V V.F V.S. 1 h/lvl 20-ft rad of supernatural darkness 60-ft rad of bright light Makes subject deaf Allows ”listening” surface thoughts Captives all within 100 ft + 10 ft/lvl Holds one person helpless. Effect.S.F V.S.S.M V. Weapon gains +1 bonus Whispered conversation at distance Put 2d4 HD of creats into slumber Creates mobile or stationary bubble Calls outsider to fight for you Throws voice for 1 min/lvl Description Fascinates 2d6 HD of animals Subject gains 1d4+1 Str.S V.M V. Area Animals.S V.S.M V.M V.M V. Area 25-ft-rad emanation -2 to att/dmg/saves 1 person Quarter circle 1 scroll or 2 pages 10-ft-rad. 300 lb/lvl Max 30 ft apart 1 touched obj/lvl 1 object +1 att/dmg 1 creature/lvl Within 15 ft-rad burst Self or 20’ Summoned creat Usually speech Target.S. Area Within 10 ft-rad area 1 creat up to 4 HD Quarter circle Noise of 4/lvl (20) Light in 20-ft rad Object up to 1 lbs Lift 1 lbs etc.S. Int 1 or 2 Creature touched Creature touched Obj.M V.S.F V. Effect.M V.M V.S.F V.DF V.S.S.S. 1 min/lvl (D) Up to 1 h 1 rnd/lvl (D) Conc +2 rnds 1 min/lvl 1 h/lvl 8 hours 1 rnd/lvl 10 min/lvl (D) Instantaneous 1 min/lvl Instantaneous 1 h/lvl 10 min/lvl Until dest or 1 h/lvl Save Will disblf Will negs Will disblf Will negs Will negs Save Will negs Will negs Special Will negs Will negs Will negs Will negs Will disblf Save Will negs Will negs Fort negs Will negs Will negs Will negs Will negs Will negs Will negs Will negs Special Will negs Will part Will negs SR Yes Yes Yes SR Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes - 32 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .S V.S.S.M V.M V.S.S.S V.S.S V V.M V.S.S V. 250 words/min Creature touched Target.S.F V.

+4 AC Only intended reader can decipher Doubles weapon’s threat range Commands subject 7 HD or less Frees object or person from curse Creates new sounds or changes Symbol that immobilizes reader 1/lvl only partial actions. 2d6 dmg Description Sends message to anyone sleeping Greater dispel magic.S V. Effect.M V.M V.F V.M V.place etc. 2d6 rnds deaf Target.S V.M V.S. Indicates direction to familiar creat Changes 5 minutes of memories Prevent 24 HD creats attacking Deafens all within cone.S V. Alerts of magical eavesdropping Controls humanoids telepathically Holds creature helpless Learn tales about person.S V.M V. 1d10 damage Target.S (V).F Range Close Special Medium Medium Medium Close Close Touch Close Close Touch Close Touch Close Medium Range Close 120 ft Medium Medium Personal Long Close Medium Close Range Unlimited Medium Medium Unlimited Range Close Close Medium 10 ft/lvl Target. Effect.M.M V. Area Living creat touched Special Fills 20-ft cube Tired.S. Area One living creature Magical sensor All creats 15-ft rad Special All creats 15-ft rad Cone.within 30ft 120-ft-rad emanation Medium or smaller One living creature You Circle 400 ft + 40/lvl One living creature 15-ft radius sphere Cone.S.S Comp V.M V.M Comp V. 30 ft apart 10x10x10/lvl blocks Target.M V.S V.S V V.sicken or sleep subject Command any creature Compels subject/lvl to follow Creatures can’t approach you Comp V.S V. 1 min/lvl Makes behave oddly. -2 morale One creature Weight 10 lb Weapon or 50 proj. Effect. 1 rnd/lvl Cancels magical spells and effects Arouses strong emotion in subject Subjects within gone flee 1 rnd/lvl Extra partial action. Effect.S.S. -2 AC/att 1d8 dmg.S.S.M V. +20 on check Subjects in fog get –10 Wis / Will Sends vision dealing 1d10 damage Description Charm.M V. 30 ft apart 10-ft rad/lvl Duration 1 day/lvl 1 min/lvl (D) 1 rnd/lvl Instantaneous Concentrate 1 rnd/lvl 1 rnd/lvl 1 day/level 10 min/lvl (D) 1 day/lvl / dischrgd Instantaneous 1 h/lvl (D) Perm or discharged 1 rnd/lvl conc +1 rnd/lvl Duration Instantaneous 24 h 1 day/lvl 1 rnd/lvl (D) Special 10 min/lvl Permanent Conc +1 rnd/lvl (D) Instantaneous Duration Special Instantaneous 30 min + 2d6 rnds Instantaneous Duration 1 rnd/3 lvls 1 day/lvl / dischrgd 1 h/lvl 1 rnd/lvl (D) Save Will negs Will negs Will negs Will negs Fort negs Will negs Will negs Will negs Will negs Will negs Ref negs Will negs Save Special Will negs Will negs Will negs Will negs Fort part Save Will negs Will negs Save Special Will negs Will negs SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes SR Yes Yes Yes SR Yes Yes Yes Yes 33 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .S V.F V.SMF V Comp V.S. Spell 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 Charm Monster Clairaudience / Clairvoyance Confusion Dispel Magic Emotion Fear Haste Illusory Script Keen Edge Lesser Geas Remove Curse Sculpt Sound Sepia Sigil Slow Wall of Sound Spell 4 4 4 4 4 4 4 4 4 Break Enchantment Detect Scrying Dominate Person Hold Monster Legend Lore Locate Creature Modify Memory Rainbow Pattern Shout Spell 5 5 5 5 Dream Greater Dispelling Mind Fog Nightmare Spell 6 6 6 6 Eyebite Geas / Quest Mass Suggestion Repulsion Description Makes monster believe its your ally Hear or see at a distance.S. deafens. Area 1 creat/lvl.S.S. comm in 30’ neg Description Fress subject from enchants etc.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Bardic Spells Cont. Area You One living creature Creat/lvl. Creat up to 7 HD Creat or item touched 1 creat or obj/lvl Book or written work 1 creat/lvl.S V.S.S.fear.S V V.S V.S V.

DF Comp V.S V.M V.DF V.DF V.S.DF V.DF V.DF V.S Range Touch Touch Medium Close Touch Touch Touch Touch Touch Close Close Touch Close Close Range Touch Touch Touch Medium Touch Personal Touch Target. +1 saves 5-ft rad/level Target.S. +1 subject/4 lvls Opponents can’t attack you Comp V. Area Illusory flame Creature touched Obj. 60-ft radius Special Creature touched +1/3 lvls (max +5) Living creat touched Duration 1 min/lvl 1 h/lvl Conc.2:+4. Effect.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Healer Spells Level 0 0 0 0 0 0 0 0 0 0 Spell Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Light Mending Purify Food and Drink Read Magic Resistance Description Creates 2 gallons/lvl of pure water Cures 1 point of damage Detects spells and magic items Detects poison in creature or object +1 on 1 attack roll.S V.DF Range Close Touch 60 ft Close Touch Touch 10 ft 10 ft Personal Touch Target.S. Area Living creature Creature touched Max 30 ft apart 20-ft radius Creature touched Creature touched Creature touched Corpse touched Creature touched Up to 10 cu ft/lvl 1:neg.S V.S.DF Range 50 ft Personal Touch Close 60 ft Touch Touch 30 ft Close Close Touch Target.S V.S V. Area Up to 2 gallons/lvl Creature touched Quarter circle Creat.S V. Effect.S V.S V. 250 words/min Creature touched Duration Instantaneous Instantaneous Conc. 3d8+1/lvl (max +15) Armor/shield gains +1/3 levels Subject resists level and ability drain Comp V.M V.S V.S V.DF VSM.S.S.S V.DF V. Area Allies within 50 ft You.S. Effect. Effect.S V.S.3-4:+2 Creature touched +1 AC.S.S.S V.obj or 5-ft cube Creature touched Light in 20-ft rad Object up to 1 lbs 1 cu ft/lvl You. heatless torch Cures 3d8+1/lvl (max +15) 60-ft rad of bright light Cancels magical spells and effects Touch attack.1d8 temp hps Subject gains 1d4+1 Str.S V.S.DF V.S.S V. save or check Object shines like a torch Makes minor repairs on an object Purifies 1 cu ft/lvl of food or water Read scrolls and spellbooks Subject gains +1 on saves Comp V.S.F V.F V.DF V.M V.S V. 250 words/min Creature touched Quarter circle Quarter circle Creature touched Touched creature/lvl Cloud spreads 30 ft One living creature Max 30 ft apart Creature touched Duration 1 min/lvl 10 min/lvl Instantaneous 10 min/lvl Conc.S V.S. 1 h/lvl Calms 1d6/lvl subjects Fill area with positive energy Cures 2d8+1/lvl (max +10) Stops poison from harming subject Gain 1d4+1 Con for 1 h/lvl Preserves one corpse Dispels magic abi dmg /repairs 1d4 Repairs an object Frees creats from parlys/hold/slow Ignores 12 dmg/rnd from element You take half of subject’s damage Subjects within range cannot lie Description Makes a permanent.S.DF V. +1 vs fear Understands all languages Cures 1d8+1/lvl (max +5) Sees how wounded subjects are Reveals undead within 60 ft Ignores 5 dmg/rnd from element Undead can’t perceive 1 subject/lvl Fog surrounds you Creature acts randomly for 1 round +4 on fear saves.S V.S V.+1 fear saves.S.DF V.DF V. 1 rnd/lvl (D) 2 h/lvl Instantaneous 1 h/lvl 1 h/lvl 1 day/lvl Instantaneous Instantaneous Instantaneous 1 min/lvl 1 h/lvl (D) 1 min/lvl Duration Permanent Instantaneous 10 min/lvl Instantaneous Instantaneous 1 h/lvl 1 rnd/lvl Save Will negs Will negs Will half Fort negs Will negs Will negs Will negs Will neg Will negs Will negs Save Will half Will half Will negs Will negs SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes 34 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .S.DF V.S V. 1 min/lvl (D) Instantaneous 1 min / discharged 10 min/lvl (D) Instantaneous Instantaneous 10 min/lvl 1 min Save Will negs Will negs Will negs SR Yes Yes Yes Yes Spell 1 1 1 1 1 1 1 1 1 1 1 Bless Comprehend Languages Cure Light Wounds Deathwatch Detect Undead Endure Elements Invisibility to Undead Obscuring Mist Random Action Remove Fear Sanctuary Description Allies gains +1 att. 1min/lvl (D) 24 h 10 min/lvl (D) 1 min/lvl 1 round 10 min 1 rnd/lvl Save Will half Will negs Will negs Will negs Will negs SR Yes Yes Yes Yes Yes Yes - Spell 2 2 2 2 2 2 2 2 2 2 2 2 2 2 Aid Bull’s Strength Calm Emotions Consecrate Cure Moderate Wounds Delay Poison Endurance Gentle Repose Lesser Restoration Make Whole Remove Paralysis Resist Elements Shield Other Zone of Truth Spell 3 3 3 3 3 3 3 Continual Flame Cure Serious Wounds Daylight Dispel Magic Inflict Serious Wounds Magic Vestment Negative Energy Protection Description +1 att.S.S.

DF VSM.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Healer Spells Cont.DF V. SR 25 vs evil Heal several subjects Runes have array of effects Description Requests a Maiar/Valar intercession Prevents soul departure so can heal V.S.S.touch Touch Touch 10 ft Touch Special Touch Touch Touch Range Close Close 20 ft Touch Touch Medium Range Medium Prsl. gases Description Cures 4d8+1/lvl (max +20) Immunity to death spells/effects Reveals deliberate falsehoods Subject move despite impediments Transfer spells to subject Detoxifies venom in or on subject Insects stay 10 ft away Restores levels and abi score drains Delivers short message anywhere Subject immune to 1 spell/4 levels Monitors condition.S.S. Commands subject/level Cures 1d8+1/lvl dmg in all dir.within 30ft 1 creature/lvl 20-ft radius burst Creature touched Creature touched Area up to 5-ft sq/lvl Target. 1 rnd/lvl 10 min/lvl Until discharged Instantaneous 10 min/lvl Instantaneous 1 round 10 min/lvl 1 h/lvl 10 min/lvl Duration Instantaneous 1 round Instantaneous 1 min/lvl 1 min/lvl Instantaneous Duration 1 rnd/lvl 10 min/lvl Instantaneous Instantaneous Duration Instantaneous Instantaneous 1 rnd/lvl (D) Duration 10 min/lvl (D) Instantaneous 1 rnd/lvl (D) Instantaneous Special Duration Special Permanent Fort negs Will negs Fort negs Will negs Will negs Save Will half Will negs Will negs Will negs Will negs Will negs Will negs Will negs Save Special Will negs Fort half Will negs Will negs Special Save Save Will negs Fort negs Will negs Save Special Special Save Special Will negs Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes SR Yes SR Yes Yes Yes SR Spec Yes Yes Yes SR Yes - 35 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .5/lvl high Target. Area Special Corpse Instantaneous Instantaneous Instantaneous Instantaneous 2 h/lvl 10 min/lvl 1 rnd/lvl Duration Instantaneous 10 min/lvl Conc.S. Area Creature touched Living creat touched 1/lvl.S.S.DF V.DF V.F V.DF V. Area Creature touched Living creat touched 10-ft rad/lvl Target.DF Comp V. +20 on check Cures all dmg.DF V.S V.S.S.S.M V.S V.S.S V V. +4 res. Effect.DF Comp V.DF V.S.DF V. 3 3 3 3 3 3 3 Remove Blindness / Deafness Remove Curse Remove Disease Stone Shape Water Breathing Water Walk Wind Wall Spell 4 4 4 4 4 4 4 4 4 4 4 4 Cure Critical Wounds Death Ward Discern Lies Freedom of Movement Imbue with Spell Ability Neutralize Poison Repel Vermin Restoration Sending Spell Immunity Status Tongues Spell 5 5 5 5 5 5 Break Enchantment Greater Command Healing Circle Spell Resistance True Seeing Wall of Stone Spell 6 6 6 6 Animate Objects Find the Path Greater Dispelling Heal Spell 7 7 7 Greater Restoration Regenerate Repulsion Spell 8 8 8 8 8 Antimagic Field Discern Location Holy Aura Mass Heal Symbol Spell 9 9 Miracle Soul Bind Cure normal or magical conditions Frees object or person from curse Cures all diseases affecting subject Sculpts stone into any form Subjects can breath underwater Subject treads on water as if solid Deflects arrows. Effect.S Comp V. small creats.S.M V.S. Effect.XP V.DF V.S V.DF V.diseases and mental Description Restores all levels & ability scores Subject’s severed limbs grow back Creatures can’t approach you Description Negates magic within 10 ft Exact location of creature of object +4 AC.S V.DF V.S.XP V.S V.S.S. Effect. Area 10-ft rad emanation 1 creature 1/lvl in 20-ft radius Max 30 ft apart One symbol Target.DF Comp V.S V.M Comp V.touch Medium Touch Range Touch Touch 10 ft/lvl Range 10 ft Unlimited 20 ft Close Touch Range Special Close Creature touched Creat or item touched Creature touched 10 cu ft + 1 cu ft/lvl Living creats touched Touched creat/lvl 10/lvl long.S.S V. Subject gains SR 12+level See all things as they really are 20 hp/4 levels. Effect.S.F Touch Touch Touch Touch Touch Touch Medium Range Touch Touch Close Prsl.F V.DF V.DF V.DF V. Area 1 cu ft/lvl You or creat touched Special Creature touched Target.position of allies Speak any language Description Frees subject from enchants etc. Effect.S V.S.DF Comp V.S V.S.S.S.S.max30ft apart You or creat touched Creature touched Creat / obj 1 cu ft/lvl 10-ft radius Creature touched One creature Creature touched 1 creat touched/3 lvls Creature touched Target. can be shaped Description Objects attack your foes Shows most direct way to location Greater dispel magic.S V. Area 1 creat/lvl.

S V.5.S.F V.F V. 1 ft size change 1 person Creats touched.S.S.M V. +20 to att Usually speech Duration Permanent 1 min 1 rnd Conc. 1min/lvl (D) Conc.S V.S.9 Weapon gains +1 bonus Whispered conversation at distance Summons riding horse for 2 h/lvl Fog surrounds you +2 AC and saves etc.S V. +1 missile lvls 3.S V V.F V. 300 lb/lvl Obj or 10ft x 10ft sq 20 sq ft/lvl Max 30 ft apart 1 touched obj/lvl Creature touched Creature touched Max 15 ft apart +1 att/dmg 1 creature/lvl Light horse or pony Cloud spreads 30 ft Creature touched Ray.S V. 1 min/lvl (D) Instantaneous Instantaneous Inst (1 min) 1 rnd/lvl 10 min/lvl (D) Concentrate Instantaneous Instantaneous 1h Instantaneous 10 min/lvl 1 min Duration 2 h/lvl (D) 1 rnd/lvl Instantaneous 1d4 rnds 10 min/lvl (D) 1 h/lvl Instantaneous Instantaneous 10 min/lvl Conc.S.S.S V.S V.M V.S. 1d6 creats Understands all languages Reveals hidden doors within 60 ft Reveals undead within 60 ft Ignores 5 dmg/rnd from element Mundane or magical writing vanish Doubles your speed Objects or creatures fall slowly Makes 10-ft square or obj slippery Holds door shut Fascinates 2d4 HD of creats Determines feature of magic item Subject gains +30 on jump checks Give subject +4 armor bonus 1d4+lvl dmg.S.M V. 1/lvl Cone You.S V.M V.S V.M V.M Comp V.S. Area Rune or mark Within 10 ft-rad area 1 creat up to 4 HD Quarter circle Creat.S. tricks Ray You. speed/jump x2 10-ft-rad.F V. blocks magic missiles Touch delivers 1d8+1/lvl electricity Creates minor illus of your design Put 2d4 HD of creats into slumber Calls outsider to fight for you Adds +20 to your next attack Throws voice for 1 min/lvl Comp V.S.S V.S V.F V.S V. 250 words/min Quarter circle Quarter circle Creature touched 1 scroll or 2 pages You.S V.7.S V.F V.S.S V.S.S.S V.S V.F V.S.M V. Reduces Str by 1d6+1/2lvls Disc covers.S V.S V.F V. Effect.M V.S.F Range Touch Medium Close 60 ft Close Close Close Close Touch Close 10 ft Close 10 ft Close Personal Touch Range Close Medium 10 ft Close Personal Close Touch Close Personal 60 ft 60 ft Touch Close Personal Close Close Medium Close Touch Touch Touch Medium Touch Medium Close 30 ft Touch Close Personal Touch Long Medium Close Personal Close Target.S V.obj or 5 ft cube Ray Burst of light Noise of 4/lvl (20) Light in 20-ft rad Move 15 ft Object up to 1 lbs Object not locked Lift 1 lbs etc.M V.S V.S V. 1min/lvl (D) 24 h Instantaneous 1 min/lvl (D) Land or 1 rnd/lvl 1 rnd/lvl (D) 1 min/lvl 2d4 rnds (D) Instantaneous 1 min/lvl (D) 1 h/lvl (D) Instantaneous 1 min/lvl 10 min/lvl 2 h/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl (D) Until discharged Concentrate 1 min/lvl 1 rnd/lvl (D) 1 rnd 1 min/lvl (D) Save Will disblf Will negs Fort negs Will disblf Will negs Will negs Will negs Save Ref half Will negs Will negs Fort part Will negs Special Will negs Special Will negs Will negs Will negs Will negs Fort negs Will disblf Will negs Will disblf SR Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes - Protection from Chaos / Evil / Good / Law Ray of Enfeeblement Shield Shocking Grasp Silent Image Sleep Summon Monster I True Strike Ventriloquism 36 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .S V. Effect.M V.F V.S.S V V.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Mage Spells Level 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Spell Arcane Mark Dancing Lights Daze Detect Magic Detect Poison Disrupt Undead Flare Ghost Sound Light Mage Hand Mending Open / Close Prestidigitation Ray of Frost Read Magic Resistance Spell 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Alarm Animate Rope Burning Hands Cause Fear Change Self Charm Person Chill Touch Color Spray Comprehend Languages Detect Secret Doors Detect Undead Endure Elements Erase Expeditious Retreat Feather Fall Grease Hold Portal Hypnotism Identify Jump Mage Armor Magic Missile Magic Weapon Message Mount Obscuring Mist Description Inscribes a personal rune Figment torches or other lights Creature loses next action Detects spells and magic items Detects poison in creature/object Deals 1d6 damage to 1 undead Dazzles 1 creature (-1 attack) Figment sounds Object shines like a torch 5-lbs telekinesis Makes minor repairs on an object Opens / closes small or light things Performs minor tricks Ray deals 1d3 cold damage Read scrolls and spellbooks Subject gains +1 on saves Description Wards an area for 2 h/lvl Rope moves at your command 1d4 fire dmg/lvl (max 5d4) One creature flees for 1d4 rnds Changes your appearance Makes one person your friend 1 touch/lvl deals 1d6 dmg Knocks unconscious etc.S V.S. 250 words/min Creature touched Target.S.M V. Area 25-ft-rad emanation 1 ropelike object Semicircle 10 ft long -2 to att/dmg/saves You. max penalty –5 3⁄4 cover +3 att if wears metal 4 10-ft cubes+1/lvl Within 15 ft-rad burst Summoned creature You.M V V.M V.S.

Ref half Will negs Will negs Fort negs Special Fort negs Will negs SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Spec Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes 37 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . outline invisible Fascinates 2d4+1 HD/lvl creats Invisible 10 min/lvl or until attacks Open locked or magic sealed doors Senses direction toward obj Speaks once when triggered Minor illusion with some sound Duplicates of you (1d4 + 1/3 lvls) Misleads divinations for obj or creat Mask object against divination Subject immune to most ranged attacks Fire into blinding light or smoke Ignores 12 dmg/rnd from element Panics creatures up to 5 HD Reveals invisible creatures or objs Sonic vibration damages objects Calls outsiders to fight for you Swarm of crawling or flying creats Fills 10-ft cube/lvl with sticky webs Sends a message 1 mile/lvl Description Randomly vanish and reappear Hear or see at a distance.F V.M V.S. 20-ft radius See 60 ft in dark Obj.S. 10 ft high 1-3 undead One creature Med-size or smaller Duration 10 min/lvl (D) Permanent Permanent (D) 1 min/lvl 1 h/lvl 1 h/lvl Permanent 10 min/lvl (D) 1 h/lvl 10 min/lvl Conc.S.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Mage Spells Cont.M S.M V.S.S.S V.M V.S Comp V.M V.S.S.S. heatless torch 20-ft rad of supernatural darkness See 60 ft in total darkness 60-ft rad of bright light Allows ”listening” surface thoughts Gain 1d4+1 Con for 1 h/lvl Ball of fire.M V.S. max 10d6 Proj/lvl or bolt/4 lvls Creature touched Corpse touched Weapon or 50 proj.M V.S.S. 2d6 dmg Spreads 30-ft rad Stench 10-ft rad Within 10 ft spread 15 ft-rad spread Weight 100 lb/lvl Up to 10 sq ft/lvl Rad 400 ft + 40 ft/lvl Creature or object 4 10-ft cubes + 1/lvl 1d4 + 1/3 lvls.S.S V.S.S.M V. +4 AC Holds one person helpless.S. 1 min/lvl (D) 1 h/lvl 1 rnd/lvl 10 min/lvl 1d6+2 rnds 1 rnd/lvl Conc +2 rnds 10 min/lvl (D) Instantaneous 1 min/lvl Perm until dischrgd Conc +2 rounds 1 min/lvl 1 h/lvl 8 hours 10 min/lvl 1d4+1 rnds 1 min/lvl 1 rnd/lvl 10 min/lvl (D) Instantaneous 1 rnd/lvl (D) Conc + 2 rnds 10 min/lvl Until dest or 1 h/lvl Duration 1 rnd/lvl (D) 1 min/lvl (D) Instantaneous 1 rnd/lvl Until dischrgd (D) Instantaneous 1 rnd / inst 10 min/lvl 1 day/lvl 1 hour/lvl 1 rnd 1 rnd/lvl 1 rnd/lvl 1 rnd/lvl (D) Save Fort negs Will negs Will negs Will negs Ref negs Fort negs Will negs Will negs Will negs Will negs Will disblf Will negs Will negs Will negs Special Will negs Special Ref negs Save Will negs Special Ref half -. max 8 Size 10-ft cube Up to 100 lb/lvl Dmg reduction 10/+1 Up to 20-ft cube Creature touched All creatures 15-ft rad Cone 3-ft rad.S.M V. max +5 Blows away or knows down creats Immobilizes undead for 1 rnd/lvl Extra partial action.S.F V.S.S.M V.M V.M V.M V.S. +10 disguise Size 30 sq ft/lvl Living creature 1⁄2 concealment Creature touched Creature touched Illusory flame Obj.M V.M V V V.touch Medium Long Close Long Personal Close Touch Touch Long Touch Medium Medium Close Close Close Medium 1 mile/lvl Range Personal Special Medium Touch Touch Long Medium Touch Touch Close Medium Medium Close Medium Target. 2d6 dmg. 1 h/lvl Subject Gains 1d4+1 Dex.S V.S.S.S V.S.S. 1 min/lvl Cancels magical spells and effects Attacks miss subject 50% Deals 6d6 damage when read 1d6 dmg/lvl.S. Area You Magical sensor Special Creature touched Max 10lb obj touched 1d6/lvl. 1 lb/lvl 1 or 1:1d3 Dmg 1 / 1d4+1/3 lvls 20 ft rad spread 10-ft-rad spread Target.M V.M V.M V.S. Area You.F V. Effect. 10 ft wide.M V.S V.S V.S.M V V.F Range Personal Touch Medium Touch Touch Touch Touch Touch Touch Touch 60 ft Touch Medium Medium Touch Medium Medium Prsl.S V.S V. Spell Alter Self Arcane Lock Blindness / Deafness Blur Bull’s Strength Cat’s Grace Continual Flame Darkness Darkvision Daylight Detect Thoughts Endurance Flaming Sphere Fog Cloud Ghoul Touch Glitterdust Hypnotic Pattern Invisibility Knock Locate Object Magic Mouth Minor Image Mirror Image Misdirection Obscure Object Protection from Arrows Pyrotechnics Resist Elements Scare See Invisibility Shatter Summon Monster II Summon Swarm Web Whispering Wind Spell Blink Clairaudience / Clairvoyance Dispel Magic Displacement Explosive Runes Fireball Flame Arrow Fly Gentle Repose Greater Magic Weapon Gust Of Wind Halt Undead Haste Hold Person Description Changes appearance Magically locks a portal or chest Makes subject blind or deaf Attacks miss subject 20% Subject gains 1d4+1 Str.F V. 20-ft rad spread Projectiles or bolts (4d6 dmg) Subject flies at speed of 90 Preserves one corpse +1/3 levels.F V.M V.F V.S.S V.S. 1 rnd/lvl Comp V. lasts 1 rnd/lvl Fog obscures vision Paralyzes one subject Blinds creatures.S.M V.M V.M V.S. 60-ft radius Quarter circle Creature touched Moves 30 ft. Effect.M V.F V.M V.F V. 1 h/lvl Makes a permanent.M V.S.

M V.touch Close Long 10 ft Medium Medium Touch Special Close Medium Touch Close Medium Medium Range Medium Medium Close Weight 10 lb 10 ft rad sphere Weapon or 50 proj.M V.S.S V.3:1d3. 30 ft apart 30-ft rad.M V.5/lvl high Target. 20 high Takes 10/lvl.S V. HD Kills 1-3 HD.S.M V.M.M V. Absorb 12 dmg/lvl from energy Changes page to hide real content Hampers vision and movement 1/lvl only partial actions. -2 AC/att Nauseating vapors.M V.S.S. saves.M V.F V.M V.S. -2 morale Dmg 1d6+1/lvl Object touched One 30-ft cube/lvl 20-ft rad.S S. Area 30 ft/rnd or 10 ft/rnd Creature touched One living creature All creats 15-ft rad Living creature 120-ft-rad emanation All creats 15-ft rad Negative energy ray Cone.F V.S.S. small creats.S V. gases Description Floating eye.M Comp V.S.M V.touch Close Medium Long Touch Touch Touch Long Close Medium Close Close Touch Touch Touch Medium Range Unlimited Touch Close Medium Touch 120 ft Medium Medium Close Personal Touch Long Long Close Prsl. thermal Hides subject from scrying & divin.S. caster gains HP Subjects can breath underwater Deflects arrows.S.S V.S.S V.M Touch Prsl. 5 ft or 10 ft wide 4 10-ft cubes+1/lvl Creature or object Creature touched Up to 3 sq ft in size 40 ft.S V V. creats attacking take dmg Opened object deals 1d4+1/lvl Makes terrain appear like another Hail deals 5d6 dmg in cylinder 40 ft Wall.S.S.M V.S. checks etc.S V. 20 ft high 1 creat/lvl.S V. 1 rnd/lvl Compels subject to follow Calls outsiders to fight for you Speak any language Deals 1d6/2 lvls.M V.M V.M V.M V.S. 2d6 dmg Blocks vision ands slows movement Gives damage reduction 10/+5 Calls outsiders to fight for you 2d4 dmg out to 10 ft.S V.S V. 1 rnd/lvl Infects with chosen disease Alerts of magical eavesdropping Arouses strong emotion in subject Subject gains 1d4 negative levels Subjects within gone flee 1 rnd/lvl Protect.S.S. dmg 1d6/lvl 1 day/level 10 min/lvl (D) 10 min/lvl (D) Instantaneous Conc + 3 rnds 1 h/lvl 10 min/lvl Permanent 1 rnd/lvl 1 rnd/lvl 1 rnd/lvl 1 h/lvl 1 rnd/lvl (D) 10 min/lvl Inst / 1 h 2 h/lvl 1 rnd/lvl Duration 1 min/lvl Permanent 1 day/lvl 1 rnd/lvl Instantaneous 24 h Concentrate Instantaneous 1 rnd/lvl 1 rnd/lvl (D) Perm until dischrgd 2 h/lvl Instantaneous Permanent 1 min/lvl (D) 1 day/lvl / dischrgd 10 min/lvl 1 rnd/lvl Instantaneous Conc +1 rnd/lvl (D) Instantaneous 1 min/lvl Instantaneous 1 min/lvl 10 min/lvl 1 rnd/lvl (D) Conc + 1 rnd/lvl 1 min/lvl Duration 1 min/lvl 1 min/lvl Instantaneous Will negs Will negs Will negs Ref half Will disblf Will negs Ref part Will negs Fort negs Will negs Will negs Save Will negs Will negs Will negs Fort negs Will negs Will negs Ref half Will disblf Will disblf Will negs Will negs Will disblf Will negs Will negs Fort part Will negs Special Special Save Special Ref half Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes Yes -Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes 38 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .S.S V.M V.M V. 3d6+2d6 1 x 10 x 10 ft You or creat touched Creat up to 7 HD Circle 400 ft + 40/lvl 10-ft rad spherical One living creature 15-ft radius sphere Creat or item touched Magical sensor Cone. Makes monster believe its your ally Makes behave oddly.F V.S.M V.S.2-1:1d4+1 20 ft/lvl or 5 ft/2 lvls 10 ft sq/lvl or 3+1/lvl Target.M V.S. 4-6 HD Fort save / die 1d6 cold damage/lvl (max 15d6) V. 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 Illusory Script Invisibility Sphere Keen Edge Lightning Bolt Major Image Nondetection Protection from Elements Secret Page Sleet Storm Slow Stinking Cloud Suggestion Summon Monster III Tongues Vampiric Touch Water Breathing Wind Wall Spell 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 Arcane Eye Bestow Curse Charm Monster Confusion Contagion Detect Scrying Emotion Enervation Fear Fire Shield Fire Trap Hallucinatory Terrain Ice Storm Illusory Wall Improved Invisibility Lesser Geas Locate Creature Minor Globe of Invulnerability Phantasmal Killer Rainbow Pattern Remove Curse Scrying Shout Solid Fog Stoneskin Summon Monster IV Wall of Fire Wall of Ice Spell 5 5 5 Animal Growth Cloudkill Cone of Cold Only intended reader can decipher Everyone within 10 ft invisible Doubles weapon’s threat range Electricity deals 1d6 dmg/lvl Illusion plus sound.M V.S.S.M. Effect.S.M Comp V.max 150 4:1.S V. floor or ceiling looks real Subject can attack & stay invisible Commands subject 7 HD or less Indicates direction to familiar creat Stops 1-3 level spell effects Illusion kills subject or 3d6 dmg Prevent 24 HD creats attacking Frees object or person from curse Spies on subject from a distance Deafens all within cone.S.F V V.S V.dmg 1d10 Cone.M V.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Mage Spells Cont.S. 1d4 to 20 ft Wall with 15 HP +1/lvl or can trap Description Animal/2 lvls doubles in size.F V. moves 30ft/rnd -6 abi / -4 att. Effect.S. Cont.M V. smell. 2:1d3 Creature touched 1d6/2 lvls.S.M V.M V.S. 2d6 rnds deaf Fog 30-ft rad. max 10d6 Living creats touched 10/lvl long.M V. Area 1 animal/2 lvls 30 ft wide. 20 ft high One living creature 1 or 1:1d4+1.

S.M V.S.F V.F V.F V.M V.M. Area 2 HD of undead/lvl 20-ft radius spread One living creature 20-ft cube/10-ft cube 1 day/lvl Special Instantaneous 1 min/lvl Instantaneous 1 rnd/lvl (D) 30 min + 2d6 rnds Conc + 1 h/lvl (D) Instantaneous 1 h/lvl (D) Special 1 min/lvl (D) 1 h/lvl 12 h 1 round Instantaneous 1 rnd/lvl (D) 1 min/lvl (D) Instantaneous Duration 1 rnd/lvl 1 rnd/lvl (D) 10 min/lvl (D) Instantaneous Instantaneous 1 day/lvl / dischrgd 10 min/lvl (D) 4d12 hours Instantaneous 1 rnd/3 lvls 1 day/lvl / dischrgd 1 rnd/lvl Instantaneous 2 h/lvl Special 1 rnd/lvl 1 h/lvl 1 rnd/lvl Instantaneous Permanent (D) Perm / triggered 1 rnd/lvl (D) 1 rnd/lvl (D) 1 rnd/lvl (D) 1 min/lvl Conc +1 h/lvl (D) Duration 1 min/lvl Up 5 rounds Instantaneous 2 h/lvl Will negs Will.M V.S.F V.S V. delay 5 rnds Kills one subject or dmg 3d6+1/lvl Cube of force imprisons all inside V.S. Cont.M V.M V.M V.S.S.M Medium Unlimited Close Close Medium Medium Medium Long Unlimited Close Special Long 1 mile Close Special Touch Close Close Medium Range Medium Close 10 ft Long Medium Personal Long 2 miles Medium Close Close 10 ft Medium Special Personal Close Medium Close Long Long Long Medium 10 ft/lvl Close Touch Long Range Close Long Close Close Medium or smaller Living creat touched Up to 10 cu ft/lvl 25 ft + 5 ft/2 lvls One creat’s Int to 1 One living creature Fills 20-ft cube 20-ft cube/lvl Tired.S.sicken or sleep subject Command any creature Stops 1-4 level spell effects Greater dispel magic.S.M V.M V. 10 ft deep 20-ft + 10-ft cube/lvl 20-ft + 10-ft cube/lvl Shadow duplicate 10-ft rad/lvl 6:1 5:1d3 1-4:1d4+1 Creature touched 1+ creats. 10 ft cube You One living creature 10-ft-radius sphere Special Up to 200 sq ft/lvl You Creat/lvl. 1d10 damage 5 x 8 ft. spec Will negs Will negs Will disblf Will negs Will disblf Special Special Save Special Ref half Fort negs Fort part Special Fort negs Will negs Will disblf Will disblf Will disblf Will disblf Will negs Will negs Will negs Save Will negs Ref half Fort part Yes Yes Yes Yes Yes Yes Spec SR Yes Spec Yes Yes Yes Yes Yes Spec Yes Yes Yes Yes Yes SR Yes Yes Yes - 39 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .S. cast spells Creatures can’t approach you Calls outsider to fight for you See all things as they really are Change appearance of creatures Description Undead don’t attack 1d6 fire damage/level. no concentration required 1d4 + 1/lvl floating eyes scout Change appearance.S.S. Effect.S Comp V. 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 Dominate Person Dream Fabricate False Vision Feeblemind Hold Monster Mind Fog Mirage Arcana Nightmare Passwall Permanency Persistent Image Prying Eyes Seeming Sending Stone Shape Summon Monster V Wall of Force Wall of Stone Spell 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 Acid Fog Analyze Dweomer Antimagic Field Chain Lightning Circle of Death Contingency Control Water Control Weather Disintegrate Eyebite Geas / Quest Globe of Invulnerability Greater Dispelling Guards and Wards Legend Lore Mass Haste Mass Suggestion Mislead Move Earth Permanent Image Programmed Image Project Image Repulsion Summon Monster VI True Seeing Veil Spell 7 7 7 7 Control Undead Delayed Blast Fireball Finger of Death Forcecage Controls humanoids telepathically Sends message to anyone sleeping Transform raw material into items Fools scrying with an illusion Subject’s Int drops to 1 Holds creature helpless Subjects in fog get –10 Wis / Will Make terrain appear like another Sends vision dealing 1d10 damage Breaches walls 1 ft thick / level Makes certain spells permanent Illusion. secondary bolts Kills 1d4 HD/level Sets trigger condition for spell Raises.S V.S V.S.F V.S. 1 ft/lvl deep Special 4 10-ft cubes + 1/lvl 1d4 eyes + 1/lvl 1 person/2 lvls One creature 10 cu ft + 1 cu ft/lvl 5:1 4:1d3 1-3:1d4+1 10-ftsq/lv / 1-ftrad/lv Area up to 5-ft sq/lvl Target. 30 ft apart Creat/lvl. 30 ft apart Target.XP V. Extra partial action.S V.F V.M V.S.M V.S.S. affects 1/lvl Compels subject/lvl to follow Turns you invisible and creates illus Digs trenches and builds hills Includes sight.S.M V. 30 ft apart You / illusory double 750 ft sq.place etc.secondary/lvl 50-ft radius burst You 10 x 10 x 2 ft /lvl 2-mile-rad circle Ray.M V.M V.S.20 high One obj or creature 10-ft rad emanation Primary.F V.M V.S. Effect.S V.M V.M V.M V.M V.S.S.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Mage Spells Cont.M S V.S. +20 on check Magic effects protects area Learn tales about person.M.S.S.S. Area Spreads 30 ft.M V.F V.S.M V. sound and smell Triggered by event Illusory double can talk.M V.S.S V.F V. can be shaped Description Fog deals 2d6/rnd acid damage Reveals magical aspects of subject Negates magic within 10 ft 1d6 damage/level. Cont.S.fear.S.S V.M V.S.S.M Comp V.M.M V.S.S.S V.S.S V V. person/2 lvls Delivers short message anywhere Sculpts stone into any form Calls outsider to fight for you Wall is immune to damage 20 hp/4 levels.S. lowers or parts water Changes weather in local area Disintegrates creat/obj or 5d6 dmg Charm.S V.

M V. Effect.S.M V V. Stun Prismatic Spray Sequester Spell Turning Summon Monster VII Vision Spell 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 Antipathy Demand Discern Location Horrid Wilting Incendiary Cloud Mass Charm Mind Blank Power Word.S V. Blind Prismatic Wall Protection from Spells Screen Summon Monster VIII Sunburst Symbol Sympathy Spell 9 9 9 9 9 9 9 9 9 9 Dominate Monster Energy Drain Foresight Meteor Swarm Power Word.M V V.S V.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Mage Spells Cont.S.S V V.M Comp V.place etc.S.S.F V.S V.S.XP Comp V. Area Location or object One creature 1 creature Max 60 ft apart 30 ft wide. Effect.M V.S.S.S Special Medium Long Touch Touch Close Close Touch Personal Close Personal Range Close Special Unlimited Long Medium Close Close Close Close Touch Close Close Long Touch Close Range Medium Close Prsl. Cont Cont. Description Obj or loc repels certain creatures Send a message with a suggestion Exact location of creature of object Deals 1d8 dmg/lvl (max 25d8) Cloud deals 4d6 fire damage/round Charm creatures.M V.S V. Area One creature Negative energy ray Special Dmg 6d6 / 3d6 1 creat or 15-ft radius 10-ft radius sphere 9:1 8:1d3 1-7:1d4+1 Creature touched 1 creat/lvl 30-ft rad Max 30 ft apart 1 h/lvl Instantaneous 10 min/lvl (D) 1 usage/2 lvls Instantaneous 4d4/2d4/1d4 rnds Instantaneous 1 day/lvl (D) Expend. Kill Prismatic Sphere Summon Monster IX Temporal Stasis Wail of the Banshee Weird Spies on subject from a distance Subject suffer continuous confusion Invisibility. 7 7 7 7 7 7 7 7 7 7 7 Greater Scrying Insanity Mass Invisibility Phase Door Plane Shift Power Word. / 10min/lvl 1 rnd/lvl (D) Special Duration 2 h/lvl 1 round Instantaneous Instantaneous 1 rnd/lvl 1 day/lvl 1 day P/1d4+1 m/1d4 r 10 min/lvl 10 min/lvl 1 day 1 rnd/lvl (D) Instantaneous Special 2 h/lvl Duration 1 day/lvl Instantaneous 10 min/lvl Instantaneous Instantaneous 10 min/lvl 1 rnd/lvl (D) Permanent Instantaneous Instantaneous Will negs Will negs Special Will negs Save Will part Will part Fort half Ref half Will negs Will negs Special Will negs Special Ref half Special Will negs Save Will negs -/ Ref half Fort negs Will disblf Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Spec Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes 40 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .S.F V V.2/lvl high 1 creat/4 lvls 30-ft cube/lvl 8:1 7:1d3 1-6:1d4+1 10 ft/lvl radius burst One symbol Location or object Target.S V V.S.S.S V.S. 1 ft deep 1-8 joining hands 1 creat up to 150 hp Cone Creat or obj touched 1d4+6 levels affected 7:1 6:1d3 1-5:1d4+1 You Target.F V. max 30 ft apart Resist mental / emotional magic Blinds 200 hp worth of creatures Wall’s colors have array of effects Confers +8 resistance bonus Hides area from vision.F V.S. 20 ft high HD twice of level One creature 15-ft rad sphere 4 ft/lvl wide.touch Long Close 10 ft Close Touch Close Medium Magical sensor One living creature 180 ft apart 5 x 8 ft.S.S V V V. 3d6 dmg Runes have array of effects Obj or loc attracts certain creatures Description Control creatures telepathically Subject gains 2d4 negative levels 6th sense warns of danger Deals 24d6 fire dmg plus bursts Kills 1 subject or many below 21 hp Surrounds on all sides with effects Calls outsider to fight for you Subject into suspended animation Kills one creature/level Illusion kills/deals dmg within 30 ft V. scrying Calls outsider to fight for you Blinds all within 10 ft.S VSM.M V.S V. Cont.S.S V.M V.M V.S.F VSM.M V. affects all in range Passage through wood or stone 1-8 subjects travel to another plane Stuns creature up to 150 hp Rays hit with variety of effects Subject invisible to sight & scrying Reflect 1d4+6 spell levels back Calls outsider to fight for you Learn tales about person.M V.

Effect. or +1 to Fort save Pummel foe for 1d6 Weapon gains +1 bonus Object sheds soft silver glow Heat creature/object to warm temp Summons riding horse for 2 h/lvl 5%/lvl to know of an object’s past Use Visual sense to hear Subj. surface emotions Wider vision Objects or creatures fall slowly Use tactile sense to see Use tactile sense to hear Sparks do 1d4 in 10’ radius Touch deals 1d8 bludgeoning dmg Use auditory sense to see Subject gains +30 on jump checks Know generally where you are Heal 1d8. +20 to att Target. up to 1min/lvl 2 h/lvl 10 min/lvl 10 min/lvl 1 min/lvl Instantaneous 1 rnd Duration 1 h/lvl Instantaneous 1 min/lvl (D) 1 h/lvl Instantaneous Save Will negs Will negs Fort negs Will negs Save Will negs Fort neg Will negs Will negs Will negs Ref half Will negs Ref neg Save Will negs Will negs SR Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes 41 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Effect. Area 1 creature You 1 creat up to 4 HD Quarter circle Self You Ray Burst of light Self Light in 20-ft rad Object not locked 1 creat in 6 ft Target. no dmg. max 10 10 min/lvl (D) Instantaneous 1 rnd/lvl Duration 1 hr/lvl 1 min/lvl Conc. up to 1min/lvl 10 min/lvl Land or 1 rnd/lvl 10 min/lvl 10 min/lvl Instantaneous until discharged 10 min/lvl 1 min/lvl (D) Instantaneous Instantaneous until discharged 1 min/lvl 10 min/lvl Conc. up to 1min/lvl 1 hr/lvl Instantaneous 1 hr/lvl 1 hr/lvl until discharged Conc. Effect. has aversion you specify Heal 3d6 or 2 temp lost ability pts Walk on nonsolid surfaces Subject gains 1d4+1 Str. Area 1 living creature You You Creature touched 1 creature Duration 1 rnd/lvl Instantaneous 1 rnd Conc. 300 lb/lvl You You 10’ radius 1 creature You Creature touched You You 1 creature +1 att/dmg Object touched 2 sq ft of creat/obj Light horse or pony 1 object You You. 1 h/lvl Fiery blast does 3d6 dmg to foe Range Touch Self Close 60 ft Personal Personal Close Close Personal Touch Close Touch Range Close Personal Close Personal Personal Personal Close Touch Close Personal Close Personal Personal Close Touch Personal Touch Personal Personal Touch Touch Touch Close Close Touch Personal Touch Close Personal Range Close Personal Personal Touch Close Target. or obj All in 20’ of caster You. skates along as if on ice Shock waves may cause foes to fall Adds +20 to your next attack Description Subj. 1 creat. land on feet Creature loses next action Detects spells and magic items Gain nightvision as an Elf Know which way is True North Flame deals 1d3 fire damage Dazzles 1 creature (-1 attack) +1 DR Object shines like a torch Opens / closes small or light things Deals 1d6 unarmed damage Description Subject has an attraction you specify Has 3% chnc/lvl wound dmg to vit 1d4 damage/rnd to up to 2 creat Bite does 1d8 damage Call weapon within 50’ to hand +1 insight bonus to defense You conceal your motives Touch deals 1d8 damage You know subj.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Mystic Spells Level 0 0 0 0 0 0 0 0 0 0 0 0 Spell Burst of Speed Catfall Daze Detect Mysticism Elfsight Find True North Finger of Flame Flare Lesser Natural Armor Light Open / Close Talons Spell 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Attraction Bio Feedback Biocurrent Bite of the Wolf Call Weaponry Combat Precognition Conceal Thoughts Dissipating Touch Empathy Expanded Vision Feather Fall Feel Light Feel Sound Firefall Hammer Hear Light Jump Know Location Lesser Body Adjustment Lesser Concussion Lesser Magic Weapon Luminescence Matter Agitation Mount Object Reading See Sound Skate Stomp True Strike Spell 2 2 2 2 2 Aversion Body Adjustment Body Equilibrium Bull’s Strength Burning Ray Description Creature gains 10 ft/rnd move Fall up to 10’. Area 1 creature You 2 living creatures You 1 unattended weapon You 1 living creature 1 living creature 1 living creature You 10-ft-rad. 1 min/lvl (D) 1 hr/lvl or will 10 min/lvl Instantaneous Inst (1 min) 2 rnd/lvl.

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 Cat’s Grace Chameleon Clairaudience / Clairvoyance Claws of the Bear Combat Prescience Concussion Continual Flame Darkvision Detect Thoughts Endurance Glide Inflict Pain Sensitivity to Impressions Sever the Tie Suggestion Sustenance Spell 3 4 3 3 3 3 3 3 3 3 3 3 3 3 3 3 Bite of the Tiger Charm Monster Claws of the Vampire Cone of Sound Danger Sense Fly Greater Concussion Greater Magic Weapon Lesser Domination Negate Mentalism Nondetection Poison Sense Schism Ubiquitous Vision Water Breathing Whitefire Spell 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 Aura Sight Confusion Detect Scrying Domination Emotion Fate of One Fear Freedom of Movement Inertial Barrier Locate Creature Mass Concussion Mindwipe Natural Armor Scrying Tailor Memory Subject Gains 1d4+1 Dex. up to 5 rnds 10 min/lvl Instantaneous 1 hr/lvl or complete Instantaneous Duration Fort half Will negs Will negs Will negs Will negs Save Yes Yes Yes Yes Yes Yes Yes SR 42 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Area 1 h/lvl 10 min/lvl 1 min/lvl (D) 1 h/lvl 1 min/lvl (D) Instantaneous Permanent 1 h/lvl Conc. 1 h/lvl +10 to Hide checks Hear or see at a distance. caster gains HP 5d4 sonic damage +4 bonus vs traps Subject flies at speed of 90 Pummel for 5d6 +1/3 levels. Effect. heatless torch See 60 ft in total darkness Allows ”listening” surface thoughts Gain 1d4+1 Con for 1 h/lvl Subject glides at 20’/rnd Mental attack does 3d6 Find info on item or area’s past 3d8 damage to Undead Subj. 1 min/lvl Unarmed attack does 1d12 Gain +2 to Defense Pummel for 3d6 Makes a permanent. 1 min/lvl (D) 1 h/lvl 1 min/lvl (D) Conc. Parts All Around Vision Subjects can breath underwater 5d4 damage in 20’ radius Description Read other’s auras Makes behave oddly. follows suggested action Go without food or water Description Bite does 2d8 Makes monster believe its your ally Deals 1d6/2 lvls. from Mentalism power Detect poisoning attempts in 30’ Split your mind into 2 indep.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Mystic Spells Cont.max 150 Circle 400 ft + 40/lvl 20’ radius 1 living creature You Magical sensor 1 living creature 1 day/lvl Inst / 1 h Instantaneous 1 hr/lvl 10 min/lvl Instantaneous 1 hour/lvl 1 rnd/lvl 10 min/lvl 1 h/lvl 10 min/lvl 1 rnd/lvl 2 rnd/lvl 2 h/lvl Instantaneous Duration 10 min/lvl 1 rnd/lvl 1 min/lvl 1 day/lvl Concentrate Instantaneous 1 rnd/lvl 1 min/lvl 10 min/lvl 10 min/lvl Instantaneous Instantaneous 1 hr/lvl 1 min/lvl Instantaneous Will negs Ref half Fort half Will negs Will negs Will negs Will negs Ref half Save Will negs Will negs Will negs Will negs Will negs Ref half Fort neg Will negs Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes Touch Personal Special Personal Personal Medium Touch Touch 60 ft Touch Touch Long Close Medium Close Personal Range Creature touched You Magical sensor You You 1 creature Illusory flame See 60 ft in dark Quarter circle Creature touched Creature touched 1 living creature 25 ft + 5 ft/2 lvls rad 10 ft radius 1 living creature You Target. 1 rnd/lvl Alerts of magical eavesdropping Subject obeys your will Arouses strong emotion in subject Reroll a bad roll Subjects within gone flee 1 rnd/lvl Move normally despite impediments Gives damage reduction 10/+5 Indicates direction to familiar creat Foes take 7d4 dmg in 20’ radius Subject’s recent memories wiped Gains +4 defense bonus Spies on subject from a distance False memories implanted Close Touch 60 ft Personal Touch Medium Close Close 10 ft Touch 30 ft Personal Personal Touch Long Range 30 ft Medium Personal Medium Medium Personal Close Personal Touch Long Medium Touch Personal Special Touch One living creature 1d6/2 lvls. max 10d6 Cone You Creature touched 1 creature Weapon or 50 proj. max +5 Forces subject to obey your will Negates Mentalism effects in area Hides subj. Area 30 ft radius on you All creats 15-ft rad You 1 Med humanoid All creats 15-ft rad You Cone. Effect. 1 creature 10 ft radius on you Creature or object 30 ft radius on you You You Living creats touched 20 ft radius Target. -2 morale You Takes 10/lvl.

Area 20’ radius on you You and 1 other 1 living creature One creature 1 creat/lvl 30-ft rad Duration 1 hr/lvl Instantaneous Special 1 min/lvl Instantaneous 2 days/lvl 1 rnd/lvl (D) 1min Instantaneous 1 min/lvl 1 rnd/lvl (D) 1 round 1 min/lvl Duration 10 min/lvl (D) Instantaneous Instantaneous Conc. Area One creature 1 living creature You One creature 30-ft cube/lvl 1 creat. Effect. deepest secrets Sends vision dealing 1d10 damage Subject gains Will +12 vs Mentalism Drain 2PP/level. Effect. spec Will negs Will negs Fort neg Will negs Will negs Fort neg Will negs Save Will negs Ref half Ref half Fort neg Will negs Save Will negs Will negs Ref half will half Save Will part Fort neg Will negs Special Will negs Save Will negs Will negs Fort negs SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Spec SR Yes Yes Yes Yes SR Yes Yes Yes Yes SR Yes Yes Yes Yes Yes 43 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Effect. can be given deadly urges You can deduce almost anything Immune to mental/emotional magic Hides area from vision. Area You 20’ radius Living creat touched 25 ft + 5 ft/2 lvls One creat’s Int to 1 1 Med humanoid 1 living creature 1 living creature Tired. Effect. you gain Delivers short message anywhere See all things as they really are Description Change aura to seem otherwise Breathe fire for 11d4 damage Encased for takes 11d6 fire damage 4d6 dmg/rnd to up to 4 creatures Subject flys at speed of 180 Compels subject/lvl to follow Negates Mentalism within 10 ft +6 Bonus to Defense Your life functions slow to near stop Description Spies on subject from a distance Subject suffer continuous confusion Many targets subject to your will Reflect 1d4+6 spell levels back Pummel foe for 13d6 damage Mental scream does 13d4 to all in 15’ Description Send a message with a suggestion Subj. scrying Dominated subj. Effect. -10 Will Target. less likely to resist Description Effects on you effect others You and another share perm.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Mystic Spells Cont. 30 ft apart 10-ft rad emanation You You Target. In 15’ of each oth You Creat/lvl. Link Pummel for 17d6 damage Control creatures telepathically Kills one creature/level Range Personal Long Unlimited Close Medium Medium Medium Close Unlimited Touch Touch Special Touch Range Medium Close Medium Close Personal Medium 10 ft Personal Personal Range Special Medium Medium Personal Medium Medium Range Special Medium Personal Close Close Medium Range 20 ft Medium Medium Close Target. 1d10 damage 1 living creature 1 living creature One creature Creature touched Target. Area 1 living creature Cone 1 living creature 4 cr. / 10min/lvl Instantaneous Instantaneous Duration 1 round Instantaneous Instantaneous 1 day 1 day 1 day Duration 10 min Indefinite Instantaneous 1 day/lvl Instantaneous Save Ref half Will. Area Magical sensor One living creature 1 creat/lvl within 30’ 1d4+6 levels affected 1 living creature 15’ radius burst Target. up to 1min/lvl 1 h/lvl 1 h/lvl 10 min/lvl (D) 1 h/lvl Instantaneous Duration 1 h/lvl Instantaneous 1 h/lvl Expend. Cont Spell 5 5 5 5 5 5 5 5 5 5 5 5 5 Adapt Body Brilliant Blast Dream False Vision Feeblemind Greater Domination Hold Monster Mind Probe Nightmare Power Resistance Psychic Vampire Sending True Seeing Spell 6 6 6 6 6 6 6 6 6 Aura Alteration Breath of the Dragon Flaming Shroud Greater Biocurrent Improved Fly Mass Suggestion Null Mentalism Field Shield of Prudence Suspend Life Spell 7 7 7 7 7 7 Greater Scrying Insanity Mass Domination Reddopsi True Concussion Ultrablast Spell 8 8 8 8 8 8 Demand Fatal Attraction Hypercognition Mind Blank Screen True Domination Spell 9 9 9 9 9 Affinity Field Confidante Detonation Dominate Monster Mind Destruction Description Adapt to hostile environments 9d4 damage in 20’ radius Sends message to anyone sleeping Fools scrying with an illusion Subject’s Int drops to 1 Subject obeys your will Holds creature helpless Discover Subj.

DF V. 250 words/min Creature touched You 1 summoned creature Target.M V. Area 25-ft-rad emanation One animal Creature touched Quarter circle Quarter circle 40-ft radius spread Creature touched 1 creat/lvl touched You. Area One Tiny animal Creature touched One animal Creature touched Vine. gases Comp V.S V. Effect. Effect. 1 rnd/lvl Absorb 12 dmg/lvl from energy Creates magical booby trap Talk to normal plants / plant creats Calls creature to fight Description Talk and control plants and fungi Cures 2d8+1/lvl (max +10) Reduces size of plants Weapon gets +1 att/dmg per 3 lvls Detoxifies venom in or on subject Grows vegetation.S.DF V.S. Effect.S.M V.S V.S.S V.obj or 5-ft cube You Object up to 1 lbs 1 cu ft/lvl Creature touched Target.DF V.10 min/lvl (D) Conc.S.S.S.S V.DF V.DF V. 1 h/lvl Subject treads on water as if solid Description Cures 3d8+1/lvl (max +15) Subject move despite impediments Hides subject from scrying & divin.S V.S V.DF V.DF V.10 min/lvl (D) 1 min/lvl 1 min/lvl 10 min/lvl 10 min/lvl 1 min/lvl 1 min/lvl 1 rnd/lvl (D) Duration 1 day/lvl Instantaneous 1 rnd/lvl (D) 10 min/lvl Until triggered 1 min/lvl 1 rnd/lvl (D) Duration 1 min/lvl Instantaneous Instantaneous 1 h/lvl Instantaneous Instantaneous Instantaneous 1 rnd/lvl (D) 1 h/lvl (D) 10 min/lvl Duration Instantaneous 10 min/lvl 1 h/lvl 1 rnd/lvl (D) 1 h/lvl / expanded 1 rnd/lvl Save Will negs Will negs Will negs Save Will negs Fort negs Ref Will negs Will negs Save Will half Will negs Save Will negs Will half Will negs Will negs Fort negs Will negs Save Will half Will negs SR Yes Yes Yes SR Yes Yes Yes Yes Yes SR Yes Yes Yes Yes SR Yes Yes Yes Yes Yes SR Yes Yes Yes 44 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Effect.S.S.S V.DF V.DF V.S.M V.S.DF V.S.S.S.DF Comp V.S V.S VSM.S V. Effect.S.F V.S V.S. improves crops Cures all diseases affecting subject Calls creature to fight You look exactly like tree.S. small creats.DF V.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Ranger Spells Level 0 0 0 0 0 0 Spell Create Water Detect Poison Know Direction Mending Purify Food and Drink Resistance Spell 1 1 1 1 1 1 1 1 1 1 1 1 Alarm Animal Friendship Delay Poison Detect Animals or Plants Detect Snares and Pits Entangle Magic Fang Pass without Trace Read Magic Resist Elements Speak with Animals Summon Nature’s Ally I Spell 2 2 2 2 2 2 2 Animal Messenger Cure Light Wounds Hold Animal Protection from Elements Snare Speak with Plants Summon Nature’s Ally II Spell 3 3 3 3 3 3 3 3 3 3 Control Plants Cure Moderate Wounds Diminish Plants Greater Magic Fang Neutralize Poison Plant Growth Remove Disease Summon Nature’s Ally III Tree Shape Water Walk Spell 4 4 4 4 4 4 Cure Serious Wounds Freedom of Movement Nondetection Summon Nature’s Ally IV Tree Stride Wind Wall Description Creates 2 gallons/lvl of pure water Detects poison in creature or object You discern North Makes minor repairs on an obj Purifies 1 cu ft/lvl of food or water Subject gains +1 on saves Description Wards an area for 2 h/lvl Permanent animal companions Stops poison from harming subject Detects special animals or plant Reveals natural or primitive traps Plants entangle in 40-ft rad circle 1 natural weapon gets +1 att/dmg 1 subject/level leaves no tracks Read scrolls and spellbooks Ignores 12 dmg/rnd from element Communicate with natural animals Calls creature to fight Description Sens a tiny animal to specific place Cures 1d8+1/lvl (max +5) Holds one animal helpless.S V.DF V.DF V.S V. 1:1d3 Target.DF Range Close Close Personal 10 ft 10 ft Touch Range Close Close Touch Long 60 ft Long Touch Touch Personal Touch Personal Close Range Close Touch Medium Touch Touch Personal Close Range Close Touch Special Close Touch Special Touch Close Personal Touch Range Touch Prsl.S.DF Comp V.S.DF Comp V.M V.DF V.S. Area Up to 2 gallons/lvl Creat.S V.S. Area Creature touched You or creat touched Creature or object 4:1 3:1d3 1-2:1d4+1 You 10/lvl long.S.S.S V.DF V.S. Area Within 25+5 ft/2 lvls Creature touched Special One living creature Creat / obj 1 cu ft/lvl Special Creature touched 3:1 2:1d3 1:1d4+1 You Touched creat/lvl Target. rope or thong You 2:1. Calls creature to fight Step from tree to another far away Deflects arrows.touch Touch Close Personal Medium Target.DF V.5/lvl high Duration Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous 1 min Duration 2 h/lvl (D) Instantaneous 1 h/lvl Conc.S.DF Comp V.

tricks Ray You.5.S. +20 to att Usually speech Duration Permanent 1 min 1 rnd Conc.S V.S V.S.M V V.S.F Range Touch Medium Close 60 ft Close Close Close Close Touch Close 10 ft Close 10 ft Close Personal Touch Range Close Medium 10 ft Close Personal Close Touch Close Personal 60 ft 60 ft Touch Close Personal Close Close Medium Close Touch Touch Touch Medium Touch Medium Close 30 ft Touch Close Personal Touch Long Medium Close Personal Close Target.S V.F V.M V.F V.S V.M V.S V.9 Weapon gains +1 bonus Whispered conversation at distance Summons riding horse for 2 h/lvl Fog surrounds you +2 AC and saves etc.F V.S.M V. max penalty –5 3⁄4 cover +3 att if wears metal 4 10-ft cubes+1/lvl Within 15 ft-rad burst Summoned creature You.S V.S.S. 1min/lvl (D) 24 h Instantaneous 1 min/lvl (D) Land or 1 rnd/lvl 1 rnd/lvl (D) 1 min/lvl 2d4 rnds (D) Instantaneous 1 min/lvl (D) 1 h/lvl (D) Instantaneous 1 min/lvl 10 min/lvl 2 h/lvl 1 min/lvl 1 min/lvl 1 min/lvl 1 min/lvl (D) Until discharged Concentrate 1 min/lvl 1 rnd/lvl (D) 1 rnd 1 min/lvl (D) Save Will disblf Will negs Fort negs Will disblf Will negs Will negs Will negs Save Ref half Will negs Will negs Fort part Will negs Special Will negs Special Will negs Will negs Will negs Will negs Fort negs Will disblf Will negs Will disblf SR Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes - Protection from Chaos / Evil / Good / Law Ray of Enfeeblement Shield Shocking Grasp Silent Image Sleep Summon Monster I True Strike Ventriloquism 45 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .S V V.S V. 250 words/min Quarter circle Quarter circle Creature touched 1 scroll or 2 pages You.S.S V. 250 words/min Creature touched Target. Reduces Str by 1d6+1/2lvls Disc covers.M V. Effect. Effect.M V. 1 min/lvl (D) Instantaneous Instantaneous Inst (1 min) 1 rnd/lvl 10 min/lvl (D) Concentrate Instantaneous Instantaneous 1h Instantaneous 10 min/lvl 1 min Duration 2 h/lvl (D) 1 rnd/lvl Instantaneous 1d4 rnds 10 min/lvl (D) 1 h/lvl Instantaneous Instantaneous 10 min/lvl Conc. 1/lvl Cone You. 1 ft size change 1 person Creats touched.S.S V.S V. 1min/lvl (D) Conc.S.S V.obj or 5 ft cube Ray Burst of light Noise of 4/lvl (20) Light in 20-ft rad Move 15 ft Object up to 1 lbs Object not locked Lift 1 lbs etc. 300 lb/lvl Obj or 10ft x 10ft sq 20 sq ft/lvl Max 30 ft apart 1 touched obj/lvl Creature touched Creature touched Max 15 ft apart +1 att/dmg 1 creature/lvl Light horse or pony Cloud spreads 30 ft Creature touched Ray.S.S V.M V.S.F V.S V.S.S V.S.M V.S V. +1 missile lvls 3. 1d6 creats Understands all languages Reveals hidden doors within 60 ft Reveals undead within 60 ft Ignores 5 dmg/rnd from element Mundane or magical writing vanish Doubles your speed Objects or creatures fall slowly Makes 10-ft square or obj slippery Holds door shut Fascinates 2d4 HD of creats Determines feature of magic item Subject gains +30 on jump checks Give subject +4 armor bonus 1d4+lvl dmg.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Sorcerer Spells Level 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Spell Arcane Mark Dancing Lights Daze Detect Magic Detect Poison Disrupt Undead Flare Ghost Sound Light Mage Hand Mending Open / Close Prestidigitation Ray of Frost Read Magic Resistance Spell 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Alarm Animate Rope Burning Hands Cause Fear Change Self Charm Person Chill Touch Color Spray Comprehend Languages Detect Secret Doors Detect Undead Endure Elements Erase Expeditious Retreat Feather Fall Grease Hold Portal Hypnotism Identify Jump Mage Armor Magic Missile Magic Weapon Message Mount Obscuring Mist Description Inscribes a personal rune Figment torches or other lights Creature loses next action Detects spells and magic items Detects poison in creature/object Deals 1d6 damage to 1 undead Dazzles 1 creature (-1 attack) Figment sounds Object shines like a torch 5-lbs telekinesis Makes minor repairs on an object Opens / closes small or light things Performs minor tricks Ray deals 1d3 cold damage Read scrolls and spellbooks Subject gains +1 on saves Description Wards an area for 2 h/lvl Rope moves at your command 1d4 fire dmg/lvl (max 5d4) One creature flees for 1d4 rnds Changes your appearance Makes one person your friend 1 touch/lvl deals 1d6 dmg Knocks unconscious etc. blocks magic missiles Touch delivers 1d8+1/lvl electricity Creates minor illus of your design Put 2d4 HD of creats into slumber Calls outsider to fight for you Adds +20 to your next attack Throws voice for 1 min/lvl Comp V.S V.F V.M Comp V.S.S V.F V.S V.F V. Area Rune or mark Within 10 ft-rad area 1 creat up to 4 HD Quarter circle Creat.M V.7.S V. Area 25-ft-rad emanation 1 ropelike object Semicircle 10 ft long -2 to att/dmg/saves You.M V.S V.F V.F V. speed/jump x2 10-ft-rad.S.S V.S.S.S V.S.M V.S V.S.S.S V V.M V.

S. 20-ft rad spread Projectiles or bolts (4d6 dmg) Subject flies at speed of 90 Preserves one corpse +1/3 levels. 2d6 dmg Spreads 30-ft rad Stench 10-ft rad Within 10 ft spread 15 ft-rad spread Weight 100 lb/lvl Up to 10 sq ft/lvl Rad 400 ft + 40 ft/lvl Creature or object 4 10-ft cubes + 1/lvl 1d4 + 1/3 lvls.S. lasts 1 rnd/lvl Fog obscures vision Paralyzes one subject Blinds creatures.M V.S.S.S.S.M V.S.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Sorcerer Spells Cont.S.S.S Comp V.S.S V.S V.S.F V.S.S.S. 2d6 dmg.S V. outline invisible Fascinates 2d4+1 HD/lvl creats Invisible 10 min/lvl or until attacks Open locked or magic sealed doors Senses direction toward obj Speaks once when triggered Minor illusion with some sound Duplicates of you (1d4 + 1/3 lvls) Misleads divinations for obj or creat Mask object against divination Subject immune to most ranged attacks Fire into blinding light or smoke Ignores 12 dmg/rnd from element Panics creatures up to 5 HD Reveals invisible creatures or objs Sonic vibration damages objects Calls outsiders to fight for you Swarm of crawling or flying creats Fills 10-ft cube/lvl with sticky webs Sends a message 1 mile/lvl Description Randomly vanish and reappear Hear or see at a distance. Area You.M V.S.M V. 1 min/lvl (D) 1 h/lvl 1 rnd/lvl 10 min/lvl 1d6+2 rnds 1 rnd/lvl Conc +2 rnds 10 min/lvl (D) Instantaneous 1 min/lvl Perm until dischrgd Conc +2 rounds 1 min/lvl 1 h/lvl 8 hours 10 min/lvl 1d4+1 rnds 1 min/lvl 1 rnd/lvl 10 min/lvl (D) Instantaneous 1 rnd/lvl (D) Conc + 2 rnds 10 min/lvl Until dest or 1 h/lvl Duration 1 rnd/lvl (D) 1 min/lvl (D) Instantaneous 1 rnd/lvl Until dischrgd (D) Instantaneous 1 rnd / inst 10 min/lvl 1 day/lvl 1 hour/lvl 1 rnd 1 rnd/lvl 1 rnd/lvl 1 rnd/lvl (D) Save Fort negs Will negs Will negs Will negs Ref negs Fort negs Will negs Will negs Will negs Will negs Will disblf Will negs Will negs Will negs Special Will negs Special Ref negs Save Will negs Special Ref half -.S V.M V.M V V V. 10 ft high 1-3 undead One creature Med-size or smaller Duration 10 min/lvl (D) Permanent Permanent (D) 1 min/lvl 1 h/lvl 1 h/lvl Permanent 10 min/lvl (D) 1 h/lvl 10 min/lvl Conc.M V. 1 rnd/lvl Comp V. 10 ft wide.M V. Effect.F V.M V.S.S.S.S. Effect.F V.S V. 1 h/lvl Makes a permanent.S.M V.M V.F V.M V. 1 h/lvl Subject Gains 1d4+1 Dex.S.M V.S.S. max 8 Size 10-ft cube Up to 100 lb/lvl Dmg reduction 10/+1 Up to 20-ft cube Creature touched All creatures 15-ft rad Cone 3-ft rad.S.M V.F V.M V.M V.S V. 20-ft radius See 60 ft in dark Obj.S V.M V.M V. max 10d6 Proj/lvl or bolt/4 lvls Creature touched Corpse touched Weapon or 50 proj. +4 AC Holds one person helpless.F V.S V.M V. Area You Magical sensor Special Creature touched Max 10lb obj touched 1d6/lvl.F V. 60-ft radius Quarter circle Creature touched Moves 30 ft. heatless torch 20-ft rad of supernatural darkness See 60 ft in total darkness 60-ft rad of bright light Allows ”listening” surface thoughts Gain 1d4+1 Con for 1 h/lvl Ball of fire.M V.S V.M V. 1 lb/lvl 1 or 1:1d3 Dmg 1 / 1d4+1/3 lvls 20 ft rad spread 10-ft-rad spread Target.S.S. Spell 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 Alter Self Arcane Lock Blindness / Deafness Blur Bull’s Strength Cat’s Grace Continual Flame Darkness Darkvision Daylight Detect Thoughts Endurance Flaming Sphere Fog Cloud Ghoul Touch Glitterdust Hypnotic Pattern Invisibility Knock Locate Object Magic Mouth Minor Image Mirror Image Misdirection Obscure Object Protection from Arrows Pyrotechnics Resist Elements Scare See Invisibility Shatter Summon Monster II Summon Swarm Web Whispering Wind Spell 3 3 3 3 3 3 3 3 3 3 3 3 3 3 Blink Clairaudience / Clairvoyance Dispel Magic Displacement Explosive Runes Fireball Flame Arrow Fly Gentle Repose Greater Magic Weapon Gust Of Wind Halt Undead Haste Hold Person Description Changes appearance Magically locks a portal or chest Makes subject blind or deaf Attacks miss subject 20% Subject gains 1d4+1 Str.touch Medium Long Close Long Personal Close Touch Touch Long Touch Medium Medium Close Close Close Medium 1 mile/lvl Range Personal Special Medium Touch Touch Long Medium Touch Touch Close Medium Medium Close Medium Target.S.M V.F V.S. Ref half Will negs Will negs Fort negs Special Fort negs Will negs SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Spec Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes 46 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .M S.S.S. max +5 Blows away or knows down creats Immobilizes undead for 1 rnd/lvl Extra partial action.M V.M V.S.F Range Personal Touch Medium Touch Touch Touch Touch Touch Touch Touch 60 ft Touch Medium Medium Touch Medium Medium Prsl.S.M V V.M V. 1 min/lvl Cancels magical spells and effects Attacks miss subject 50% Deals 6d6 damage when read 1d6 dmg/lvl. +10 disguise Size 30 sq ft/lvl Living creature 1⁄2 concealment Creature touched Creature touched Illusory flame Obj.

5/lvl high Target.M Comp V.M V.S V.S.S.M V.M V.S. Makes monster believe its your ally Makes behave oddly. saves.S.F V.M V.max 150 4:1.F V. caster gains HP Subjects can breath underwater Deflects arrows.M. gases Description Floating eye.M V.S.S.M V. Effect. checks etc.S.S.S. 1 rnd/lvl Compels subject to follow Calls outsiders to fight for you Speak any language Deals 1d6/2 lvls.M V.S V. 2:1d3 Creature touched 1d6/2 lvls.S.S V.S V.M V.M V.S.M V.S V. 4-6 HD Fort save / die 1d6 cold damage/lvl (max 15d6) Controls humanoids telepathically Sends message to anyone sleeping Transform raw material into items V. small creats.M V.S V. 20 ft high 1 creat/lvl.M Touch Prsl.M V.S V. thermal Hides subject from scrying & divin. smell. 1 rnd/lvl Infects with chosen disease Alerts of magical eavesdropping Arouses strong emotion in subject Subject gains 1d4 negative levels Subjects within gone flee 1 rnd/lvl Protect.S.S V.2-1:1d4+1 20 ft/lvl or 5 ft/2 lvls 10 ft sq/lvl or 3+1/lvl Target. HD Kills 1-3 HD.M V. 20 high Takes 10/lvl.touch Close Long 10 ft Medium Medium Touch Special Close Medium Touch Close Medium Medium Range Medium Medium Close Medium Unlimited Close Weight 10 lb 10 ft rad sphere Weapon or 50 proj.F V. floor or ceiling looks real Subject can attack & stay invisible Commands subject 7 HD or less Indicates direction to familiar creat Stops 1-3 level spell effects Illusion kills subject or 3d6 dmg Prevent 24 HD creats attacking Frees object or person from curse Spies on subject from a distance Deafens all within cone.S S.3:1d3. 20 ft high One living creature 1 or 1:1d4+1. Cont.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Sorcerer Spells Cont. 1d4 to 20 ft Wall with 15 HP +1/lvl or can trap Description Animal/2 lvls doubles in size. max 10d6 Living creats touched 10/lvl long.touch Close Medium Long Touch Touch Touch Long Close Medium Close Close Touch Touch Touch Medium Range Unlimited Touch Close Medium Touch 120 ft Medium Medium Close Personal Touch Long Long Close Prsl.S.S.S. 2d6 rnds deaf Fog 30-ft rad. -2 AC/att Nauseating vapors.S. dmg 1d6/lvl Medium or smaller Living creat touched Up to 10 cu ft/lvl 1 day/level 10 min/lvl (D) 10 min/lvl (D) Instantaneous Conc + 3 rnds 1 h/lvl 10 min/lvl Permanent 1 rnd/lvl 1 rnd/lvl 1 rnd/lvl 1 h/lvl 1 rnd/lvl (D) 10 min/lvl Inst / 1 h 2 h/lvl 1 rnd/lvl Duration 1 min/lvl Permanent 1 day/lvl 1 rnd/lvl Instantaneous 24 h Concentrate Instantaneous 1 rnd/lvl 1 rnd/lvl (D) Perm until dischrgd 2 h/lvl Instantaneous Permanent 1 min/lvl (D) 1 day/lvl / dischrgd 10 min/lvl 1 rnd/lvl Instantaneous Conc +1 rnd/lvl (D) Instantaneous 1 min/lvl Instantaneous 1 min/lvl 10 min/lvl 1 rnd/lvl (D) Conc + 1 rnd/lvl 1 min/lvl Duration 1 min/lvl 1 min/lvl Instantaneous 1 day/lvl Special Instantaneous Will negs Will negs Will negs Ref half Will disblf Will negs Ref part Will negs Fort negs Will negs Will negs Save Will negs Will negs Will negs Fort negs Will negs Will negs Ref half Will disblf Will disblf Will negs Will negs Will disblf Will negs Will negs Fort part Will negs Special Special Save Special Ref half Will negs Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes Yes -Yes Yes Yes Yes Yes Yes Yes Yes SR Yes Yes Yes Yes Yes - 47 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . 5 ft or 10 ft wide 4 10-ft cubes+1/lvl Creature or object Creature touched Up to 3 sq ft in size 40 ft.M V. Effect. moves 30ft/rnd -6 abi / -4 att.M. 3d6+2d6 1 x 10 x 10 ft You or creat touched Creat up to 7 HD Circle 400 ft + 40/lvl 10-ft rad spherical One living creature 15-ft radius sphere Creat or item touched Magical sensor Cone.S.M V.M V. 30 ft apart 30-ft rad.S.S.S V.S. Absorb 12 dmg/lvl from energy Changes page to hide real content Hampers vision and movement 1/lvl only partial actions.F V.S. Area 30 ft/rnd or 10 ft/rnd Creature touched One living creature All creats 15-ft rad Living creature 120-ft-rad emanation All creats 15-ft rad Negative energy ray Cone.S.M V.S V V.M Comp V.S V. creats attacking take dmg Opened object deals 1d4+1/lvl Makes terrain appear like another Hail deals 5d6 dmg in cylinder 40 ft Wall.S.M V.S. 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 Illusory Script Invisibility Sphere Keen Edge Lightning Bolt Major Image Nondetection Protection from Elements Secret Page Sleet Storm Slow Stinking Cloud Suggestion Summon Monster III Tongues Vampiric Touch Water Breathing Wind Wall Spell 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 Arcane Eye Bestow Curse Charm Monster Confusion Contagion Detect Scrying Emotion Enervation Fear Fire Shield Fire Trap Hallucinatory Terrain Ice Storm Illusory Wall Improved Invisibility Lesser Geas Locate Creature Minor Globe of Invulnerability Phantasmal Killer Rainbow Pattern Remove Curse Scrying Shout Solid Fog Stoneskin Summon Monster IV Wall of Fire Wall of Ice Spell 5 5 5 5 5 5 Animal Growth Cloudkill Cone of Cold Dominate Person Dream Fabricate Only intended reader can decipher Everyone within 10 ft invisible Doubles weapon’s threat range Electricity deals 1d6 dmg/lvl Illusion plus sound.S V.M V.F V V. -2 morale Dmg 1d6+1/lvl Object touched One 30-ft cube/lvl 20-ft rad.S V.M V.M V.S V.S.S V.S.M V. 2d6 dmg Blocks vision ands slows movement Gives damage reduction 10/+5 Calls outsiders to fight for you 2d4 dmg out to 10 ft.S.S.S.M V.M V.dmg 1d10 Cone.S. Area 1 animal/2 lvls 30 ft wide.M V.

M V.XP V.M V. spec Will negs Will negs Will disblf Will negs Will disblf Special Special Save Special Ref half Fort negs Fort part Special Fort negs Will negs Will disblf Will disblf Will disblf Will disblf Will negs Will negs Will negs Save Will negs Ref half Fort part Will negs Yes Yes Yes Yes Spec SR Yes Spec Yes Yes Yes Yes Yes Spec Yes Yes Yes Yes Yes SR Yes Yes Yes Yes 48 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .S. 30 ft apart You / illusory double 750 ft sq.S.place etc.M V.M V. can be shaped Description Fog deals 2d6/rnd acid damage Reveals magical aspects of subject Negates magic within 10 ft 1d6 damage/level.S V.S.S.S V.S.S.S.S.S.M V. 1d10 damage 5 x 8 ft.M V. person/2 lvls Delivers short message anywhere Sculpts stone into any form Calls outsider to fight for you Wall is immune to damage 20 hp/4 levels.F V.F V.S V. 30 ft apart Target.secondary/lvl 50-ft radius burst You 10 x 10 x 2 ft /lvl 2-mile-rad circle Ray. cast spells Creatures can’t approach you Calls outsider to fight for you See all things as they really are Change appearance of creatures Description Undead don’t attack 1d6 fire damage/level.fear.S.S Close Medium Medium Medium Long Unlimited Close Special Long 1 mile Close Special Touch Close Close Medium Range Medium Close 10 ft Long Medium Personal Long 2 miles Medium Close Close 10 ft Medium Special Personal Close Medium Close Long Long Long Medium 10 ft/lvl Close Touch Long Range Close Long Close Close Special Medium 25 ft + 5 ft/2 lvls One creat’s Int to 1 One living creature Fills 20-ft cube 20-ft cube/lvl Tired.F V. no concentration required 1d4 + 1/lvl floating eyes scout Change appearance.S.S V.F V.M V.S.M V. affects 1/lvl Compels subject/lvl to follow Turns you invisible and creates illus Digs trenches and builds hills Includes sight.S. Cont.M S V.S V V.S.S V.M V.S.M V. delay 5 rnds Kills one subject or dmg 3d6+1/lvl Cube of force imprisons all inside Spies on subject from a distance Subject suffer continuous confusion V. 1 ft/lvl deep Special 4 10-ft cubes + 1/lvl 1d4 eyes + 1/lvl 1 person/2 lvls One creature 10 cu ft + 1 cu ft/lvl 5:1 4:1d3 1-3:1d4+1 10-ftsq/lv / 1-ftrad/lv Area up to 5-ft sq/lvl Target.S. 30 ft apart Creat/lvl. Extra partial action.M. Area 2 HD of undead/lvl 20-ft radius spread One living creature 20-ft cube/10-ft cube Magical sensor One living creature 1 min/lvl Instantaneous 1 rnd/lvl (D) 30 min + 2d6 rnds Conc + 1 h/lvl (D) Instantaneous 1 h/lvl (D) Special 1 min/lvl (D) 1 h/lvl 12 h 1 round Instantaneous 1 rnd/lvl (D) 1 min/lvl (D) Instantaneous Duration 1 rnd/lvl 1 rnd/lvl (D) 10 min/lvl (D) Instantaneous Instantaneous 1 day/lvl / dischrgd 10 min/lvl (D) 4d12 hours Instantaneous 1 rnd/3 lvls 1 day/lvl / dischrgd 1 rnd/lvl Instantaneous 2 h/lvl Special 1 rnd/lvl 1 h/lvl 1 rnd/lvl Instantaneous Permanent (D) Perm / triggered 1 rnd/lvl (D) 1 rnd/lvl (D) 1 rnd/lvl (D) 1 min/lvl Conc +1 h/lvl (D) Duration 1 min/lvl Up 5 rounds Instantaneous 2 h/lvl 1 h/lvl Instantaneous Will. Effect.F V.F V. Cont.M.S.S.F V. lowers or parts water Changes weather in local area Disintegrates creat/obj or 5d6 dmg Charm. +20 on check Magic effects protects area Learn tales about person.S.M V.S.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Sorcerer Spells Cont. 10 ft cube You One living creature 10-ft-radius sphere Special Up to 200 sq ft/lvl You Creat/lvl. sound and smell Triggered by event Illusory double can talk.S.F V.M V. Area Spreads 30 ft.F V.S.M V.M V.M V.S.S.S.S.M V.M V.M V.M V. 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 False Vision Feeblemind Hold Monster Mind Fog Mirage Arcana Nightmare Passwall Permanency Persistent Image Prying Eyes Seeming Sending Stone Shape Summon Monster V Wall of Force Wall of Stone Spell 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 Acid Fog Analyze Dweomer Antimagic Field Chain Lightning Circle of Death Contingency Control Water Control Weather Disintegrate Eyebite Geas / Quest Globe of Invulnerability Greater Dispelling Guards and Wards Legend Lore Mass Haste Mass Suggestion Mislead Move Earth Permanent Image Programmed Image Project Image Repulsion Summon Monster VI True Seeing Veil Spell 7 7 7 7 7 7 Control Undead Delayed Blast Fireball Finger of Death Forcecage Greater Scrying Insanity Fools scrying with an illusion Subject’s Int drops to 1 Holds creature helpless Subjects in fog get –10 Wis / Will Make terrain appear like another Sends vision dealing 1d10 damage Breaches walls 1 ft thick / level Makes certain spells permanent Illusion.S.S.S Comp V.20 high One obj or creature 10-ft rad emanation Primary.S.M V.S.M V.S V. 10 ft deep 20-ft + 10-ft cube/lvl 20-ft + 10-ft cube/lvl Shadow duplicate 10-ft rad/lvl 6:1 5:1d3 1-4:1d4+1 Creature touched 1+ creats.S V.M V.S V.M V. Effect.sicken or sleep subject Command any creature Stops 1-4 level spell effects Greater dispel magic.S.S.S.M. secondary bolts Kills 1d4 HD/level Sets trigger condition for spell Raises.S.M Comp V.

M V V.touch Long Close 10 ft Close Touch Close Medium 180 ft apart 5 x 8 ft.S VSM.F V.M V V.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Sorcerer Spells Cont.S. Stun Prismatic Spray Sequester Spell Turning Summon Monster VII Vision Spell 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 Antipathy Demand Discern Location Horrid Wilting Incendiary Cloud Mass Charm Mind Blank Power Word.M V.F VSM. Area One creature Negative energy ray Special Dmg 6d6 / 3d6 1 creat or 15-ft radius 10-ft radius sphere 9:1 8:1d3 1-7:1d4+1 Creature touched 1 creat/lvl 30-ft rad Max 30 ft apart 10 min/lvl (D) 1 usage/2 lvls Instantaneous 4d4/2d4/1d4 rnds Instantaneous 1 day/lvl (D) Expend. Cont.S.M V.S.M V.S. affects all in range Passage through wood or stone 1-8 subjects travel to another plane Stuns creature up to 150 hp Rays hit with variety of effects Subject invisible to sight & scrying Reflect 1d4+6 spell levels back Calls outsider to fight for you Learn tales about person.S V.M V.S.S.place etc. Blind Prismatic Wall Protection from Spells Screen Summon Monster VIII Sunburst Symbol Sympathy Spell 9 9 9 9 9 9 9 9 9 9 Dominate Monster Energy Drain Foresight Meteor Swarm Power Word.S.S V. Area Location or object One creature 1 creature Max 60 ft apart 30 ft wide.S Long Touch Touch Close Close Touch Personal Close Personal Range Close Special Unlimited Long Medium Close Close Close Close Touch Close Close Long Touch Close Range Medium Close Prsl.S.S V. Description Obj or loc repels certain creatures Send a message with a suggestion Exact location of creature of object Deals 1d8 dmg/lvl (max 25d8) Cloud deals 4d6 fire damage/round Charm creatures.M V. Effect.S. Kill Prismatic Sphere Summon Monster IX Temporal Stasis Wail of the Banshee Weird Invisibility.M V.S.S V V.2/lvl high 1 creat/4 lvls 30-ft cube/lvl 8:1 7:1d3 1-6:1d4+1 10 ft/lvl radius burst One symbol Location or object Target.S V V V.S.F V. 3d6 dmg Runes have array of effects Obj or loc attracts certain creatures Description Control creatures telepathically Subject gains 2d4 negative levels 6th sense warns of danger Deals 24d6 fire dmg plus bursts Kills 1 subject or many below 21 hp Surrounds on all sides with effects Calls outsider to fight for you Subject into suspended animation Kills one creature/level Illusion kills/deals dmg within 30 ft V. Cont.S V V.S.F V V.S. / 10min/lvl 1 rnd/lvl (D) Special Duration 2 h/lvl 1 round Instantaneous Instantaneous 1 rnd/lvl 1 day/lvl 1 day P/1d4+1 m/1d4 r 10 min/lvl 10 min/lvl 1 day 1 rnd/lvl (D) Instantaneous Special 2 h/lvl Duration 1 day/lvl Instantaneous 10 min/lvl Instantaneous Instantaneous 10 min/lvl 1 rnd/lvl (D) Permanent Instantaneous Instantaneous Will negs Special Will negs Save Will part Will part Fort half Ref half Will negs Will negs Special Will negs Special Ref half Special Will negs Save Will negs -/ Ref half Fort negs Will disblf Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Spec Yes Yes Yes Yes SR Yes Yes Yes Yes Yes Yes Yes Yes 49 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them .M Comp V. max 30 ft apart Resist mental / emotional magic Blinds 200 hp worth of creatures Wall’s colors have array of effects Confers +8 resistance bonus Hides area from vision.M V. scrying Calls outsider to fight for you Blinds all within 10 ft.F V.M V.S.S V. 1 ft deep 1-8 joining hands 1 creat up to 150 hp Cone Creat or obj touched 1d4+6 levels affected 7:1 6:1d3 1-5:1d4+1 You Target.XP Comp V. 7 7 7 7 7 7 7 7 7 Mass Invisibility Phase Door Plane Shift Power Word.S V.S. Cont. 20 ft high HD twice of level One creature 15-ft rad sphere 4 ft/lvl wide. Effect.

slam 1d4+7 fear 15’R. norm weap brk. shield Leather. lesser Wight. Shield. Shield Studded. norm weap brk. rock 2d6+7. Shield Ring. paralysis 50 one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them . Shield. shield. major Lvl 1 3 5 4 6 8 1 3 5 7 9 5 8 10 10 15 20 Def 11 15 19 17 21 24 11 15 19 23 27 12 18 9 14 20 25 DR 1 3 5 6 7 7 4 5 6 7 10 3 3 7 10 10 10 V 0 12 26 24 42 54 0 21 35 49 63 W 8 12 14 16 16 16 11 11 13 15 18 40 50 50 80 120 160 Melee +2 +5 +7 +6 +8/+3 +10/+5 +3 +5 +7 +9/+4 +11/+6 +7 bite x2 +10 bitex2 +14/+9 +10/+5 +15/+10/+5 +20/+15/+10/+5 Missile +2 +5 +7 +6 +8/+3 +10/+5 +3 +5 +7 +9/+4 +11/+6 +7 bite x2 +10 bitex2 +14/+9 +10/+5 +15/+10/+5 +20/+15/+10/+5 Notes No armor. 25% magic Platemail. paralysis fear 60’R. +4 dmg. paralysis fear 30’R. minor Wight. Shield Ring. Shield Scale. Shield Scale. norm weap brk. +4 dmg. +4 dmg. Hill Wight. Shield. 10% magic Chain. Shield. 50% magic 1d8+5 1d10+5 2 slams +14. 10% magic Chain. 25% magic Leather.one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark Monsters of Middle Earth Name: Bandit Bandit Bandit Bandit Leader Bandit Leader Bandit Leader Orc Orc Orc Orc Orc Warg Warg Troll.

one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them all and in the darkness bind them one ring to rule them all one ring to find them one ring to bring them one ring to rule them all one ring to find them one ring to bring them all and in the dark .

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