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the

Crying Blades
houserules

Volume Two
Sorcery & Blessings

Daimon Games
The Crying Blades
HouseRules for roleplaying games

Volume Two: Sorcery & Blessings - Beta 0.7

Copyright 2016 Daimon Games


www.daimongames.com

The Crying Blades


HouseRules for roleplaying games

Volume Two: Sorcery & Blessings - Beta 0.8

Copyright 2016 Daimon Games


www.daimongames.com

2
Summary

Introduction 5

Sorcery 9

Blessings 67

Magic Items 97

3
4
CHAPTER I

Introduction

S orcery and magic, miracles and


blessings - the workings of angels
and kind spirits, and those of demons
The complete game thrilogy is com-
posed by: volume one Characters &
Basics (with the red cover), volume two
and evil, the power of men bending the (this one) Sorcery & Blessings (with
laws of nature thanks to the supernatu- the black cover) and finally volume
ral power of the stars, the ancient wis- three Adventures & Monsters (with
dom of ancestors, the dark rituals per- the blue cover - which is not ready yet).
formed exchanging an eternal soul in
the afterlife for a little grasp of power
in this life...
Call it as you may, but magic is a pow-
erful element of almost any fantasy
game, and this OSR hack is no different.
In this volume, which is the second
of a thrilogy dedicated to the Crying
Blades, you will find all the instructions,
spells and blessings for Sorcerers and
Clerics.
Together with the spells and bless-
ings lists, this book also provides a
few houserules for additional class-
es and for different takes on magic,
so that GMs can add yet more com-
plex and peculiar magical powers to
their games.

5
Credits Illustrations

B esides the Original Fantasy Game,


Besides the Original Fantasy
Game, and perhaps even more than the
T o the side is the complete list of
artists whose artwork (public do-
main or not) is used in the book. Most
Original, many other games have influ- of the artwork is in public domain. If
enced me. you notice that I have failed to identi-
Such a list can never be fully exhaus- fy the artist properly for some image,
tive, so I included here for credits only please notify me.
those games that had a very significant,
visible impact on my design: Art in public domain is always marked
• Lamentations of the Flame Princess with a star (*) after the artist name, like
by James Raggi this: “Artist Name* xx”.
• Swords & Wizardry by By Matthew
J. Finch • Adamo Scultori and Michelangelo
• WhiteHack by Christian Mehrstam Buonarroti* 85
• BlackHack by David Black • Christian Krohg-Haakon* 16
• Apocalypse World by Vincent Baker • Edmund Dulac* 3, 26, 30, 31, 62
• Dungeon World by LaTorra and • Edmund J. Sullivan* 8, 66
Koebel • Gustave Doré* 19, 126
• Freebooters of the Frontier by Jason • Hannes Bok* 118
Lutes • Hans Burgkmair the Elder* 123
• Fate by Evil Hat • Harry Clarke* 2, 68
• Rosie Turner and Logan Knight of • Howard Pyle* 45
www.lastgaspgrimoire.com • H. R. Millar* 4
• Necropraxis Productions Hazard • John Dickson Batten* 34, 72
System v0.2 • Laurence Housman* 41, 96
• Lost Pages by Paolo Greco, and • Other Public Domain images from
especially Wonder & Wickedness various artists* 1, 10, 22, 42, 46, 49,
52, 53, 58, 61, 65, 70, 74, 80, 82, 86,
Influence (or plagiarism) doesn’t nec- 87, 91, 92, 93, 94, 99, 101, 104, 108,
essarily mean exact compatibility. I’ve 111, 112, 113, 118, 120, 121, 122
done my best to retain the maximum • Otto Ubbelohde* 83
compatibility but you will notice that a • Pearson Scott Foresman* 106
few numbers are off, here and there. • Wayne Francis Woodard* 119
Also, Lost Pages appears among the • W. G. Collingwood* 13
various credits, but their Wonder & • Willy Pogany* 5
Wickedness and Pergamino Barocco
are worth additional, more significant,
reverence.
Do yourself a favor and buy those
two books, integrate them into your
Crying Blades (or any other OSR) cam-
paign. Let them inspire you, let them
drive your pen into wording new spells,
with no regard for game balance.
For magic knows no balance.

6
Saving Throws

S everal spells allow a Save - a Sav-


ing Throw - to negate or mitigate
the effects of the spell (or blessing).
Cleric: Saving Throws with CON
and WIS are rolled with +2.
Sorcerer: Saving Throws with INT
The complete rules are on Volume One: and WIS are rolled with +2.
Characters & Basics, but a short sum- Rogue: Saving Throws with DEX
mary is here for your convenience. and CHA are rolled with +2.
The value of the Saving Throw is
equal to: 5+Level+Attribute modifier.
To make the save, the d20 roll must OSR Randomness
be equal or lower than the Saving
Throw threshold.

Consider these guidelines to adjudi-


“D
others.
ice are wiser than players”, some
say. “Embrace randomness”, say

cate against which attribute to roll: There is quite a big deal of random-
Charisma: vs. any kind of charming ness built-in in this game, starting from
and possession effect, including spells the characters’ attributes scores and
Constitution: vs. any kind of physi- then continuing with talents, traits,
cal damage that is already inflicted (like even names if you want.
poison or being hit by a trap). Includes In this manual, there’s even more:
ultimate saves against sudden death instead of deciding your own spells,
Dexterity: vs. all danger that can be whenever you gain a new level you roll
dodged or avoided (including area ef- to see what you’ve learned. You still de-
fects like certain spells and most traps) cide for which PowerLevel (and which
Intelligence: resisting spells and “Circle”) you will roll, but the spell or
spell-like effects (most magic, includ- blessing you learn, is random.
ing magic items) that are not purely Whenever you face a random result,
elemental (for example save vs. a curse, embrace it. You might be tempted to
but not vs. petrification or vs. a fireball) force a certain choice - and that’s fine,
Strength: vs. any kind of physical I’m not the RPG-police going to hunt
damage that cannot be avoided, but just you down for that. If for example you
resisted for a short time or endured are going to pick characters’ traits from
(like burning, drowning, freezing and the tables without rolling them, be my
similar), and also spells or powers like guest; if you decide to pick talents in-
turning into stone stead of rolling them, go ahead.
Wisdom: vs. all kind of deception But as you play, if you stick to ran-
and illusions, and against all cleric-like domness you’ll discover the pleasant
abilities or spells, including most un- feeling of growing attached to the
dead magic, and dark-clerics undefined sense of wonder that only
chance (in the right proportion) can
Note that there are additional modi- give.
fiers granted by the character’s class:
Fighter: Saving Throws with STR
and CON are rolled with an addition-
al bonus of +2 to determine the Save
threshold.

7
8
S orcery, also vulgarly called magic,
is the very special art of gather-
ing ethereal energy and forging it into
It’s an art that requires many years
of formal training, involving math-
ematics and astrology, and of course
spells. This energy descends from the countless hours spent on esoteric text
astral sphere that surrounds our planet, looking like meaningless garbage to
where are the sun, the stars, the moon anyone who’s not a sorcerer.
and the comets.

CHAPTER II

Sorcery

A sorcerer in this game, therefore, is for more power, sometimes reckless in


someone with a talent but that intense- their exploration of the mysteries of
ly trained; is someone with a gift that magic, sometimes wary and careful and
needed to carefully cultivate it for years. paranoid.
And despite the years of training, ev- Wild powers such as druids and
ery sorcerer must spend time every day witches, though, do exist and are re-
studying, to maintain their power. ferred to as users of Wild Magic, and
Sorcerers, thus, are not druids, witch- are a challenging match for the sorcery
es, or some other wild powers; they of disciplined magic, and are great ad-
are knowledgeable, disciplined schol- venturing material for the GM.
ars; sometimes crazy in their craving

Magic Rules • Casting always requires a roll: an


Attribute check on Intelligence for a

T he basic concepts of casting spells


and miracles are common to the
two classes, sorcerers and clerics, at
Sorcerer (Wisdom for a cleric)
• Casting can be done fast, by taking a
single combat round, or slow by us-
least from a mechanical prospective. ing a full Turn (10 min.) or more
In terms of flavor in play and setting, • There are daily limits to how many
though, the two types of magic are spells (fast and slow) can be cast
fundamentally different. • The caster usually has at their dis-
posal all of the known spells (no
Casting spells works according to forgetting, no preparing)
these simple rules: • There are some bad consequences
for failing the roll to cast a spell

9
Clearly, given the previous descrip-
tion, there is no cast & forget and no
list of prepared spells, thus the magic
users do not need to prepare their lists
in advance.

While cast & forget provides mechan-


ical balance to the game, the purpose
of this hack is not to maintain bal-
ance. Instead, having all spells avail-
able means faster preparation (players
don’t waste time) and more interesting
choices (which spells to use, assuming
all known spells are available).

Casting Spells
A sorcerer knows all the spells that
are contained in their spellbook
(see the dedicated paragraph about
During the time taken for casting, the
sorcerer cannot do other significant ac-
tions. They can move at slow pace but
spellbooks for more information). The cannot interact with others. If they are
magic use knows and holds in memory interrupted by something stresful or
all the necessary gestures and words of painful (like receiving damage in com-
power of a spell, all the precise calcula- bat), they lose concentration and the
tions about the stars and other ethereal casting fails.
bodies, all the rituals details and so on. Sorcerers have a limited magical en-
All these spells are considered “ready” ergy available, and can cast a number
and can be cast by the sorcerer, at any of spells per day equal to their Level
time, provided that the sorcerer can re- + the Intelligence modifier.
cite the necessary words and make the All spells (cast in a Turn or in a
required gestures. Round) count towards this limit, and
When casting a spell, the sorcerer the level of the spell is irrelevant, un-
takes a Turn (several minutes) to con- less otherwise stated by the spell’s de-
centrate, unless the sorcerer is ready to scription itself.
unleash the spell fast enough (a Round
of combat, a few seconds) at greater Other classic features of OSR games,
risk. such as spellbooks, scrolls, staffs and
Regardless of the casting time (a wands, are part of the magic rules,
Turn or a Round), the sorcerer must with some tuning. Moreover, the mag-
pass an Intelligence Attribute check ic users still need their daily time with
to cast the spell successfully. their spellbook to regain power and be
A success in the Attribute check able to cast again the next day, and to
means the spell casting was flawless; recover unstable spells.
the spell’s effects apply as indicated.

10
Fail To Cast A Spell Unstable Spells

A failure in casting, because of an in-


terruption or because of a failure
with dice, requires the sorcerer to roll
U nstable spells always fail casting;
the character has lost grip on the
spell’s special workings, they’re basi-
on the table below. cally unavailable until recovered. An
unstable spell is not forgotten but the
d6 roll Effect sorcerer needs to put some thoughts in
1-2 Energy drain; additional cost order before casting it again.
3-4 Spell backfires; suffer harm It will take a an hour or two of study
5-6 Spell becomes unstable to regain control of an Unstable spell.
Sorcerers can do this while the group
Table 1: Failure to cast a spell
takes a long rest or camps for the night.
Only one Unstable spell can be re-
If the spell was cast taking the ap- gained during a period of rest or while
propriate amount of time (a Turn), roll making camp. If more than one spell
twice on the table: the player will de- is Unstable, the sorcerer needs to wait
cide which effect to apply of the two until the next long rest or occasion to
possible results. If both results are the make camp, to recover another.
same, just apply that. If the characters are back to civiliza-
If the spell was cast in haste, taking tion, assume that two spells per day are
only one Round in combat or just a few recovered from the Unstable state.
instant (for example to face an emer-
gency situation), roll twice but the GM There are several other options that
decides which effect to apply, to maxi- you can insert as a cost for failing
mum deteriment for the character. to cast a spell. The ones proposed by
The negative effects for failing the default have simple yet effective con-
roll to cast are described below. In all sequences: reduce the number of spells
cases, remember that casting fails, so available (drain energy), inflict con-
the spell’s effects do not apply. sequences (harm), take away spells
(unstable), thus forcing the sorcerer to
Energy drain (1-2): the spell drains come up sometimes with improvised
additional energy from the caster. Mark solutions or improvised tactics, to face
it as if cast twice. If the caster doesn’t these consequences. Alternatives may
have enough energy for that, mark include reducing an Attribute score
what’s possible and also apply damage (for example drain CON points for
as in a roll of 3-4. exhaustion or INT points for concen-
Spell backfires (3-4): the spell back- tration), varying the cost according
fires and inflict 1d6 damage against the to the spells’ level, working the spell
caster. As an alternative the GM might backwards or to some unintended ef-
propose the destruction of something fect, and so on. If you customize the
or another unwelcome effect, but the table, it is recommended not to go
player can refuse and just take damage. beyond a d8 or d10 roll, and make
Spell unstable (5-6): the spell be- sure your players are aware of these
comes unstable and cannot be used changes. They might not approve of
again until recovered (see appropriate them, but a trained sorcerer must know
rules for that). what to expect upon failure to cast.

11
Spellbooks Gaining Spells

S pellbooks are the core of the arcane


knowledge of a sorcerer. They are
written in a way that only the owner
E very time the sorcerer gains a
Level, they have the opportunity to
add to their spellbook a variable num-
can actually read and study those spells, ber of new spells, by paying the cor-
or read them to cast as if from a scroll. rect price in XP. The spells offered in
Spells like Read Magic are necessary the manual are the common spells that
for a sorcerer to be able to read other sorcerers can study and trade knowl-
spellbooks and thus gain - or steal - ad- edge about with other magic practitio-
ditional knowledge from others’ works. ners, within civilization, and therefore
Other classes cannot read a sorcerer’s require no additional research.
spellbook to gain knowledge from it. You can assume that the sorcerer had
Every night or during periods of already enough information about these
long rest, sorcerers study their own spells, and finally gained enough power
spellbook to refresh their memory of or knowledge to properly master them.
the spells and to maintain their knowl- These new spells are automatically
edge. If a spellbook is lost or stolen, written to the spellbook and there is no
the sorcerer cannot study spells again, cost for them in terms of silver or time
and thus loses the possibility to cast, to allocate.
within 1d6 day(s). The spells will cost XP as follows:
Writing spells on a spellbook (from • A spell costs 100 XP x PWL
memory or copying) is a special task • Multiple spells can be added at the
that the sorcerer can perform given same time
enough time (see details in the related • The total of the PWL of the spells
paragraph). It is possible to recon- added up, cannot exceed the charac-
struct a lost or stolen spellbook from ter’s new level
memory, but it will take quite some
time, thus the spellbook is the most pre- Spells can also be gained by read-
cious possession of every sorcerer. ing them from scrolls, spellbooks or
other magical treasures found in the
adventures.
Starting Spells These spells must first be copied to
the spellbook in order to become part

A sorcerer begins the game with


some random spells; these spells
are written in a spellbook that is part of
of the sorcerer’s knowledge, with the
necessary time and money investment
(as described in the appropriate chap-
the basic equipment of the character. It ter).
comes at no cost and counts as a single These “found” spells cost the sor-
item for encumbrance. The number of cerer no XP at all; just time and money
starting spells of a sorcerer is equal to to write.
the Intelligence attribute modifier, and Note that while the regular spells
always at least one. are added only when passing to a new
These sterting spells are randomly level, the “found” spells are added to the
determined, and are exclusively Pow- spellbook once the writing procedure is
erLevel One (PWL-1) spells. completed.

12
Writing To The Spellbook

T o write a spell to the spellbook,


the sorcerer needs peace and quiet:
this can be done only when the group
A spell can be copied to the spellbook
from:
• Memory: i.e. to reconstruct a lost
camps for the night or between adven- spellbook
tures, back in civilization. • A scroll: the sorcerer must cast Read
The process is long and expensive but Magic to be able to understand the
it’s the only way for a sorcerer to gain scroll; this will in the end erase the
use of a new spell, with the exception scroll as if the spell was cast
of those gained on a new Level, which • Another spellbook: as from the
are transcribed automatically by paying scroll, the sorcerer must use Read
their XP price. Magic and at the end the spell is
The process will require a variable erased from the original spellbook
duration: 1 day for each PWL of the • Other: as determined by the GM,
spell, +1d6 days. Each day has a cost for example runes on stone, or sewed
of 50 silver pieces, in various arcane into fabric, etc.
materials.
Copying a spell on your spellbook Finding a way to copy an unmovable
from a dungeon wall can be a lengthy spell (for example written in stone) or
and dangerous process, besides being to mimic a spell cast by a monster or
expensive. Spells found written in stone an NPC, and similar endeavors, are
or in anything that is not a scroll or a classic tasks for advanced sorcerers.
spellbook, usually count as if written The GM might allow such exploits,
on a spellbook. with an appropriate risk involved.

13
Magical Instruments
M any sorcerers make use not
only of a spellbook, but also of
scrolls, potions and staffs or wands.
If the spell uses the caster’s level, a
scroll counts as for the Level of the
reader, not the writer.
Rules to deal with these instruments
are presented in this chapter.
All magical instruments are common Potions
among sorcerers, but the game should
emphasize the rarity of magic users
and how precious anything magical is:
scrolls, potions, staffs and wands and
M aking a potion - a ready to use
and liquid versions of a spell - is
possible only for sorcerers, although
other magic items are precious treasure sorcerers can also instill a cleric’s spell
and not for sale on the market. (such as a healing spell) into a potion.
The process will require 1 day for
each PWL of the spell, +1d6 days.
Use And Write Scrolls Each day has a cost of 20 silver pieces,
in various ingredients. At the end of

S crolls with inscribed spells allow


a sorcerer to cast the written spell
without a roll, thus without taking
the process, the sorcerer or the cleric
must cast successfully the spell they
want to instill into the potion. A failure,
any risk of failure, even in the middle besides the regular consequences, will
of combat. They also don’t drain the also waste the potion.
caster’s energy, so they do not count While scrolls are usable only by sor-
towards the daily spell’s quota. cerers, potions can be drunk by any sort
The spell is erased from the scroll of character. It is up to the GM to rule
after casting. Note that if the sorcerer if a certain spell cannot be instilled in a
is casting in combat and is interrupted potion or not.
by a successful attack against them, the
casting fails and the spell is erased any-
way. Staffs And Wands
To write a scroll, the sorcerer must
allocate 1 day for each PWL of the
spell +1d6 days (as for writing on the
spellbook). The cost, though, is just
S taffs and wands can store spells as
scrolls do, and have the very sig-
nificant advantage that the spell doesn’t
10 silver per day in arcane materials. need to be read: the energy of the spell
When casting from a scroll they wrote is imbued into the wood and ready to
themselves, a sorcerer does not need to cast right away.
roll and does not need Read Magic. As scrolls or potions, staffs and wands
When casting from a scroll written do not need any roll and do not drain
by someone else, the sorcerer must use energy from the caster, to be used.
Read Magic first, to even know what’s Using a staff or wand in combat is
the spell on the scroll. After that, they the safest choice: the caster’s energy is
can read and cast from the scroll at any preserved, no roll is required and there
time (without the need to use Read is no chance of interruption because of
Magic again). an attack against the sorcerer.

14
But a sorcerer can carry and own fire. This is not a spell charged into the
only one charged staff or wand at the staff or wand: the sorcerer simply uses
time: starting to charge or use a second the staff to maintain concentration.
staff or wand will break the bond with To setup this spell, it must be cast
the first one, and discharge it. successfully (for example taking one
turn to do it slowly), and it counts to-
Since spells do not need to be read wards the daily quota.
to be cast, other classes can use staffs The spell, then, remains charged
or wands, not only sorcerers. Charac- into the staff or wand until it’s released
ters of other classes, though, will not by the sorcerer. Releasing the spell is
be aware of the spell contained in the an action that takes an instant: it drains
staff until it’s cast. A sorcerer, instead, no additional energy and takes no time,
can use Read Magic to determine which and requires no roll.
spells are loaded into a staff or wand. Of course, this ready-spell can be dis-
If multiple spells are loaded into charged at any time, and can be changed
a wand or staff, determine randomly for another, by casting a different spell.
which one is cast by a character that A failure in casting to setup the
has no knowledge about which spells ready-spell will cause the wood to
are contained in the magical object. break in 50% of the cases, so this is
A sorcerer, of course, decides which potentially quite risky, because it could
spells to trigger, since with Read Magic break a staff or wand loaded with other
they can gain knowledge of the spells precious and useful spells.
contained in the staff or wand.
Each staff or wand can hold a num-
ber of spells whose total PWL is equal Casting From The Book
or lower to the sorcerer’s Level.
To charge the staff or wand, those
spells must be cast regularly with the
wood as target, and cost 20 silver per
I n case of emergency a spellbook can
be used as a scroll but only by its
owner (or someone else with the usage
PWL in additional arcane materials. of a Read Magic spell). It is even pos-
A staff or wand can absorb one spell sible to cast an Unstable spell this way.
per day, maximum, otherwise it will The spell requires no roll and does
break. Failure in casting the spell often not count towards the daily quota, but
(50% chance plus the normal trouble for the spell is then erased by draining its
failed spells) breaks the wood, wasting magic. Since it’s erased from the spell-
previous spells. book, it’s no longer part of the sorcerer
spell list.
The sorcerer can re-write the spell
Ready Spell to the spellbook from memory, but this
process will require days and silver as

W hile the caster has a staff or


wand in hand, they can also keep
one of their own spells (from their own
for any other spell to add to the spell-
book. Until the spell is not re-written
to the spellbook, the sorcerer can no
memory, from the spellbook) ready to longer cast it from memory.

15
Sorcerer’s Activities

A ll the sorcerer’s activities that re-


quire time are mutually exclusive.
In other words, during a period of rest
when making camp or a day in down-
time, a sorcerer can choose one option:
• Stabilize one Unstable spell
• Write to the spell book
• Write to a scroll
• Prepare a potion
• Charge a wand or staff

Spells
T he next pages contain the spells
available to the sorcerer, divided
by PowerLevel. At character creation,
just roll randomly (1d10) to determine
which spells are known to the sorcerer. Spells Description
Additional spells are acquired by pay-
ing XP (100 x PowerLevel) when gain-
ing a new Level. E very spell in the manual is de-
scribed according to the following
guidelines:
• Number: to use to randomly deter-
Spells Circles mine which spell is known
• Name: the spell name

W ithin each PowerLevel, spells


may be divided into circles. A
circle groups together several spells,
• Level: from which Level the charac-
ter can learn the spell
• Range: Caster - only the caster, no
sometimes with common characteris- one else; Touch - must touch the
tics. target; Zones - number of zones
For the purpose of the game, all cir- (incl. the one of the caster), can be
cles are the same, for spells. When the modified also by the Level
sorcerer gains a Level and needs to roll • Duration: Rounds - for combat;
for new spells, they can decide on which Turns - for exploration time, can be
circle(s) to roll. modified also by the Level
This allows a little more control over • Cost: when not specified, assume
which spells the caster can add to the one; otherwise refer to the number
list of the known ones. indicated. This tells you how much
energy (daily spells) the specific spell
Of course you can allow the sorcerer consumes. A “Cost: 2” means mark-
to select new spells when gaining a ing two spells of the daily quota,
new Level, instead of rolling the dice. instead of the default one

16
Spells List

T his is a list of all spells divided


by PowerLevel and circle. Use the
numbers to determine randomly which
Circle Of Artificium (cont.)

blessing your sorcerer knows at the 8) Speak with Animals


start, or learns level by level. 9) Spider Touch
10) Strengthen
PowerLevel 1 11) Understand Languages
12) Web
Circle Of Simple Magic
1) Charm Person Circle Of Illusions
2) Detect Magic 1) Detect Invisibility (basic)
3) Hold Portal 2) Illusionary Enemy
4) Light 3) Invisibility
5) Magic Missile 4) Invisible Servant
6) Protection from Evil 5) Masquerade
7) Read Languages 6) Minor Illusion
8) Read Magic 7) Mirror Image
9) Sleep 8) Wall of Concealment
10) Shield
PowerLevel 3
PowerLevel 2
Circle Of Arcanum
Circle Of Tricks 1) Animate Dead
1) Continual Light 2) Arcane Lock
2) Darkness (basic) 3) Clairvoyance
3) Detect Evil (Sorcerer) 4) Darkvision
4) Drain Strength 5) Detect Illusions
5) Feather 6) Detect Invisibility (advanced)
6) Fire Control 7) Dispel Magic
7) Locate Object 8) Invisibility (zone)
8) Magic Mouth 9) Suggestion
9) Mending (basic) 10) Water Breathing
10) Message
11) Nauseating Cloud Circle Of Powers
12) Objectspeak 1) Explosive Ward
2) Fireball
Circle Of Artificium 3) Fly
1) Cause Fear 4) Fluid Form
2) Forget 5) Haste
3) Hold Person (basic) 6) Hold Person (advanced)
4) Invisible Carrier 7) Indomitable (basic)
5) Knock 8) Protection from Evil (zone)
6) Levitate 9) Protection from Normal Missiles
7) Read Minds 10) Slow

17
PowerLevel 4 PowerLevel 6

Circle of Mastery Circle of Great Forces


1) Arcane Eye 1) Animate Dead Monster
2) Charm Monster 2) Animate Objects
3) Cone Of Fear 3) AntiMagic Shell
4) Confusion 4) Control Weather
5) Dimension Door 5) Death Spell
6) Extension (basic) 6) Word of Command (Geas)
7) False Alignment 7) Invisible Stalker
8) Indomitable (advanced) 8) Reincarnation

Circle of Control Circle of Knowledge


1) Ice Storm 1) Bestow Spell Ability
2) Magic Life Drain 2) Contingency
3) Plant Growth 3) Energy Gathering
4) Polymorph Other 4) Energy Mirror
5) Polymorph Self 5) Legend Lore
6) Polymorph Xtend 6) Phase Door
7) Wall of Fire 7) Repulsion
8) Wall of Ice 8) Speak with Monsters

PowerLevel 5 PowerLevel 7

No Circle: No Circle:
*) Scholar *) Enchant Item

First Circle of Elements Second Circle of Powers


1) Conjuration of Elementals 1) Animal Growth II
2) Manipulate Waters 2) Arcane Spellbook
3) Move Earth 3) Delayed Blast Fireball
4) Passwall 4) Grasping Hand
5) Telekinesis 5) Instant Summon
6) Teleport 6) Limited Wish
7) Wall of Iron 7) Remove Curse
8) Wall of Stone 8) Stone Master

Circle of Twisted Nature Circle of Power Words


1) Animal Growth 1) Power Word, Battle
2) Cloudkill 2) Power Word, Disintegrate
3) Extension (advanced) 3) Power Word, Gravity
4) Feeblemind 4) Power Word, Kill
5) Hold Monster 5) Power Word, In Absentia
6) Magic Jar 6) Power Word, Observe
7) Magic Sword 7) Power Word, Stun
8) Mind Switch 8) Power Word, Time

18
19
PowerLevel 1
Circle Of Simple Magic

1 ) Charm Person
Spell PWL: Sorcerer, 1st Level
Range: 3 zones
3 ) Hold Portal
Spell PWL: Sorcerer, 1st Level
Range: 3 zones + Level zones
Duration: Until dispelled Duration: 1d6 turns + Level Turns

This spell affects one targeted living This spell holds a door (or equiva-
human or humanoid (only sentient bi- lent) closed for the spell’s duration or
peds) of a size not larger than a regular until dispelled (i.e. with a knock spell
human, and only up to HD or Level 4. A or dispel magic). The caster can move
Saving Throw is allowed; if the target away from the door: the range indi-
fails it will treat the caster as a trusted cates the maximum distance from the
friend. The target is allowed a new Sav- door when casting. Creatures immune
ing Throw to attempt to dispel the ef- to magic can shatter the spell without
fects of the charm: roll every hour or effort (they dispel the Hold Portal at all
instead every morning at down if the effects).
caster is of a Level higher than the vic-
tim. The victim retains full memory of
all their acts while under the effects of
the spell.
4 ) Light
Spell PWL: Sorcerer, 1st Level
Range: 2 zones
Duration: 5 turns + Level Turns

2 ) Detect Magic
Spell PWL: Sorcerer, 1st Level
Range: 2 zones
The target (person or object), which
must be within range, produces light as
Duration: 2 turns a torch. It illuminates 2 zones, 3 at best.
The caster can reduce the light, but
The caster can detect magic in places, only by ending the spell the light can
people or things. For example, magi- be fully extinguished. A target creature
cal items may be discovered with this is allowed a Save to negate the spell: if
spell, as well as the presence of a charm they succeed then the light just affects
laid upon a person or a place. A magi- the area without following them.
cal light will appear around all magic
within the range. Invisible creatures
are seen as a glowing shape when invis-
ibility is a spell and not a magic feature
5 ) Magic Missile
Spell PWL: Sorcerer, 1st Level
Range: 2 zones + Level zones
or property. No details about the mag- Duration: Immediate
ic are revealed by this spell, but Read
Magic can be used as a follow-up spell A magical missile strikes from the
to gather information. caster fingertips, against a target which
must be at least partially visible. The
caster can decide either roll to hit for
1d6+1 damage, or strike automatically

20
for 1d4+1 damage. No Saving Throw able forever to the caster. A Saving
is allowed. The caster can strike an ad- Throw is allowed for cursed scrolls and
ditional missile at level 4 and a third at similar, to avoid triggering their effect.
level 8 (no more). In this case the target The spell can also be used to under-
can be different for each missile. stand the power of magical items or
creatures within range.

6 ) Protection from Evil


Spell PWL: Sorcerer, 1st Level
Range: Caster 9 ) Sleep
Spell PWL: Sorcerer, 1st Level
Duration: 6 turns (approx. 1 hour) Range: 5 zones
Duration: 6 turns (approx. 1 hour)
Creates a magical field of protection
around the caster, blocking out all evil This spell puts enemies into an en-
creatures, mind control, summoned chanted slumber (no saving throw per-
creatures and similar. The caster gains mitted). Attacking sleeping creatures
a +2 AC against their attacks, and +2 will instantly wake them up. The caster
for Saving Throws against their spells affects a number of total HD enemies
and similar. The spell does not grant up to 1d6 + caster LVL, starting with
immunity but serves as additional pro- lowest HD creatures. For example with
tection, and allows the caster to attack a roll of 3 a caster of LVL 2 will affect
those evil creatures from behind this up to 5 HD creatures; if 2 HD 1(+) crea-
magic protection. tures are present, they’ll be affected; if
a third creature of HD 4(+) is present,

7 ) Read Languages
Spell PWL: Sorcerer, 1st Level
Range: Normal reading distance
it won’t be affected. A lonely HD 4 crea-
ture would instead be affected.

Duration: Two readings



This spell allows the caster to deci-
10 ) Shield
Spell PWL: Sorcerer, 1st Level
Range: Caster
pher any written language that is not Duration: 2 turns
magical, for example directions, in-
structions, formulae, and maps. This An invisible shield protects the cast-
can be particularly useful for treasure er from physical attacks; it grants the
maps, but it does not solve any codes caster an Armor Class of 7 against
nor grants the caster any understand- ranged attacks and AC 6 in melee. If
ing beyond their actual knowledge. the caster AC is already better, simply
grants a +1 AC. All attacks also inflict

8 ) Read Magic
Spell PWL: Sorcerer, 1st Level
Range: 2 zones
1 HP damage less.

Duration: 2 scrolls/writings or spells’


effects, magic objects, creatures, etc.

This spell allows the caster to read


magic scrolls, spell books, dungeon
walls and similar. When an item has
been read once, it remains understand-

21
PowerLevel 2
Circle Of Tricks

1 ) Continual Light
Spell PWL: Sorcerer, 2nd Level
Range: 5 zones
2 ) Darkness (basic)
Spell PWL: Sorcerer, 2nd Level
Range: 3 zones
Duration: Until dispelled Duration: 2 turns + Level Turns

The target (person or object), which The spell casts a supernatural dark-
must be within range, produces light ness in the area selected by the caster:
as bright as daylight. It illuminates 5 the darkness cannot move and covers
zones, even more in open spaces. The only an area up to 3 zones. The reverse
caster can reduce the light, but only by of the light spell just causes a natural
ending the spell the light can be fully darkness that cannot be illuminated
extinguished. A target creature is al- by natural light sources like the sun
lowed a Save to negate the spell: if they or a fire; doesn’t hinder creatures with
succeed then the light just affects the infravision or darkvision, and at the
area without following them; if instead same time usually hampers the caster.
they’re affected by the spell, they might The Darkness spell, instead, causes a
be blinded until it’s dispelled, if it’s cast supernatural darkness that cannot be
directly in their eyes. penetrated by light nor infravision nor

22
darkvision; only the caster is able to see encumbrance). If the target is already
through it. The spell can be dispelled falling, it will slowly float to the ground
by Dispel Magic or countered by Con- (at a speed of one storey height per
tinual Light, not by Light. round); the spell will last long enough
for the target to get to the bottom of a

3 ) Detect Evil (Sorcerer)


Spell PWL: Sorcerer, 2nd Level
Range: 2 zones
chasm, a pit, etc. If can also be used to
jump from heights, but remember that
the target becomes as light as a feather
Duration: 3 turns (approx. 1 hour) and the landing spot should be random-
ly determined. While falling, the target
The sorcerer detects any form of evil suffers a -2 AC against possible attacks.
within range: evil enchantments, inten- If cast against an enemy, it will affect
tions, thoughts, auras, creatures. Traps, only those not larger than a warhorse,
poisons, mechanical devices etc. are not and by making them so light, the spell
inherently evil and cannot be detected will affect everything they do (attack-
with this. ing, defending, inflicting damage) with
a -2 penalty.

4 ) Drain Strength
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level 6 ) Fire Control
Spell PWL: Sorcerer, 2nd Level
Duration: 1 round per Level Range: 1 zone per Level
Duration: 1 turn per Level
The target of the spell is struck
by a dark energy ray, and suffers ap- The caster can control an amount
proximately a 25% temporary loss of of existing fire (from a torch, a camp-
strength (use this value to judge generic fire, and so on) depending on their own
actions), and a -2 to all the related rolls level: the equivalent of a torch fire
(use this value mechanically). The cast- from Level 2, of a campfire from Level
er can strike an additional ray at level 4 4, of a bonfire from Level 6, and of a
and a third at level 8 (no more), even all house in flames from Level 8. The fire
against the same target (cumulative ef- can be roughly directed and controlled
fects). Each ray should be resisted with in shape, behavior, direction, and even
a separate Saving Throw. made to perform tricks, diversions, etc.
The fire can be used as an improvised

5 ) Feather
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
weapon: it’s impressive and deals a pro-
gressive damage of 1d4 (torch), 1d6
(campfire), d8 (bonfire), d10 (house in
Duration: Until touching the ground flames). Note that the spell just con-
trols an existing fire, it does not create
This spell can be cast in an instant, one, but might be used to make sure an
and allows the caster to target them- existing fire grows in size or is reduced
selves or someone within range. Saving or extinguished or controlled. Alter-
Throw is allowed is the target does not natively, the caster can concentrate
wish to have the spell’s effects applied to control the smoke of the such fire,
to them. If the spell is cast successfully, again to use as a diversion or blind ad-
the target becomes as light as a feather versaries etc.
(incl. all their gear up to their maximum

23
7 ) Locate Object (Sorcerer)
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
the breaking; casting a second time will
remove any sign of breaking. Only in-
animate objects, not larger or heavier
Duration: 1 round per Level than a human child, can be fixed with
the spell. If something larger has been
The caster perceives a supernatural broken, it could be fixed by multiple
pulling sensation that directs them to- castings, according to its size. If cast on
wards the object specified. It cannot be a corpse, it “fixes” wounds, but does not
something generic (no way of casting revive it. If cast on an open wound and
“pull towards gold”) but it must be a an alive creature, it does nothing but
pull towards a specific object that was cause useless pain and sometimes infec-
seen already. tions. If cast on a magic item, it fixes
its appearances, but not its powers. If

8 ) Magic Mouth
Spell PWL: Sorcerer, 2nd Level
Range: Touch
cast on a complex mechanism, it fixes
the pieces but does not assemble them
back together.
Duration: Until triggered or dispelled

The caster sets the spell upon an ob-


ject, with a message (at most 30 words
10 ) Message
Spell PWL: Sorcerer, 2nd Level
Range: 3 zones + Level
long) and specific trigger conditions. Duration: 1 turn per Level
When the trigger conditions are met, a
mouth appears on the object and speaks The spell allows the caster to whisper
the words of the message. The message messages into the ears of the intended
can be spoken in normal tone and with recipient, and only him will be able to
the voice of the caster, or with any oth- hear such whispers. The caster must be
er voice as specified by the caster (if it’s able to see the target of this commu-
a real voice, the caster must have heard nication when the spell starts, but then
it). The message cannot be louder than can lose sight without of it without los-
if spoken by a human voice, nor in any ing the connection (although the caster
language unknown to the caster. must remain in range). The target re-
sponses are also heard as a whisper by

9 ) Mending (basic)
Spell PWL: Sorcerer, 2nd Level
Range: Touch
the caster, and these responses must be
really spoken by the target, although
even as a barely audible whisper. In any
Duration: Immediate case, any word (whispered or spoken)
said by the target during the duration
Small objects can be fixed by the of the spell, will be heard by the caster.
use of this simple spell: a single major The spell requires gestures and words
break in a solid material or tear in fab- to be cast (as all spells) but they can be
ric or leather, disappears and the object easily devised as different gestures and
looks as if it never broke. If the object words (the caster should describe them
was shattered - like a ceramic or glass and explain how the spell is hidden, if
object - it can be fixed with one spell, he’s under scrutiny). If the target is un-
but the object will maintain signs of aware of the spell, no Save is allowed.

24
Circle Of Artificium

11 ) Nauseating Cloud
Spell PWL: Sorcerer, 2nd Level
Range: 3 zones
1 ) Cause Fear
Spell PWL: Sorcerer, 2nd Level
Range: Touch
Duration: 1 turn per Level Duration: 2 rounds + Level

The caster affects an area as large This spell (often also triggered by
as 1 zone, within range: the area fills monsters as an innate ability, but by
with nauseating vapors. Anyone in the sight and not by touch) instills a pri-
zone suffers severe penalties while in mordial terror into the target, which
the zone (like a -5 to all rolls) with no must be human or humanoid; the tar-
Save allowed. The effects persist for get is allowed a Saving Throw but if
1d6 rounds after leaving the zone, but it’s failed they will run away in panic.
a successful Save vs poison will negate The target also has a 50% chance of
the d6 rounds if the creature does not dropping whatever they’re holding.
re-enter the zone. While running away, the target re-
tains basic control of their action, but

12 ) Objectspeak
Spell PWL: Sorcerer, 2nd Level
Range: Touch
will not communicate with others, nor
slow down, until the spell effects cease.
The caster can afflict multiple targets
Duration: 1 round per Level but this grants a cumulative +2 bonus
to their Save for each creature beyond
An object touched by the caster forms the first one. The cleric’s Remove Fear
a sort of a mouth and can answer a blessing allows to counter this spell.
question per round asked by the cast-
er. The object, according to the GM’s
judgment, will respond only about
things that it can possibly know. A
2 ) Forget
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
book can speak about its content (about Duration: Until dispelled
a single specific topic per question, or
with a generic summary, etc.), a table The caster can obscure the memory
might speak about what was placed on of up to 4 humans or humanoids, and
it, a blade perhaps about who wielded it obfuscate the memory of all past events
or maybe who did it cut or pierce. An going back in time for a maximum of
object doesn’t really have “eyes”, “ears”, 6 turns (1 hour) per caster Level. The
and so on, so the GM might be quite spell hides those memories but does not
restrictive in the information provided, erase them: if the spell is detected and
although such information is rarely to- dispelled, the memory is restored. A
tally useless. Saving Throw is allowed, with a pen-
alty of -3 if there’s a single target, -2
if there are two, -1 if there are three,
and no penalty if 4 targets are affected.

25
3 ) Hold Person (basic)
Spell PWL: Sorcerer, 2nd Level
Range: 6 zones
carrier can be used to transport liquids
- approximately 2 or 3 gallons, 10 liters,
10 bottles or so. It can be used to trans-
Duration: 6 turns (approx. 1 hour) port heavy loads - up to 500 pounds,
over 200 kilograms, two heavy people
The caster targets 1d4 humans or hu- or three smaller persons. The invisible
manoids (only sentient bipeds; centaurs carrier follows the sorcerer keeping the
count double because they have four desired distance, up to 2 zones, but not
legs, undead and other monsters are more. It can be left floating still if the
immune): each target is allowed a Sav- sorcerer needs to move further away,
ing Throw vs. paralysis (with STR) and but it cannot be sent anywhere further
if failed they are allowed only to stand away than 2 zones.
still, or move away from the caster and
his allies, at very slow speed. If the
caster targets only a single person, the
ST is rolled with -2. The spell is broken
5 ) Knock
Spell PWL: Sorcerer, 2nd Level
Range: 2 zones
by attacks against the target(s). Duration: Immediate

4 ) Invisible Carrier
Spell PWL: Sorcerer, 2nd Level
Range: 2 zones
This spell unlocks and unbars all
doors, gates, and portals within its
range, including those held or locked by
Duration: 6 turns most magic. As an alternative, instead
of unlocking the spell can force open
An invisible container, floating in the all stuck or held doors, with great force,
air, will follow the sorcerer around, car- again within its range. The caster must
rying something for him. The invisible choose if to either unlock or force, and

26
the spell does not affect secret doors ken in the voices of the original crea-
or hidden chests unless they’re found tures, each with its own unique and rec-
first, or any lock or door not known to ognizable voice if they’re known to the
the caster. Also, the spell does not raise caster. Thoughts transmit as “sound”;
barred gates or similar. If the spell is solid walls will block them but distance
used against magic locks, it grants ac- does not make them less audible as long
cess only at the time of casting then as they are within range. The spell does
the spell is restored; if it’s used against not obstruct the normal voices and
physical barriers, those remain open. sounds, just adds to them, and the cast-
er is usually able just to perceive gen-

6 ) Levitate
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
eral feelings and moods, or very unique
and powerful intentions. To be able to
read the thoughts of someone in par-
Duration: 1 turn per Level, or until ticular, the caster can concentrate and
dispelled exclude everything else, thus focusing
the spell on a single target. Note that
The spell allows the Caster to levi- the spell does not allow mind-reading:
tate, moving up or down vertically. the caster can just hear what the target
Levitation rate up or down is relatively thinks at the moment.
slow, approximately the equivalent of
one zone or one storey height per round
(around 10 per turn). In total, the caster
can control this movement in a range
8 ) Speak with Animals
Spell PWL: Sorcerer, 2nd Level
Range: Caster
of one zone or one storey height per Duration: 6 turns
Level (up or down), then lose control.
The spell provides no horizontal move- The caster can speak with normal or
ment capacity: the caster can usually giant animals; when casting the spell
move laterally or ahead or backwards the cleric should define a single and
by pushing or gripping on other sur- simple family of animals, and the com-
faces. If the spell is cast against an un- munication will be allowed only with
willing creature, the target is allowed a those (for example: little birds, birds
Save to resist the effect of it. The levi- of prey, wolves and dogs, small insects,
tation can last at most for one turn per spiders, farm animals, and so on). The
Level of the caster, or until dispelled; communication is limited by the ani-
any attack or action that causes the mals’ intelligence, and usually the cast-
caster to stop concentrating, will end er cannot receive verbose responses,
the spell’s effect. but only simple ones (such as yes and
no), simple concepts (fear, danger, safe,

7 ) Read Minds
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
follow, etc.) and brief visions of the
animal’s memory. The animals do not
change their attitude or become espe-
Duration: 1 turn per Level cially friendly, but will be potentially
more cooperative: fearful animals will
As long as the spell lasts, the caster is grant some trust to the caster, and ag-
able to hear the thoughts of any intelli- gressive ones will probably delay their
gent humanoid within range. The spell attack. Depending on the concepts ex-
transmits thoughts as if they were spo- pressed by the caster and his gestures,

27
the attitude of the animals might shift spell is cast against an object, the caster
towards very friendly or openly aggres- is able to somehow control the growth,
sive. After gaining the trust of some at least partially, so the 50% or 100%
animals, the caster might even request growth (depending on the caster Level)
from them some simple service or task. can be roughly shaped; for example the
spell might be used to strengthen the

9 ) Spider Touch
Spell PWL: Sorcerer, 2nd Level
Range: Touch
ropes of a shaky bridge, without mak-
ing it “longer” or “wider”... The caster
can affect approximately an amount of
Duration: 1 round per Level inanimate material equal to the weight/
size of a couple of humans.
The subject hands and feet become
unnaturally sticky, and allow the sub-
ject to climb walls and walk on them
or even walk on the ceiling, as long as
11 ) Understand Languages
Spell PWL: Sorcerer, 2nd Level
Range: Touch
both hands and both feet are used for Duration: 1 turn per Level
the purpose. This movement is often re-
ferred to as the “spider walk” by magic This spell allows the caster to un-
users. For the spell to work, the subject derstand a spoken language that is not
must wear nothing on hands and feet. magical, but first they must touch a liv-
Small and light objects coming in con- ing creature speaking such language.
tact with the hands and feet of the sub- Any other creature speaking the same
ject get stuck to it, but can be forcefully language will be automatically under-
removed by someone else. This spell stood. As for Read Languages, the spell
can be used on another creature (touch does not grant any specific understand-
required) with no Saving Throw. ing of the meaning of what is said: it
just allows literal understanding of the

10 ) Strengthen
Spell PWL: Sorcerer, 2nd Level
Range: Touch
spoken words. As Read Languages does
not grant the ability to write, Under-
stand Languages does not grant the
Duration: 1d6 + Level turns ability to speak such languages.

This spell might be cast upon a crea-


ture or an object, making them larger
and proportionally stronger. A creature
12 ) Web
Spell PWL: Sorcerer, 2nd Level
Range: 3 zones
gains 1d6 Strength (adjust the combat Duration: 1 turn per Level
bonuses, to hit and damage, appropri-
ately) and grows of around 50% its A layered, sticky web of strong
size. If the caster is Level 5 or higher strands fills an entire zone within range
and so it the target creature, the size of the caster. It takes two entire turns
can be doubled and the Strength grows (20 minutes) to get through with brute
of 2d4. The Strength score cannot force and blades; only one turn if there
grow beyond 19 for a human (with a are creatures larger and stronger than
+4 bonus). The spell does not affect the humans employed, or some special
targets’ gear, clothes and equipment. A blades. Creatures stronger as giants or
Save is allowed against the spell, if the trolls, or more, will just rip through the
target wants to resist the effects. If the web in 1d6 rounds (at most one min-

28
ute). Creatures captured in the web take creature, although not necessarily in
as long to get untangled and exit the its original size. A caster might project
web, to the side they choose. The web the illusion of a giant dog with spider
is flammable: if set on fire all creatures legs and two heads, able to climb walls...
within it will suffer 1d6 points of fire but not of a dragon, unless he has seen
damage for 2 rounds, then the web is one in real life. The illusion inherits
destroyed and all creatures are free. the abilities of the original creature(s),
but all illusions have standard AC 12
and inflict 1d6 damage. The caster can
shape the illusion to look particularly
harmful and increase to 1d8 damage
but AC 10, or even 1d10 damage and
AC 8. If the illusion attacks someone,
the victim has the right to a Saving
Throw, and success negates the damage
and dispels the illusion. Otherwise, the
damage is inflicted normally; at HP 0
the victim collapses to the ground un-
conscious but not dead. As soon as the
Circle Of Illusions illusion is hit once, it dissipates.

1 ) Detect Invisibility (basic)


Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
3 ) Invisibility
Spell PWL: Sorcerer, 2nd Level
Range: Touch
Duration: 1 turn per Level Duration: 1 turn per Level, or until
dispelled
The caster can perceive invisible ob-
jects and creatures as if surrounded by The caster or the subject touched by
a faint glow. The object or creature be- the caster (it could be also an object)
comes visible only if the caster has it in becomes invisible. A creature is allowed
eye-sight; it will not detect something a Save if they want to avoid the effect
that would be hidden also if normally of the spell. While invisible, the sub-
visible. Creatures that are not physi- ject cannot be seen by normal sight,
cally present (in another plane? another nor by darkvision or infravision. Gear
reality?) remain invisible. worn and transported by the subject
becomes invisible; anything picked up

2 ) Illusionary Enemy
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
also becomes invisible. Items dropped
or put down return visible. The spell is
dispelled if the subject does anything
Duration: 1 turn per Level, or until that is not done carefully and slowly
dispelled (attacking, but also jumping, running,
etc.). The subject maintains his weight,
The caster creates an illusionary en- physical properties, smell, heat; he still
emy or monster; the illusionary crea- makes noise, etc. Attacks against the
ture can also be composed as a hybrid subject done by guessing his position
of creatures the caster has seen previ- are with a -4 or even a -6 or -8 penalty
ously, but each piece must be of a real (incl. magic).

29
4 ) Invisible Servant
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level (in “train-
not be killed by natural means, it can be
dispelled with magic. In this case, theat-
rically shred to pieces the index card of
ing”) the tasks learned so far: the caster will
Duration: 1 turn per Level have to begin training a new servant.

The spell evokes an invisible force


that the sorcerer can set to perform
simple, easy tasks. For example the
5 ) Masquerade
Spell PWL: Sorcerer, 2nd Level
Range: Caster
servant can fetch small objects, open Duration: 1 turn per Level
unlocked doors, move things which are
not too heavy for a child to lift, and so With this spell the caster changes
on. It can clean, sort, mend, and the his own appearance into the one of a
like. It cannot attack or fight, it can- chosen human or humanoid, of similar
not carry heavy weights, and it cannot (not necessarily the same) height and
be killed by natural weapons. The first weight. Also clothing and gear can ap-
time the invisible servant performs a pear different to conform to the illusion,
task, it must be guided by the caster’s but only as long as they’re worn or car-
concentration and cannot get beyond ried by the caster. Note that the caster’s
the spell’s range. The caster is training is not really changed (for example his
the invisible servant in this manner, and voice remains the same): the different
subsequent executions of a similar task appearance is purely illusion, and the
can be performed without the caster’s same is true for his gear (for example
concentration and out of range. The if a staff is made to look like a sword, it
caster should keep a card with an index still won’t cut and will reasonably break
of tasks learned by the Invisible Ser- if crossed with a real blade).
vant. While the Invisible Servant can-

30
6 ) Minor Illusion
Spell PWL: Sorcerer, 2nd Level
Range: 2 zones + Level
tion is directed at an image (success-
ful or not), the image dissipates, until
only the caster is left. Hitting the caster
Duration: 2 turns while there are still images around him
doesn’t change the odds of the next at-
The sorcerer can generate a minor il- tack, which could still target randomly
lusion as follows: the illusion might be an image instead.
one among the sorcerer’s voice, the sor-
cerer’s appearance, the sorcerer’s smell.
The illusion can invest a single sense
and not more, but it will appear as per-
8 ) Wall of Concealment
Spell PWL: Sorcerer, 2nd Level
Range: 3 zones
fectly real to anyone inspecting it. The Duration: 1d6 rounds + Level rounds
sorcerer must create the illusion within
range and can control it (how to move, A wall of dark smoke and fog is cast
what to say, how to look, etc.) as long as within range, and affects an area as
it remains within range. The sorcerer large as 3 zones maximum. All crea-
can also give a command to the illusion tures within the fog appear barely as
(for example to move at a certain speed shades to those outside the fog and to
on a certain route) but the command is others within the fog. Any gesture or
limited (the illusion cannot “follow” a action is concealed by the thick smoke
road, but can “keep going straight then and fighting within the smoke inflicts a
turn right”). After issuing the com- -2 penalty to all rolls. Animals will re-
mand, the sorcerer can move out of fuse to enter the magical fog. Magical
range; if he does it without commands, winds can dissipate the fog before the
the illusion just keeps doing what it spell ends.
does, without moving away. Only intel-
ligent creatures and with HD greater
than the sorcerer Level, might attempt
a Save against the illusion, otherwise
they will believe it true - until proven
otherwise. The illusion is not dispelled
but looses effect if the target can actu-
ally verify that it is not real (such as
finding a voice with no body).

7 ) Mirror Image
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone
Duration: 6 turns

The spell creates 1d4 illusions with


the appearance of the caster, all acting
in synchronization with him. It’s im-
possible to distinguish the real caster
from the illusions, and each action or
attack aimed at the caster, will strike
randomly. Whenever an attack or ac-

31
PowerLevel 3
Circle Of Arcanum

1 ) Animate Dead
Spell PWL: Sorcerer, 3th Level
Range: touch, or 3 Zones
3 ) Clairvoyance
Spell PWL: Sorcerer, 3rd Level
Range: See below
from Level 5 Duration: 1d6 + Level turns
Duration: Permanent
The spell allows the caster to see a
The spell creates a skeleton or a zom- remote location and through walls, as
bie from a dead body of a human or hu- long as the location is known to the
manoid; the caster must touch the body, caster, or as long as it is relatively vis-
or if of Level 5 or above, be within 3 ible even if just from the outside (for
Zones. Up to 1d6 bodies can be animat- example, being able to see a house al-
ed, and another 1d6 if the caster is Lev- lows to see within it). Once the target
el 8 or more. Use standard skeleton or location is selected, it can be moved but
a zombie statistics; the corpse remains only once per turn (every 10 minutes
animated and obeying the caster until more or less). The caster can see in all
they’re slain. This is considered blas- directions at once from the target loca-
phemy by the church. tion he choose, and can see as far as the
human eye could (no further passing

2 ) Arcane Lock
Spell PWL: Sorcerer, 3rd Level
Range: Touch
through walls, for example). By halving
the spell duration (rounded down) the
caster can also hear around the target
Duration: Permanent location, as a human ear would hear. A
thin sheet of lead will block the spell.
This spell places a magical lock on a
door, chest or similar - same as Hold
Portal, but with permanent duration.
The caster can move away from the tar-
4 ) Darkvision
Spell PWL: Sorcerer, 3rd Level
Range: Touch
get after casting, and the lock remains Duration: 1 day
in place. The caster is always free to
open or pass the lock but this causes a The caster or another creature
minor interruption in the lock - which (touched upon casting) is able to see up
is then restored automatically, within to 5 zones in the dark with darkvision
seconds. Creatures immune to magic (as a monster - same as infravision).
can bypass the lock but do not shatter
it, and any caster of 3 or more Levels
higher than the caster will also be im-
mune to the lock. A spell like Knock
will allow bypassing the lock, while
Dispel Magic will remove it completely.

32
5 ) Detect Illusions
Spell PWL: Sorcerer, 3rd Level
Range: 1 zone per Level
of the same caster) that were cast by
a character or creature of Level equal
or lower than the caster. Spells or crea-
Duration: 1 turn per Level tures of higher level have a cumulative
15% chance of avoiding the spell for
As long as the spell lasts, the caster is each Level (or HD) of difference. Magi-
able to distinguish illusions from real- cal items and special and magical pow-
ity. The caster is still able to see the illu- ers of monsters and creatures (but not
sion, but at the same time can recognize other casters) are nullified for 1d6+1
it for what it is, and see the reality be- turns. Unless specified, all magic items
hind it. By reducing the spell range and are the equivalent of Level 5+1d4. If
duration of one per additional subject, cast by touching the object and every
the caster can grant this power to oth- day at dawn for three days in a row, it
ers (reduce of 1 zone and 1 turn to give will disenchant an item permanently
this power to an ally, of 2 zones and 2 (roll the chance of save only on the
turns for two allies, etc.). third day).

6 ) Detect Invisibility (advanced)


Spell PWL: Sorcerer, 3rd Level
Range: 1 zone per Level
8 ) Invisibility (zone)
Spell PWL: Sorcerer, 3rd Level
Range: all allies in the same zone
Duration: 1 turn per Level Duration: 1 turn per Level, or until
dispelled
The caster can perceive invisible ob-
jects and creatures as a supernatural The spell creates an invisibility field
vibe. The object or creature is detected around the caster and his allies, for a
also if it’s not in eye-sight; the caster number of creatures maximum equal
can follow its vibe without problems, to caster’s Level. A creature is allowed
but cannot identify the object or crea- a Save if they want to avoid the effect
ture by its vibe until it’s doesn’t come in of the spell. The caster and his allies,
sight. Creatures that are not physically as long as they remain in the same zone
present (in another plane? another real- of the caster, are completely invisible:
ity?) are also detected. Illusions are not they cannot be seen by normal sight,
revealed by this spell. nor by darkvision or infravision. Gear
worn and transported by the subjects

7 ) Dispel Magic
Spell PWL: Sorcerer, 3rd Level
Range: 5 zones
becomes invisible; anything picked up
also becomes invisible. Items dropped
or put down return visible. The spell is
Duration: Immediate dispelled for all if any of the subjects
does anything that is not done carefully
The spell can be used to dispel most and slowly (attacking, but also jumping,
spells and enchantments, and tempo- running, etc.). All the subjects maintain
rarily neutralize magic items and spe- their weight, physical properties, smell,
cial magical powers of monsters and heat; they still make noise, etc. Attacks
creatures. The spell automatically ne- against the subjects done by guessing
gates and ends every spell in its range their position are with a -4 or even a -6
(also friendly spells, and other spells or -8 penalty (incl. magic).

33
9 ) Suggestion
Spell PWL: Sorcerer, 3rd Level
Range: 3 zones (when casting)
every time they do something against
their interest or their nature, they are
allowed a Save. If they succeed, they
Duration: 1 week per Level perform their last duty and then are
free of the spell, but do not remember
The caster must speak with the target being a victim of it. A suggestion that
of this spell to implant the suggestion in directly aims at harming the target it-
their mind, but this can be done without self, will fail; the caster can still try to
the target noticing anything has been circumvent this by tricking the target
cast at all, since the spell always sounds to get into dangerous situations. The
like normal words which perfectly make suggestion spell resides into the mind
sense. The target is allowed a Save and of the sorcerer, so Detect magic cast
in case of success the spell will have no upon the target will not reveal it; in
effect; a target who is a sorcerer, a cleric the same way, to end this spell a Dispel
or anyone with knowledge of magic or magic should be aimed at the caster, not
the supernatural, will understand what at the victim of it.
the caster attempted to perform. If the
Save is failed, the suggestion is now
implanted in the mind of the target. A
suggestion can be something to do now,
10 ) Water Breathing
Spell PWL: Sorcerer, 3rd Level
Range: Touch
or something with a trigger (a certain Duration: 2d6 turns + Level
time, or a certain event, etc). The sug-
gestion might be a single act (“steal the The caster or another creature
ring”), a certain mindset (“don’t be so (touched upon casting) is able to breathe
defensive”), a predisposition (“treat this underwater until the spell’s duration
person as an enemy”), and anything expires. It does not grant any skill in
that can be described in not too many swimming, but the change (like gills on
words. The target will act once accord- the neck) in the human physiology is
ing to the suggestion and then continue clearly visible.
(unless the caster ends the spell) but

34
Circle Of Powers

1 ) Explosive Ward
Spell PWL: Sorcerer, 3rd Level
Range: Touch
2 ) Fireball
Spell PWL: Sorcerer, 3rd Level
Range: 1 zones + Level zones
Duration: Until triggered (max. 5 zones)
Duration: Immediate
The caster scribbles a magic and ex-
plosive ward on parchment, vellum or The caster projects a small flame from
paper. With the help of a stonemason his hand(s) or staff, which turns into a
or a smith, the ward could be placed on huge fireball on its course towards the
a wall or a metal surface, while a carpen- target, hitting for 1d6 damage per Lev-
ter could place it on wood, etc. When el, and up to a maximum of 9d6. All en-
preparing the ward, the caster should emies and allies within the same zone as
determine either if: it’s a magic rune the target suffer the damage. A success-
understandable only to other casters, ful Save with Dexterity allows to suffer
or a generic symbol understandable to only half damage. The powerful fire is
all those that will see it. If it’s a magic also enough to set a small house on fire
rune, only another sorcerer reading the or melt metals like copper, gold, silver,
scroll or book will trigger it, when ask- bronze, and when exploding also sends
ing what it is, or what it does, or what it off a powerful wind blast.
looks like (more so if using Read Magic
or other reading spells). If it’s a generic
symbol, the first intelligent or semi-
intelligent creature setting eyes on it to
3 ) Fly
Spell PWL: Sorcerer, 3rd Level
Range: Caster
examine it or understand it, will trig- Duration: Level turns + or - 1d6
ger it (for example: entering the room
and seeing the symbol does not trigger The subject is granted the possibility
it; asking what’s on the symbol, exam- to fly - in any direction, and as fast as
ining the symbol, etc. will trigger it). the subject would be able to run. If the
When triggered, the ward explodes target is the caster, the spell will last a
and inflicts 3d6 damage in a range of number of turns equal to the caster’s
1 zone (the zone where the ward is) and Level +1d6 (rolled in secret by the
additional 1d6 in all adjacent zones. GM). If the target is someone else, the
Any caster has a 50% chance of recog- spell will last a number of turns equal
nizing the ward as dangerous, and 75% to the caster’s Level - 1d6 (minus); sub-
if of a higher Level than the one that tract the d6 roll result (again roll in se-
has cast the ward. Anything that makes cret) from the caster Level, and if the
the ward unreadable, or breaks its pat- result is zero or negative, the spell can-
tern, will neutralize it. not lift the target.

35
4 ) Fluid Form
Spell PWL: Sorcerer, 3rd Level
Range: Touch
Duration: 1d6 turns + Level

The subject (caster or a willing tar- Saving Throw vs. paralysis (with STR)
get that must be touched while casting) and if failed they are completely para-
takes at will either liquid or gaseous lyzed. They live and breathe, but cannot
form: all the gear, clothes etc. will turn even speak. If the caster targets only a
into liquid or gas with them. While in single person, the ST is rolled with -2.
liquid or gaseous form, the subject can The spell is broken by attacks against
disappear in water or slip through small the target(s).
holes or be transported in jars etc. The
subject can end the spell before the time
and regain the original physical form,
with all their gear and stuff, but then
7 ) Indomitable (basic)
Spell PWL: Sorcerer, 3rd Level
Range: Touch
cannot transform again in liquid or gas- Duration: 1d6 rounds + Level
eous form.
The spell allows the target to gain a

5 ) Haste
Spell PWL: Sorcerer, 3rd Level
Range: 1 zone
supernatural speed and strength, which
grows proportionally to the number of
enemies engaging him. In combat, the
Duration: 1d6 rounds + Level target always makes one attack first
(winning automatically the initiative)
A number of creatures equal maxi- and then gains one free attack against
mum to the caster Level benefits from every adversary that attacks him - al-
supernatural speed: these creatures though adversaries with multiple at-
move at double their speed, automati- tacks can be countered just once.
cally win Initiative in combat, and in
every combat round they can perform
twice the number of actions they would
regularly. It cannot combine with other
8 ) Protection from Evil (zone)
Spell PWL: Sorcerer, 3rd Level
Range: all allies in the same zone
spells increasing speed or strength. It Duration: 6 turns (approx. 1 hour)
is also possible to cast two spells per
round, while under the effect of this The spell creates a magical field of
enchantment. protection around the caster and his
allies, blocking out all evil creatures,

6 ) Hold Person (advanced)


Spell PWL: Sorcerer, 3rd Level
Range: 3 zones
mind control, summoned creatures and
similar. The caster and his allies gains a
+2 AC against evil attacks, and +2 for
Duration: 6 turns (approx. 1 hour) Saving Throws against their spells and
similar. The spell does not grant immu-
The caster targets 1d4 humans or nity but serves as additional protection,
humanoids (only sentient bipeds; cen- and allows to attack those evil creatures
taurs count double because they have from behind this magic protection. Al-
four legs, undead and other monsters lies must remain in the same zone as the
are immune): each target is allowed a caster to benefit from this protection.

36
PowerLevel 4
Circle of Mastery

9 ) Protection from Normal Missiles


Spell PWL: Sorcerer, 3rd Level
Range: Touch
1 ) Arcane Eye
Spell PWL: Sorcerer, 4th Level
Range: 4 zones + Level
Duration: 6 turns (approx. 1 hour) Duration: 6 turns (approx. 1 hour)

The subject becomes almost invul- The spell allows the wizard to detach
nerable to normal missiles, gaining a one of his eyes, and send it floating
+6 AC against arrows, darts, stones, at a maximum distance as the spell’s
etc. Huge boulders or ballista’s projec- range. While the eye floats around, the
tiles are too large to be stopped, so just eye-socket of the wizard appears as a
count +2 AC against those. The spell dark hole, but does not bleed nor hurt.
does not protect against magic. The wizard can see through the float-
ing eye as long as he closes the other.

10 ) Slow
Spell PWL: Sorcerer, 3rd Level
Range: 2 zones + Level zones
The eye becomes invisible while float-
ing, and can move twice the speed of
a running human or horse. The eye is
Duration: 2 rounds x Level extremely hard to hit because it’s invis-
ible and makes no noise, but creatures
The target of the spell is slowed that can see the invisible will be able to
down and can attack, cast spells, etc. detect it. If anyone manages to hit the
only every other round. The target eye, the caster suffers 2 HP damage and
must skip all actions in the first round the eye snaps back into place instantly,
after the spell is cast, then can perform thus ending the spell.
major actions or movements in the
second round, minor ones in the third,
major in the fourth, minor again and
so on. If the target passes a Save vs.
2 ) Charm Monster
Spell PWL: Sorcerer, 4th Level
Range: 3 zones
Magic successfully, they suffer only the Duration: Until dispelled
consequence of skipping the actions Cost: as 2 daily spells
in the first round, then can act freely.
The caster can affect also multiple crea- This spell affects one targeted living
tures, of an HD total equal or lower monster or even human or humanoid
of the caster’s Level, and each should up to the size of a large ogre or troll.
roll an independent Save vs. Magic. If The target can be only one if with HD
the caster targets a single creature, the 4 or more, or it can be extended to 2d6
creature’s HD can be higher than the creatures if they are all of HD 3 or
caster’s Level. less, but in that case they gain a +2 to
their Save. If the Saving Throw fails,
the monster is charmed as in Charm
Person and will treat the caster as a
trusted friend or ally, or as a member

37
of the pack or similar (depending on or lower are allowed no Saving Throw.
the monster’s intelligence). A new Save Creatures of HD 3 or more are allowed
is allowed every hour, or every morn- a Save and if they succeed they shake
ing if the caster’s Level is higher than off the effect of the spell right away,
the victim’s HD. The victim retains full but lose a round if in combat. While
memory of all their acts while under confused, a creature will act accord-
the effects of the spell. ing to the actions of list 1 if the caster
and/or his allies are visible, and accord-

3 ) Cone Of Fear
Spell PWL: Sorcerer, 4th Level
Range: 2 zones + Level
ing to list if the caster and/or his al-
lies are not visible to the creature. List
1 (if caster or his allies are visible), roll
Duration: 2 rounds + Level 1d6: 1-Creature attacks caster, 2-Crea-
Cost: as 2 daily spells ture attacks caster’s allies, 3-Stands and
babbles incoherently, 4-Moves away
This powerful variant of Cause Fear from the caster in fear, 5-Attacks near-
instills a wild terror in the targets: it est own ally, 6-Attacks strongest own
affects a maximum of 3d6+Level crea- ally. List 2 (if caster or his allies are not
tures in a cone shaped area, up to a dis- visible), roll 1d6: 1 or 2-Stands and bab-
tance of the maximum spell’s range. bles incoherently, 3-Moves away from
The spell affects first lower HD crea- the generic direction where the caster
tures, but can affect also non-human is, victim of a strange inexplicable fear,
and non-humanoid creatures, but of 4 or 5-Attacks nearest own ally, 6-At-
course not undead. Targets that fail the tacks strongest own ally.
Saving Throw will run away in panic,
and there’s a 50% chance that they will
drop whatever they’re holding. While
running away, the target retains basic
5 ) Dimension Door
Spell PWL: Sorcerer, 4th Level
Range: 5 zones + Level
control of their action, but will not Duration: Immediate
communicate with others, nor slow Cost: as 2 daily spells
down, until the spell effects cease. The
cleric’s Remove Fear blessing allows to The spell allows the caster to teleport
counter this spell. a single subject to the desired location.
The subject can be the caster or a will-

4 ) Confusion
Spell PWL: Sorcerer, 4th Level
Range: 2 zones + Level
ing subject, or it could be an unwilling
target. Regardless, if the target is not
the caster, then it must be in the same
Duration: 1 round x Level in combat, zone as the caster. While teleported, a
otherwise 1 Turn x Level target maintains all his gear and every-
thing he’s touching, but does not tele-
The spell affects 3d6 creatures as in- port other creatures. Contended objects
dicated by the caster, within the spell’s are assigned randomly. The destination
range. It targets first weaker creatures must be within the range of the spell,
of lower HD, and creatures of 3 HD and might be visible or not. If not, then

38
it must be either a place known to the switch it, so that it appears as some-
caster, or an exact spot determined by thing different. Whenever in doubt or
measurement: if the spot is already oc- if the caster didn’t specify anything,
cupied by a solid body, the spell fails. treat it as neutral. For all other pur-
If the target is unwilling to be tele- poses, the character does not appear to
ported, they can roll a Save vs. Magic; change in any way. For example, the
if they succeed in the Save there is a 1 Caster, even though dressed in dark
in 4 chance that the caster is teleported necromantic robes, casts the spell and
instead but only if the target creature declares to appear as lawful. Nothing
HD was higher than the caster’s Level. in the caster’s appearances changes,
but if a lawful NPC interacts with the

6 ) Extension (basic)
Spell PWL: Sorcerer, 4th Level
Range: Caster
caster, the player might indeed exploit
the spell (counting one of three in-
stances). Later on, the same caster in-
Duration: Immediate teracts with a cursed magic object: the
GM reveals that it’s indeed cursed and
The Extension-basic gives additional that it’s checking the caster’s alignment
strength to the next spell: the caster (no further details required). The caster
can decide if to increase the Range of decides to switch to chaotic (second in-
the next spell up to 50% more, if to in- stance), and in fact avoids the curse that
crease the Duration up to 50% more, affected only lawful characters. The
or increase the effect. If the caster in- spell ends after three uses, or at dawn
creases the effects of the next spell, (whichever occurs first).
add one die to its effects, or a +2 bo-
nus to its effects, or a -2 to the Save to
resist its effects, and the like. The GM
is the ultimate arbiter about what can
8 ) Indomitable (advanced)
Spell PWL: Sorcerer, 4th Level
Range: Touch
be increased and how, but all the afore- Duration: 2d6 rounds + Level
mentioned examples should be allowed
for basically every spell. Note that the The spell allows the target to gain a
caster must cast Extension-basic suc- supernatural speed and strength, which
cessfully and the next spell must be cast grows proportionally to the number of
within the same day. enemies engaging him. In combat, the
target always makes one attack first

7 ) False Alignment
Spell PWL: Sorcerer, 4th Level
Range: Caster
(winning automatically the initiative)
and then gains one free attack for every
attack against him - countering every
Duration: 3 instances (or until dawn) single attack, also multiple attacks from
the same adversary.
By default, the caster appears of
any alignment they will specify to
the GM: they could appear as lawful,
chaotic, neutral and/or any other ex-
act alignment as in use in your game.
Moreover, every time a magic object, a
spell, a curse, an NPC, etc. checks the
alignment of the caster, the caster can

39
Circle of Control

1 ) Ice Storm
Spell PWL: Sorcerer, 4th Level
Range: 4 zones
3 ) Plant growth
Spell PWL: Sorcerer, 4th Level
Range: 9 zones
Duration: 1 round Duration: Until dispelled

A sudden vortex of ice, snow and hail Cause normal vegetation (grasses,
forms in a circle of the size of 1 zone, bushes, trees, vines, etc.) to grow ex-
within the 4 zones range from the cast- traordinarily. The spell affects vegeta-
er. The vortex inflicts 3d10 HP damage tion that begins within range, and then
to a single creature within the area of continues maximum to the extent of
the circle, or 2d10 HP damage to multi- a couple of large buildings or a small
ple creatures, as chosen by the caster. If fortification. The caster can decide the
the storm inflicts 2d10 damage, it will shape and precise effect of growth. Al-
also throw the targets out of balance, lowed effects are: forming an impass-
to the ground, or push them against a able forest that will stop humanoids
wall, extinguish a fire, etc. as chosen by and horse and other animals; or form
the caster. a thick canopy that will hide anyone or
anything below it; or grow to an un-

2 ) Magic Life Drain


Spell PWL: Sorcerer, 4th Level
Range: 1 zone + Level zones
natural height (above city walls, build-
ings’ roofs, etc.). Some form of basic
vegetation must be already present for
Duration: Immediate the spell to work.
Cost: as 2 daily spells

A magical energy painfully drains


strength and life force from one or
4 ) Polymorph Other
Spell PWL: Sorcerer, 4th Level
Range: Touch
more targets, inflicting 1d4 damage per Duration: Until dispelled
caster Level, distributed as the caster
wishes. This life force gathers in the The target is transformed into a dif-
hands of the caster, which in the next ferent creature, but can decide to op-
round can cast Magic Missile (even if pose the transformation with a suc-
they don’t know the spell), releasing cessful Save. The new creature cannot
such energy. The caster will release be specific but will be a generic one of
one magic missile for every 2d4 dam- the chosen type. The new creature must
age inflicted (a number of magic mis- have a number of HD equal or higher
siles equal to Level divided 2) and ei- than half the target HD (or Level) and
ther roll to hit for 1d6+3 damage, or not more than double the current HD
strike automatically for 1d4+3 damage or Level. While in the new form, the
(higher damage than the regular magic target maintain all scores, except for
missile). The target can be different for Strength (and Strength-based attacks)
each missile. which is adjusted to the new form. The
target inherits physical abilities from
the new form (like flying, swimming,
breathing under water, etc.). Magical
or special abilities, and magic attacks,

40
are not gained in the new form (for
example, no petrifying gaze or deadly
venom). The spell will last 1 day per
caster’s Level, but every morning the
target is allowed a new Save, if they
were unwilling to be transformed. By
casting the spell a second time on the
same target, while already in the new
shape, the caster can make the change
permanent: the target is allowed a final
Save but failure means that only Dispel
Magic will be able to revert the target
to the original form. When the trans-
formation becomes permanent, the tar-
get also loses the original intelligence,
memory etc. and retains just a vague
instinct to keep close to its former al-
lies, friends and so on.

5 ) Polymorph Self
Spell PWL: Sorcerer, 4th Level
Range: Caster
Duration: 2 rounds + Level

The spell allows the caster to trans-


form into a different type of creature;
the new creature cannot be specific but
6 ) Polymorph Xtend
Spell PWL: Sorcerer, 4th Level
Range: Touch or Caster
will be a generic one of the chosen Duration: Immediate
type. The new creature must have at
most a number of HD equal to half the The Xtend version of the Polymorph
caster’s Level. The caster retains all the spell does nothing on its own. The cast-
original scores, with the exception of er should use it on the target of a Poly-
Strength which is adjusted to the new morph Other (in this case with range
form. The new form, together with pos- Touch) or on the caster himself as tar-
sible Strength-based attacks and capa- get of Polymorph Self (range Caster).
bilities, grants the caster new physical Once the desired Polymorph Other or
abilities (like flying, swimming, breath- Polymorph Self have been cast success-
ing under water, etc.). Magical or spe- fully, using Polymorph Xtend allows
cial abilities, and magic attacks, are not to shape details of the transformation.
gained in the new form (for example, The caster therefore can decide to give
no petrifying gaze or deadly venom). certain exact features to the target of
While in the new form, the caster can Polymorph Other or to himself after
use spells only if transformed into a ge- Polymorph Self. Those features must be
neric human being. Dispel Magic will something that the caster knows about:
end the transformation, and so does the for example the caster can replicate the
death of the caster. look of an important NPC seen before,
but not an intimate unknown detail, and

41
of course no skills, abilities, etc. The
spell duration is considered immedi-
ate: it changes the transformation that
8 ) Wall of Ice
Spell PWL: Sorcerer, 4th Level
Range: 3 zones
occurs in another spell, then it’s over; Duration: 12 turns (approx. 2 hours)
refer to the other spell for the real dura-
tion. If you rolled this spell randomly, A thick wall of ice appears within
roll another die and on an even number the 3 zones range, in the size and shape
take also Polymorph Other, on an odd desired by the caster. The wall can be
number Polymorph Self. roughly as big as 1 zone x Level, so a
4th Level caster can for example enclose

7 ) Wall of Fire
Spell PWL: Sorcerer, 4th Level
Range: 3 zones
a 1 zone area in a squared or circular
ice wall (4 walls of 1 zone size for the
square); at 5th Level the caster could
Duration: Until dispelled, also conjure a roof, etc. Of course, a 4th
at most 6 turns (approx. 1 hour) Level caster could also create a straight
wall of 4 zones length, etc. The wall is
A thick wall of raging flames erupts impenetrable to creatures of 3 HD or
within the 3 zones range, in the size and less; creatures of 4 HD or more have
shape desired by the caster. The wall the chance to break through it taking
can be roughly as big as 1 zone x Level, 1d4 x caster’s Level damage, or 1d6 x
so a 4th Level caster can for example Level to fire monsters, or monsters ac-
enclose a 1 zone area in a squared or customed to hot conditions. The wall
circular flames wall (4 walls of 1 zone cannot be evoked where living crea-
size for the square); at 5th Level the tures are (creatures within a zone can
caster could also conjure a roof, etc. Of be separated, but creatures cannot be
course, a 4th Level caster could also trapped in the ice itself, just confined
create a straight wall of 4 zones length, by it). If snow or ice is already present
etc. The wall is impenetrable to crea- in large quantities, the size of the wall
tures of 3 HD or less; creatures of 4 can be doubled by magically controlling
HD or more have the chance to break such ice or snow.
through it taking 1d4 x caster’s Level
damage, or 1d6 x Level to undeads,
ice monsters, or monsters accustomed
to cold conditions. The wall cannot be
evoked where living creatures are (crea-
tures within a zone can be separated,
but creatures cannot be trapped in the
fire itself, just confined by it). If a large
fire is already present, the size of the
wall can be increased: add one zone for
a campfire, 2 zones for a bonfire, double
the fire wall size for a house in flames
or larger fires. The spell ends as soon
as the caster stops concentrating on it
and attempts any sort of different ac-
tion, including talking; and at most the
spell will last for 1 hour.

42
PowerLevel 5
No Circle First Circle of Elements

* ) Scholar
Spell PWL: Sorcerer, 5th Level 1 ) Conjuration of Elementals
Spell PWL: Sorcerer, 5th Level
Range: 5 zones
The scholar trait is acquired as a spell, Duration: 1 day
even though is more of a talent than a Cost: as 2 daily spells
spell. To acquire this trait, the sorcerer
must spend XP in the same way as for a The caster summons an 8 HD el-
Level 5 spell. Because the spell is out of emental of any type (fire, water, earth,
a circle, it is not determined randomly, air, and others depending on your set-
but just acquired by spending the nec- ting), within range. If enough of the
essary XP. given element is present (a large fire,
When this spell/talent is acquired, enough water, a strong wind, solid
the sorcerer then selects up to a total of rock, etc...) the summoning cost is half
4 PowerLevels of clerical blessings, and (as a single spell). The elemental will
transcribes them to the spellbook. The obey every command by the caster, and
sorcerer for example can transcribe 1 will disappear when the caster orders
PWL-1 + 1 PLW-3 blessings, or in- it. If the caster looses concentration or
stead 2 PWL-2 blessings, or 4 PWL-1 the spell’s duration ends, the elemental
blessings, or a single PWL-4 blessing will be free from control and will seek
(for a total of maximum 4 PWL). These to kill its former master. If the caster
blessings are determined randomly in summons an elemental of a different
the circle selected by the sorcerer (for kind, the previous one will disappear
example, the sorcerer can decide to roll regardless of the remaining duration.
once for a PWL-4 blessing in the Circle By increasing the cost (up to 3 daily
of Saints, but cannot decide which they spells) the summoned elemental can
will receive). be upgraded to a 12 HD. Dispel Magic
These blessings are transcribed to ends the summoning, and Dispel Evil
the spellbook and treated like spells of will also affect the elemental.
the same level (they count towards the
daily limit, they are cast with INT, etc.).
This spell is basically the same as the
“Scholar” random talent available in the
2 ) Manipulate Waters
Spell PWL: Sorcerer, 5th Level
Range: 6 zones
list of the sorcerer’s talents after Level Duration: 1 Turn per Level
6. The difference is that this spell/trait
is paid for in XP and the blessings are For the duration of the spell, the cast-
determined randomly, while the talent er can affect waters as follows: walk on
is received randomly at level-up, but the water as if it was solid (not only for the
blessings are decided by the sorcerer caster, but also those around him and
(although with a limit of 2 PWL, and their gear, animals, etc.), make waves on
not 4 PWL). Both are considered blas- still water, calm the waters of a small
phemy by the church. patch of sea, lower the waters of a lake,

43
a river, a small patch of sea by half, or
instead raise the waters of a lake, a riv-
er or a small patch of sea of more than
4 ) Passwall
Spell PWL: Sorcerer, 5th Level
Range: 3 zones
regular flooding or tidal waves. As soon Duration: 3 Turns
as the spell ends, the water will behave
regularly again (objects will sink, waves The caster can create a passage as
will stop or start again, lowered waters large as a double door in any solid sur-
will raise again or raised waters will face (wood, stone, metal, etc.). The pas-
lower again). sage will close again at the end of the
spell. The passage cannot go deeper

3 ) Move Earth
Spell PWL: Sorcerer, 5th Level
Range: 3 zones
than the equivalent of 2 or 3 zones. By
paying a double price for the spell, as 2
daily spells, the caster can either: make
Duration: 2 Turns per Level the passage to last for an entire day, or
make the passage even deeper, enough
The sorcerer can affect enough for a hundred man in line, but not any
ground, or dirt, or solid stone or simi- wider.
lar inanimate matter, as follows: the
equivalent of solid matter sufficient to
enclose or fill one Zone can be raised,
lowered, moved or shaped in one Turn.
5 ) Telekinesis
Spell PWL: Sorcerer, 5th Level
Range: 3 zones
For example, a caster can raise enough Duration: 2 Rounds or Turns per
stone from a cavern floor in one Turn Level (see below)
and then shape it to enclose a Zone in
another turn. By using double the time The caster can use this spell to move
the caster could move enough stone small objects around, to throw them,
and then shape it to enclose two Zones, or move large objects and even crea-
and so on. The exact amount of solid tures, with the force of his mind. By
matter, the precise shapes and exact default, small objects can be moved or
movement rate and so on are left to the thrown around as follows: simply move
GM’s ruling case by case. The spell is them around (for example at walking
equally effective against light or heavy speed) for 2 Turns per Level, or throw
materials; it can mold and shape rocks them for 2 Rounds (combat rounds) per
or keep grains of sand together, and so Level, using them as ranged weapons.
on. By reducing the duration in half, the Objects moved around appear to move
sorcerer can affect matter much faster, on their own, and can be moved with
and count in rounds instead of turns precision (but not more precisely than
(raise stone in one round, shape it the human dexterity would allow). Objects
next round). When the duration ends, thrown around inflict 1d4 damage un-
matter will cease to obey the caster and less they are specifically designed to
behave as normal (a stone bridge will hurt: in that case they can inflict 1d6
remain in place, a wall of sand or dirt or also 1d8 damage. A normal roll to-
will collapse). hit is required: these are basically the
same as arrows or darts. If the caster
wishes, they can throw 2 per Round but
the round counts double for the purpose
of the spell’s duration. If the target of

44
the spell is a large object, the caster can and if the Save is successful, the caster
move approximately the weight of a is teleported to the desired destination
human in full armor, but slowly. Living instead of the target. When teleport-
creatures are allowed a Saving Throw ing, there is a 1in10 chance of error if
to resist the effects of the spell, and be- the destination is visible, a 2in10 if it’s
cause of the great effort, the spell will not visible but familiar to the caster, a
only last for 2 Rounds per Level (like in 3in10 if not visible and not familiar but
combat). not completely unknown (for example,
seen just once), a 4in10 if the destina-

6 ) Teleport
Spell PWL: Sorcerer, 5th Level
Range: Touch
tion had never been seen before. If the
teleport incurs in an error, roll a d10
again: on a 1 the error is fatal to the
Duration: Immediate subject of the spell, on a 2-3 the sub-
Cost: as 2 daily spells ject is teleported to a place that looks
similar to the destination but isn’t, on a
The caster instantly teleports to a 4-6 the subject is teleported to a place
desired location, and if they wish they within eye-sight of the intended desti-
can bring others with them (as long as nation, on a 7-10 the target reaches the
they touch), or cast someone away with intended destination but either leaves
teleport (Save allowed to resist the tele- something behind (gear, body parts for
portation). If the caster brings others 1d10 harm) or brings something un-
with them, they all must touch. If the wanted with them (an enemy, for ex-
caster teleports an unwilling subject, ample), as the GM will rule.
they must touch them to cast the spell,

45
7 ) Wall of Iron
Spell PWL: Sorcerer, 5th Level
Range: 5 zones
8 ) Wall of Stone
Spell PWL: Sorcerer, 5th Level
Range: 3 zones
Duration: Until dispelled, or less one Duration: Until dispelled, or less one
zone per day zone per year

A think iron wall, impenetrable to reg- A thick wall of stone appears within
ular creatures, forms within the 5 zones the 3 zones range, in the size and shape
range, in the size and shape desired by desired by the caster. The wall can be
the caster. The wall can be roughly as roughly as big as 1 zone x Level, so a
big as 1 zone x Level, so a 4th Level 4th Level caster can for example enclose
caster can for example enclose a 1 zone a 1 zone area in a squared or circular
area in a squared or circular iron wall (4 stone wall (4 walls of 1 zone size for the
walls of 1 zone size for the square); at square); at 5th Level the caster could
5th Level the caster could also conjure also conjure a roof, etc. Of course, a 4th
a roof, etc. Of course, a 4th Level caster Level caster could also create a straight
could also create a straight wall of 4 wall of 4 zones length, etc. The wall
zones length, etc. The wall cannot be is a stone wall at all effects; it will last
evoked where living creatures are (crea- until dispelled and crumble naturally at
tures within a zone can be separated, the rate of 1 zone per year, in the order
but creatures cannot be trapped in the determined by the caster. The caster
fire itself, just confined by it). The spell can also use real stone present onsite
ends when dispelled, or after a number to conjure the magic wall: in this case
of days equal to the caster’s Level. Ev- if enough material is present, the wall
ery day after the first, the wall looses will not crumble; the stone material will
one section (of the size of one Zone) in rearrange in the desired shape, and last
the order determined by the caster. naturally for centuries. Also the Dispel
Magic will not work to break the wall:
the spell Wall of Stone technically end-
ed already when the wall was conjured
with the ‘real’ material available.

46
Circle of Twisted Nature

1 ) Animal Growth
Spell PWL: Sorcerer, 5th Level
Range: 3 zones
of the next spell, if to double the Dura-
tion, or double the effect. If the caster
doubles the effects of the next spell,
Duration: 12 turns (approx. 2 hours) add the appropriate number of dice,
of bonus, or use bonuses/penalties of
One non-magical animal (incl. hu- +5/-5 where appropriate. The GM is
mans and humanoids) will grow to ap- the ultimate arbiter about what can be
proximately double its size, becoming increased and how, but all the afore-
a giant version of itself. Intelligent mentioned examples should be allowed
animals can resist the spell with a Sav- for basically every spell. Note that the
ing Throw. Weight, strength and such caster must cast Extension-advanced
properties increase with size, and so successfully and the next spell must be
does melee damage (double), but not cast within the same day. The caster can
other properties. increase the effects also of a spell cast
by another sorcerer, if they agree upon

2 ) Cloudkill
Spell PWL: Sorcerer, 5th Level
the effects.

Range: 5 zones
Duration: 1 round x Level
Cost: as 2 daily spells
4 ) Feeblemind
Spell PWL: Sorcerer, 5th Level
Range: 4 Zones
Duration: Until dispelled
A cloud of poisonous gas is created
within range, affecting an area of one The spell confuses the mind of the
zone. All creatures with 3 HD or less target: they can still think clearly and
must Save vs. Poison or die, and crea- perceive what happens around them,
tures that succeeds still suffer 1 HP but their body does not obey them,
damage per round, and 1 HP damage therefore they move slowly and speak
per round is also inflicted to creatures incoherently, appearing confused and
with 4 HD or more. The caster can con- impaired to those around. A normal
centrate and move the cloud of 1 zone Save vs. Magic is allowed to negate or
per round, up to the maximum range of stop the effects, as follows. If the spell
5 zones, but keeping it in sight. If the targets a magic-user, they have the
caster does not concentrate, the cloud right to a Save when targeted and then
remains in place. The poison is heavier every day at dawn, but always with a
than air so it sinks into holes, pits, and -4 penalty. While affected, magic-users
so on. cannot cast (affects clerics in the same
way). Other creatures and other char-

3 ) Extension (advanced)
Spell PWL: Sorcerer, 5th Level
Range: Caster
acters have the right to a Save when
targeted and then every other day, but
with no penalties.
Duration: Immediate

The Extension-advanced gives ad-


ditional strength to the next spell: the
caster can decide if to double the Range

47
soul in its location. If the target body is

5 ) Hold Monster
Spell PWL: Sorcerer, 5th Level
Range: 5 zones
killed, the caster’s soul gets back in the
magic jar if within range and the other
soul is destroyed, while if the caster is
Duration: 6 turns (approx. 1 hour) out of range, he is dead for good, while
the other soul is imprisoned in the mag-
The caster targets 1d4 humans or hu- ic jar. If the magic jar is destroyed, the
manoids or a single monster (undeads, caster cannot come back to it and can-
ghosts, and the like are immune): each not move to other bodies. To return to
target is allowed a Saving Throw vs. the original body, the caster must have
paralysis (with STR) and if failed they it within range of the magic jar and
are completely paralyzed. They live and pass a Save vs. Magic to force his soul
breathe, but cannot even speak. If the back in place.
caster targets only a single person, the
ST is rolled with -2. The spell is broken
by attacks against the target(s). 7 ) Magic Sword
Spell PWL: Sorcerer, 5th Level
Range: Touch

6 ) Magic Jar
Spell PWL: Sorcerer, 5th Level
Range: 5 zones
Duration: 1 round per Level

A demon is evoked in the shape of a


Duration: Immediate blade or a similar weapon. The weapon
Cost: as 2 daily spells is in physical form and is real, tangi-
ble, but exists also in the astral plane.
The caster binds his soul to a special Therefore it can be used by anyone as
or precious object, like a jewel, a gem, a a normal weapon, but can also harm
weapon, and so on. The original cast- and kill supernatural creatures that
er’s body is left in catatonic state, with- are harmed only by magical or blessed
out a soul, and must be attended to, or it weapons, or entities from other planes
will die. While without a soul, the body of existence. The object is seen as blas-
does not age. While the caster’s soul phemous by the Church and clerics will
is within the target object, the caster never wield such a weapon. The weapon
can sense any living creature within always hits on a roll of 19 or 20 and in-
5 zones, and attempt to posses them. flict a critical damage (double damage);
A successful Save vs. Magic from the normally it inflicts 3d6 damage, but the
target avoids the possession, forever. caster can double the cost of casting (2
A failure allows the caster to move his daily spells) and make it inflict 4d6+2
soul (with the Intelligence, Wisdom damage, and always hit and with critical
and Charisma scores, the known spells, damage on a 18, 19 and 20 rolls. Dispel
etc.) to the new body, which retains its Magic or Dispel Evil spells and similar
physical characteristics (HP, Strength, spells will banish the sword and make
Constitution, Dexterity, and all special it disappear.
abilities). The soul of the target body
is entrapped within the jar, but with
no ability to possess any other body.
The caster can decide if to come back
to the magic jar at any moment, if he’s
in range, and this restores the original

48
8 ) Mind Switch
Spell PWL: Sorcerer, 5th Level
Range: Touch
Duration: 1 day per Level

The minds of two sentient beings are


switched: the targets must be of the
same species, otherwise the spell will
fail. To cast the spell successfully, the
sorcerer must touch both targets and
when touching the second, the spell will
trigger. When minds are switched, tar-
gets retain their Intelligence, Wisdom
and Charisma, and all their abilities
such as spell casting; also features like
Level, XP, Class, will technically follow
the mind into the new body. The bodies
retain their Strength, Constitution and
Dexterity, Hit Points and other physi-
cal abilities. If any target or both try to
resist the spell, they are allowed a Save
vs. Magic and if at least one succeeds,
the spell fails. If both agree, or fail the
Save, the switch happens. The spell will
last until its natural end (one day per
caster’s Level), but the caster can make
it permanent by doubling its cost (as 2
daily spells). If the caster wants to end
the spell before its time is due, or after it
was made permanent, both the targets
are allowed a Save if they want to re-
sist the cancellation. If at least one Save
is successful, the cancellation fails and
the two minds are switched forever (no
other known spell can restore them to
their original bodies). Both in its tem-
porary nature, and if made permanent
(but not if cancellation failed), the spell
is broken by a Dispel Magic spell, that
will restore the minds to their original
bodies (no Save allowed). If one of the
bodies dies, the mind possessing it is
lost, and the other mind will forever
retain control of the body it acquired
through the spell.

49
PowerLevel 6
Circle Of Great Forces
the spell is cast. Objects attack using

1 ) Animate Dead Monster


Spell PWL: Sorcerer, 6th Level
Range: touch
the same attack roll value (but a sepa-
rate dice roll) than the caster, and by
default each object makes 1 attack per
Duration: Permanent round for a 1d6 damage. Objects have
a default AC of 1 and 1 HD. Larger or
The spell creates a skeleton or a zom- more solid objects might have more at-
bie or an undead monstrosity from the tacks, inflict more damage, have better
dead body of any sort of creature; the AC and/or more HD: each of those
caster must touch the body to reani- improvements counts as an “additional”
mate it. The caster can animate 1d10 object. For example an animated chair
bodies of lesser monsters (random 1 has the default: 1 attack (1d6 damage),
HD or 2 HD in their zombie appear- AC 1, HD 1. A large wooden closet
ance) or instead animate a single large might have: 1 attack (1d8 damage), AC
monster. The large undead monstrosity 3, HD 2. Improving the damage, the
will have a number of HD equal to the AC, the HD, makes the closet to count
caster’s Level -2 (minus two). The re- as 3 objects. Thus a Level 3 caster can
animated body will retain the original animate 3 chairs or 1 closet, with the
properties and abilities of the monster, spell.
but reduced by half (or to a quarter if
the original monster had more than 10
HD). The corpse remains animated and
obeying the caster until they’re slain.
3 ) AntiMagic Shell (sorcerer)
Spell PWL: Sorcerer, 6th Level
Range: 1 zone
This is considered blasphemy by the Duration: 1 round per Level
church even though monsters are sup-
posed to have no soul (creating undead Similar to the clerical blessing with
from humans corpses is a greater sin). the same name, but of shorter dura-
tion (rounds instead of turns) because

2 ) Animate Objects
Spell PWL: Sorcerer, 6th Level
Range: 3 zones
a sorcerer cannot negate magic for a
long time: magic is their blood. The
Zone where the sorcerer stands while
Duration: 6 turns (approx. 1 hour) casting becomes resistant to any form
of magic. The AntiMagic shell blocks
One non-magical object per caster any form of magic as follows: spells
Level is brought to “life”: each object and blessings cast within the zone au-
can serve the caster as appropriate for tomatically fail; spells and blessings
its size and original function, or be con- cast outside the zone cannot penetrate
verted into a creature that will attack the zone; any creature with magical or
as the caster commands. The target supernatural powers must Save with
object(s) cannot be worn or carried by Wisdom to penetrate the AntiMagic
someone, and should be immobile when shell and failure means losing Initiative

50
as long as they remain in the area and will turn a severe rain in a severe hail-
moving at half their normal speed. For storm, etc.). The range of the control
every magical or supernatural power, weather spell is approximate: the entire
repeat the Save and each failure dis- area where the sorcerer stands will be
ables the power as long as the creature proportionally affected, with its effects
remains in range of the spell; a suc- being stronger where the sorcerer is.
cess allows the creature to retain their
magical power but in a lesser version
(half of the effect or less). By default,
the spell affects the zone where the
5 ) Death Spell
Spell PWL: Sorcerer, 6th Level
Range: 1 zone per Level
sorcerer stands while casting, but does Duration: Instant
not move around if the sorcerer moves Cost: as 2 daily spells
away. By reducing the duration of half,
the sorcerer can move the spell around A single target with 8 HD or less, or
with them (but always only for the zone 1d8 targets of 4 HD or less, die when
where they stand). struck by the invisible hand of this
spell. The target is allowed a Save vs.

4 ) Control Weather
Spell PWL: Sorcerer, 6th Level
Range: see below
Poison to resist the effects of the death
spell, and if the Save is successful, the
sorcerer loses 1d6 HP for each success-
Duration: 1d6 hours + Level ful save, as the deadly energy bounces
back. The same spell can be cast on an
Same as the clerical blessing; the sor- object (a fruit, an arrow, a piece of gar-
cerer is able to control the weather or ment, etc.) and given a single specific
temperature conditions, of one step in target. The spell will trigger the first
a scale that goes from normal/none, time the object will touch the intended
mild, severe, extreme. For example, the target (allow the standard Save vs. Poi-
sorcerer could bring a light (mild) rain son and the sorcerer suffers the 1d6 HP
up to severe or to stop (normal). By loss if the Save is successful).
casting again and again (but each time
independently), the sorcerer can affect
the weather in a significant way (for
example from a condition with no rain
6 ) Word of Command (Geas)
Spell PWL: Sorcerer, 6th Level
Range: Speaking range
up to mild, then severe, then extreme, Duration: 1 month per Level, or until
with three casting of the same spell, or completion
the other way around bringing extreme Cost: as 2 daily spells
rain down to severe, then light, then
none). If the sorcerer wants to drasti- The sorcerer might call on another
cally change conditions, you can count human or sentient creature to perform
steps into a new weather condition (for a specific command. The human or tar-
example from mild rain to none, from get creature should have a number of
normal to mild heat, then up to severe HD lower than the caster’s Level. The
heat, and so on). Some conditions can be target may try to resist the call with a
forced to override the current weather Saving Throw; if it is successful, the
(bringing extreme heat will cause mild spell has no effect and the same crea-
snow to melt quickly without the need ture cannot be compelled again this day.
to stop it from falling; extreme cold If the Save is failed or forfeit, the target

51
will need to perform the command as
required by the caster. The command
must be concise and precise, can also re-
quire a long time or complex actions to
7 ) Invisible Stalker
Spell PWL: Sorcerer, 6th Level
Range: 1 zone
be carried out, and while it can put the Duration: 1 month per Level, or until
target in danger, it cannot be a request completion
to self-inflict harm. If the target fails Cost: as 2 daily spells
to comply (attempting but failing is
considered to be complying), they will The sorcerer evokes and commands
suffer a temporary 50% reduction of an invisible demon, which must per-
Strength, Constitution and Hit Points form a task or mission on behalf of the
(or HD), until they decide to comply. sorcerer. The invisible stalker stats are
A terminal failure (with no chance of the following: 8 HD, AC 16, Attacks
redemption) means permanently losing Bite (2d4) and Claws (2d4), Save 13
1d6 HP. Continual refusal to perform (roll under). The invisible stalker de-
the command might trigger a curse, as mon is indeed invisible and can fly but
defined by the GM and appropriately cannot move through solid objects; it is
in line with the sorcerer’s command. If evoked within 1 Zone from the sorcerer
instead the Save is forfeit by the target, but can afterwards move independently.
the target gains a pool of 5 points to The invisible stalker will remain in this
spend at will while trying to complete plane of existence until the task or mis-
the command (for example adding to a sion is complete, or at most for 1 month
to-hit roll, to a damage roll, improve a per caster’s Level (then it will dissipate
Save, etc.). The call to perform the com- even if the task was not completed). A
mand will last for one month for each sorcerer can have under control only
sorcerer’s Level: after that time, the call one invisible stalker at the time: the
(and its related penalties, curses, bonus- sorcerer can evoke another while the
es, etc.) will end. first is still out on a mission, but will
then lose control on the first stalker.
The first stalker will not dissipate, but
instead will abandon its mission and
there’s a 50% chance it will remain as
wandering monster with no purpose,
and 50% chance instead it will make
killing the sorcerer its new purpose.
The invisible stalker can be killed (even
with normal weapons) or banished
(for example with dispel evil - Save al-
lowed), but cannot be talked or charmed
out of its purpose. Another sorcerer, on
the other hand, can capture and bend
an invisible stalker to a new purpose (a
completely different mission, or even
turn it against the original sorcerer):
to do so, a sorcerer must cast a mirror
“invisible stalker” spell while the stalker

52
within 1d4 weeks. The new creature
retains all the memories and feelings
of the dead, and all of the abilities if
the new form allows it (for example, a
sorcerer needs the body of a creature
that can speak to be able to cast spells).
The physical features of the new crea-
ture, instead, will replace the ones of
the original body. The soul will reincar-
nate according to the roll of a d6: 1- a
smaller humanoid creature of different
species, like a kobold or a goblin (must
be smaller than humans, without spe-
cial abilities, not necessarily ugly); 2- a
smaller creature of animal species, like
a dog or a cat or a bird (must be smaller
than humans, but can have abilities like
flying or breathing underwater, if that’s
the chosen animal); 3- a human body
but of opposite sex (roll the new scores
is within a 5 Zones range. The invisible and decide class etc.); 4- a human body
stalker is then forced to roll a Save vs. similar to the one left behind, and with
Magic: if it fails, it will bend to a new some striking scar or sign that reminds
master, if it succeeds it will pursue its of what killed the original body; 5- a
original mission. magical humanoid creature like an elf,
a dwarf, a pixie (discuss with the GM

8 ) Reincarnation
Spell PWL: Sorcerer, 6th Level
Range: Touch
the features of the new creature if you
don’t use default elfs, dwarfs, etc.); 6- a
magical or mythological creature cho-
Duration: Immediate sen by the GM which is somehow ap-
Cost: as 2 daily spells propriate for the deceased spirit (you
can use minotaurs, centaurs, unicorns,
The spell allows the caster to recall etc.). Of course, any non-human form
the soul of a dead creature and reincar- will cause panic and fear (and often vio-
nate it in a new form. For the spell to lent reactions) in human settlements
succeed, at least a single piece of the and will be source of great trouble. A
original body must be available (even a player might decide at any time to re-
single drop of blood or a hair will be tire a character which reincarnated in a
enough). When the soul reincarnates, it problematic form. If the reincarnation
is often in a body of different form or was to a human body (results 3 or 4) the
even of a different creature; this body new character will start at the original
appears magically but never where character’s Level minus 1d6 (and never
the caster is, and never in sight of any lower than Level one). Only characters
other living creature. The reincarnated reincarnated to human bodies obtain
soul will re-join the other characters XP and gain levels; other creatures re-
depending on the roll of a d6: 1-2 with- main static with the passage of time,
in 1d8 Turns; 3-4 within 1d6 days; 5-6 but can continue to go on adventures

53
nevertheless. occur (for example: “cast wall of fire is
Circle Of Knowledge a frost creature attacks me”). The GM
and the player will take note of the con-

1 ) Bestow Spell Ability


Spell PWL: Sorcerer, 6th Level
Range: Caster
ditions and spell, and no roll is made.
When the conditions occur, the desired
spell will be triggered, and dice will
Duration: 1 day be rolled for the desired spell (failure
means that the spell is not triggered).
The caster grants transfers one of The GM is the final arbiter about such
their known spells into another char- conditions (is an attack from a frost fox
acter or creature, which is now able enough to trigger the wall of fire?)
to cast it once, when they desire. For while the sorcerer decides how to cast
the transfer to be successful, the cast- the desired spell (for example, where to
er must roll successfully for this spell cast the wall of fire and of which size
and for the one transferred; if any of and shape). More specific conditions
the two fails, the transfer fails. If the are allowed (for example: “cast wall
transfer is successful, there is no need of fire is a giant frost creature attacks
to roll when the target character or me”), but very convoluted and complex
creature will unleash the spell. Note conditions will surely lead to problems.
that for the purpose of counting daily The spell should trigger the first time
spells, the sorcerer must spend two: one the condition occurs: the caster cannot
for the present Bestow Spell Ability control this, and the desired spell will
and one for the transferred spell. The be cast regardless of what the sorcerer
transferred spell will remain available desires (although it can be dispelled im-
to the target creature or character un- mediately, as an action).
til it’s cast, or until the sorcerer regains
the next daily spells. By increasing the
cost of the Bestow Spell Ability (2 daily
spells) the caster can transfer the cast-
3 ) Energy Gathering
Spell PWL: Sorcerer, 6th Level
Range: Caster
ing power into an object, but must in- Duration: 1 day
struct those who might use the object,
otherwise they will not be able to un- The sorcerer might cast this spell
lock the contained spell. only once per day, not more, and it is
mutually exclusive with Contingency

2 ) Contingency
Spell PWL: Sorcerer, 6th Level
Range: Caster
and Energy Mirror (last one to be cast
prevails). If done successfully, the spell
allows the sorcerer to cast 2 spells of
Duration: 1 day PowerLevel 4 or less for free, during
the same day (basically converts the us-
The sorcerer might have only one age of one PWL-6 spell in two PWL-4
contingency spell active at any time, or less spells); if it fails it will instead
and the spell is also mutually exclusive burn an additional daily spell. As an al-
with Energy Gathering and Energy ternative, but it must be specified while
Mirror (last one to be cast prevails). casting, the spell remains charged on
When casting contingency, the caster the sorcerer and ready to trigger. The
must specify certain conditions and a first spell or blessing that will hit the
spell to trigger when such conditions sorcerer afterwards, will have a 1 in 6

54
chance of failing and regardless of its or object, close to the subject of the
failure or not, its energy will be gath- spell); 1d6 days if the sorcerer is any-
ered by the sorcerer. This energy can where else but has already extensive
then be used to cast 1d4 spells of the knowledge of the subject; 1d6 weeks if
same PWL or lower, within the next 10 the sorcerer knows only vague rumors
Turns. about the subject. While the caster is
preparing the spell, they cannot en-

4 ) Energy Mirror
Spell PWL: Sorcerer, 6th Level
Range: Caster
gage in other activities: they can eat
and sleep regularly, but cannot go on
adventures, travel, and similar. Any day
Duration: 1 day spent in other activities is not counted
towards the completion of the prepara-
The sorcerer might cast this spell tion. Once the preparation is ready, roll
only once per day, not more, and it is for the spell: failure means losing all
mutually exclusive with Contingency the preparation, while success will re-
and Energy Mirror (last one to be cast veal information according to the GM
prevails): the spell remains charged on judgment. Information can sometimes
the sorcerer and ready to trigger. When be cryptic or in form of riddles, other
a spell or blessing will hit the sorcerer, times will be clear and precise. If the
the sorcerer can trigger this spell to at- caster doubles the preparation time or
tempt to block it and revert it. Note that doubles the daily cost of the spell (as 2
while Energy Gathering (the previous daily spells), then the caster is allowed
spell) triggers automatically on the first to ask three follow-up questions to the
spell or blessing hitting the sorcerer, GM to obtain further clarifications.
for Energy Mirror the decision if to
trigger the Mirror or not is left to the
sorcerer. If the sorcerer activates En-
ergy Mirror, the spell or blessing hit-
6 ) Phase Door
Spell PWL: Sorcerer, 6th Level
Range: Touch
ting the sorcerer has a 2 in 6 chances Duration: 1 day per Level
of failing, and regardless of its failure
or not, a copy of the same spell will hit The caster must select an object as
the one that cast it against the sorcerer. a gateway into a space and time pock-
et within dimensions and planes of

5 ) Legend Lore
Spell PWL: Sorcerer, 6th Level
Range: Caster
existence, and must touch the object
when casting. A door large enough for
a person to walk through will appear
Duration: 1 Turn and remain visible for a few minutes at
most, and will allow the passage of two
The spell allows the caster to gain people at most (or two creatures). Once
important knowledge about a specific the creatures have passed, or when the
subject, object, place, person or crea- caster desires, and anyway before the
ture, of great importance. The spell next Turn begins, the door closes and
itself reveals its results within a single disappears. Those who walked through
Turn, but its preparation is of vari- the door will find themselves in a dark
able length: 1d12 Turns if the sorcerer fold between dimensions; uncomfort-
is with 5 Zones of the subject of the able and weird but safe enough. There
spell (in the place, next to the person is no way to penetrate into this secret

55
hideout: no living or undead can pass
the door once it’s closed and it disap-
peared; no spells can penetrate it. In the
pocket between dimension, time passes
8 ) Speak with Monsters
Spell PWL: Sorcerer, 6th Level
Range: Caster
as 1 hour for 1 day in the real world, and Duration: 1 turn per Level
the fold in space contains enough air for
two creatures for at most one day per The sorcerer is able to communicate
caster’s Level, and nothing else except with any sort of monster: the commu-
dark silence. Food and water are usually nication can be with a monstrous lan-
unnecessary because time passes slower guage, telepathic, or by any other mean
in the pocket in space and time. To exit typically used by such monsters to
the fold in space and time, the creatures communicate with others of the same
within must wait for any of the follow- species. The sorcerer can communicate
ing to occur: 1- the caster decides to complex concepts if the monster is able
open the door again (they can decide to to understand them. Moreover, the sor-
do so even if they walked through the cerer may be able to sense what is the
door and are now in the fold in space purpose or drive of such monsters, if
and time; 2- someone destroys the there is any such information to dis-
physical object, which triggers the door close. For example, a ghost conjured
to appear immediately; 3- someone kills to remain next to a tomb and guard
the caster; 4- the duration of the spell it, will reasonably communicate this to
ends. If someone remains in the fold in the sorcerer because its magical drive is
space and time after the door has re- compelling and supernatural. A mon-
opened and then was closed again, they ster might try to hide information from
are forever trapped into another dimen- the sorcerer only if it perceives the sor-
sion (which is known to be just silent cerer as an enemy and if it is a monster
darkness, but who knows?). which is smart enough. Undeads are
classic examples of “dumb” monsters

7 ) Repulsion
Spell PWL: Sorcerer, 6th Level
Range: Caster
that will not hide their drive, while de-
mons are often smart and malicious.

Duration: 1 turn per Level

Any creature, including allies, that


tries to move towards the caster, will
instead move away from them. Any
creature moving away, will keep mov-
ing away. Smart creatures can roll a
Save vs. Magic every round, to under-
stand what’s happening and perhaps
stop moving at all (if they want to
keep their distance stable). Animals and
dumb creatures will not understand
what’s happening, and will keep trying
to move towards the casters if that’s
their intent, thus will just keep moving
further away.

56
PowerLevel 7
No Circle

* ) Enchant Item
Spell PWL: Sorcerer, 7th Level
tier (for example a coat that allows to
To acquire this talent, the sorcerer change the wearer appearance at will
must spend XP in the same way as if resembles the PWL-4 spell Polymorph
for a Level 7 spell. Because the spell is Self, so it would be a tier eight power,
out of a circle, it is not determined ran- as a PWL-4 spell). If you combine two
domly, but just acquired by spending powers, add up the tiers (a +2 sword is
the necessary XP. The availability of tier two, with the Detect Magic capabil-
this spell might be restricted by the GM ity it would increase to tier three); it is
because it allows creating magic items: recommended to combine powers when
if magic items are not usually present it makes sense and usually not more
in the campaign world, this spell might than a couple of powers.
be banned. On the other hand, the cost Duration: usually the powers must
of creating magic items is quite high, have a sort of duration: if they’re us-
so the spell should be appropriate for able once per adventure or session
most campaigns. Enchanting an item is they’re tier one, once per day tier two,
a powerful and demanding spell: every with limited duration (in rounds for
time a caster infuses power into an item, combat or turns for other powers, simi-
a part of their soul is ripped away from larly to spells) they are tier three, and
them and transferred to the enchanted tier four if the power is always active.
item. Total cost: the sum of the power’s
Powers: when creating an enchanted tier and duration tier will give the total
item, the caster and the GM should de- cost of the magic item: a +2 sword is
termine the exact item’s power and cal- tier two plus tier four because the bonus
culate the appropriate cost. The cost of is always active, for a tier six cost.
a power increases exponentially. Start Mitigation: mitigation factors can
by describing the power of the item: a reduce the cost (for example if the
simple bonus of +1 is tier one, a +2 is sword bonus is only against undead, or
tier two, a +3 is tier four, a +4 a tier only when a certain class wields it, and
eight, and so on. A power that instead so on), usually of one tier per restric-
resembles a PWL-1 spell is tier one, a tion. The GM might also enforce one
PWL-2 spell is tier two, a PWL-3 is specific restriction or a specific duration
tier four, and so on. For example, a +2 for items that appear to be too powerful,
sword is tier two; a ring with Detect but the caster can of course decide not
Magic power (a PWL-1 spell) is tier to create the item if in their opinion the
one. If the power is not a bonus and restrictions will make the item too cost-
not an exact spell (as it might often be), ly and not powerful enough. Using spe-
then try to determine the equivalent of cial items for the enchantment is also a
a spell PWL, and use the appropriate mitigation factor: using something very

57
precious (at least worth 1,000 sp) or might instead generate a cursed item.
something particularly suitable (a red First Circle of Elements
ruby for some fire power) or particu-
larly meaningful (a sword passed from
father to son whose powers unlock only
in the hands of someone of the family)
1 ) Animal Growth II
Spell PWL: Sorcerer, 7th Level
Range: 2 zones
will allow the caster to reduce the tier Duration: 6 turns (approx. 1 hour)
(and cost) of an enchanted item. As for
the restrictions, the GM is also allowed Basically the same effect, but shorter
to require one specific item for a given duration and shorter range than “Ani-
enchantment. mal Growth”. In this advanced version,
Enchantment: the process of en- the spell allows the caster to choose one
chanting an item is by casting this additional effect: affect 1d6 creatures
spell, and once the exact power and of the same type instead of just one;
its cost are determined, the caster will or triple the size instead of doubling
permanently lose (from their Max. for one creature; or make the Saving
HP) a number of Hit Points equal to Throw harder by a penalty of -5.
the item’s tier. In the example of a +2
sword, the caster will lose 6 Hit Points
from the Max HP, or 5 HP if the +2 bo-
nus is only against undeads (the mitiga-
2 ) Arcane Spellbook
Spell PWL: Sorcerer, 7th Level
Range: Touch
tion factor reduces its cost). After pay- Duration: Immediate
ing the price, the caster will regularly
roll to cast, and if the casting is suc- This spell can be cast only between
cessful, the item is enchanted. A failure adventures, as follows: the caster must

58
have access to their own books of
magic and lore, or someone’s library,
or time to research spells in a labora-
tory, or meditate on them in a quiet and
3 ) Delayed Blast Fireball
Spell PWL: Sorcerer, 7th Level
Range: 5 zones
lonely place and similar. If the condi- Duration: up to 6 turns (approx. 1
tions are right, the caster can create an hour)
arcane spellbook which will contain 7
spells from PWL-1 to 6. Four spells This spell creates a magical enclosure
are randomly determined (the caster for a Fireball spell, which will be trig-
will choose on which lists to roll), and gered with some delay. The sorcerer
three are chosen by the caster. These must know the Fireball spell to be able
spells become part of those available to cast this one. The delayed blast can
to the caster, but to use them the sor- be setup by the sorcerer with a time de-
cerer must have the time to read from lay (up to at most 1 hour) or by a simple
the spellbook and therefore it will take contingency (the first person touching
one Turn to cast them (the one Round or walking over the blast trigger, or
option is unavailable). Moreover, with- the first person reading the blast rune).
out the book these spells cannot be cast. The blast is centered in the specified
These spells do count towards the daily zone and will inflict 1d6 damage per
limit of available spells, but do not dis- Level, and up to a maximum of 9d6. All
appear from the spellbook when cast; enemies and allies within the same zone
technically the spellbook acts as addi- as the target suffer the damage. A suc-
tional memory and knowledge for the cessful Save with Dexterity allows suf-
caster. During adventures, the caster fering only half damage. The powerful
can chance spells: if so, the four ran- fire is also enough to set a small house
dom spells must be re-rolled (all of on fire or melt metals like copper, gold,
them, not just those the caster doesn’t silver, bronze, and when exploding also
like), and then the caster can choose the sends off a powerful wind blast.
other three they want in the book. Note
that the previous spells are lost. The
spell can be used only between adven-
tures and should not slow down play: a
4 ) Grasping Hand
Spell PWL: Sorcerer, 7th Level
Range: 5 zones
caster wishing to use this spell should Duration: 1d6 + Level rounds
be in touch with the GM and arrange
the book and study the spells between An invisible and huge hand will
sessions, not at the gaming table. If the grasp a single opponent, to restrain
caster wastes everyone’s time at the them or even move them around. To
table, the spell automatically fails; oth- restrain an opponent, the caster must
erwise it always succeeds. concentrate for the single round to get
a hold of them, and they’re allowed a
Save vs. paralysis to resist the invis-
ible hand. If they fail, they can be held
in place for the entire duration of the
spell without the need for the caster to
maintain concentration. If instead the
caster wants to move the invisible hand
around to push a grasped opponent, for

59
each movement the duration is reduced bonus for the next round, a bonus to
by one round. Again, the target is al- carry forward to the next specific ac-
lowed a Save against such movements. tion, a small modification to reality or
While grasped, an opponent gains a +2 time. This spell cannot alter reality in
AC against any attack. The invisible a very significant way nor achieve any
hand can be attacked: it has AC and Hit result that is covered by other spells of
Points equal to the caster. PWL-7 or higher.

5 ) Instant Summon
Spell PWL: Sorcerer, 7th Level
Range: Infinite
7 ) Remove Curse
Spell PWL: Sorcerer, 7th Level
Range: Touch
Duration: Instantaneous Duration: Immediate
Cost: as 2 daily spells
The spell allows to mark an item
and then summon it later on. The item As the clerical blessing: a single curse
should be nothing larger than gear that affecting the target is removed and dis-
fits one or two inventory slots, and pelled; if the curse is caused by an item,
nothing heavier than a simple suit of the target is now able to get rid of it,
armor or a single weapon, and simi- but the item itself remains cursed. The
lar. When marking the item, the caster spell does not reverse any effect the
creates an invisible bond between that curse inflicted already. It can be used
object and a small precious gem worth to remove a curse from an item (follow
approx. 1,000 coins. To summon the the rules of the Dispel Magic spell), by
object the caster must crush the pre- casting the blessing three days in a row
cious stone, and at that moment the at dawn.
marked object will instantly appear in
the caster’s hands. The summoned ob-
ject may be anywhere, and might have
been moved in the meanwhile, but must
8 ) Stone Master
Spell PWL: Sorcerer, 7th Level
Range: Touch
not be possessed by another. Duration: 1d6 + Level Turns

6 ) Limited Wish
Spell PWL: Sorcerer, 7th Level
Range: 1 Zone per Level
With this spell the sorcerer becomes
a master of stone and flesh. When cast-
ing, the sorcerer can choose one of the
Duration: Instantaneous following effects: turning flesh into
stone, turning stone into flesh, turning
The caster can express a desire which stone into mud. When turning flesh
will become instantly true, but only into stone, the caster must touch the
within range. The desire expressed by subject or cast this upon themselves. If
the caster can also be a duplicate of a the subject wants, they can try to re-
spell of PWL-6 or below (but not 7 or sist the petrification effect. The effect
higher); in this case simply apply the will not kill the subject but just turn
spell’s mechanics to resolve the out- them into a statue with all their gear
come. Otherwise, the GM will be the fi- and garments. As long as the spell lasts,
nal arbiter of what the limited wish can the subject can freely return to flesh
accomplish. As the name says, though, and then again to stone, and while in
its power is limited: usually it is just a stone form, they retain full awareness

60
of what happens around them (but can-
not move, turn to look in another direc- Circle of Power Words
tion, etc.). If the target is transformed
against their will, it will take them a full
Turn to regain control and dissolve the
effects of the spell, if they failed their
1 ) Power Word, Battle
Spell PWL: Sorcerer, 7th Level
Range: Touch
original Save. When turning stone into Duration: Immediate
flesh, the caster can reverse the effects Cost: as 2 daily spells
of a petrification spell or power (such
as petrification gaze), or even give life With this arcane word, the caster
to a human sized statue. A petrified makes one subject ready for battle: it
creature returned from stone to flesh the target is a sorcerer, they gain +1
is simply restored to life, with their AC and can cast any spell during the
original scores and attitude. A statue battle (one per round) without counting
which is given life will follow the orders towards the daily limit (for example,
of the caster in 90% of the cases, but cast Magic Missiles, Fireballs, etc.).
there’s always a 10% chance that the Of course, the spells must be already
statue will turn against them and ev- known to the caster. If the target is a
eryone around, filled with blind rage. A cleric, they gain +2 AC and +1 to-hit,
live statue is slow but powerful - it can and can cast blessings in the same way,
be easily escaped, but not so easily faced one per round without counting to-
head on. If the caster transforms stone wards the daily limit. If the target is a
into mud, they can affect the equivalent fighter or rogue they gain +3 AC and
of the size of a small house for every +2 to-hit and also can use any of their
Turn they work on the stone. Trans- powers or talents with no restrictions
forming sections of walls and buildings during the fight.
will likely make the structure collapse
if enough stone is turned into mud, but
the sorcerer can also just make holes to
pass through, if they wish. If instead
the transformation affects a stone floor,
any creature moving through mud will
fall to the lower level, or anyway move
through mud at half speed.

61
2 ) Power Word, Disintegrate
Spell PWL: Sorcerer, 7th Level
3 ) Power Word, Gravity
Spell PWL: Sorcerer, 7th Level
Range: 1 Zone x Level
Range: Touch Duration: 1 round per Level
Duration: Immediate
Cost: as 2 daily spells With the power of a single arcane
word the caster can control the gravity
With this arcane word of destruc- of a small area. The gravity of a single
tion, the caster causes a single object (or zone within the range of the spell is in-
part of an object but not greater than a verted: objects and creatures and any-
very big human) to disintegrate. There thing that is not secured to the ground
is no possibility to dispel the effects of will fall upwards, up to the ceiling. If
this arcane word, so what turns into there is no ceiling, objects and creatures
dust as a consequence of this spell, will will fall upwards up to a maximum of
remain dust forever. The spell can also a 2 storey height building and remain
affect a single creature or part of it, but there floating. If creatures hit the ceil-
the target is allowed a Save; if the Save ing they suffer regular falling damage
is successful the GM will disintegrate depending on its height, and the same
instead one object from the sorcerer’s happens when the spell ends and they
inventory. If targeting a creature, the fall back to the floor. By increasing the
sorcerer can only affect one that has cost of the spell (2 daily spells) the
HD lower than the caster’s own Level. caster can decide to direct the gravity
Because of the effects of the spell, there to a different direction than upwards,
is no possibility of resurrection for the for example to one side or another, to-
victim of this spell. wards themselves or away from them,
and so on.

62
4 ) Power Word, Kill
Spell PWL: Sorcerer, 7th Level
Range: Level/3 zones (rounded
the spectral form is harmed, are some-
how linked to it: they will know any-
thing that the spectral form did and
down) saw and heard and so on. The spectral
Duration: Immediate form is in service of the caster: it can
Cost: as 2 daily spells be used to strengthen the party when
the fighter is missing, or cast a useful
With the arcane word of life and blessing when the cleric is missing, or
death, the caster can kill a single crea- use some abilities when the rogue is
ture of HD lower than the caster’s own missing, and so on. Once the session is
Level, or multiple creatures whose HD over or when the real character or NPC
add up to equal the caster’s Level. The comes into play, the presence will disap-
target is allowed a Save only if it’s a pear. For a character or an NPC to be
playing character; other creatures are evoked in spectral form, they must be
not allowed a Saving Throw. somehow friendly to the caster. By in-
creasing the cost (as 2 daily spells) the

5 ) Power Word, In Absentia


Spell PWL: Sorcerer, 7th Level
Range: Touch
caster can evoke also the spectral form
of a neutral character or of an enemy.

Duration: Immediate

With this arcane word, the sorcerer


6 ) Power Word, Observe
Spell PWL: Sorcerer, 7th Level
Range: Infinite
can evoke a spectral form with the ap- Duration: 1 Turn per Level
pearance of a missing playing character
or NPC. Because the spell is intended to With the arcane word of sight, the
be used to evoke the presence of a miss- caster obtains the capability to see be-
ing character when a player didn’t make yond natural boundaries. The caster
it to the session, or evoke the presence should select a conduit as follows: see
of a character who got separated from through an object and double the dura-
the group during the adventure, or of a tion, see through a living creature and
relevant NPC, the range ‘touch’ is not keep regular duration, activate an object
intended as ‘touch’ when casting. In- as a trigger and see through the first
stead, the caster must have had a rea- living creature that touches the object.
sonable chance to touch the given char- If the conduit is an object, the caster
acter or NPC in the recent past. When can see all around it as if the caster
the presence is evoked, it has HD equal was standing there, can look around in
to half the level or HD of the original any direction, hear, smell, etc. as with
character, half the bonuses, inflicts half normal human senses. If the object is
the damage, can cast half the number moved around, of course, the perception
of spells, etc. The spectral form is vis- will shift accordingly. If the conduit is a
ible and clearly a construct of magic, living creature, the caster should name
thus will probably instill fear in regu- it or touch it to activate the spell; then
lar human settlements. The spectral for the duration of the spell the caster
form is not the character itself, so if it’s will see, hear, smell etc. as if he was
killed, no harm comes to the real char- that creature. If the creature has keen
acter. The missing character or NPC, senses, the caster’s perception will be
even though they cannot suffer harm if enhanced accordingly, and equally ham-

63
pered by the natural limits of the con-
duit. The caster cannot in any way read
the mind of the conduit, nor control the
8 ) Power Word, Time
Spell PWL: Sorcerer, 7th Level
Range: 1 Zone x Level
conduit in any way, but can instead per- Duration: Various (see below)
ceive the physical reactions of the con-
duit, which might give a clue about its The time instantly freezes in a num-
state of mind. If the caster designates ber of zones as by the range and cen-
an object as trigger, then the first liv- tered on the caster; all creatures and
ing creature that will touch the trigger objects are frozen in time and even the
will become the conduit. The target of laws of physics do not apply (fires do
this spell is unaware of it and there is not burn, objects stop in midair even
no Saving Throw against it. Moreover, while falling, etc.). Only the caster is
the caster can designated a conduit (ob- unaffected by the short time freeze.
ject or creature) or a trigger, but set a While the time is frozen the caster can
predetermined delay before opening the move objects and creatures around, but
channel of communication. The spell’s cannot harm them: they are at all effects
duration starts when the caster opens resilient to any form of damage be-
the communication channel. cause they’re frozen in time. The static-
time bubble does not move around with

7 ) Power Word, Stun


Spell PWL: Sorcerer, 7th Level
Range: 1 Zone x Level
the caster: it simply affects an area de-
termined at the time of casting, which
afterwards remain unchanged. Also, if
Duration: 1 round per Level + modi- any new creature or object enters the
fier below area while the spell is in effect, they
also become frozen in time. The area-
The caster targets a single creature effect of the Time Power Word lasts
and with the arcane word for stunning, for 1d6+1 rounds, and if the spell cost
causes them to stumble around con- is increased (2 daily spells) the roll is
fused, unable to speak and cast spells, made by the player and not secretly by
and unable to attack or properly defend the GM. As an alternative to the area-
themselves, and unable to take mean- effect, the caster might opt for a single
ingful actions. The spell affects the tar- target: the target must be within range
get for a number of rounds equal to the and with HD or Level lower than the
caster’s Level, modified by the target caster’s own Level. A Save is permit-
HD: -4 rounds for HD 8 or more, +4 ted to resist the spell. If the target is
rounds for for HD 4-, and no modifica- willing and forfeits the Save, then the
tion for HD 5 to 7. For example a Level caster can affect also one whose HD or
8 caster will affect an HD 8 creature Level are higher than the caster’s Level.
for 8-4=4 rounds, an HD 5 creature When the Time Power Word affects a
for 8 rounds (eq. to their Level without single target, the subject is frozen in
modifiers) and an HD 4 creature for time for a number of days equal to the
8+4=12 rounds. caster’s Level. While frozen in time
the subject is invulnerable (cannot be
harmed) and any disease, curse, poison
effect and so on will be suspended.

64
65
66
T he kind of magic power used by
clerics is sometimes referred to as
miracles, since they are believed to be
clerics do not depend on books to mem-
orize their blessings. It’s interesting to
notice, though, that the loss of faith or
a direct emanation of the divine power even plain blasphemy has never made a
of God and the Christian church. More cleric lose their power.
often, though, their work is just re- For this reason, sorcerers believe that
ferred to as blessings. the power used by the Christian clerics
Where sorcerers are scholars of the is nothing but Wild Magic reworked
dark arts, clerics represent a power into different rituals, but with the same
which is divine and requires not just source of the ancient pagan rites.
studying, but prayer and meditation. Such opinions, of course, are subject
Clerics need this type of prayers and of violent debate and heresy accusa-
meditation as much as sorcerers need tions, and it’s not rare for blood to be
time with their spellbooks, although spilled over such matters.

CHAPTER III

Blessings

For casting their miracles and bless- Using Clerics of a real religion might
ings, clerics need to hold a small re- be a problematic choice for some GM
ligious symbol (often a cross hanging or players. Discuss together if instead
from their neck). Lacking that, also fix- your game should feature original
ing their eyes on a religious represen- gods and spiritis, rather than those of
tation - such as a statue or a painting, christianity - although these are those
will do. everyone is likely familiar with, thus
usually works well for immersion.

Blessings’ Rules

A s already explained, clerics’ bless-


ings are cast in the same way as
sorcerer’s spells, from a mechanical
• There are daily limits to how many
blessings (fast and slow) can be cast
• The cleric usually has at their dispos-
prospective: al all of the known blessings (no
• Casting always requires a roll: an forgetting, no preparing)
Attribute check on Wisdom for a • There are some bad consequences
Cleric (Intelligence for a sorcerer) for failing the roll to cast a blessing
• Casting can be done fast, by taking a
single combat round, or slow by us- Same as the sorcerer, the cleric doesn’t
ing a full round (10 min.) or more need to prepare in advance a spell list.

67
Casting Blessings
S ame as a sorcerer, a cleric has access
to all the blessings they’ve learned
so far, without the need to decide which
Clerics have a limited number of
blessings to cast per day: equal to
their Level + the Wisdom modifier.
ones to memorize on each day. The clerics believe that the exhaustion
When casting a blessing, the cleric caused by casting is a sign of the div-
takes a Turn (several minutes) to con- ity to warn the cleric not to abuse their
centrate and speck the appropriate power.
words and prayers. As for spells, bless- All blessings (cast in a Turn or in a
ings can also be cast within a few sec- Round) count towards this limit, and
onds (a single Round of combat), but at the level of the blessing is irrelevant,
greater risk. unless otherwise stated by the bless-
Regardless of the casting time (a ing’s description itself.
Turn or a Round), the cleric must pass
a Wisdom Attribute check to cast the
blessing successfully. Fail To Cast A Blessing
A success in the Attribute check
means the blessing casting was flawless
and that the blessing’s effects apply as
indicated.
A failure in casting, because of an in-
terruption or because of a failure
with dice, requires the cleric to roll on
While casting the cleric cannot per- the table to the side.
form other significant actions; they can If the blessing was cast taking more
move at slow pace but cannot really time (a Turn), roll twice on the table:
interact with other people or things. the player will decide which effect to
Stress or pain, as for sorcerers, will apply of the two possible results. If
cause the blessing to fail. both results are the same, just apply that.

68
d6 roll Effect lost or forgotten but the cleric needs
1-2 Energy drain; additional cost to regain trust and confidence, and
3-4 Blessing backfires; suffer harm strenghten their soul, before casting it
5-6 Blessing becomes unstable again.
Usually clerics can do their prayers
Table 2: Failure to cast a blessing
and ceremonies when the group takes a
long rest or camps for the night.
If the blessing was cast in haste, tak- Only one Unstable blessing can be
ing only one Round in combat or just regained during a period of rest or
a few instant (for example to face an while making camp. If more than one
emergency situation), roll twice but the blessing is Unstable, the cleric needs
GM decides which effect to apply, to to wait until the next long rest or occa-
maximum deteriment for the character. sion to make camp, to recover another.
The negative effects for failing the If the characters are back to civiliza-
roll to cast are described below. In all tion, assume that two blessings per day
cases, remember that casting fails, so are recovered from the Unstable state.
the blessing’s effects do not apply.

Energy drain (1-2): the blessing Other Notes


drains additional energy from the
caster. Mark it as if cast twice. If the
caster doesn’t have enough energy for
that, mark what’s possible and also ap-
C lerics have no need of spellbooks,
on the contrary of the sorcerers.
On the other hand, the different nature
ply damage as in a roll of 3-4. of their blessings (or their own faith
Blessing backfires (3-4): the bless- which translates into mechanical re-
ing backfires and inflict 1d6 damage strictions) does not allow them to write
against the caster. As an alternative the scrolls, use staffs and wands, or make
GM might propose the destruction of potions.
something or another unwelcome ef- The only exception to the rule is
fect, but the player can refuse and just when the cleric gains one of the spe-
take damage. cific talents that give them special pow-
Blessing unstable (5-6): the blessing ers: for example “Blessed staff ” allows
becomes unstable and cannot be used a cleric to create a staff to hold clerical
again until recovered (see appropriate blessings, and “Holy Scrolls” works in a
rules for that). similar way, but gives to the cleric the
possibility to write scrolls with clerical
blessings.
Unstable BLessings To prepare potions (healing potions
are a classic precious resource for ad-

U nstable blessings always fail


casting; the character’s faith is
shaken and the character needs time
venturers), a cleric needs the assistance
of a sorcerer. The process is described
in the sorcery section of the manual:
and prayers and meditation to regain the sorcerer is the one in control and
confidence. An unstable blessing is not the cleric just needs to cast the blessing.

69
Blessings Blessings Description

T he next pages contain the bless-


ings available to the clerics, di-
vided by PowerLevel. At character
E very blessing in the manual is de-
scribed according to the following
guidelines:
creation, just roll randomly (1d10) to • Number: to use to randomly deter-
determine which blessings are known mine which blessing is known
to the cleric. Additional blessings are • Name: the blessing name
acquired by paying XP (100 x Power- • Level: from which Level the charac-
Level) when gaining a new Level. ter can learn the blessing
• Range: Cleric - only the caster, no
By default, it is not possible for cler- one else; Touch - must touch the
ics to reverse their healing blessings target; Zones - number of zones
into something harmful, or anyway to (incl. the one of the Cleric), can be
change or reverse the nature of any modified also by the Level
blessing. Blessings are not just spells, • Duration: Rounds - for combat;
but a manifestation of the divine Turns - for exploration time, can be
power granted to clerics by their di- modified also by the Level
vinity. Reversing a blessing would be • Cost: when not specified, assume
an heresy, it would require an abjura- one; otherwise refer to the number
tion of the cleric’s faith and a reversal indicated. This tells you how much
of alignment. The GM is free to al- energy (daily blessings) the spe-
low NPCs to cast heretic and twisted cific blessing consumes. A “Cost: 2”
blessings and miracles. means marking two blessings of the
daily quota

Blessings Circles

W ithin each PowerLevel, bless-


ings may be divided into circles.
A circle groups together several bless-
ings, sometimes with common charac-
teristics.
For the purpose of the game, all cir-
cles are the same, for blessings. When
the cleric gains a Level and needs to
roll for new blessings, they can decide
on which circle(s) to roll.
This allows a little more control over
which blessings to add to the list of the
known ones.

Of course you can allow the cleric to


select new blessings when gaining a
new Level, instead of rolling the dice.

70
Blessings List
PowerLevel 3

T his is a list of all blessings divided


by PowerLevel and circle. Use the
numbers to determine randomly which
Circle Of More Bless
1) Bless (advanced)
blessing your cleric knows or learns. 2) Blessed Protection
3) Detect Illusions
PowerLevel 1 4) Hold Person (advanced)
5) Locate Object (Cleric)
Circle Of Faith 6) Read Magic (Cleric)
1) Cure Light Wounds
2) Detect Evil (Cleric) Circle Of Care
3) Detect Magic 1) Continual Light
4) Light 2) Cure Disease
5) Protection from Evil 3) Cure Poison (advanced)
6) Purify Food and Drink 4) Cure Serious Wounds
7) Turn minor Undead 5) Resist Cold/Fire
8-10) Turn minor Undead I (repeat) 6) Sacrifice

PowerLevel 2 PowerLevel 4

Circle Of Bless Circle Of Spirits


1) Bless 1) Block Spells
2) Confess 2) Detect Lie
3) Holy Water 3) Dispel Magic
4) Remove Fear 4) Prayer
5) Sanctuary 5) Speak with Dead
6) Silence (basic) 6) Strengthen

Circle Of Charms Circle Of Saints


1) Cure Poison (basic) 1) Create Food and Water
2) Find Traps 2) Cure Critical Wounds
3) Hold Person (basic) 3) Protection from Evil (zone)
4) Invisibility to Undead 4) Remove Curse
5) Snake Charm 5) Restore
6) Speak with Animals 6) Turn Major Undead

71
PowerLevel 5 PowerLevel 6

Circle of Wrath Circle of Angels


1) Angels’ Blades 1) Angelic servant
2) Dispel Evil 2) Animate Object
3) Finger of Death 3) AntiMagic Shell
4) Flame Strike 4) Astral Spell
5) Insect Plague 5) Forbiddance
6) Raise Dead 6) Holy Word

Circle of Magisterium Circle of Ancient Spirits


1) Commune 1) Conjure Animals
2) Find the Path 2) Control Weather
3) Quest 3) Earthquake
4) Speak with Monsters 4) Part Water
5) True Seeing 5) Resurrection
6) Word of Recall 6) Tongues

72
PowerLevel 1
Circle Of Faith

1 ) Cure Light Wounds


Blessing PWL: Cleric, 1st Level
Range: Touch
4 ) Light
Blessing PWL: Cleric; 1st Level
Range: 2 zones
Duration: Immediate Duration: 10 turns + Level Turns

By imposing the religious symbol, the The target (person or object), which
cleric cures 1d6+1 HP of damage, and must be within range, produces light as
heals light wounds. a torch. It illuminates 2 zones, 3 at best.
The caster can reduce the light, but

2 ) Detect Evil (Cleric)


Blessing PWL: Cleric, 1st Level
Range: 3 zones
only by ending the spell the light can
be fully extinguished. A target creature
is allowed a Save to negate the spell: if
Duration: 6 turns (approx. 1 hour) they succeed then the light just affects
the area without following them.
The cleric detects any form of evil
within range: evil enchantments, inten-
tions, thoughts, auras, creatures. Traps,
poisons, mechanical devices etc. are not
5 ) Protection from Evil
Blessing PWL: Cleric, 1st Level
Range: Caster
inherently evil and cannot be detected Duration: 12 turns (approx. 2 hours)
with this.
Creates a magical field of protection

3 ) Detect Magic
Blessing PWL: Cleric, 1st Level
Range: 2 zones
around the caster, blocking out all evil
creatures, mind control, summoned
creatures and similar. The caster gains
Duration: 2 turns a +2 AC against their attacks, and +2
for Saving Throws against their spells
The caster can detect magic in places, and similar. The spell does not grant
people or things. For example, magi- immunity but serves as additional pro-
cal items may be discovered with this tection, and allows the caster to attack
spell, as well as the presence of a charm those evil creatures from behind this
laid upon a person or a place. A magi- magic protection.
cal light will appear around all magic
within the range. Invisible creatures
are seen as a glowing shape when invis-
ibility is a spell and not a magic feature
or property. No details about the mag-
ic are revealed by this spell, but Read
Magic can be used as a follow-up spell
to gather information.

73
6 ) Purify Food and Drink
Blessing PWL: Cleric, 1st Level
Range: Touch
The cleric has the chance to turn
a variable number of undead, if the
blessing is cast successfully. Roll a d6 +
Duration: Immediate Level and an equal number of Hit Dice
undeads will turn. For example, on a d6
Enough food and water for up to a roll of 2 and Cleric Level 1, the cleric
dozen people is made pure, removing could turn 3 undeads of 1 HD each,
spoilage and poisons. The spell does or 1 undead of 1 HD and 1 of 2 HD.
not make edible something that is not, Undead with lower HD will always be
but for example can turn the flesh of a turned before those of higher level.
monster into something that could feed
a human being without making them
sick or poisoning them. It also removes
poison, but only from food and drinks.
8 -10) Turn minor Undead I (repeat)

When rolling to determine the ran-


dom starting blessings or new bless-

7 ) Turn minor Undead


Blessing PWL: Cleric, 1st Level
Range: 3 zones
ings, consider Turn minor Undead I
as taking also scores 8, 9 and 10 on the
d10 roll.
Duration: 1d6 + Level Turns

74
PowerLevel 2
Circle Of Bless

1 ) Bless
Blessing PWL: Cleric, 2nd Level
Range: Touch, but not during combat
3 ) Holy Water
Blessing PWL: Cleric, 2nd Level
Range: Touch
Duration: 6 turns (approx. 1 hour) Duration: Immediate

The target gains courage and forti- The target water must be still and
tude, gaining a +1 to all attack rolls (to in a small container (a basin, a vial, a
hit and damage) and also improves mo- bottle... not a river, a lake, a fountain).
rale (increase the die size). It does not The cleric should cast Holy Water for
dispel fear spells, though (see Remove six days in a row (no roll needed, but
Fear instead). It also makes a weapon it counts towards the daily blessings
or armor blessed (same as magical, en- limit) and then again at dawn the sev-
chanted). enth day (roll, this time), while filling
appropriate containers if needed (vi-

2 ) Confess
Blessing PWL: Cleric, 2nd Level
Range: Touch
als, bottles, water-skins). If the seventh
blessing is successful, the water in the
given container is considered to be holy.
Duration: 1 question + Cleric Level
(ends next dawn anyway)

The target human or humanoid must


4 ) Remove Fear
Blessing PWL: Cleric, 2nd Level
Range: Touch
answer truthfully to a question by the Duration: 3 turns
Cleric, unless they succeed in a Save, or
either be consumed by terrible pain. It’s The target gains incredible courage
up to the target to decide if to answer and confidence: any subsequent Saving
or not: if they answer truthfully they Throw against magic-induced fear or
are spared the pain. This terrible pain terror should be rolled with +1 x Cleric
translates in one of two options (Cler- Level. The target gains also the right
ic’s choice, for each question): lose 3 HP to roll an immediate Save against any
or mark 1 HD (or Level). The HP loss magically induced fear currently affect-
might result in death (Save vs. death al- ing them, and re-roll each round, and to
lowed), and so does the marking of HD roll a Save against magical fear even if
or Levels: if the target refuses to an- the original spell doesn’t allow it. This
swer to questions for more than their blessing is typically used to fight spells
HD (or Level) and they’re all marked, like Cause Fear.
upon reaching HD or Level zero, they
must Save vs. death or succumb to the
pain.

75
Circle Of Charms

5 ) Sanctuary
Blessing PWL: Cleric, 2nd Level
Range: Caster
1 ) Cure Poison (basic)
Blessing PWL: Cleric, 2nd Level
Range: Touch
Duration: 2 rounds per Level Duration: 6 turns (approx. 1 hour)

The cleric is spared by most of the The target is allowed to re-roll a sin-
enemy attacks: any enemy willing to gle Saving Throw against poison that
make an attack against the cleric of any they just failed, to negate the poison ef-
kind (ranged, melee, but also magical, fects. If the poison was deadly and the
etc.) must pass a Save vs. magic. If the blessing is administered within 1 turn,
Save is failed, the enemy will instead the character can come back to life. If
attack someone else. If there are no the character is not poisoned (yet), the
other valid targets, though, the Save is blessing will allow a single re-roll for
considered automatically passed. Area the first poison occurrence of the next
attacks can be aimed to others and af- hour.
fect the cleric just because he’s within
range.
2 ) Find Traps
Blessing PWL: Cleric, 2nd Level

6 ) Silence (basic)
Blessing PWL: Cleric, 2nd Level
Range: 6 zones
Range: 2 zones
Duration: 2 turns

Duration: 12 turns (approx. 2 hours) Any trap, magical or mechanical, is


revealed in a pale, red luminescence;
A magical silence falls in an area of 1 no details about traps are revealed, just
zone around the target (the cleric, or a their presence and location.
creature, or an object). Only creatures
are allowed a Save against the spell, if
they wish; objects do not. If the Save is
successful, the spell affects the area but
3 ) Hold Person (basic)
Blessing PWL: Cleric, 2nd Level
Range: 6 zones
doesn’t move. No sound is generated Duration: 6 turns (approx. 1 hour)
in the silenced zone, no sound is heard
within it, no sound originates from it The cleric targets 1d4 humans or
or is heard from the outside; no sound humanoids (only sentient bipeds; cen-
can enter the silenced zone from the taurs count double because they have
outside. If a caster is within the range four legs, undead and other monsters
of the blessing, they cannot cast unless are immune): each target is allowed a
they have the ability to cast spells with- Saving Throw vs. paralysis (with STR)
out speaking. This applies to the cleric and if failed they are allowed only to
himself, too. stand still, or move away from the cleric
and his allies, at very slow speed. If the
cleric targets only a single person, the
ST is rolled with -2. The spell is broken
by attacks against the target(s).

76
4 ) Invisibility to Undead
Blessing PWL: Cleric, 2nd Level
Range: Touch
to less than 1 turn. Snakes are limited in
following commands by their own ani-
mal and limited intelligence, and can-
Duration: 1d4 + Level turns not telepathically answer to the cleric,
but can perform basic tasks and perhaps
The cleric or the target becomes at communicate other manners.
all effects invisible to undead; they can-
not hear, smell or see the subject of the
blessing as long as the blessing lasts.
The subject doesn’t know the exact du-
6 ) Speak with Animals
Blessing PWL: Cleric, 2nd Level
Range: Caster
ration of the blessing: the turns coun- Duration: 6 turns
ter is kept in secret by the GM. The un-
dead creatures will ignore the subject The cleric can speak with normal or
completely, as long as they don’t some- giant animals; when casting the bless-
how attract attention (attacking an ing the cleric should define a single and
undead, taking something from them simple family of animals, and the com-
directly). Anything that interacts only munication will be allowed only with
in minor ways with the environment those (for example: little birds, birds
will go unnoticed (like taking a small of prey, wolves and dogs, small in-
object or a little part of a treasure, as sects, spiders, farm animals, and so on).
long as it’s not on the undead bodies The communication is limited by the
themselves). If a single undead atten- animals’ intelligence, and usually the
tion is triggered, in the following round cleric cannot receive verbose responses,
(a few seconds) all other undead in the but only simple ones (such as yes and
area will be able to see the subject of no), simple concepts (fear, danger, safe,
the blessing. follow, etc.) and brief visions of the
animal’s memory. The animals do not

5 ) Snake Charm
Blessing PWL: Cleric, 2nd Level
Range: 3 zones
change their attitude or become espe-
cially friendly, but will be potentially
more cooperative: fearful animals will
Duration: Variable grant some trust to the cleric, and ag-
gressive ones will probably delay their
One hit die (1 HD) of snakes or rep- attack. Depending on the concepts ex-
tiles or other cold blooded creatures can pressed by the cleric and his gestures,
be charmed into indifference or passiv- the attitude of the animals might shift
ity for 2d4 turns, if they’re not engaged towards very friendly or openly aggres-
in combat or excited against the cleric sive. After gaining the trust of some
for any reason. If the target is already animals, the cleric might even request
hostile, the blessing will last only 2d4 from them some simple service or task.
rounds of combat, but not cease if the
snakes are attacked. Non-hostile snakes
can also be forced to submit to the cler-
ic’s telepathic commands, although this
will reduce the blessing of 1d4 turns
(rolled in secret by the GM), but never

77
PowerLevel 3
Circle Of More Bless

1 ) Bless (advanced)
Blessing PWL: Cleric, 3rd Level
Range: Touch, but not during combat
3 ) Detect Illusions
Blessing PWL: Cleric, 3rd Level
Range: 1 zone per Level
Duration: Immediate Duration: 1 turn per Level

The target gains a number of points As long as the spell lasts, the caster is
equal to 1d6+Cleric’s Level, to be used able to distinguish illusions from real-
until the next dawn. Points can be spent ity. The caster is still able to see the illu-
at will to adjust any sort of rolls (at- sion, but at the same time can recognize
tributes checks, saving throws, attack it for what it is, and see the reality be-
rolls, etc.) but not damage or magic hind it. By reducing the spell range and
rolls (resistance to magic, yes, and sav- duration of one per additional subject,
ing throws against magic, yes). The the caster can grant this power to oth-
player must declare how many points ers (reduce of 1 zone and 1 turn to give
they wish to spend before the roll is this power to an ally, of 2 zones and 2
made. If cast on a weapon, it gains 1d6 turns for two allies, etc.).
extra damage in the next combat, and
on armor it grants 1d6 AC points to be
spent during the next combat (to de-
clare before each round).
4 ) Hold Person (advanced)
Blessing PWL: Cleric, 3rd Level
Range: 3 zones
Duration: 6 turns (approx. 1 hour)

2 ) Blessed Protection
Blessing PWL: Cleric, 3rd Level
Range: Touch, but not during combat
The cleric targets 1d4 humans or
humanoids (only sentient bipeds; cen-
Duration: 1 turn per Level taurs count double because they have
four legs, undead and other monsters
The clothes touched by the Cleric gain are immune): each target is allowed a
a 1d6 AC and not less than the Cleric’s Saving Throw vs. paralysis (with STR)
own Level, but not more than AC +6. and if failed they are completely para-
The target must be clothing of some lyzed. They live and breathe, but cannot
kind, covering enough of the body, and even speak. If the cleric targets only a
cannot be regular armor. Wearing ar- single person, the ST is rolled with -2.
mor or other protections does not undo The spell is broken by attacks against
the blessing, but also does not cumulate the target(s).
(incl. shields).

78
Circle Of Care

5 ) Locate Object (Cleric)


Blessing PWL: Cleric, 3rd Level
Range: 1 zone per Level
1 ) Continual Light
Blessing PWL: Cleric, 3rd Level
Range: 5 zones
Duration: 1 round per Level Duration: Until dispelled

The cleric perceives a supernatural The target (person or object), which


pulling sensation that directs them to- must be within range, produces light
wards the object specified. It cannot be as bright as daylight. It illuminates 5
something generic (no way of casting zones, even more in open spaces. The
“pull towards gold”) but it must be a caster can reduce the light, but only by
pull towards a specific object that was ending the spell the light can be fully
seen already. If the cleric uses the bless- extinguished. A target creature is al-
ing for a noble purpose, or an altruistic lowed a Save to negate the spell: if they
purpose, then it can be directed towards succeed then the light just affects the
something generic (like “pull towards area without following them; if instead
water” to save the party from thirst, or they’re affected by the spell, they might
“pull towards the necklace worn by the be blinded until it’s dispelled, if it’s cast
girl that was kidnapped” to be able to directly in their eyes.
track her down). The locate blessings
must always be directed at something
inanimate - not a person, not a creature. 2 ) Cure Disease
Blessing PWL: Cleric, 3rd Level
Range: Touch

6 ) Read Magic (Cleric)


Blessing PWL: Cleric, 3rd Level
Range: 1 zone
Duration: Immediate

The blessing removes one disease


Duration: 1 scroll/writing or spell’s (of any kind, including rot, infections,
effect, magic object, creature, etc. and even magical diseases) affecting the
target; multiple blessings are neces-
This blessing reveals to the cleric the sary in case of multiple diseases. The
meanings of magic scrolls, spell books, blessing stops the disease from spread-
dungeon walls and similar. When an ing further and removes any source of
item has been read once, it remains infection. If the blessing is cast against
understandable forever to the cleric. something or a creature that is an infec-
A Saving Throw is allowed for cursed tion or a disease, it will inflict 1d6 dam-
scrolls and similar, to avoid triggering age per cleric level, or remove the thing
their effect. The spell can also be used completely. The spell does not cancel
to understand the power of magical any damage the disease has already in-
items or creatures within range. flicted.

79
3 ) Cure Poison (advanced)
Blessing PWL: Cleric, 3rd Level
Range: Touch
5 ) Resist Cold/Fire
Blessing PWL: Cleric, 3rd Level
Range: Touch
Duration: Immediate Duration: 1 turn per Level

The target is allowed a single re-roll When casting the blessing, the cleric
as per Cure Poison (basic). Moreover, a should specify if casting against cold or
single poison dose is neutralized com- against fire. The blessing grants that
pletely: if the poison requires addition- natural (non-magical) freezing cold or
al Saves, might cause lasting effects, etc. fire (and heat) will leave the target un-
then the blessing cancels them all out. harmed. The target also gains a +2 to
If the character was poisoned with two Saving Throws against magical or area
different poisons, two blessings are re- attacks based on cold, and +3 against
quired to negate both of them. fire and heat. Additionally, damage in-
flicted by magical cold or fire and heat

4 ) Cure Serious Wounds


Blessing PWL: Cleric, 3rd Level
Range: Touch
will be reduced by a number equal to
the Cleric’s Level, up to a maximum of
damage -9. In any case, such reduction
Duration: Immediate cannot bring damage to zero, but at
Cost: as 2 daily blessings least 1 HP damage remains.

By imposing the religious symbol, the


cleric cures 2d6+2 HP of damage, and
heals serious wounds. By reducing the
6 ) Sacrifice
Blessing PWL: Cleric, 3rd Level
Range: Touch
healing to only 1d6+1, the cleric can Duration: Immediate
also cure one serious condition affect-
ing the character (natural, or magical) The Cleric can transfer any number
such as paralysis, blindness, and so on. of Hit Points from himself to the tar-
Magical conditions can be cured when get.
they are not curses or the result of an
ongoing spell: in those cases use Re-
move Curse and/or Dispel Magic. The
blessing can also restore lost Attribute
points that are not the consequence of
a critical wound (such as an amputa-
tion): one instance of the blessing will
restore all points of a single Attribute.

80
PowerLevel 4
Circle Of Spirits

1 ) Block Spells
Blessing PWL: Cleric, 4th Level
Range: Touch
another 30 minutes. Something that is
not true but is said with honest belief
that it is, will be detected as the truth by
Duration: 1d6 + Level turns the blessing. In other words, the bless-
ing does not judge the reality of things,
The cleric can cast this blessing on but what the speaker believes. Many lies
himself and on other targets as well, as heard all at once will cause 1d8 damage
long as all of them are touching each to the cleric and make the blessing end
other when casting. When casting, roll abruptly because of the shock.
for the duration and divide the num-
ber of turns equally (rounded down)
among all those protected. As long as
one is protected by this blessing, all evil
3 ) Dispel Magic
Blessing PWL: Cleric, 4th Level
Range: 5 zones
and chaotic spells and spell-like abili- Duration: Immediate
ties are resisted with a +8 bonus to the Cost: as 2 daily blessings
Saving Throw, while a +4 is granted
to Saves against other spells, spell-like, The spell can be used to dispel most
and various magical effects. spells and enchantments, and tempo-
rarily neutralize magic items and spe-

2 ) Detect Lie
Blessing PWL: Cleric, 4th Level
Range: Touch
cial magical powers of monsters and
creatures. The spell automatically ne-
gates and ends every spell in its range
Duration: 6 turns (approx. 1 hour) (also friendly spells, and other spells
of the same caster) that were cast by
For one hour, every lie that the cleric a character or creature of Level equal
hears will be perceived as a little painful or lower than the caster. Spells or crea-
shock, allowing the cleric to recognize tures of higher level have a cumulative
every statement as true or false. Note 15% chance of avoiding the spell for
that the blessing, when detecting a lie, each Level (or HD) of difference. Magi-
does not give to the cleric any insight cal items and special and magical pow-
about what would be the truth, but just ers of monsters and creatures (but not
certain knowledge that the one speak- other casters) are nullified for 1d6+1
ing is currently lying. The blessing turns. Unless specified, all magic items
lasts one hour, and can be used in ret- are the equivalent of Level 5+1d4. If
rospect to analyze something that was cast by touching the object and every
said not more than one hour before. day at dawn for three days in a row, it
The total duration of the blessing is will disenchant an item permanently
one hour, so if the cleric goes back in (roll the chance of save only on the
time 30 minutes to validate something third day).
he heard, he can still use the spell for

81
4 ) Prayer
Blessing PWL: Cleric, 4th Level
Range: Caster
6 ) Strengthen
Blessing PWL: Cleric, 4th Level
Range: Touch
Duration: Until next blessing Duration: 1d6 + Level turns

The prayers of the cleric give ad- This spell might be cast upon a crea-
ditional strength to the next blessing: ture or an object, making them larger
the cleric can decide if to increase the and proportionally stronger. A creature
Range of the next blessing up to 50% gains 1d6 Strength (adjust the combat
more, if to increase the Duration up to bonuses, to hit and damage, appropri-
50% more, or increase the effect. If the ately) and grows of around 50% its
cleric increases the effects of the next size. If the caster is Level 5 or higher
spell, add one die to its effects, or a +2 and so it the target creature, the size
bonus to its effects, or a -2 to the Save to can be doubled and the Strength grows
resist its effects, and the like. The GM of 2d4. The Strength score cannot
is the ultimate arbiter about what can grow beyond 19 for a human (with a
be increased and how, but all the afore- +4 bonus). The spell does not affect the
mentioned examples should be allowed targets’ gear, clothes and equipment. A
for basically every blessing. Note that Save is allowed against the spell, if the
the cleric must cast Prayer successful- target wants to resist the effects. If the
ly, and the next blessing must be cast spell is cast against an object, the caster
within the same day. is able to somehow control the growth,
at least partially, so the 50% or 100%

5 ) Speak with Dead


Blessing PWL: Cleric, 4th Level
Range: 2 zones
growth (depending on the caster Level)
can be roughly shaped; for example the
spell might be used to strengthen the
Duration: 3 questions ropes of a shaky bridge, without mak-
ing it “longer” or “wider”... The caster
The caster can ask up to three ques- can affect approximately an amount of
tions to a corpse; the corpse might inanimate material equal to the weight/
be already rotten but might still have size of a couple of humans.
some sort of human form left to it.
Clerics from Level 6 and higher can
ask questions to skeletons, mummies,
and even skulls. For the questions to
be answered, though, the cleric must
know the name of the deceased, and
the corpse must be in sight - although
not necessarily touched by the cleric.
Touching the corpse allows the cleric
to ask a fourth and final question. The
answers are clearly audible to everyone
in proximity to the corpse, although
the corpse itself does not appear to be
speaking.

82
83
Circle Of Saints

1 ) Create Food and Water


Blessing PWL: Cleric, 4th Level
Range: Touch
3 ) Protection from Evil (zone)
Blessing PWL: Cleric, 4th Level
Range: all allies in the same zone
Duration: Immediate Duration: 6 turns (approx. 1 hour)

This blessing creates 1d10 rations out The spell creates a magical field of
of some solid, natural (not magical) and protection around the caster and his
organic material. The rations are com- allies, blocking out all evil creatures,
plete of food and water, and although mind control, summoned creatures and
the food retains somehow the original similar. The caster and his allies gains a
aspect of the organic source material, it +2 AC against evil attacks, and +2 for
tastes good enough. As an alternative, Saving Throws against their spells and
the rations could be created for animals similar. The spell does not grant immu-
(like horses) but not a mix of the two. nity but serves as additional protection,
and allows to attack those evil creatures

2 ) Cure Critical Wounds


Blessing PWL: Cleric, 4th Level
Range: Touch
from behind this magic protection. Al-
lies must remain in the same zone as the
caster to benefit from this protection.
Duration: Immediate
Cost: as 2 daily blessings

By imposing the religious symbol, the


4 ) Remove Curse
Blessing PWL: Cleric, 4th Level
Range: Touch
cleric cures 3d8+3 HP of damage, and Duration: Immediate
heals critical and deadly wounds, in-
cluding amputations, evisceration, and A single curse affecting the target
the like. By reducing the healing to only is removed and dispelled; if the curse
1d8+1, the cleric can also cure one se- is caused by an item, the target is now
rious or critical condition affecting the able to get rid of it, but the item itself
character (natural, or magical). Magical remains cursed. The blessing does not
conditions can be cured when they are reverse any effect the curse inflicted al-
not curses or the result of an ongoing ready. It can be used to remove a curse
spell: in those cases use Remove Curse from an item (follow the rules of the
and/or Dispel Magic. The blessing can Dispel Magic blessing), by casting the
also restore lost points of a single At- blessing three days in a row at dawn.
tribute. The blessing can reattach a
limb only if it’s cast right after the am-
putation, otherwise you must resort to
Restore.
5 ) Restore
Blessing PWL: Cleric, 4th Level
Range: Touch
Duration: Immediate
Cost: as 2 daily blessings

The blessing allows the cleric to com-


pletely reverse the damage either natu-
ral, magical or by a curse, on a given
subject. The subject will regain all Hit

84
Points at the next dawn, loss limbs will
be reattached or regrown, disfiguration
or mutations caused by curses are re-
moved, Attributes points restored, and
so on. The cleric, as a consequence of
the healing, will lose 1d4 Hit Points
permanently (remove from the Maxi-
mum Hit Points), even if the blessing
was unsuccessful.

6 ) Turn Major Undead


Blessing PWL: Cleric, 4th Level
Range: 4 zones
Duration: 1d10 + Level Turns

The cleric has the chance to destroy


and turn a variable number of undead,
if the blessing is cast successfully. Roll
a d10 + Level and turn an equal num-
ber of Hit Dice of minor undeads (with
5 HD or less). The cleric can allocate
one point more to each undead of 5 HD
or less and destroy it, instead of turn-
ing it (deciding which one). Then roll
a d6 + Level, and turn remaining un-
deads (if any), even of HD 6 or more.
As always, undead with lower HD will
always be turned before those of higher
levels. For example, a cleric of Level 6
rolls a 7 on the d10: he can turn up to
13 (7+6) minor undeads, for instance
two HD 1 (start always from the ones
with the lowest HD), three HD 2 and
one HD 4 (2x1 + 3x2 + 1x4 = 12). Since
he has one point left, the cleric decides
to destroy one of the minor undead; he
can decide which one, so of course he
destroys the HD 4 undead. Then the
cleric rolls a d6 and gets a 2, plus 6 of
his Level, it’s 8 points to turn (just turn,
no destruction) major undeads of HD 6
or more. If for example there are two
major undead of HD 6 and HD 7, only
one can be turned with the 8 points
available, and it must be the one of HD
6 (start always from the ones with the
lowest HD).

85
PowerLevel 5
Circle Of Wrath

1 ) Angels’ Blades
Blessing PWL: Cleric, 5th Level
Range: 2 zones
Major Undead (but against all evil crea-
tures). If the blessing is used to repel
evil creatures, they are allowed a Save
Duration: Until dispelled, at most 6 against being destroyed (not against
turns (approx. 1 hour) being turned). If the blessing is used
against something permanent (like a
Multiple angelic ghosts appear, curse) it must be used three days in a
armed with flaming blades, to pro- row (see the rules for Dispel Magic).
tect the cleric. The ghosts form a wall
which can enclose and protect at most
2 zones, and are always centered on
the cleric. Such barrier is impenetrable
3 ) Finger of Death
Blessing PWL: Cleric, 5th Level
Range: 4 zones
from all sides (including up and down) Duration: Immediate
unless the aggressors accept to subject Cost: as 2 daily blessings
to the angels’ fury: every creature pass-
ing through the barrier will suffer 1d6 This blessing will kill a single crea-
damage x HD (greater creatures will ture pointed by the cleric, if their HD
suffer greater damage), but never more (or Level) is lower than the cleric’s one.
than 9d6 damage. The blessing ends as A Save of course is allowed to prevent
soon as the cleric stops concentrating the effects of this blessing. The cleric
on it and attempts any sort of different might use the spell only against crea-
action, including talking (but not walk- tures of the opposite alignment or
ing at slow pace); and at most the pro- against neutral ones only while they’re
tection will last for 1 hour. engaged in acts against God’s wishes.
Casting this spell is a serious matter

2 ) Dispel Evil
Blessing PWL: Cleric, 5th Level
Range: 2 zones
since it calls on the Angel of Death it-
self: a cleric can use it only a number of
times equal to their Level in their entire
Duration: 2 Turns life (keep track).
Cost: as 2 daily blessings

The blessing can be used to dispel


most evil spells, enchantments, curses,
and to protect against evil creatures.
The spell automatically negates any
current evil spell and enchantment or
curse, but only for the duration of the
spell. It also blocks any evil supernatu-
ral powers and affects any evil creature
(undead but also demons, familiars, and
other chaotic creatures) as the Turn

86
4 ) Flame Strike
Blessing PWL: Cleric, 5th Level
Range: 2 zones
6 ) Raise Dead
Blessing PWL: Cleric, 5th Level
Range: 2 zones
Duration: Immediate Duration: Immediate
Cost: as 2 daily blessings Cost: as 2 daily blessings

A column of hell fire is conjured With this blessing the cleric is able
against the target which suffers 6d8 to bring back from the dead the corpse
damage. A successful Save allows the of a human. The target must be dead
target to suffer only 3d8 damage in- since a number of days equal or lower
stead. The fire must be called only than the cleric’s Level (5 days or less
against evil creatures: abuse of this at Level 5). The corpse must be in de-
power will incur in serious consequenc- cent conditions (for example, with no
es: angels and divinities do not look critical parts missing). When raised
with favor on clerics abusing of hell from the dead, a character must roll
fire. a Save on Constitution: with success,
the character will be back to their full

5 ) Insect Plague
Blessing PWL: Cleric, 5th Level
Range: 5 zones
strength in a number of days equal to
their Level or HD (stronger charac-
ters will require more time). A fail on
Duration: 1 day the Save on Constitution means that
the character comes back to life briefly,
A swarm of insects gathers within 1 as in Speak with Dead, and then dies
Turn to serve the cleric: the insects can again. If the character has suffered any
be directed against enemies and any- critical wound, curse, etc., these must
one with 2 HD or less will flee in ter- be removed with separate blessings.
ror unless together they reach 20 HD Separate blessings might also be used
or more (not counting creatures of 3 to speed up the recovery process. The
HD or more). Other creatures opposing cleric, as a consequence of raising the
the swarm of insects will either suffer dead, will lose 1d6 Hit Points perma-
1 HP damage per round, or instead a -4 nently (remove from the Maximum Hit
penalty to hit in combat, or similar pen- Points), even if the blessing was unsuc-
alties to other actions. The cleric must cessful or the Save failed.
maintain concentration for the swarm
to act: if the cleric is successfully harmed
or casts another blessing or somehow
loses concentration, the swarm will
disperse. These insects can be gathered
underground or replaced with rats for
example, by increasing the blessing
cost as if it was 2 daily blessings.

87
Circle Of Magisterium

1 ) Commune
Blessing PWL: Cleric, 5th Level
Range: Caster
range of 1 zone per Level indicates how
far can the cleric perceive the path (for
example, a 5th Level cleric can “see” or
Duration: up to 3 questions perceive how the path continues over
the next 5 zones).
The cleric, through prayers and med-
itation lasting at least 3 Turns (there’s
no way to cast this faster) enters a deep
state of trance and can interrogate su-
3 ) Quest
Blessing PWL: Cleric, 5th Level
Range: Speaking range
pernatural powers. Such powers are of- Duration: 1 month per Level,
ten perceived as angels, devils, spirits, or until completion
and the like. The cleric can ask up to Cost: as 2 daily blessings
3 questions to such supernatural pow-
ers, and the answers provided are al- The cleric might call on another hu-
ways true, but as short and concise as man to perform a specific quest. The
possible. A cleric can use this spell only call may only be directed to humans
once per week, or twice if they limit to and the quest must be saint or anyway
questions that can be answered with not against the precepts of the cleric’s
only yes or no. Any interruption to the faith. The target may try to resist the
meditation of 3 Turns will trigger a call with a Saving Throw; if it is suc-
roll as if the blessing failed. cessful, the blessing has no effect. If the
Save is failed or forfeit, the target will

2 ) Find the Path


Blessing PWL: Cleric, 5th Level
Range: 1 zone per Level
need to perform the quest as required
by the cleric. If the target fails to com-
ply (attempting but failing is consid-
Duration: 1 turn per Level indoor, ered to be complying), they will suffer a
1 day outdoor temporary 50% reduction of Strength,
Constitution and Hit Points (or HD),
The cleric can perceive the shortest until they decide to comply. A terminal
path towards a desired location; such failure (with no chance of redemption)
location must be either already known means permanently losing 1d6 HP.
to the cleric, or the way out, the exit, Continual refusal to perform the quest
of the current position. For example, might trigger a curse, as defined by the
the cleric can find the shortest way out GM and appropriately in line with the
of a dungeon, even if the destination quest and cleric’s faith. If instead the
is unknown, or the way out of a laby- Save is forfeit by the target, the target
rinth. As an alternative, the cleric can gains a pool of 5 points to spend at will
find the shortest path to any location while trying to complete the quest (for
he has already seen. The blessing lasts example adding to a to-hit roll, to a
up to 1 turn per level indoor, and 1 day damage roll, improve a Save, etc.). The
outdoor, or until the destination has call to perform the quest will last for
been reached. If the patch towards the one month for each cleric’s Level: after
destination is both indoor and outdoor, that time, the call (and its related penal-
track the indoor time only while indoor: ties, curses, bonuses, etc.) will end.
when it expires, the blessing ends. The

88
4 ) Speak with Monsters
Blessing PWL: Cleric, 5th Level
Range: Caster
By reducing the blessing range and
duration of one per additional subject,
the cleric can grant this power to oth-
Duration: 1 turn per Level ers (reduce of 1 zone and 1 turn to give
this power to an ally, of 2 zones and 2
The cleric is able to communicate turns for two allies, etc.).
with any sort of monster: the com-
munication can be with a monstrous
language, telepathic, or by any other
mean typically used by such monsters
6 ) Word of Recall
Blessing PWL: Cleric, 5th Level
Range: Caster or Touch
to communicate with others of the Duration: Immediate
same species. The cleric can communi-
cate complex concepts if the monster The cleric must prepare a sanctuary
is able to understand them. Moreover, by casting this spell once, in a holy place
the cleric may be able to sense what is sacred to the divinity: by casting suc-
the purpose or drive of such monsters, cessfully, the location is now designated
if there is any such information to dis- as the destination of the next Word of
close. For example, a ghost conjured Recall blessing. When a sanctuary has
to remain next to a tomb and guard it, been designated successfully, the cleric
will reasonably communicate this to the can teleport back to it by casting suc-
cleric because its magical drive is com- cessfully another blessing of Word of
pelling and supernatural. A monster Recall. The cleric is transported imme-
might try to hide information from the diately, without fault, with all their gear
cleric only if it perceives the cleric as and clothes etc. but only up to the stan-
an enemy and if it is a monster which dard load - no over encumbrance al-
is smart enough. Undeads are classic lowed, and if the cleric is encumbered,
examples of “dumb” monsters that will what is left behind is determined ran-
not hide their drive, while demons are domly. By casting the blessing as mul-
often smart and malicious. tiple (for example as 2 daily blessings to
add one passenger, 3 daily blessings to

5 ) True Seeing
Blessing PWL: Cleric, 5th Level
Range: 1 zone per Level
add a second passenger, etc.), the cleric
can transport additional humans. They
are also teleported without fault and
Duration: 1 turn per Level with their gear (no over encumbrance).
As a consequence of the additional
As long as the blessing lasts, the cler- strain for carrying additional passen-
ic is able to see true: see in magical and gers, the cleric will suffer a damage of
natural darkness, see past illusions of 1d6 for each passenger.
any sort, see secret doors, see anything
secret and hidden (like hidden keys, hid-
den treasures), see invisible beings and
things, see through transformations
and disguises (natural or magical). The
cleric is even able to detect lies as long
as they can see the person telling them.

89
PowerLevel 6
Circle Of Angels

1 ) Angelic servant
Blessing PWL: Cleric, 6th Level
Range: N/A
ing more powerful attack options (for
example falling on enemies). The object
must be something of reasonable size:
Duration: Until completed lighter and less dense or less robust
objects might be larger than a human
An angelic creature of aerial form ap- being, but solid and robust objects (like
pears to serve the Cleric: it will fetch status) cannot exceed the approximate
and return to the cleric a single object size of a human being. A large num-
or person or creature, as instructed. ber of small objects of approximately
The Cleric must have seen the target at the same nature could be animated as a
least once before. The person or crea- swarm and will count as a single object.
ture is allowed a Saving Throw to re- Negotiating with the GM, the cleric can
sist the capture, while a object does not, allocate to the object as many points
but it must be with “air” range (not in as they deem reasonable, between: AC
a sealed chest, not under water, etc.). If (starting from 10), HD (starting from
the target cannot be retrieved or resists 1), damage (starting from 1d4) and per-
by the Saving Throw, the angel returns haps attack bonus or other special fea-
to the cleric enraged and after complet- tures (again, discussing them with the
ing its report, it will dissipate trigger- GM). These points can be at most equal
ing an attack as an HD 9 monster vs. to the Cleric’s level. A Level 6 Cleric
the cleric AC, with 4d4 damage if suc- therefore could animate an object and
cessful. give it AC 12 (2 points), 2 HD (1 point),
damage 1d4+2 (2 points), attack bonus

2 ) Animate Object
Blessing PWL: Cleric, 6th Level
Range: 1 zone per Level
+1 (1 point). Because of its relatively
high damage (1d4+2 is better than a
standard melee weapon) this object
Duration: 1 turn per Level should be something indeed capable of
inflicting damage to creatures. In some
An object within the blessing’s range cases the GM might even allow higher
is brought to life and will follow the damage (instead of 1d4+x, increase
cleric’s orders, remaining within range. to 2d4, 3d4, etc.) or grant higher AC
While animated, the object can perform (metal objects, statues, etc.) or some-
tasks and feats as if it was a sort of how force some of the Cleric’s choices
magical creature, but retaining its orig- (for example, the GM might spend half
inal shape as an object. A chair would of the points on behalf of the Cleric
walk with its legs, a rope could move on what is reasonable for the given ob-
like a snake (climbing, but also tying or ject). If the object is reduced to 0 HP
untying knots), a wardrobe could still in a fight, it shatters and of course can-
walk around but much slower than a not be animated again (not in the same
chair, while on the other hand provid- shape).

90
3 ) AntiMagic Shell
Blessing PWL: Cleric, 6th Level
Range: 1 zone
Duration: 1 turn per Level

The Zone where the Cleric stands


while casting becomes resistant to
any form of magic. The AntiMagic
shell blocks any form of magic as fol-
lows: spells and blessings cast within
the zone automatically fail; spells and
blessings cast outside the zone cannot
penetrate the zone; any creature with
magical or supernatural powers must
Save with Wisdom to penetrate the An-
tiMagic shell and failure means losing
Initiative as long as they remain in the
area and moving at half their normal
speed. For every magical or supernatu-
ral power, repeat the Save and each fail-
ure disables the power as long as the
creature remains in range of the bless-
ing; a success allows the creature to re-
tain their magical power but in a lesser
version (half of the effect or less). By ground or in the air). While in astral
default, the blessing affects the zone form the caster can also use other bless-
where the Cleric stands while casting, ings but they are all cast with a penalty
but does not move around if the Cleric equal to the blessing’s PWL; moreover
moves away. By reducing the duration the usage of any blessing will cause the
of half, the Cleric can move the spell astral body to become visible like a pale
around with them (but always only for ghost. The blessing range and duration
the zone where they stand). is as follows: by default the astral spell
will last 1 turn per caster’s Level, and

4 ) Astral Spell
Blessing PWL: Cleric, 6th Level
Range: see below
will allow the astral form to reach as far
as 5 zones away from the physical body
of the caster, in any condition (out-
Duration: see below door, underground, etc.). By reducing
the duration of 1 turn the caster can
With this blessing the caster proj- do the following: move further away
ects their soul in astral form through of 10 zones if underground or in com-
the planes of reality. The astral form plex buildings (dungeons, castles, cit-
of the caster counts as an invisible ies), move further away up to 100 miles
creature (thus magical, but invisible to or 150 kilometers but only if outdoor,
normal sight). While in astral form the travel through huge obstacles (like a
caster can move freely in the space, even mountain), and so on. The distance can
through physical barriers (like walls be increased multiple times by reducing
or locked doors, or even through solid the spell duration accordingly.

91
5 ) Forbiddance
Blessing PWL: Cleric, 6th Level
Range: 2 zones per Level
Duration: 1 year per Level
Cost: as 2 daily blessings

This blessing makes an area as large


as the specified range (starting with 12
Zones for a Level 6 Cleric) completely
resistant against planar interferences.
Any teleportation, plane travel, conju-
ration, evocation, and so on, automati-
cally fails if in the area (or targeting
the area, for example as destination of
a teleport spell). The forbiddance af-
fects sorcerers’ spells as well as cleric’s
blessings.

6 ) Holy Word
Blessing PWL: Cleric, 6th Level
Range: 1 zones per Level
Duration: Immediate
Cost: as 2 daily blessings

Using the name of a powerful divin- Discord


ity or angel, the Cleric can banish any Range: 1 zones per Level
creature that does not belong to this Duration: 2 rounds + Level
plane of existence (a successful Save al- A single chosen target will attack
lows a creature to resist the spell but their own allies, starting from those
they will immediately lose half of their closer to them. The crazy frenzy will
HP, and a second naming will banish last two rounds after which the target
them). Instead of banishing creatures, is allowed a Save to stop the effect of
the name of the divinity or angel can the magic symbol. If the Save is failed,
also be used to cause discord, fear, or the creature will keep attacking their
sleep. While banishing requires the own allies. Creatures with more than 5
cleric to be present, the effects of dis- HD are allowed additional Saves every
cord, fear or sleep can also be written 3 rounds, until the spell will anyway
into a holy symbol and inscribed on pa- end by itself.
per or carved in stone or wood and so
on. Upon seeing the symbol or hearing Fear
the words of discord, fear or sleep, the Range: 1 zones per Level
target creatures will be affected as de- Duration: 2 rounds + Level
scribed below. Instills a primordial terror into the
target, which must be human or hu-
manoid; the target is allowed a Sav-
ing Throw but if it’s failed they will
run away in panic. The target also has

92
a 50% chance of dropping whatever
they’re holding. While running away,
the target retains basic control of
their action, but will not communicate
with others, nor slow down, until the
spell effects cease. The caster can af-
flict multiple targets but this grants a
cumulative +2 bonus to their Save for
each creature beyond the first one. The
cleric’s Remove Fear blessing allows to
counter this spell.

Sleep
Range: 5 zones
Duration: 6 turns (approx. 1 hour)
This spell puts enemies into an en-
chanted slumber (no saving throw per-
mitted). Attacking sleeping creatures
will instantly wake them up. The caster
affects a number of total HD enemies
up to 1d6 + caster LVL, starting with
lowest HD creatures. For example with
a roll of 3 a caster of Level 2 will affect
up to 5 HD creatures; if two HD 1(+)
creatures are present, they’ll be affected; a reasonable chance that animals are
if a third creature of HD 4(+) is pres- nearby, the Cleric will be offered the
ent, it won’t be affected. A lonely HD 4 choice of what to conjure. Such ani-
creature would instead be affected. mals will appear after 1 turn (or less,
as the GM rules) and be ready to serve
the Cleric. Of course, the Cleric can use
the blessing to control animals that are
already visible, but those are offered
a chance of a Save to resist the bless-
ing. A Cleric can summon animals for
a number of HD equal to the Cleric’s
own Level (any + after the HD counts
as 1/4 of a HD). For example, a Level
6 Cleric might conjure a 6HD animal,
Circle Of Ancient Spirits or two 3HD animals, or a 2HD+2 and
a 3HD+2 animals (the first counts as

1 ) Conjure Animals
Blessing PWL: Cleric, 6th Level
Range: 1 zone per Level
2.5 and the second as 3.5 for a total of
6, as the Cleric’s Level). These animals
are real in every way: if they are killed,
Duration: 1 turn per Level their bodies do not disappear and they
are not perceived or detected as magi-
A supernatural call for animals near- cal. The animals have a normal intel-
by is issued by the Cleric. If there is ligence and understanding, and their

93
natural abilities and attacks and dam- to stop it from falling; extreme cold will
age (for example if the Cleric conjures turn a severe rain in a severe hailstorm,
a bear to fight for them). The animals etc.). The range of the control weather
will be fully loyal to the Cleric and help blessing is approximate: the entire area
them in any way they can, including where the cleric stands will be propor-
fighting to death for the Cleric. tionally affected, with its effects being
stronger where the cleric is.

2 ) Control Weather
Blessing PWL: Cleric, 6th Level
Range: see below 3 ) Earthquake
Blessing PWL: Cleric, 6th Level
Duration: 1d6 hours + Level Range: 2 zones per Level
Duration: 1 round
The cleric is able to control the weath- Cost: as 2 daily blessings
er or temperature conditions, of one
step in a scale that goes from normal/ A violent earthquake shakes the
none, mild, severe, extreme. For exam- ground in an area as large as the range
ple, the cleric could bring a light (mild) and centered on the Cleric. All crea-
rain up to severe or to stop (normal). tures in the area cannot fight, move or
By casting again and again (but each use spells or make actions during the
time independently), the cleric can af- one round of the violent earthquake.
fect the weather in a significant way (for The earthquake can collapse structures
example from a condition with no rain (both natural and artificial) and open
up to mild, then severe, then extreme, fissures on the ground, which could
with three casting of the same blessing, swallow creatures or empty small lakes
or the other way around bringing ex- or deviate small rivers. The earthquake
treme rain down to severe, then light, is not strong enough to affect large
then none). If the cleric wants to dras- natural features or entire cities, and it’s
tically change conditions, you can count limited in its range by the blessing’s
steps into a new weather condition (for range.
example from mild rain to none, from
normal to mild heat, then up to severe
heat, and so on). Some conditions can be
forced to override the current weather
4 ) Part Water
Blessing PWL: Cleric, 6th Level
Range: see below
(bringing extreme heat will cause mild Duration: 1 turn per Level
snow to melt quickly without the need Cost: as 2 daily blessings

94
The blessing allows the cleric to cre- flesh, hair and bones, no visible wounds,
ate an opening in a body of water (a etc.). A fail on the Save on Constitution
river, a lake, and even a sea) for the du- means that the character comes back to
ration of the spell. The opening is wide life but in their current dead form: they
enough for a dozen people to walk side retain their wounds (and their pain), or
by side, or five horses, or for a large poison in their body (and its pain), or
chariot or a similar vehicle. Water will appear in zombie, skeletal, or other un-
part in front of the Cleric and remain dead form, and so on. In this form, the
parted behind them, for the entire du- now undead character can answer ques-
ration of the blessing. There is no tions as in Speak with Dead, if they
‘maximum’ length for the tunnel that is pass a Save with Wisdom to manage to
created in the water: it will be as long control the pain and shock. After that,
as the cleric can travel. At the end of they behave as if they failed the Save
the blessing, the water will crash down on Constitution. If they fail the Save
flooding the artificial passage. The on Constitution, they become undead at
Cleric can also end the blessing before all effects: apply the proper scores with
time, once they complete their travers- HD and so on, and the cleric and oth-
ing. If the cleric is still within the body ers should be merciful enough to kill
of water when the blessing ends, they them, so that their soul can find peace
cannot cast another one to maintain it after the unsuccessful resurrection. The
open; for a new passage to be created a cleric, as a consequence of resurrecting
second cleric will be needed. the dead, will lose 1d8 Hit Points per-
manently (remove from the Maximum

5 ) Resurrection
Blessing PWL: Cleric, 6th Level
Range: 2 zones
Hit Points), even if the blessing was
unsuccessful or the Save failed.

Duration: Immediate
Cost: as 2 daily blessings 6 ) Tongues
Blessing PWL: Cleric, 6th Level
Range: Touch
With this blessing the cleric is able Duration: 1 turn per Level
to bring back from the dead the corpse
of a human, as in Raise Dead but way The target of the blessing (could
more powerful. The target must be be also the Cleric) gains the ability to
dead since a number of years (not days) speak a chosen language. For the dura-
equal or lower than the cleric’s Level tion of the blessing, the target will be
(5 years or less at Level 5). The corpse understood by all those speaking that
must be in decent conditions (for ex- language, and the target will be able to
ample, with no critical parts missing), understand the given language if spo-
but of course it might be already rot- ken to them. The target will be able to
ten, or even in skeletal form. When read and write the given language only
resurrected, a character must roll a if they were already literate (able to
Save on Constitution: with success, read and write; meaning with a +0 or
the character will be back to their full positive Intelligence modifier if playing
strength immediately, and will return Languages by the Crying Blades house-
to their original appearances (re-grown rules).

95
96
E nchanted weapons and armors, and
in general magic items of all sort,
are among the most treasured prizes for
and foremost, be a portrait of a part
of your game world. In other words,
a simple +1 sword gives to the players
any adventurer. While coins are funda- a mechanical benefit, and speaks only
mental for gaining XP and wealth, and about rules. A sword which grants a +2
precious gems combine ease of trans- against undead and that can lead your
port to great value, magical items are party to the secret tomb of the necro-
something unique and special. mancer, speaks loudly about your world
Enchanted items allow all characters and adventure’s setting and goals.
to deal with supernatural powers, they Always favor items with a flavor,
grant bonuses, they improve scores, items that have a history, items with
make characters stronger or more resil- weird stats and descriptions, over sim-
ient, improve chances of success, allow ple “magic bonus items” that grant a
to perform some weird feat or grant flat +1 or +2 etc.
special abilities, etc. But more than this,
magic items reinforce the concept Because magic items are magical
that characters live in a world of magic and do not follow the common rules,
and wondrous treasures. you should not worry too much about
This is something to keep in mind game balance. If you do, just limit the
while designing magic items: they item somehow in number of uses or
should be useful to the characters (un- “charges”, so it will naturally expire.
less they’re cursed) but they should also,

CHAPTER IV

Magic Items

A s the first rule of magic items is


to give them a distinct flavor and
a unique touch, when possible, rather
adventure ends with a magical loot that
is tailored exactly on the party mem-
bers so that everyone gets one or two
than simple +1 bonuses, the second magic items and they’re exactly what
most important thing is to make sure they needed, then you’re going to play
you give away magic treasure in the in a world where magic feels flat and
correct quantities. common, useful but boring, a utility
Most of the times (and this is espe- rather than a marvel.
cially true with beginner GMs or GMs When you’re in doubt, do not give
who are too soft) players will end up away more magic items that those pre-
having too many magic items. If ev- sented in the module you bought, and
ery chest and every treasure contains even then, feel free to cut away all those
a magic item, if every quest and every simple, tasteless +1 mundane stuff.

97
Some Guidelines Random Magic Items

G iven that you don’t want to dis-


tribute too many magic items,
here are some guidelines on how to de-
A ssigning magic items at random is
one of the available choices for the
GM. It’s especially convenient if you’re
sign them or how to tune magic trea- improvising the adventure instead of
sures from other games or modules that running a module, or if your module
are perhaps too powerful. has no magic items available or those
• Use potions: potions are single use present are too powerful or perhaps not
only; even if too powerful or poten- suitable for the spirit of your game. At
tially game breaking, they are used the same time, random magic items are
once and then they are gone, so the a perfect fit for a game such as this one,
game gets back on track where even new spells are determined
• Use scrolls: scrolls are single use at random or players roll for new tal-
and usually limited to be used only ents instead of choosing them.
by those who can read magic. Scrolls Of course, making up a specific item
can be copied to a spellbook and for your adventure is always a valid
therefore make the enchantment choice: you can design it to be balanced
known to the sorcerer. Hand out a and to suit your taste and to make sense
scroll if you are fine with such spell in that specific context; you can give it a
becoming part of your regular game little history and determine something
• Make limited uses items: magic more complex that a pure mechanical
items do not obey the laws of bonus, and so on. But if you need an
regular gear; while it’s sad to see a item, or if you need inspiration while
magic item break, they could still making an adventure, you can use the
have a limited number of charges guidelines that follow.
(known to the character, or not) or To make a magic item, roll first a d6
they could have a certain % chance to determine what it is, and then go to
of disappearing, vanishing, losing the specific section (for example for po-
power after each use, and so on tions, scrolls, etc.).
• Use cursed items: when an item is Single use items are created as stan-
clearly special, and it feels magical, dard items, but grant their powers only
characters will compete for it. But once (or only a few times), before los-
if then it is cursed, or if a curse lays ing their magical charge. Usually magic
below a first layer of magic, you add items cannot be recharged. Magic
an element of danger to magic items items that lose their charge are not like
which spices up the game a rechargeable battery: they are broken
magic, flawed blessing, and therefore
The key to the advice above is not to once they have been used, they’re just
discourage the usage of magic items, or simple, mundane gear.
for the GM to abuse the players. It is
given in the spirit of keeping the game d6 roll Magic Treasure
challenging and make sure that magic 1-2 A magic potion
rewards always feel special, even af- 3-4 A magic scroll
ter long-term play and to experienced 5 Single use magic item
players. 6 Permanent magic item

Table 3: Random Magic Items

98
Potions
M agic potions are one of the most
common magic items, because
of their ease of use and because any-
one, of any class, can use them. They
are light to carry (a potion takes only a
single slot of light gear) and contain
enough for a single use, by default.
Making a potion - a ready to use and
liquid versions of a spell - is possible
only for sorcerers, although sorcerers
can also instill a cleric’s spell (such as a
healing spell) into a potion.
The process will require 1 day for
each PWL of the spell, +1d6 days.
Each day has a cost of 20 silver pieces,
in various ingredients. At the end of
the process, the sorcerer or the cleric
must cast successfully the spell they
want to instill into the potion. A failure,
besides the regular consequences, will
also waste the potion.
While scrolls are usable only by sor-
cerers, potions can be drunk by any sort
of character. It is up to the GM to rule
if a certain spell cannot be instilled in a
potion or not.

The roll on the previos table fa- Random Potions


vors simple items such as potions and
scrolls, and items that quickly expire. If
you want a richer magic treasure, use
instead a d10 on the table below.
W hen a random potion is found
in a treasure, roll a d6 and a d8:
read the d6 on the table below, and then
The above table favors permanent go to the appropriate list and read the
magic items over single use ones, and d8 result.
scrolls (which sorcerers can use to copy
and learn spells) over potions. d6 roll Found Potion
1 Natural (green) potion
d10 roll Better Magic Treasure 2 Clarity (transparent) potion
1-2 A magic potion 3 Mutation (blue) potion
3-5 A magic scroll 4 Protection (yellow) potions
6-7 Single use magic item 5 Blessed (red) potions
8-10 Permanent magic item 6 Cursed potions

Table 4: Better Magic Treasure Table 5: Random Potion

99
Natural potions ed friend. Roll a new Save every day to
negate the effects (the potion counts as
d8 roll Found Potion level 5, thus higher than HD 4 targets).
1 Plant Growth
2
3
4
Charm Animal
Charm Person
Purification
4 ) Purification
Same as Purify Food and Drink
(PWL-1 Cleric blessing): mix it with
5 Water Breathing food and liquids to make edible rations,
6 Charm Monster removing spoilage, poisons, dirt, etc. It
7 Poison doesn’t make edible something that is
8 Stronger Poison not food, but for example can make the
flesh of a monster into valid rations.
Table 6: Natural Potions
Up to 10 rations can be purified with a
regular dose.

1 ) Plant Growth
Same as the Plant Growth (PWL-4
Sorcerer spell): spill the potion over the 5 ) Water Breathing
Same as Water Breathing (PWL-
vegetation of a zone to make it grow 3 Sorcerer spell): the drinker is able to
extraordinarily and under your control, breathe underwater for 2d6+3 turns;
for example to form a barrier, a cano- there is no benefit in swimming skills,
py, a bridge, or grow unnaturally tall but some visible physical mutation (like
or thick, and similar. Some vegetation gills on the neck or something similar).
must be already present, and the effect
lasts until somehow dispelled, or for the
natural life of the plants. 6 ) Charm Monster
Same as Charm Monster (PWL-4
Sorcerer spell): the target must drink

2 ) Charm Animal
Same as Charm Person (PWL-
1 Sorcerer spell): the target must be a
the potion or be somehow injected with
a bit of it (using a weapon, a needle,
etc.). If the target fails a Save, it will
regular animal (not a monster, not a treat the owner of the potion as a trust-
human or humanoid). The target must ed friend. Roll a new Save every day to
drink the potion or be somehow inject- negate the effects (the potion counts as
ed with a bit of it (using a weapon, a level 5, thus higher than any HD 4 tar-
needle, etc.). If the target fails a Save, it get).
will treat the owner of the potion as the
leader of the pack. The potion doesn’t
grant the ability to communicate with
the animal with anything more than the
7 ) Poison
Affects any creature that doesn’t
have poisoning abilities; inflicts 2d6
simplest, most basic commands. damage if partially injected (for ex-
ample used on a blade or an arrow) and

3 ) Charm Person
Same as Charm Person (PWL-1
Sorcerer spell): the target must drink
3d6+3 damage if drunk or fully inject-
ed. A successful Save vs. Poison reduces
the damage to half.
the potion, and must be human or hu-
manoid. Affects only a target of 4 HD
or less. If the target fails a Save, it will
treat the owner of the potion as a trust-
8 ) Stronger Poison
As Poison above, but 3d6+3 dam-
age for partial, 6d6+6 for drinking.

100
Clarity potions

d8 roll Found Potion


1 Detect Magic
2 Detect Invisibility
3 Detect Evil
4 Arcane Sight
5 Darkvision
6 Invisibility
7 Find Gold
8 Read Magic

Table 7: Clarity Potions

1 ) Detect Magic
Same as Detect Magic (PWL-1
Sorcerer spell): detect magic in places, 6 ) Invisibility
Similar to Invisibility (PWL-2
people, creatures or things, within 2 Sorcerer spell): upon drinking the po-
Zones for 2 Turns. tion, the drinker becomes invisible (no
Save allowed). The effects will last until

2 ) Detect Invisibility
Same as Detect Invisibility (PWL-
2 Sorcerer spell): detect invisible crea-
dispelled or at most for 12 Turns (ap-
prox. 2 hours). The drinker becomes
visible while moving fast (for example
tures and objects within 2 Zones for 3 if fighting) but disappears again if it
Turns. stops, or moves slowly.

3 ) Detect Evil
Same as Detect Evil (PWL-1 Cler-
ic blessing): detect evil enchantments,
7 ) Find Gold
The drinker is able to smell gold or
other precious metal or precious stones,
intentions, auras, creatures, within 3 if present within 5 Zones. Also buried
Zones, for 6 Turns. gold, hidden treasures, and similar, be-
come easy to find. The drinker does not

4 ) Arcane Sight
Pouring the potion in a clean bowl,
the user will be able to watch a target
perceive magic items, or other objects
which are precious for their quality: just
precious metals and stones. Silver has
(either a creature, an object, or a loca- just the faintest smell: it can be picked
tion) for at most 12 Turns (approx. 2 up only when within 2 Zones.
hours) regardless of the distance. The
remote vision can be suspended and re-
sumed, turn by turn, up to the standard
12 turns. If the potion liquid gets dirty
8 ) Read Magic
Same as Read Magic (PWL-1 Sor-
cerer spell): the drinker is able to deci-
or spoiled, the vision ends. pher and understand two spells written
on books, scrolls and the like, or able to

5 ) Darkvision
Same as Darkvision (PWL-3 Sor-
cerer spell): see in the dark as some
determine the magical properties of a
single item or a creature within 2 Zones
range. A Save is allowed if there is a
monsters do, up to 5 Zones distance. curse triggered by the drinker’s actions.

101
Mutation potions

d8 roll Found Potion


4 ) Vicious Damage
The drinker inflicts +3 damage for
the next 5 rounds of combat, or +1d6
1 Feather Fall damage for the entire fight. If they
2 Strength choose to inflict +1d6 damage and roll
3 Shrink a one on the additional die, they suffer
4 Vicious Damage 1 HP damage themselves in the haste
5 Indomitable of the fight.
6 Slow
7
8
Ghost
Fly 5 ) Indomitable
Same as Indomitable, basic (PWL-
3 Sorcerer spell): gain supernatural
Table 8: Mutation Potions
speed and strength; always win initia-
tive and make the first attack for free.

1 ) Feather Fall
Same as Feather (PWL-2 Sor-
cerer spell): the drinker will be falling
Then gain one free attack against any
enemy engaging in that round. Adver-
saries with multiple attacks are coun-
a light feather to the ground, the first ter-attacked only once. Lasts for the
time they fall or jump into a pit or from entire fight.
heights, within the next 3 Turns (ap-
prox. half an hour). If the drinker does
not happen to fall within the specified
time, the effect vanishes.
6 ) Slow
Same as Slow (PWL-3 Sorcerer
spell): the drinker or victim of the po-
tion, which can be injected or admin-

2 ) Strength
Same as Strengthen (PWL-2
Sorcerer spell): the drinker gains 1d6
istered with a blade cut or an arrow,
becomes unnaturally slow. The victim
must skip all actions in the first round
Strength (adjust bonuses) and grows after being poisoned, and then if they
50% large; at most to a STR score of pass a Save can act normally. If they fail
19 (bonus +4). Does not affect gear and the Save, they can make major actions
clothes etc. Can also be used, instead, to (attacking, casting, changing Zone)
strengthen or enlarge an object. Lasts only every other round. Lasts for 10
exactly 1 hour, no more and no less. rounds; 5 major actions taken at alter-
native rounds.

3 ) Shrink
Opposite of Strengthen; the
drinker looses 1d6 Strength (without 7 ) Ghost
The drinker becomes incorporeal
going below score 1) and reduces size and invisible, as a ghost. The potion
at half, by drinking half the potion. If does not affect clothes or other gear
the full potion is drunk, the drinker can and the effect lasts one hour, no more
shrink further, reducing STR score to 1 and no less. While in ghost form, the
but becoming as small as they wish, but drinker can pass through walls, fly at
not smaller than a human finger. Lasts moderate heights, and is not vulnerable
exactly 1 hour, no more and no less. to physical attacks. The drinker’s voice
can be barely heard as a whisper.

102
8 ) Fly
Similar to the Fly (PWL-3 Sorcer-
er spell): the drinker gains the ability to
4 ) Fire Resistance
The potion must be spilled over
the body of the target, which becomes
fly - in any direction, and as fast as the completely immune to fire and heat for
subject would be able to run. The spell 1 Turn (approx. 10 minutes) and then
will last 1d8 Turns (roll in secret). suffers half the damage for the rest of
the hour (next 5 Turns). There is usu-
ally enough for two uses on naked bod-
Protection potions ies, or a single use on a person plus all
its gear, clothes, etc. If any Save is made
d8 roll Found Potion relevant to heat or fire, besides the de-
1 Shield fault half damage, the user also gains a
2 Protection From Evil +2 to the Save.
3 Blessed Protection
4
5
6
Fire Resistance
Light
Magic Resistance
5 ) Light
Same as Light (PWL-1 Sorcerer
spell): shake the potion then spill it on
7 Hold Portal a body part or object; it illuminates 2
8 Find Traps Zones for 6 Turns and cannot be extin-
guished, but only masked.
Table 9: Protection Potions

1 ) Shield
Same as Shield (PWL-1 Sorcerer
6 ) Magic Resistance
All spells cast against the drinker
for the next one hour (approx. 6 Turns)
spell): grants AC 7 against ranged at- have a 50% chance of failing. If the
tacks and AC 6 in melee. If the AC is al- spell passes the 50% chance of failure,
ready better, simply grants a +1 AC. All apply the normal Saving Throws with a
attacks also inflict 1 HP damage less. +2 bonus. If a spell grants no Save, roll
a Save anyway but with no bonus.

2 ) Protection From Evil


Same as Protection From Evil
(PWL-1 Cleric blessing): gain +2 AC 7 ) Hold Portal
Same as Hold Portal (PWL-1
against evil creatures, mind control, Sorcerer spell): seal a door or portal
summoned creatures and the like. Gain for 1d6+1 Turns. To activate must be
also +2 on all Saves against them and spilled on the lock or hinges, and the
their spells. potion counts as level 1 (+1 turn) un-
less otherwise stated.

3 ) Blessed Protection
Same as Blessed Protection (PWL-
3 Cleric blessing): clothes soaked in the 8 ) Find Traps
Same as Find Traps (PWL-2 Cler-
potion gain 1d6 AC but not less than ic blessing): reveal traps within 2 zones
3 and not more than 6. Cannot grant for the next 2 Turns, as glowing in a
the bonus on regular armor; does not pale, red luminescence; no details about
cumulate with regular armor but only traps are revealed, just their presence
with shield. and location.

103
Blessed potions a curse, restore Attribute points, restore
lost Levels, and so on. As a drawback,
d8 roll Found Potion the drinker loses 1d4 HP permanently
1 Resurrection (from Max HP).
2 Cure Disease
3
4
5
Anti-Poison
Restoration
Remove Curse
5 ) Remove Curse
As Remove Curse (PWL-4 Cleric
blessing): remove a curse and stops fur-
6 Fast Healing ther consequences, but without revert-
7 Healing ing any previous effect. The potion is
8 Better Healing also powerful enough to remove a curse
from an object, if used to wash it in-
Table 10: Blessed Potions
stead of drinking it.

1 ) Resurrection
Resurrect a human if dead since
5 years or less; the human comes back
6 ) Fast Healing
For the next 1d6 days, the drinker
heals +1 HP every time they do a short
to life with 1d8 HP permanent loss rest or camp for the night, and recover
(remove from Max HP). If you prefer, at double speed from any sort of dam-
you can also rule it as the Resurrection age (incl. for example Attribute’s score
blessing (PWL-6 Cleric blessing) with losses).
Saves on Constitution and Wisdom and
so on; consider that the potion acts as
6th level. 7 ) Healing
Same as Cure Light Wounds
(PWL-1 Cleric blessing): cures 1d6+1

2 ) Cure Disease
As Cure Disease (PWL-3 Cleric
HP and heals light wounds.

blessing): cure a disease, infection or


similar. Stops any further spreading,
and removes the cause of infection.
8 ) Better Healing
Same as Cure Serious Wounds
(PWL-3 Cleric blessing): cures 2d6+2
Inflicts 3d6 damage against creatures HP of damage, and heals serious
whose nature is infectuos. wounds. If the healing is reduced to
1d6+1 the potion can also cure one se-

3 ) Anti-Poison
Neutralize the effects from the
first next poison dose not yet suffered.
rious condition affecting the character
(natural, or magical) such as paralysis,
blindness, and so on, or restore all lost
If instead the potion is drunk after suf- points of a single Attribute.
fering the consequences of poisoning,
allows a new Save to negate the effects
(incl. against death).

4 ) Restoration
As Restore (PWL-4 Cleric bless-
ing): reverse the effects of any sort of
damage, magical or physical; includes
reattaching a limb, curing disfiguration
or mutations, etc. Remove the effects of

104
Cursed potions

d8 roll Found Potion


5 ) Gold To Iron
Everything golden touched by the
character turns to iron, losing its value.
1 Cursed Healing
2
3
4
Blood Infection
Cursed Blood
Magic Weakness
6 ) Broken Bad Luck
Every gear item, every weapon,
every object used by the drinker gets a
5 Gold To Iron usage die starting at d8. Every time the
6 Broken Bad Luck item is used (every round in combat)
7 Loudness roll the d8; on a roll of 1 reduce the die
8 New Path to d6 and then on a 1 to d4. When 1 is
rolled on the d4, the item breaks.
Table 11: Cursed Potions

F or all cursed potions, you can make


up any sort of appearance: an-
7 ) Loudness
The character is always accom-
panied by the sound of small, silver
nounce them as healing potions, or in- bells. As an alternative, the character
visibility potions, or anything you like. is unable to speak and whisper; every-
You can roll another random potion to thing they say sounds as loud voice or
offer as a description, or roll a random screams.
spell and draft its fake power over it.
When the potion is used, roll instead
for its cursed effects. 8 ) New Path
Perhaps not a curse for everyone:
the character’s highest Attribute score

1 ) Cursed Healing
While the potion looks like a heal-
ing potion, it instead inflicts 1d6 harm
is swapped with the lowest score. The
Attribute bonus is adjusted accordingly,
but the Gift score of the Attributes re-
when drunk. main the same. The player is offered the
chance to pick a new class: if they do,

2 ) Blood Infection
When the potion is drunk, reduce
the Max and Current HP of 1d6. At
when they level-up they use the new
class Hit Dice and Talents table, in-
stead of the old one.
the start of every adventure, reduce the
Max HP of 1 additional point, until a Of course all the potions (and cursed
cure is found or the character dies. potions) presented here are just for in-
spiration and the GM is encouraged to

3 ) Cursed Blood
Every 3 HP damage suffered, the
character suffers an additional damage
make others. Use your own creations
to substitute the ones in the tables or
add them to grow the tables to d10 or
of 1 HP. d12 tables. The easy example potions
presented here are just to allow you to

4 ) Magic Weakness
Every Save vs. Magic and vs. mag-
ic effects automatically fails until the
roll a random potion, if you need it in
a hurry in the middle of an adven-
ture. Also, the sorcerer of the group is
character finds a cure. encouraged to make use of the rules
to brew their own potions (page 14).

105
Scrolls Random Scrolls

S crolls, with the exception of a few


rare Cleric scrolls, are written only
by sorcerers, and used only by other
W hen a random scroll is found in a
treasure, roll a d12 on the table
below, to see which spell(s) is written
sorcerers. To use a scroll made by on it. Scrolls with multiple spells are
someone else, a character must first single-use only: when one spell is cast,
use Read Magic to decipher it. the scroll is destroyed together with the
Note that sorcerers can use scrolls other spell.
with spells they don’t know, and can use The exact spell is determined ran-
scrolls to cast spells that would other- domly according to the numeration
wise be beyond their capabilities (of a within the lists. The GM will chose the
higher PowerLevel). exact list (Circle) based on the Power-
Scrolls with inscribed spells allow a Level of the spell, and then the exact
sorcerer to cast the written spell with- spell is rolled randomly. For example, a
out a roll, thus without taking any risk PWL-4 scroll might contain a spell of
of failure, even in the middle of com- the Circle of Mastery or the Circle of
bat. They also don’t drain the caster’s Control; assuming that the GM decides
energy, so they do not count towards for the Circle of Control, then roll a
the daily spell’s quota. d8 (there are eight spells in that list).
The spell is erased from the scroll If you get for example a 3, you have a
after casting. Note that if the sorcerer scroll with the Plant Growth spell.
is casting in combat and is interrupted
by a successful attack against them, the When reading the random table, con-
casting fails and the spell is erased any- sider the following guidelines:
way. • PowerLevel X scroll: a scroll with
To write a scroll, the sorcerer must a single spell, determined as previ-
allocate 1 day for each PWL of the ously explained, and of the given
spell +1d6 days (as for writing on the PowerLevel
spellbook). The cost, though, is just • 2 spells: roll twice a d8 to determine
10 silver per day in arcane materials. the PowerLevel of the two different
When casting from a scroll they wrote spells inscribed on the scroll. When
themselves, a sorcerer does not need to casting one, also the second is lost
roll and does not need Read Magic. • Cleric scroll: roll a d8 for the bless-
When casting from a scroll written ing’s PowerLevel and then determine
by someone else, the sorcerer must use the blessing randomly
Read Magic first, to even know what’s • Cursed scroll: see the next section
the spell on the scroll. After that, they
can read and cast from the scroll at any
time (without the need to use Read
Magic again).

106
d12 roll
1
Found Scroll
PowerLevel 1 scroll
2 ) Brain Confusion
The scroll appears to be scribbled
incorrectly. But the next time the caster
2 PowerLevel 2 scroll uses a spell, another random one trig-
3 PowerLevel 3 scroll gers instead.
4 PowerLevel 4 scroll
5
6
7
PowerLevel 5 scroll
PowerLevel 6 scroll
PowerLevel 7 scroll
3 ) Blood Price
Casting any spell always inflicts
also 1 HP damage.
8 PowerLevel 8 scroll
9
10
11
PowerLevel 9 scroll
2 spells, roll d8 twice
Cleric scroll
4 ) Distraction
Until the spell is cured, all new
spells will cost double in XP for the
12 Cursed scroll caster.
Table 12: Random Scrolls

5 ) Just Bad Luck


Everyone in the group believes
that the caster has become somehow
Cursed Scrolls cursed and unlucky, and indeed he does.
Everyone in the group, including the

C ursed scrolls should usually be pre-


sented as regular scrolls, but Read
Magic instead of revealing their power,
caster, earns 10% less XP until the
curse is cured, and gold is always ex-
changed for 7 silver or less (regardless
usually triggers the curse. A particular- of any talent saying otherwise).
ly generous GM might give away some
clues regarding the possibility of a cer-
tain scroll to be cursed.
Any of the following can be used as
6 ) Bad Smell
The caster always stinks horribly,
regardless of how many times they
curse, or any of those presented for po- wash. Every other character has a 10%
tions, or again, the GM might create chance every adventure to be infected
new and original curses. by what is not really a curse, but a rare
fungus infection. Remove Curse won’t
d8 roll Found Scroll cure the smell, but a certain special
1 Metal Melting cream does. Ask the GM where you can
2 Brain Confusion find it.
3 Blood Price
4
5
6
Distraction
Just Bad Luck
Bad Smell
7 ) Forgetfulness
Until the curse is cured, all spells
automatically become Unstable after
7 Forgetfulness being cast by the sorcerer.
8 Weakness

Table 13: Cursed Scrolls


8 ) Weakness
A legendary curse, apparently
impossible to cure with the known Re-

1 ) Metal Melting
Melts the closest metal weapon
(might be someone else’s weapon).
move Curse. When rolling new HP at
level-up, do not roll but instead con-
sider that the Hit Die always rolls one.

107
Single Use Magic Items
S ingle-use magic items are a useful
tool for the GM who wants a rich
treasure, and a touch of magic, but is
still inexperienced and afraid of giv-
ing away something too powerful. A
single use item does not have the po-
tential to ruin your campaign or your
adventure: it adds a touch of magic to
it, without completely upsetting the
power balance between characters and
monsters, or characters and environ-
ment. Single use items allow new GMs • Adds magic to your game or cam-
to make experiments and try to push paign, and satisfies the hunger of the
their boundaries without messing up players for something enchanted, for
the game. something special, as a reward
Veteran GMs also will approve of • Allows to distribute unbalanced
the presence of single-use magic items, treasure; you don’t need an item per
in their games, because these items character, because other characters
serve more than as training objects for will find something else the next
new GMs. time. Using single-use magic items
allows the GM to place more of
A single use magic item in fact: those in the treasure and favors more
participation from all the players
• Even when it’s unbalanced, a single
use magic item is used only once; it’s
like a magic key that opens all the
doors, but only once. It’s up to the
players to decide when to use it
• A few single use magic items keep
the game interesting and exciting;
bring new magic into the adventure,
without overloading the characters
and the players with too many op-
tions and too many powers
• Single use magic items discourage
hoarding and do not allow power-
builds of characters with magic
armor + magic shield + magic sword
+ magic boots + magic cape and so
on. Items are used once and they’re
gone. They appear more as useful
gadgets (and in fact work wonders
in the hands of a rogue) than as
empowerment tools

108
Random Single Use Items

W hen a single-use magic item is d10 roll Magic Item Power


found in a treasure, roll a d6 to 1 Cursed item
determine its form, and a d10 for its 2-4 Roll as a potion
power. 5-6 Roll as a cleric scroll
The first table (Magic Item Form) 7-9 Roll as a scroll
should provide the GM with a guide- 10 Double-charge item
line to start describing the object to
Table 15: Cursed Scrolls
the players. The GM is not bound to
stick with those precise objects: a ring
might instead be another sort of jewel Read the above table according to the
like a crown or a necklace, a plant or a following instructions:
fruit might instead be the egg of some • Cursed Item: roll a die, on an even
mythological creature or some other resul, roll again as a cursed po-
natural product... A gem or a stone tion, on an odd result roll again as
might work its magic just once as it is, a cursed scroll. The curse is trig-
but perhaps if it will be mounted with gered when using the item normally
the appropriate techniques by an alche- or when trying to use its allegged
mist into a weapon or a ring, additional magical power
power can be drawn from it... • Roll as a potion: roll as if it was a
In other words, use the table to in- potion to determine the item’s power.
spire you: feel free to use it literally if If you get a cursed potion, it’s a
you’re in a hurry or feel not so creative, cursed item
but you’re encouraged to improvise • Roll as a cleric scroll: roll a d8 to
new items forms, of any kind that suits determine the blessing’s PowerLevel
the mood of your game. and then roll a random blessing of
that level, as a power for the item
d6 roll Single Use Magic Item • Roll as a scroll: roll as if it was a
1 Ring or other jewel scroll to determine the item’s power.
2 Wand A cleric scroll is as in the previous
3 Staff (two-handed) bullet, an item with the power of
4 Plant or fruit two spells offers two options but a
5 Gem or stone single charge, a cursed scroll means
6 Other (sword, armor, cape...) having a cursed item
• Double-charge: roll twice again
Table 14: Magic Item Form
on this table to determine the two
different powers; the item also has a
double charge, so both powers can
The second table (Magic Item Pow- be used
er) describes instead which kind of
magical power the item has. This limitation (single use, or at most
Remember that single-use magic double use) guarantees that the magic
items have one charge, so they provide item will not break the game balance.
players with a single exploit, and then It will serve once, or at most twice, to
either break, vanish, or anyway lose overcome an obstacle or an opponent
their power. otherwise too strong.

109
This is fair and in the spirit of the
game: a Charm Monster ring used to
befriend the horrible Giant in the heart
4 ) Wand of Fluid Form: the user
turns into liquid or gaseous form,
including all gear, clothes, etc (same the
of the dungeon, and then to trick the PWL-3 spell). While in liquid or gas-
Giant into slaying another enemy or eous form, the subject can disappear in
in giving up somehow its treasure, is water or slip through small holes or be
not an abuse. It’s exactly what a Charm transported in jars etc. The effect lasts
Monster ring is supposed to do. at most 9 Turns, but can be ended be-
If instead the players wasted their fore the time.
Charm Monster ring on some low-
level goblinoids just to get rid of them
quickly, well, they probably have lost
their shot at getting the Giant’s trea-
5 ) Ruby of Speak with Animals: same
as the PWL-2 cleric blessing. After
it has been used to communicate with a
sure. family of specific animals, for at most 6
Of course these tables should not Turns, the ruby turns white and loses
prevent the GM for making up origi- its value, which is otherwise of 500 sp.
nal single-use magic items. Moreover,
any magical item found in a module or
adventure from a third party, can be
turned into a single-use magic item if
6 ) Shield of Light: when activated,
the shield illuminates brightly up to
3 Zones for 6 Turns. The effect cannot
it feels too powerful for your game. be extinguished, but only masked.

Example Single Use Items 7 ) Dark Pepper: same as Darkvision


(PWL-3 Sorcerer spell). After eat-
ing the pepper, the character can see in

T he following brief list is a minor


collection of simple single-use
magic items, if you want to use one
the dark as some monsters do, up to 5
Zones distance.

randomly without the need to follow


the entire procedure. 8 ) Staff of Knock: same as the PWL-
2 sorcerer spell. This staff unlocks
and unbars all doors, gates, and portals

1 ) Poison Cape: of exquisite manufac-


turing, when worn, inflicts 2d6 dam-
age (Save vs. poison for half damage).
within 2 Zones, including those held or
locked by most magic. As an alterna-
tive, instead of unlocking the spell can
force open all stuck or held doors, with

2 ) Ring of spell drain: appears as if


it can cast Light, but instead drains
great force, again within its range.

1 HP from the caster every time a spell


is used, and cannot be removed without
lifting the curse or cutting the finger.
9 ) Berry of Detect and Read Mag-
ic: same as the two PWL-1 spells.
When eating the berry, the player de-
cides if to activate detection or under-

3 ) Cursed Gauntlets: while they


grant +1 AC above on top of reg-
standing of magic.

ular armor, they cannot be removed


once worn. Anything in silver or gold
touched with the gauntlets turns into
10 ) Rusted Sword: this weapon in-
flicts +3 damage for the next 5
rounds of combat, or +1d6 damage for
worthless iron. the entire fight, before breaking.

110
Permanent Magic Items
P ermanent magic items are the most
powerful items that can be found
in a treasure. They are the magic items
found in books and movies: those that
have a magical power that never ends,
and that become somehow part of the
character that owns them.
Because they’re so powerful, perma-
nent magic items should be used care-
fully and any sort of random genera-
tion must be validated by the GM with
care. If a random result is out of place, If you insist on random, you only
the GM should feel free to replace the have the chance to generate simple bo-
object with something else. It’s better nus items. These items are quite simple
to replace the magic item when found, and have no special background, no
than to abuse the power as GM later on special descriptions: they should not be
and steal or destroy the item arbitrarily. used as the standard permanent magic
Because of their power, permanent item because they lack flavor and be-
magic items should be rare. In a way, have as flat bonuses.
you can think of them almost as an ex- The best procedure for permanent
tra Level that the character gains: the magic items, therefore, is manual craft-
item might grant special talents, pow- ing by the GM, perhaps with the help
ers, special bonuses, etc. that improve of some random tables.
the character’s performances, same as When crafting a permanent magic
level-up do. item, consider that you can limit some-
When generating permanent magic how its power by inserting certain re-
items, there is no standard random pro- strictions:
cedure. Because of their power, in fact, • The item might be activated only a
magic item should always be evaluated certain number of times per day
with care. • The item can be activated only in
specific conditions (for example a
certain time of the day, a certain
location, certain combat rounds, and
so on...)
• The item requires time to be activat-
ed (for example x turns) instead of
having an instantaneous activation
• The item requires some price to be
activated (it could be HP from the
character, a temporary Attribute
score loss, a temporary penalty; it
could be some other material price)
• The item has a hidden curse with a
certain chance of triggering

111
Random Magic Items

A s already advised, random perma-


nent magic items are a bit flat and
lack flavour, but if you need to generate
When you roll for the Item Type, you
can use the table and be strict, picking
the first option offered (for example,
one quickly, you can use the following sword for a roll of 2), or instead deter-
tables. mine that the magic items has instead a
Roll a d6, a d8 and a d10 together, and more peculiar form (for example an axe
read them as follows: or a short-bow etc.).
• d10 for item type: determine which If you rolled 4 for Armor, you can roll
kind of item is actually found (a a d6 again and 1-3 is a leather armor,
sword, another weapon, a shield, etc.) 4-5 a chainmail, and 6 a plate armor.
• d8 for exact magic power: deter- If you rolled 5 for Shield, you can roll
mine which sort of bonus or power a d6 again and 1-3 is a wooden shield,
the item has 4-5 a metal shield, and 6 a kite or tower
• d6 for limitations: the item might shield.
have some limitation, as described in Armor and shields have their basic
the appropriate table AC as described in the regular equip-
ment section, plus the magic power or
d6 roll Item Type magic bonus.
1 Ring or other jewel
2 Sword or 1-hand weapon
3 Longsword or 2-hand weapon d8 roll Magic Power
4 Armor 1-2 +1 bonus
5 Shield 3-4 +2 bonus
6 Cape or other clothing 5 +3 bonus
6 +1 bonus and...
Table 16: Magic Item Type
7 +2 bonus and...
8 Cursed

Table 17: Exact Magic Power

When you roll for the Magic Power,


as already explained the random gen-
erator is limited to simple bonuses.
The above table reads as follows:
• +x bonus: the item grants a +1,
a +2 or a +3 to an appropriate
action(s). Weapons have +x to-hit
and to damage, armor and shields
to the AC, rings and jewels could
grant other bonuses, for example in
casting (additional spells per day?) or
bonus to Charisma, or simple daily
powers like darkvision; while capes,
boots, and other clothes could grant
bonuses to certain skills (like stealth)

112
Typically these additional powers
should be limited to once per day or
once per session or similar, to avoid
overpowered magic items.
You can apply a daily limitation re-
gardless of the result of the next (limi-
tation) table. For example, an armor for
+1 AC and invisibility will have +1 AC
as a permanent power and invisibility
once a day. If you roll a limitation of
“once per day” in the next table, that
limitation applies to the +1 AC.

d10 roll Item Limitation


1-5 No limitation
6 Special case
7 Once per day
8 Once per session
9 Looking fancy
10 Ugly appearances

Table 18: Item Limitation


• +x bonus and...: as the regular
bonus, plus something more; for
example an armor that grants not The last roll for the permanent magic
just bonus AC, but also faster HP item is for its possible limitation. This
recovery, a weapon that grants a limitation, as explained above, refers to
bonus to attacks but also defense the standard bonus, and not to the pos-
(increasing AC), a piece of clothing sible special power that can be limited
which offers a +x to stealth and also regardless of this roll.
a x Turns invisibility power every Read the above table as follows:
day, and so on... • No limitation: no limitation for the
• Cursed: determine a random curse item’s bonus, it is always active
(or make up your own), and present • Special case: the bonus applies only
the item as a regular +1 or +2 when in certain times of the day, or against
Read Magic is used the first time. specific creatures, or specific dangers,
Reveal the curse only when the item and similar (for example +1 warham-
is used (this activates the curse) or if mer against undead, +1 AC shield
Read Magic is cast once again against fire attacks, and so on)
• Once per day or per session: the
If you are undecided about which bonus is activated only once per day
kind of power to pair with the bonus or session, when the player decides
of +x, you can roll a random spell or • Looking fancy or ugly appear-
blessing (stick to lower PowerLevels) ances: the item looks very fancy (and
or roll like a random potion. draws attention) or especially ugly

113
More Magic Items
T hese magic items are not single-
use nor permanent, and are not
part of the regular classification or
3 ) Angels’ Bow
Whenever someone uses the bow
to lose an arrow against multiple en-
random tables. You can use them to re- emies, angelic hands will provide addi-
place permanent magic items because tional shots within the same round. The
of their power, even though some of character using the bow should roll 1d6
them will vanish after they complete and that many arrows are let lose in the
their task. Note that all items after item same round - but from the same quiver:
13 are cursed. so track ammunition accordingly. Roll
They are provided here as an exam- to hit for each arrow, and if any 1 is
ple of lenghty, but tasty and hopefully rolled to hit, all the arrows left in the
inspiring items that do more than just quiver will break in half.
provide bonuses.
You have no table, but you can roll a
d20 to determine which item is found
by the adventurers in the treasure.
4 ) Sirens’ Flail
A flail with three small spiked iron
skulls, painted in dark blue; it inflicts
3d4 damage. When the flail is sunk in

1 ) Ring of Freedom
The ring appears as a worthless
wooden circle; it looks like a child’s ring
water, it can cast the equivalent of the
Manipulate Waters (the Sorcerer’s 5th
Level spell): allow the wielder to walk
or perhaps a piece of gear adapted to fit on water, make waves or calm waves,
a finger. If placed on a locked door the lower or raise the water level of a
ring will open its lock in an instant; if relatively small patch of water. Also,
placed on a solid wall it will melt a hole when attacking fire creatures, the flail
in it; if placed on a chain it will break it, can inflict 3d8 damage instead of 3d4.
and so on. The ring will break barriers Each time the Manipulate Waters spell
until its owner will be free from the cur- is used, and each time the flail inflicts
rent imprisonment, then it will vanish. higher damage, each of the spiked iron
skulls has a 10% chance to break: when

2 ) Crown of Truth
When someone wears the crown,
nobody in the same room or in the same
a spiked head breaks reduce the damage
proportionally (down to 2d4 or 2d8,
then to 1d4 or 1d8). When the third
assembly can tell lies. Those who try to spiked head breaks, the fail is unusable
speak a lie will first stutter and appear and its powers are lost.
confused, as if they forgot what they
meant to say. If they try to lie again,
they will suffer 1d4 harm, and immedi-
ately realize they cannot lie - although
5 ) Blood Light
A gem that will shine in a power-
ful red light for 3 turns, when activated
they can keep silent. These restrictions by human blood. To activate the gem,
affect also the one wearing the crown. the owner must cut their own flesh (or
some other human’s) for 1 HP damage.
The gem can also be soaked with blood
after a fight, with no HP loss. Its light
lasts only 3 turns, and just once per day.

114
6 ) St. Gervasius’ Holy Water
A flask of what appears to be reg-
ular holy water. If spilled on a metal
against the wielder. If the wielder
dies, the blade shatters and its power is
transferred to some other blade (which
weapon, it will make it softer and frag- may or may not be found in some other
ile: the weapon inflicts half the dam- adventure).
age and in every combat round it has a
50% chance of breaking. If spilled on a
metal armor or shield it reduces its AC
of a -3 and again the armor has a 50%
9 ) Hunting Scarabs
Three small scarabs badly carved
in stone, and poorly painted in blue, red
chance of breaking completely in every and black. When a drop of water wets
fighting round. To hit an enemy with the blue scarab, it will animate and guide
the water, roll a normal attack with the owner to the closest body of drink-
ranged weapons but instead of inflict- able water. When a drop of blood wets
ing damage, spill water on your target the red one, it will animate and lead the
exactly as you wanted. owner to the one living creature they
are searching for (does not work on un-

7 ) Escape Net
What looks like a regular fish-
ing net, not wider than those used by
dead of course). When a drop of blood
of a sorcerer, a cleric or any other crea-
ture able to use magic wets the black
gladiators in the arena. Any creature one, it will lead the owner to the closest
caught in the net with a successful magic object not already in possession
ranged attack (maximum from 2 zones of the group. After performing their
distance) or with a successful melee at- duty, each individual scarab flies away.
tack (if engaged in regular combat), is It is rumored that once all three have
instantly paralyzed. A Save vs. paraly- performed their duty, scarabs will visit
sis is allowed and if successful, the net the owner in their nightmares - but it’s
vanishes in a thousand little flames (1d4 clearly just a rumor. There is probably
damage). If the Save is failed, the tar- more than a single set of scarabs, be-
get is paralyzed but any attack against cause books reference to other colors,
them will trigger again the destruction and these are not so uncommon to be
of the net (inflicting also 1d4 damage found (always in groups of three) in
against the trapped creature). The pa- certain wizardry markets.
ralysis will last only two turns (approx.
20 minutes), then the net will vanish.
10 ) Ocean’s Heart
A large shell in the size of a

8 ) The Mirror Blade


A short dagger of incredible pow-
er: anyone attacking a creature whose
gloved fist: if placed in the chest of a
corpse in place of its heart, it will re-
vive the corpse after it has been sunk
HD or Level is higher than theirs, gains in the sea for an entire night. The re-
a +5 to hit. The mirror blade is able to suscitated corpse will be able to breathe
pierce metal armor, dragon scales, and underwater but only in sea water, and
even harm stone golems and the like. will always long for a quiet and peaceful
Moreover, the blade inflicts a 3d6+3 life by the sea (or in it), though it will
harm against the opponent, and 4d6+4 be able to continue to go on adventures.
if the opponent is an undead. There’s a Once a year the character must skip an
price to pay, though: every attack (even adventure and disappear into the sea
unsuccessful ones) inflicts 1d6 harm for a week or so. When the character

115
dies again, its body will turn instantly 1 Zone. The only drawback is that the
in salty water and 1d10 rations of deli- wearer will never retreat if they get in
cious fishes, if anyone has the guts to a fight, and just keep fighting to death.
eat them. The dead soul will be forever
imprisoned in the shell - which cannot
be used again. Putting the ear to the
shell will allow characters to hear ad-
13 ) Illusionary Book
The book is composed by a few
dozens of worthless pages about the
vice, encouragement and complaints in lives of saints and martyrs. The owner
the voice of the dead character. of the book, though, is allowed to add
up to five pages among the useless ones,

11 ) Twin Blades
Two simple, plain swords
forged to look exactly the same. They
and inscribe on them either spells or
other useful, private information. The
spells and other writings will always
are normal swords (standard 1d6 dam- appear the same as the rest of the use-
age), but if both the wielders enter the less junk the rest of the book is filled
same melee and are both harmed by with, except to the eyes of the owner
some opponent, the magical power of and those whose names he inscribed
the swords activate. When the power is on the pages. The owner can grant
active, the first sword to strike an en- fine tuned access to others; a name can
emy will inflict 1d6+2 damage, and the be inscribed on a page, and a different
second sword will do the same. If the name on a different page, and so on.
second sword inflicts harm in the same If the book is burned, the meaningful
round against the same opponent that pages will survive the fire, but they will
was struck by the other twin blade, in- become readable to others (unless other
crease damage this round up to 2d6+4 means of obfuscation were used, such
(for the second sword). as a cipher).

12 ) Wolf ’s Hood
A dark wolf ’s pelt hood, stinky
and almost rotten: the wearer can use
14 *) Demon in the sand
A small hourglass appears to
be filled with dark, almost black sand.
it to mutate into something that re- When someone flips the hourglass, the
sembles a werewolf, but only during the sand quickly flows to the bottom half,
night. The mutation takes a full Turn to in a few seconds. A powerful demon
complete and another full Turn to re- (use basic demon’s scores) is evoked
verse. The mutation will last the entire and must be feed with 1 year worth
night, but if the wearer wishes, they of human time. By default, the demon
can try to end it earlier, with a success- will instantly feed making the one who
ful Save vs. magic. While mutated, the flipped the hourglass age of 1 year and
wearer retains a vague human form, but suffer 1d6 damage in the process; the
grows a thick fur (AC +2) and power- demon will then disappear. The cursed
ful muscles (as Strength 18) and claws owner of the hourglass must flip the
(2 attacks per round, 1d6 damage each) hourglass once a day, or age 1 year per
and huge fangs (a third attack for 1d4 day regardless. The demon, of course,
damage on alternate rounds). In were- might be fought when it will appear
wolf form, the wearer always has the again, and if engaged in combat will
initiative against humans and human- not disappear.
oids, and can move 2 Zones instead of If instead the one who flipped the

116
hourglass has a virgin victim ready for
sacrifice, the demon will feed from the
virgin victim and not from the cursed
16 *) Ring of Elements
A ring with four precious
stones: one white, one red, one blue, one
owner. The victim must be a virgin to yellow. Every time Read Magic is cast
obtain the demon’s attention, and will on the ring, it reveals one of its proper-
die within a few minutes of agony. The ties; roll a d6: 1- reveal the air (white)
owner of the hourglass will be granted gem powers, 2- reveal the fire (red)
a number of days of freedom (no need powers, 3- reveal the water (blue) gem
to flip the hourglass) equal to the vic- powers, 4- reveal the earth (yellow)
tim’s age (for example, 20 days for a 20 powers, 5 or 6- reveal the ring curse.
years old victim). If the virgin victim is If a roll would reveal a known power,
exactly 21 years old, the cursed owner subtract one from the roll until you get
of the hourglass will rejuvenate of 1 to an unknown power. Powers go like
year. Needless to say, with enough vic- this: wear the ring on your finger, and
tims at their disposal, the cursed own- kiss the stone of the appropriate color.
ers of the hourglass might even obtain If you kiss the air (white) gem, you
some sort of immortality. are safe from any sudden fall (you just
‘feather fall’ and take no damage, but

15 *) Blood Crown
A simple crown with a single
precious transparent gem mounted on
cannot really control where you land).
If you kiss the fire (red) gem, you are
safe from small flames and gain +2 AC
it. When worn the first time, the crown or +4 in Saves vs. fire or reduce flame
sucks 2d6 Hit Points from the character, damages of 1d6. If you kiss the water
and the gem turns red. If the character (blue) gem, you are safe from drown-
does not remove the crown, another ing or automatically succeed your next
1d6 Hit Points will be lost the next day. swim ability check; if you’re already in
These Hit Points are subtracted both water, you can breathe while in water
from the current HP and the Maximum for the next 1 hour (6 turns). If you
HP, thus reducing the character’s avail- kiss the earth (yellow) stone, your skin
able Hit Points. hardens and you gain +2 AC for the
Make a note of how many Hit Points next combat and at most for the next
the crown stored (sum the 2d6 and 1d6 24 hours.
if needed). If the character dies while You can use only one power at the
wearing the crown, roll a d12: if the re- time, and when one power is active, you
sult is equal or lower the number of Hit cannot turn it off, or change to another
Points of the crown, the d12 HP is re- power. You must wait for the power to
stored to the character that is immedi- have its beneficial effect, and then you
ately resurrected (healed from any fatal can use another gem. When a gem has
wounds), and the crown breaks. If the done its job, it shatters and its power
d12 roll is higher than the number of is lost.
HP of the crown, the character remains If all four gems are used, the ring ac-
dead, the gem turns transparent again, tivates its curse and clings to the finger
and the crown can be used again. of the character, which cannot remove
it unless they cut away their finger (-1
Dexterity, permanent penalty), or use
Remove Curse. While the cursed ring is
worn, the character suffers a -1 AC and

117
nightmares (the character will mumble
and speak and lament in their sleep, so
much that others will find it unbearable
18 *) Cape of Flames
Anyone wearing the cape, can
once per adventure activate its power.
to sleep next to them). When activating the cape, the user tem-
porarily disappears, and a flame demon

17 *) Monsters Eaters Masks


A set of three masks sculpted
in the shapes of a wolf, a tiger and a
appears in their place. The demon has
the same scores of the user but a ter-
rifying appearance, plus grants a +3 to
snake. The wolf ’s mask, when worn, the user’s AC, a +4 to hit, and inflicts
grants a +1 to hit against monsters, the 3d6 damage with its flames, and is di-
tiger a +1 to AC against monsters’ at- rected as if it was the user’s character.
tacks, and the snake a +1 to all Initia- If the demon is killed, the user’s soul
tive rolls a +2 to all Saves vs. poison. is lost in a hell of flames, forever, and
Anyone wearing these masks can chew their body never recovered. After three
on the flesh of a dead monster and treat combat rounds, not more and not less,
it as a ration, if the monster was just the demon will disappear (unless it was
killed (apporx. within the previous one killed before). The user should roll a
hour). Every time the wearer chews on d100: on a 95 to 99, again the user’s
the flash of a monster, there is a 10% soul is lost in a hell of flames, forever,
chance that the mask will drive hidden and their body never recovered. Oth-
hooks in the wearer’s skull and face: erwise, the user will reappear again
it’s a sudden and painful process which in the cape after 1d6 turns (turns, not
makes it impossible to remove the mask rounds). If the cape is destroyed, in the
afterwards (though all bonuses remain). meanwhile, again the user’s soul is lost

118
in a hell of flames etc. On a roll of 100
(00) on the d100, the flame demon will
reappear with the user after 1d6 turns,
20 *) Starving Gloves
A pair of elegant and wonder-
ful gloves, with the word “pax” (peace)
but this time bent on killing the user sewn on both palms. The gloves grant
and destroy the cape to be free from its a +1 bonus to hit both for melee and
slavery. for ranged attacks. After the first fight
wearing these gloves, though, the char-

19 *) Bucket of Petrification
The bucket appears always
full of a malleable clay, which does not
acter will be cursed and unable to re-
move them. The gloves were in pos-
session of a rich noble man who never
weight nor spill. Putting the bucket up- entered a fight; therefore he had no
side down has no effects, the clay does idea of the magical properties of the
not spill. Only human hands can take gloves, and never triggered the curse.
clay out of the bucket, and new clay ap- The character cannot eat normal ra-
pears in its place. Anything built from tions; they will throw up and start to
this clay will solidify within a few in- starve to death (though they can drink,
stants and become as hard as stone, but just regular water). After a day of
although extremely light. Any decent starvation, the gloves will smell deli-
adventurer will be able to mold a little cious; after two days, the character will
bridge, a slack of solid but light stone, be almost unable to resist the urge to
a column, a new wall, a blockage for a chew on the gloves (and their hand in-
door, and similar, in a reasonable time side it). The character is not forced to
between one turn (small objects) and eat his own hands, but if they don’t and
one hour (larger ones). For every turn don’t find a way to remove the curse,
spent working on the clay, there is a they will lose one point of Constitution
10% chance the curse of the bucket will every day after the second, until they
hit those who manipulated the clay and die. If they eat a finger, starvation will
turn their hands and forearms skin into stop for a week. Apply whatever rule
stone. While this first effect causes no you deem reasonable for mutilation: the
penalties (but weird looking hands), suggestion is -1 to dexterity (for related
each cursed character should roll a Save actions) for each finger, but of course
vs. the curse every time they level-up. eating fingers makes the hand useless.
If they fail, their torso first (first fail), If the curse is not removed, the charac-
then the rest of their body (second fail), ter will starve to death once it has con-
and finally their head (third and last sumed all of the fingers.
fail), will be covered by stone-like skin,
making them to appear inhuman.

119
Index Of Spells And Blessings
A D
Angelic servant (PWL-6 blessing) 90 Darkness (basic) (PWL-2 spell) 22
Angels’ Blades (PWL-5 blessing) 86 Darkvision (PWL-3 spell) 32
Animal Growth II (PWL-7 spell) 58 Death Spell (PWL-6 spell) 51
Animal Growth (PWL-5 spell) 47 Delayed Blast Fireball (PWL-7 spell) 59
Animate Dead Monster (PWL-6 spell) 50 Detect Evil (Cleric) (PWL-1 blessing) 73
Animate Dead (PWL-3 spell) 32 Detect Evil (Sorcerer) (PWL-2 spell) 23
Animate Object (PWL-6 blessing) 90 Detect Illusions (PWL-3 blessing) 78
Animate Objects (PWL-6 spell) 50 Detect Illusions (PWL-3 spell) 33
AntiMagic Shell (PWL-6 blessing) 91 Detect Invisibility (advanced) (PWL-3 spell)
AntiMagic Shell (sorcerer) (PWL-6 spell) 33
50 Detect Invisibility (basic) (PWL-2 spell) 29
Arcane Eye (PWL-4 spell) 37 Detect Lie (PWL-4 blessing) 81
Arcane Lock (PWL-3 spell) 32 Detect Magic (PWL-1 blessing) 73
Arcane Spellbook (PWL-7 spell) 58 Detect Magic (PWL-1 spell) 20
Astral Spell (PWL-6 blessing) 91 Dimension Door (PWL-4 spell) 38
Dispel Evil (PWL-5 blessing) 86
B Dispel Magic (PWL-3 spell) 33
Dispel Magic (PWL-4 blessing) 81
Bestow Spell Ability (PWL-6 spell) 54 Drain Strength (PWL-2 spell) 23
Bless (advanced) (PWL-3 blessing) 78
Blessed Protection (PWL-3 blessing) 78 E
Bless (PWL-2 blessing) 75
Block Spells (PWL-4 blessing) 81 Earthquake (PWL-6 blessing) 94
Enchant Item (PWL-7 spell) 57
C Energy Gathering (PWL-6 spell) 54
Energy Mirror (PWL-6 spell) 55
Cause Fear (PWL-2 spell) 25 Explosive Ward (PWL-3 spell) 35
Charm Monster (PWL-4 spell) 37 Extension (advanced) (PWL-5 spell) 47
Charm Person (PWL-1 spell) 20 Extension (basic) (PWL-4 spell) 39
Clairvoyance (PWL-3 spell) 32
Cloudkill (PWL-5 spell) 47
Commune (PWL-5 blessing) 88
Cone Of Fear (PWL-4 spell) 38
Confess (PWL-2 blessing) 75
Confusion (PWL-4 spell) 38
Conjuration of Elementals (PWL-5 spell)
43
Conjure Animals (PWL-6 blessing) 93
Contingency (PWL-6 spell) 54
Continual Light (PWL-2 spell) 22
Continual Light (PWL-3 blessing) 79
Control Weather (PWL-6 blessing) 94
Control Weather (PWL-6 spell) 51
Create Food and Water (PWL-4 blessing)
84
Cure Critical Wounds (PWL-4 blessing) 84
Cure Disease (PWL-3 blessing) 79
Cure Light Wounds (PWL-1 blessing) 73
Cure Poison (advanced) (PWL-3 blessing)
80
Cure Poison (basic) (PWL-2 blessing) 76
Cure Serious Wounds (PWL-3 blessing) 80

120
F L
False Alignment (PWL-4 spell) 39 Legend Lore (PWL-6 spell) 55
Feather (PWL-2 spell) 23 Levitate (PWL-2 spell) 27
Feeblemind (PWL-5 spell) 47 Light (PWL-1 blessing) 73
Find the Path (PWL-5 blessing) 88 Light (PWL-1 spell) 20
Find Traps (PWL-2 blessing) 76 Limited Wish (PWL-7 spell) 60
Finger of Death (PWL-5 blessing) 86 Locate Object (Cleric) (PWL-3 blessing) 79
Fireball (PWL-3 spell) 35 Locate Object (Sorcerer) (PWL-2 spell) 24
Fire Control (PWL-2 spell) 23
Flame Strike (PWL-5 blessing) 87 M
Fluid Form (PWL-3 spell) 36
Fly (PWL-3 spell) 35 Magic Jar (PWL-5 spell) 48
Forbiddance (PWL-6 blessing) 92 Magic Life Drain (PWL-4 spell) 40
Forget (PWL-2 spell) 25 Magic Missile (PWL-1 spell) 20
Magic Mouth (PWL-2 spell) 24
G Magic Sword (PWL-5 spell) 48
Manipulate Waters (PWL-5 spell) 43
Grasping Hand (PWL-7 spell) 59 Masquerade (PWL-2 spell) 30
Mending (basic) (PWL-2 spell) 24
H Message (PWL-2 spell) 24
Mind Switch (PWL-5 spell) 49
Haste (PWL-3 spell) 36 Minor Illusion (PWL-2 spell) 31
Hold Monster (PWL-5 spell) 48 Mirror Image (PWL-2 spell) 31
Hold Person (advanced) (PWL-3 blessing) Move Earth (PWL-5 spell) 44
78
Hold Person (advanced) (PWL-3 spell) 36 N
Hold Person (basic) (PWL-2 blessing) 76
Hold Person (basic) (PWL-2 spell) 26 Nauseating Cloud (PWL-2 spell) 25
Hold Portal (PWL-1 spell) 20
Holy Water (PWL-2 blessing) 75 O
Holy Word (PWL-6 blessing) 92
Objectspeak (PWL-2 spell) 25
I
Ice Storm (PWL-4 spell) 40
Illusionary Enemy (PWL-2 spell) 29
Indomitable (advanced) (PWL-4 spell) 39
Indomitable (basic) (PWL-3 spell) 36
Insect Plague (PWL-5 blessing) 87
Instant Summon (PWL-7 spell) 60
Invisibility (PWL-2 spell) 29
Invisibility to Undead (PWL-2 blessing) 77
Invisibility (zone) (PWL-3 spell) 33
Invisible Carrier (PWL-2 spell) 26
Invisible Servant (PWL-2 spell) 30
Invisible Stalker (PWL-6 spell) 52

K
Knock (PWL-2 spell) 26

121
P S
Part Water (PWL-6 blessing) 94 Sacrifice (PWL-3 blessing) 80
Passwall (PWL-5 spell) 44 Sanctuary (PWL-2 blessing) 76
Phase Door (PWL-6 spell) 55 Scholar (PWL-5 spell) 43
Plant growth (PWL-4 spell) 40 Shield (PWL-1 spell) 21
Polymorph Other (PWL-4 spell) 40 Silence (basic) (PWL-2 blessing) 76
Polymorph Self (PWL-4 spell) 41 Sleep (PWL-1 spell) 21
Polymorph Xtend (PWL-4 spell) 41 Slow (PWL-3 spell) 37
Power Word, Battle (PWL-7 spell) 61 Snake Charm (PWL-2 blessing) 77
Power Word, Disintegrate (PWL-7 spell) Speak with Animals (PWL-2 blessing) 77
62 Speak with Animals (PWL-2 spell) 27
Power Word, Gravity (PWL-7 spell) 62 Speak with Dead (PWL-4 blessing) 82
Power Word, In Absentia (PWL-7 spell) 63 Speak with Monsters (PWL-5 blessing) 89
Power Word, Kill (PWL-7 spell) 63 Speak with Monsters (PWL-6 spell) 56
Power Word, Observe (PWL-7 spell) 63 Spider Touch (PWL-2 spell) 28
Power Word, Stun (PWL-7 spell) 64 Stone Master (PWL-7 spell) 60
Power Word, Time (PWL-7 spell) 64 Strengthen (PWL-2 spell) 28
Prayer (PWL-4 blessing) 82 Strengthen (PWL-4 blessing) 82
Protection from Evil (PWL-1 blessing) 73 Suggestion (PWL-3 spell) 34
Protection from Evil (PWL-1 spell) 21
Protection from Evil (zone) (PWL-3 spell) T
36
Protection from Evil (zone) (PWL-4 bless- Telekinesis (PWL-5 spell) 44
ing) 84 Teleport (PWL-5 spell) 45
Protection from Normal Missiles (PWL-3 Tongues (PWL-6 blessing) 95
spell) 37 True Seeing (PWL-5 blessing) 89
Purify Food and Drink (PWL-1 blessing) 74 Turn Major Undead (PWL-4 blessing) 85
Turn minor Undead (PWL-1 blessing) 74
Q
U
Quest (PWL-5 blessing) 88
Understand Languages (PWL-2 spell) 28
R
W
Raise Dead (PWL-5 blessing) 87
Read Languages (PWL-1 spell) 21 Wall of Concealment (PWL-2 spell) 31
Read Magic (Cleric) (PWL-3 blessing) 79 Wall of Fire (PWL-4 spell) 42
Read Magic (PWL-1 spell) 21 Wall of Ice (PWL-4 spell) 42
Read Minds (PWL-2 spell) 27 Wall of Iron (PWL-5 spell) 46
Reincarnation (PWL-6 spell) 53 Wall of Stone (PWL-5 spell) 46
Remove Curse (PWL-4 blessing) 84 Water Breathing (PWL-3 spell) 34
Remove Curse (PWL-7 spell) 60 Web (PWL-2 spell) 28
Remove Fear (PWL-2 blessing) 75 Word of Command (Geas) (PWL-6 spell)
Repulsion (PWL-6 spell) 56 51
Resist Cold/Fire (PWL-3 blessing) 80 Word of Recall (PWL-5 blessing) 89
Restore (PWL-4 blessing) 84
Resurrection (PWL-6 blessing) 95

122
123
LICENSE special abilities; places, locations, environments,
creatures, equipment, magical or supernatural
OPEN GAME CONTENT abilities or effects, logos, symbols, or graphic
Open Game Content may only be Used under designs; and any other trademark or registered
and in terms of the Open Game License Version trademark clearly identified as Product identity
1.0a (OGL). This entire work is designated as by the owner of the Product Identity, and which
Open Game Content under the OGL, with the specifically excludes the Open Game Content;
exception of Product Identity. (f) "Trademark" means the logos, names, mark,
sign, motto, designs that are used by a Contribu-
OPEN GAME LICENSE Version 1.0a tor to identify itself or its products or the asso-
The following text is the property of Wizards ciated products contributed to the Open Game
of the Coast, Inc. and is Copyright 2000 Wiz- License by the Contributor (g) "Use", "Used"
ards of the Coast, Inc ("Wizards"). All Rights or "Using" means to use, Distribute, copy, edit,
Reserved. format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h)
1. Definitions: (a)"Contributors" means the "You" or "Your" means the licensee in terms of
copyright and/or trademark owners who have this agreement.
contributed Open Game Content; (b)"Derivative 2. The License: This License applies to any
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"Product Identity" means product and product Open Game Content, You represent that Your
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designs, depictions, likenesses, formats, poses, update the COPYRIGHT NOTICE portion
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124
date, and the copyright holder's name to the terms herein and fail to cure such breach within
COPYRIGHT NOTICE of any original Open 30 days of becoming aware of the breach. All
Game Content you Distribute. sublicenses shall survive the termination of this
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Use any Product Identity, including as an indi- 14 Reformation: If any provision of this Li-
cation as to compatibility, except as expressly cense is held to be unenforceable, such provision
licensed in another, independent Agreement shall be reformed only to the extent necessary to
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uct Identity. You agree not to indicate compat- 15 COPYRIGHT NOTICE
ibility or co-adaptability with any Trademark Open Game License v 1.0 Copyright 2000,
or Registered Trademark in conjunction with Wizards of the Coast, Inc.
a work containing Open Game Content except System Reference Document © 2000, Wiz-
as expressly licensed in another, independent ards of the Coast, Inc.; Authors Jonathon Tweet,
Agreement with the owner of such Trademark Monte Cook, Skip Williams, based on original
or Registered Trademark. The use of any Prod- material by E. Gary Gygax and Dave Arneson.
uct Identity in Open Game Content does not System Reference Document © 2000-2003,
constitute a challenge to the ownership of that Wizards of the Coast, Inc.; Authors Jonathan
Product Identity. The owner of any Product Tweet, Monte Cook, Skip Williams, Rich Baker,
Identity used in Open Game Content shall retain Andy Collins, David Noonan, Rich Redman,
all rights, title and interest in and to that Product Bruce R. Cordell, John D. Rateliff, Thomas Reid,
Identity. James Wyatt, based on original material by E.
8. Identification: If you distribute Open Game Gary Gygax and Dave Arneson.
Content You must clearly indicate which por- Modern System Reference Document ©
tions of the work that you are distributing are 2002–2004, Wizards of the Coast, Inc.; Authors
Open Game Content. Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
9. Updating the License: Wizards or its desig- Ryan, Eric Cagle, David Noonan, Stan!, Christo-
nated Agents may publish updated versions of pher Perkins, Rodney Thompson, and JD Wiker,
this License. You may use any authorized ver- based on material by Jonathan Tweet, Monte
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ute any Open Game Content originally distrib- son, Bruce R. Cordell, John Tynes, Andy Collins,
uted under any version of this License. and JD Wiker.
10 Copy of this License: You MUST include Swords & Wizardry Core Rules, © 2008,
a copy of this License with every copy of the Matthew J. Finch.
Open Game Content You Distribute. Lamentations of the Flame Princess: Weird
11. Use of Contributor Credits: You may not Fantasy Role-Playing Player Core Book: Rules
market or advertise the Open Game Content & Magic © 2013 LotFP, author James Edward
using the name of any Contributor unless You Raggi IV.
have written permission from the Contributor BlackHack, Copyright 2016, David Black.
to do so. WhiteHack 2nd Edition, Copyright 2015,
12 Inability to Comply: If it is impossible for Christian Mehrstam.
You to comply with any of the terms of this Li- Open Content: All text not specified as Prod-
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Game Content due to statute, judicial order, or
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any Open Game Material so affected. Blades, Eternal City and Infinite City names and
13 Termination: This License will terminate concepts.
automatically if You fail to comply with all

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