Professional Documents
Culture Documents
E 1LF .DHYHOLDQ
9LQFHQ 1 'DUODJH
6HYDULDQ
HGLWH
FRPSLOH
E 6HYDULDQ
KWWSDUDELDQDGYHQWXUHVRUJ
'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the
terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com, or see
Appendices herein.
Requires the use of the Dungeons & Dragons® Player's Handbook, Third Edition, published by Wizards of the Coast®
Requires the use of the Advanced Dungeons & Dragons® Arabian Adventures, Second Edition, published by
TSR Inc./Wizards of the Coast®
Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with
Permission.
7K 1H
$UDELD $GYHQWXUHV (1) 1RY
7DEO R
&RQWHQWV 2nd level: .....................................................................14
3rd level:......................................................................14
Table of Contents....................................................................... 2 4th level: ......................................................................14
Introduction................................................................................ 3 5th level: ......................................................................14
Version 7.0........................................................................ 3 6th level: ......................................................................14
Classes ....................................................................................... 3 7th level: ......................................................................14
D&D 3rd Edition Classes ...................................................... 3 8th level: ......................................................................14
Al-Qadim Classes .................................................................. 3 9th level: ......................................................................14
Warrior Classes: .................................................................... 3 Spell Descriptions.....................................................................15
Askar ................................................................................. 3 Crystalbrittle................................................................15
Corsair............................................................................... 3 Sink .............................................................................15
Desert Rider ...................................................................... 4 Succor..........................................................................15
Faris .................................................................................. 4 Arms, Armaments & Equipment of Arabia ..............................16
Mamluk ............................................................................. 4 Arabian Weapons .................................................................16
Mercenary Barbarian......................................................... 4 Arabian Armors....................................................................16
Wizard Classes: ..................................................................... 4 Arabian Monies ....................................................................16
Arabian Sorcerer ............................................................... 4 Gods/Goddesses........................................................................17
Elemental Mage ................................................................ 5 List of greater gods...............................................................17
Sha’ir................................................................................. 5 Hajama the courageous................................................17
Ghul Lord.......................................................................... 6 Hakiyah of the Sea Breezes .........................................17
Ajami ................................................................................ 7 Haku, Master of the Desert Wind ................................17
Rogue Classes:....................................................................... 7 Jauhar the Gemmed .....................................................17
Sa’luk ................................................................................ 7 Jisan of the Floods .......................................................17
Barber................................................................................ 7 Kor the Venerable........................................................17
Beggar-thief ...................................................................... 7 Najm the Adventurous.................................................17
Holy Slayer ....................................................................... 7 Selan the Beautiful Moon ............................................17
Matrud............................................................................... 8 Zann the Learned .........................................................17
Merchant-Rogue................................................................ 8 Al-Qadim Monsters ..................................................................18
Rawun ............................................................................... 8 Monster Index ......................................................................18
Priest Classes: ........................................................................ 8 Monsters...............................................................................20
Clerics of the Faith Pragmatic/Ethical/Moral.................... 8 Camel...............................................................................20
Hakima (Wise Woman)..................................................... 9 Gen ..................................................................................21
Kahin................................................................................. 9 Genie, Tasked Guardian...................................................21
Mystic ............................................................................. 10 Genie, Tasked Slayer .......................................................22
Spell Lists ................................................................................ 11 Ghost Mount ....................................................................23
Clerics of the Faiths Ethical/Pragmatic/Moralist............. 11 Great Ghul .......................................................................24
Hakima Spells ................................................................. 11 Living Idol .......................................................................25
0th level: ..................................................................... 11 Rom .................................................................................26
1st level:...................................................................... 11 Vishap (Arabian Land-Dragon) .......................................27
2nd level: .................................................................... 11 Arabian Glossary ......................................................................28
3rd level: ..................................................................... 11 Useful Expressions ...............................................................28
4th level: ..................................................................... 11 Well-Wishes, Proverbs, Curses & Insults.............................28
5th level: ..................................................................... 11 Well-Wishes ....................................................................28
6th level: ..................................................................... 11 Proverbs ...........................................................................28
7th level: ..................................................................... 11 Curses & Insults...............................................................28
8th level: ..................................................................... 11 Others...............................................................................29
9th level: ..................................................................... 11 Dictionary.............................................................................29
Rawun Spells .................................................................. 11 Nomenclature, Character Names ..........................................34
0th level: ..................................................................... 11 Typical Island Naming Conventions................................34
1st level:...................................................................... 11 Typical Male Names ........................................................34
2nd level: .................................................................... 11 Typical Female Names ....................................................35
3rd level: ..................................................................... 12 Appendix I: Bibliography .........................................................38
4th level: ..................................................................... 12 Appendix II: Document Revision History ................................39
5th level: ..................................................................... 12 Appendix III: Credits & Contributors.......................................39
6th level: ..................................................................... 12 Appendix IV: Open Game License...........................................40
Sorcerer/Elemental Mage Spell List:............................... 12 Appendix V: d20 System Licence ............................................40
0th level: ..................................................................... 12
1st level:...................................................................... 12
2nd level: .................................................................... 12
3rd level: ..................................................................... 12
4th level: ..................................................................... 13
5th level: ..................................................................... 13
6th level: ..................................................................... 13
7th level: ..................................................................... 13
8th Level:.................................................................... 14
9th Level Spells .......................................................... 14
Ghul Lords Spell List ...................................................... 14
0th level: ..................................................................... 14
1st level:...................................................................... 14
7K 1H
$UDELD $GYHQWXUHV (2) 1RY
, Q W UR G X
F W LR Q ( :DUU L*R ) & OD!V!V"H!V+
7 his volume is intended as a supplement to the
Dungeons & Dragons® 3rd Edition Players’
Handbook, and the 2nd Edition Al-Qadim rulebook
$VNDU
Base Attack Bonus: As Fighter
‘Arabian Adventures’ (see Bibliography p.38), both of Saving Throws: As Fighter
which are required sourcebooks for any Arabian Alignment: Any
campaign or adventure. Hit Die: d10
The contents of this volume are conversions of a selection Skills:
of the rules from the aforementioned Al-Qadim tome, and Class skills are as follows: Climb (Str), Craft (Int),
general information garnered from other (primarily Handle Animal (Cha), Jump (Str), Ride (Dex),
Internet) sources. Swim (Str), Knowledge (Hometown related) (Int),
Entries in this volume are intended to be applicable to any Listen (Wis), Spot (Wis), Perform (Music related) (Cha),
Arabian style Campaign setting (Al-Qadim, The Islands Appraise (Int) and Disguise (Cha).
or otherwise), allowing this volume to be issued to your Skill Point at 1st Level (2 + Int modifier) ×4.
players verbatim. Skill Points after 1st: 2 + Int modifier.
Items specific to the author’s “New Arabian Adventure” – Weapon and Armor Proficiency: Askar’s are Proficient in
now known as “The Islands” Campaign, are detailed in a all simple and martial weapons and all armor. Armor
companion volume “The Tome of The Islands” (see check penalties apply for all armor heavier than leather.
Bibliography p.38). Swim checks suffer a -1 penalty for every 5 pounds of
I hope the Hand of Fate guides you well as you read this armor and equipment. For every AC a character has above
manual, may your players find their fates, and fulfill their +3 due to armor/shields, the character suffers a -1 penalty
destinies. to attack rolls, skill checks and ability checks.
sevarian (18.Jan.2001) Bonus Feats: Askar’s gain Bonus Feats as a fighter.
O DVVHV
&RUVDLU
Base Attack Bonus: As Fighter
&
' U G ( G L W LR Q & OD!VV! "H!V
Saving Throws: As Fighter
Alignment: Any
Hit Die: d10
Warriors Barbarian, Fighter, Paladin, Ranger Skills:
Wizards Sorcerer, Wizard Class skills are as follows: Climb (Str),
Rogues Bard, Rogue, Monk Profession (Sailor) (Int), Intuit Direction (Wis),
Priests Cleric, Druid Jump (Str), Use Rope (Dex), Swim (Str),
# $ O$%4D GL' & & OD!V!V"H!V Knowledge (Sea) (Int), Listen (Wis), Spot (Wis),
Bluff (Cha), Appraise (Int), Disguise (Cha),
Warriors Askar, Corsair, Desert Rider, Faris, Mamluk, Balance (Dex), Tumble (Dex), Escape Artist (Dex),
Mercenary Barbarian Search (Wis), Gather Information (Cha) and
Wizards Arabian Sorcerer, Elemental Mage, Sha’ir, Forgery (Dex).
Ghul Lord, Ajami Skill Point at 1st Level (4 + Int modifier) ×4
Rogues Sa’luk, Barber, Beggar-Thief, Holy Slayer, Skill Points after 1st: 4 + Int modifier.
Matrud, Merchant-Rogue, Rawun Weapon and Armor Proficiency: Corsair’s are Proficient
Priests Clerics of the Faith Pragmatic/Ethical/Moral, in all simple and martial weapons and light armor. Armor
Hakima (Wise Women), Kahin, Mystic check penalties apply for all armor heavier than leather.
Classes in Grey are not yet detailed in this tome. Swim checks suffer a -1 penalty for every 5 pounds of
armor and equipment. For every AC a character has above
+3 due to armor/shields, the character suffers a -1 penalty
to attack rolls, skill checks and ability checks.
7K 1H
$UDELD $GYHQWXUHV (3) 1RY
Two-Weapon Fighting: A Corsair wearing light or no Profession (Wis).
armor can fight as if they had the feats Two-Weapon Skill Point at 1st Level (2 + Int modifier) ×4
Combat and Ambidexterity. This only works with two Skill Points after 1st: 2 + Int modifier.
weapons, the Corsair invokes all normal penalties if using
a double weapon. A Corsair who has an attack bonus of Class Features: As a Paladin.
+9 or better may take Improved Two-Weapon Fighting
without the pre-requisites, as long as he only wears light
or no armor.
Bonus Feat: The Corsair gains bonus feats as a fighter. 0DPOXN
<<under consideration>>
'HVH 5LGHU
Base Attack Bonus: As Ranger 0HUFHQDU %DUEDULDQ
Saving Throws: As Ranger Base Attack Bonus: As Barbarian
Alignment: Any Saving Throws: As Barbarian
Hit Die: d10 Alignment: Any non-lawful
Skills: Hit Die: d12
Class skills are as follows: Animal Empathy (Cha), Skills:
Climb (Str), Concentration (Con), Craft (Int), Handle Class skills are as follows: Climb (Str), Craft (Int),
Animal (Cha), Heal (Wis), Hide (Dex), Intuit Handle Animal (Cha), Intimidate (Cha), Intuit
Direction (Wis), Jump (Str), Ride (Dex), Knowledge Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex),
(Desert) (Int), Listen (Wis), Spot (Wis), Wilderness Swim (Str) and Wilderness Lore (Wis).
Lore (Wis), Search (Int), Use Rope (Dex), Move
Silently (Dex). Skill Point at 1st Level (4 + Int modifier) ×4
Skill Points after 1st: 4 + Int modifier.
Skill Point at 1st Level (4 + Int modifier) ×4
Skill Points after 1st: 4 + Int modifier. Weapon and Armor Proficiency: Mercenary Barbarian’s
are proficient in all simple and martial weapons, light and
Weapon and Armor Proficiency: Desert Rider’s are medium armor and shields. Armor check penalties apply
proficient in all simple and martial weapons and all for all armor heavier than leather. Swim checks suffer a -1
armor. Armor check penalties apply for all armor heavier penalty for every 5 pounds of armor and equipment. For
than leather. Swim checks suffer a -1 penalty for every 5 every AC a character has above +3 due to armor/shields
pounds of armor and equipment. For every AC a character natural bonus, the character suffers a -1 penalty to attack
has above +3 due to armor/shields, the character suffers a rolls, skill checks and ability checks.
-1 penalty to attack rolls, skill checks and ability checks.
Barbarian Rage: As a Barbarian
Track: At first level, the Desert Rider gets the track feat.
Fast Movement: As a Barbarian
Favored Enemy: The Desert-Rider gains favored enemies
as a ranger. Uncanny Dodge: As a Barbarian
Mounted Capability: At first level the Desert Rider gains Damage Reduction: As a Barbarian
Mounted Combat, at 2nd level the gain Mounted Archery, Illiteracy: As a Barbarian.
at 4th Trample, 8th Ride-By Attack and 12th Spirited
Charge. This shows the Desert Riders uncanny skill at
mounted combat. The Desert Rider may also perform all
:L ] D
U &O D V V H V
Riding checks at -3 to DC.
Spells: The Desert Rider gains spells as a Ranger.
$UDELD 6RUFHUHU
Base Attack Bonus: As Wizard
Saving Throws: As Wizard
)DULV Alignment: Any
Base Attack Bonus: As Paladin Hit Die: d4
Saving Throws: As Paladin Skills:
Alignment: Lawful Good Class skills are as follows: Alchemy (Int), Concentration
Hit Die: d10 (Con), Craft (Int), Knowledge (any topic) (Int), Profession
Skills: (Wis), Scry (Int, exclusive skill), Spellcraft (Int) and
Class skills are as follows: Climb (Str), Concentration Disguise (Cha).
(Con), Craft (Int), Diplomacy (Cha), Handle Animal Skill Point at 1st Level (2 + Int modifier) ×4
(Cha), Heal (Wis), Jump (Str), Ride (Dex), Knowledge Skill Points after 1st: 2 + Int modifier.
(religion) (Int), Perform (Music related) (Cha) and
Weapon and Armor Proficiency: Sorcerer’s are Proficient
7K 1H
$UDELD $GYHQWXUHV (4) 1RY
in club, dagger, jambiya, heavy crossbow, light crossbow use spells from the three provinces that he hadn’t chosen.
and quarterstaff. Wizards are not proficient with any type An Elemental Mage may memorize one extra spell per
of armor or shields. Armor check penalties apply for all spell level. This extra spell must be within the Elemental
armor heavier than leather. Swim checks suffer a -1 Mage’s chosen elemental provinces. An Elemental Mage
penalty for every 5 pounds of armor and equipment. For gains a +2 bonus to saving throws and skill checks
every AC a character has above +3 due to armor/shields, involving the chosen element, a +1 to each damage die
the character suffers a -1 penalty to attack rolls, skill inflicted with an attack using the chosen element and a -2
checks and ability checks. penalty applied to each damage die made against them
Spells: A Sorcerer’s spell progression is as a wizard. with their chosen element. In all other ways, the Sorcerer
They must keep a spellbook. A Sorcerer must pick two of learns and casts spells as a wizard.
four elemental provinces. The elemental provinces are Bonus Languages: As a Wizard.
fire, sand, sea and wind. A Sorcerer may learn spells from Familiar: As a Wizard
his two chosen provinces and the universal province.
When learning spells from his two chosen provinces, the Scribe Scroll: As a Wizard
Sorcerer gains a +2 bonus to his Spellcraft check. A Bonus Feats: As a Wizard.
Sorcerer may not learn or use spells from the two Spellbooks: As a Wizard
provinces that he hadn’t chosen. A Sorcerer may
memorize one extra spell per spell level. This extra spell Spell Mastery: As a Wizard
must be within the Sorcerer’s two chosen elemental
provinces. In all other ways, the Sorcerer learns and casts
spells as a wizard.
Bonus Languages: As a Wizard. 6KDªLU
Familiar: As a Wizard Base Attack Bonus: As Wizard
Scribe Scroll: As a Wizard Saving Throws: As Wizard
Alignment: Any
Bonus Feats: As a Wizard. Hit Die: d4
Spellbooks: As a Wizard Skills:
Spell Mastery: As a Wizard Class skills are as follows: Alchemy (Int), Concentration
(Con), Craft (Int), Diplomacy (Cha), Knowledge (Genie,
then any topic) (Int), Profession (Wis), Scry (Int,
exclusive skill), and Spellcraft (Int).
(OHPHQWD 0DJH
Skills:
5RJX &
ODVVHV Class skills are as follows: Appraise (Int), Balance (Dex),
Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int),
Diplomacy (Cha), Disable Device (Int), Disguise (Cha),
6DªOXN Escape Artist (Dex), Forgery (Int), Gather Information
Base Attack Bonus: As Rogue (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha),
Saving Throws: As Rogue Intuit Direction (Wis), Jump (Str), Listen (Wis), Move
Alignment: Any Silently (Dex), Open Lock (Dex), Perform (Cha), Pick
Hit Die: d6 Pocket (Dex), Profession (Wis), Read Lips (Int), Search
Skills: (Int), Sense Motive (Wis), Spot (Wis), Swim (Str),
Class skills are as follows: Appraise (Int), Balance (Dex), Tumble (Dex), Use Magic Device (Cha) and Use Rope
Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), (Dex).
Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Skill Point at 1st Level (8 + Int modifier) ×4.
Escape Artist (Dex), Forgery (Int), Gather Information Skill Points after 1st: 8 + Int modifier.
(Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Weapon and Armor Proficiency: Holy Slayer’s are
Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Proficient in all simple medium and small weapons, as
Silently (Dex), Open Lock (Dex), Perform (Cha), Pick well as the sap and short sword. Medium size Holy
Pocket (Dex), Profession (Wis), Read Lips (Int), Search
7K 1H
$UDELD $GYHQWXUHV (7)
Slayer’s are also proficient in the scimitar and cutlass.
1RY
Sa’luks are proficient in light armor but not shields. 5DZXQ
Armor check penalties apply for all armor heavier than Base Attack Bonus: As Bard
leather. Swim checks suffer a -1 penalty for every 5 Saving Throws: As Bard
pounds of armor and equipment. For every AC a character Alignment: Any non-lawful
has above +3 due to armor/shields, the character suffers a Hit Die: d6
-1 penalty to attack rolls, skill checks and ability checks.
Skills:
Sneak Attack: As a rogue Class skills are as follows: Alchemy (Int), Appraise (Int),
Uncanny Dodge: As a rogue Balance (Dex), Bluff (Cha), Climb (Str), Concentration
Death Attack: As an assassin (Con), Craft (Int), Decipher Script (Int), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Gather
Poison Use: As an Assassin Information (Cha), Hide (Dex), Intuit Direction (Wis),
Weapon Specialization: The Holy Slayer may specialize Jump (Str), Knowledge (All skills), Listen (Wis), Move
as a fighter, but only in the weapon that represents their Silently (Dex), Perform (Cha), Pick Pocket (Dex),
fellowship. Profession (Wis), Scry (Int), Sense Motive (Wis), Speak
Language (Int), Spellcraft (Int), Swim (Str), Tumble
(Dex) and Use Magic Device (Cha).
Skill Point at 1st Level (4 + Int modifier) ×4.
0DWUXG Skill Points after 1st: 4 + Int modifier.
<<under consideration>> Weapon and Armor Proficiency: Rawun are Proficient in
all simple weapons, as well, they may start with
proficiency in one of the following: longbow, composite
longbow, scimitar, cutlass, sap, short bow, composite
short bow, short sword or whip. Rawun are proficient in
0HUFKDQW5RJXH light armor, medium armor and shields. Armor check
Base Attack Bones: As Rogue penalties apply for all armor heavier than leather. Swim
Saving Throws: As Rogue checks suffer a -1 penalty for every 5 pounds of armor
Alignment: Any (except LG) and equipment. For every AC a character has above +3
Hit Die: d6 due to armor/shields, the character suffers a -1 penalty to
attack rolls, skill checks and ability checks.
Skills:
Class skills: Appraise (Int), Bluff (Cha), Concentration Spells: As a bard
(Con), Craft (Int), Decipher Script (Int), Diplomacy Performance: As Bardic Music
(Cha), Disable Device (Int), Disguise (Cha), Forgery
(Int), Gather Information (Cha), Handle Animal (Cha), Legend Lore: As Bardic Knowledge
Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Evil Eye: Once per day, the Rawun may either remove
Knowledge (local area) (Int), Listen (Wis), Move Silently the evil eye from a person, or cause the evil eye to befall
(Dex), Open Lock (Dex), Perform (Cha), Pick Pocket someone. The Rawun may only use one during a 24-hour
(Dex), Profession (Wis), Read Lips (Int), Ride (Dex), period.
Scry (Int), Search (Int), Sense Motive (Wis), Speak
Language (Int), Spot (Wis), Swim (Str), Use Magic
Device (Cha), Use Rope (Dex).
Skill Points at 1st Level ( 8 + Int modifier ) ×4.
3ULHV & ODVVHV
Skill Points after 1st: 8 + Int modifier.
Weapons and Armor Proficiency: As Rogue &OHULF R WK )DLW 3UDJPDWLF(WKLFDO0RUDO
Weapon Specialization: none Base Attack Bonus: As Cleric
Feats/Special Abilities: Saving Throws: As Cleric
1st Level: Buy in Bulk (1/week) Alignment: Any (usually that of god)
2nd Level: Evasion (as Rogue) Hit Die: d8
3rd Level: Uncanny Dodge (Dex bonus to AC) Skills:
5th Level: Buy in Bulk (3/2weeks) Class skills are as follows: Concentration (Con), Craft
6th Level: Uncanny Dodge (can’t be flanked) (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana,
7th Level: Run Business religion) (Int), Profession (Wis), Scry (Int) and
Spellcraft (Int).
Thereafter…
… Uncanny Dodge as Rogue Ethoists (Faith Ethical) gain Diplomacy as a class skill.
… Special Abilites as Rogue Moralists (Faith Moral) gain Diplomacy as a class skill.
Skill Point at 1st Level (2 + Int modifier) ×4.
Skill Points after 1st: 2 + Int modifier.
Domains and Class Skills: As described in Player’s
Handbook.
7K 1H
$UDELD $GYHQWXUHV (8) 1RY
Weapon and Armor Proficiency: Cleric’s are Proficient 1st level: A Hakima can detect truth in spoken word
in all simple weapons and all forms of armor and shields. DC (12).
Armor check penalties apply for all armor heavier than A Hakima can determine an individual’s true class and
leather. Swim checks suffer a -1 penalty for every 5 station by watching them eat and drink DC (13).
pounds of armor and equipment. For every AC a character
has above +3 due to armor/shields, the character suffers a 3rd level: A Hakima may search for secret and concealed
-1 penalty to attack rolls, skill checks and ability checks. doors, panels or similar items DC (14).
Spells: As a Cleric 6th level: A Hakima is able to detect illusions and
mirages DC (20), DC (25) if genies are involved.
Deity, Domains and Domain Spells: As a Cleric
9th level: A Hakima may reveal enchantments, both the
Spontaneous Casting: As a Cleric general functions of a magic item and charms, curses, etc.
Alignment Spells: As described under Clerics inflicting an individual DC (22), DC (27) if genies are
Turn or Rebuke Undead: As a Cleric involved.
Extra Turning: As a Cleric Restricted Magic Item Use: A Hakima may only use
magic items usable by all classes.
Bonus Languages: As described under Cleric
Granted Powers: As a Cleric.
.DKLQ
Base Attack Bonus: As Druid
+DNLP :LV :RPDQ
7K 1H
$UDELD $GYHQWXUHV
(10) 1RY
6 S HO /L
VW
V U OHYHO 5DZX SHOOV
Bestow Curse
Unless noted otherwise spells are Continual Flame
W OHYHO
Create Food and Water
detailed in the 3rd Edition Dungeons Cure Serious Wounds Daze
& Dragons® Player’s Handbook. Daylight Detect Magic
Deeper Darkness Flare
3rd Edition References Dispel Magic Ghost Sound
PHB (not shown)..............Player’s Handbook Glyph of Warding Light
Helping Hand Mage Hand
R&R ....................................... Rites & Rituals Mending
Inflict Serious Wounds
TNAA ... The New Arabian Adventure (herein) Invisibility Purge Open/Close
2nd Edition References Locate Object Prestidigitaion
Magic Circle against Chaos/Evil/Good/Law Read Magic
AA ...................................Arabian Adventures
Magic Vestment Resistance
Negative Energy Protection Avert Evil Eye (AA)
&OHULF R WK )DLWK
(WKLFDO3UDJPDWLF0RUDOLVW
Protection from Elements
Remove Curse
Searing Light Alarm
V OHYHO
Speak with Dead Cause Fear
Spell list is the same as standard Cleric. Speak with Plants
Charm Person
Cure Critical Wound
Death Ward Grease
W OHYHO Dimensional Anchor Hypnotism
Cure Minor Wounds Discern Lies Identify
Detect Magic Divination Mage Armor
Detect Poison Inflict Critical Wound Magic Weapon
Flare Neutralize Poison Protection from Chaos/Evil/Good/Law
Guidance Poison Silent Image
Inflict Minor Wounds Repel Vermin Sleep
Light Sending Summon Monster I
Mending Spell Immunity Unseen Servant
Purify Food and Drink Status Ventriloquism
Read Magic
Resistance
Virtue
Tongues
W OHYHO
Q OHYHO
Animal Trance
V OHYHO
Bane
Atonement
Break Enchantment
Commune
Blindness/Deafness
Blur
Bull’s Strength
Bless Dispel Chaos/Evil/Good/Law Cat’s Grace
Bless Water Hallow Cure Moderate Wounds
Cause Fear Healing Circle Darkness
Command Mark of Justice Daylight
Comprehend Languages Scrying Delay Poison
Cure Light Wound Spell Resistance Detect Thoughts
Curse Water True Seeing Enthrall
Deathwatch Unhallow Find Water (AA)
Detect Chaos/Evil/Good/Law Hold Person
Detect Undead
Divine Favor
W OHYHO Invisibility
Levitate
Antilife Shell Locate Object
Endure Elements
Find the Path Minor Image
Entropic Shield
Forbiddance Mirror Image
Inflict Light Wounds
Greater Dispelling Misdirection
Obscuring Mists
Harm Obscure Object
Protection from Chaos/Evil/Good/Law
Heal Scare
Random Action
Remove Fear See Invisible
Sanctuary W OHYHO Shatter
Shield of Faith Greater Scrying Silence
Enthrall
Find Traps
Hold Person
W OHYHO
Astral Projection
Inflict Moderate Wounds
Remove Paralysis Miracle
Resist Elements
Shield Other
Silence
Speak with Animals
Undetectable Alignment
Zone of Truth
7K 1H
$UDELD $GYHQWXUHV (11) 1RY
U OHYHO 6RUFHUHU(OHPHQWD 0DJ Q OHYHO
Bestow Curse
Blink
6S /LVW
Universal:
Arcane Lock
Clairaudience/Clairvoyance Obscure Object
W OHYHO
Confusion
Protection from Arrows
Cure Serious Wounds
Web
Dispel Magic Universal: Detect Thoughts
Dispel Mirage (AA) Resistance
Locate Object
Displacement Detect Poison
See Invisibility
Emotion Daze
Darkness
Fear Light
Daylight
Greater Magic Weapon Mage Hand
Shatter
Haste Mending
Blur
Invisibility Sphere Open/Close
Invisibility
Keen Edge Arcane Mark
Minor Image
Lesser Geas Detect Magic
Mirror Image
Magic Circle Against Chaos/Evil/Good/Law Prestidigitation
Misdirection
Major Image Read Magic
Ghoul Touch
Phantom Steed Flare
Scare
Remove Curse Dancing Lights
Blindness/Deafness
Remove Disease Ghost Sound
Bull’s Strength
Scrying Cat’s Grace
Scult Sound
Serpia Snake Sigil
V OHYHO
Darkvision
Universal: Endurance
Slow Knock
Alarm
Levitate
W OHYHO Hold Portal
Rope Trick
Protection from Chaos/Evil/Good/Law
Break Enchantment Resist Elements
Shield
Cure Critical Wounds (Casters who chose their own element can resist an
Grease
Detect Scrying additional 2 points of damage per round)
Mage Armor
Dimension Door Mount Flame:
Dominate Person Unseen Servant Banish Dazzle (AA)
Hallucinary Terrain Comprehend Languages Fire Arrows (AA)
Hold Monster Detect Secret Doors Flaming Sphere
Improved Invisibility Identify Pyrotechnics
Legend Lore True Strike Sundazzle (AA)
Locate Creature Charm Person
Modify Memory Sand:
Hypnotism Dust Curtain (AA)
Neutralize Poison Sleep
Rainbow Pattern Enlarge Desert Creature (AA)
Magic Missile Pillar of Sand (AA)
Shout Change Self Sand Shadow (AA)
Color Spray
W OHYHO Sea:
Silent Image
Dream Ventriloquism Depth Warning (AA)
False Vision Cause Fear True Bearing (AA)
Flesh Mirage Ray of Enfeeblement Fog Cloud
Greater Dispelling Animate Rope Wind:
Healing Circle Erase Flying Jambiya (AA)
Mind Fog Expeditious Retreat Fog Cloud
Mirage Arcana Jump Wall Against Noise (AA)
Mislead Magic Weapon Whispering Wind
Nightmare Message
Spider Climb
Persistent Image
U OHYHO
7K 1H $UDELD $GYHQWXUHV
(12) 1RY
W OHYHO
Sand:
Conjure Sand Lion (AA)
Universal:
Sand Cone (AA) Antimagic Field
Stoneskin Globe of Invulnerability
Greater Dispelling
Sea: Guards and Wards
Ice Storm Repulsion
Shatterhull (AA) Analyze Dweomer
Solid Fog Legend Lore
Strengthen Water Creature (AA) True Seeing
Wall of Ice Geas/Quest
Wind: Mass Suggestion
Ghost Rigging (AA) Chain Lightning
Mirage Wall (AA) Contingency
Solid Fog Mislead
Wind Blade (AA) Permanent Image
Programmed Image
Project Image
Veil
Circle of Death
Disintegrate
Eyebite
Mass Haste
Flame:
Flameproof (AA)
Flame of Justice (AA)
Summon Monster VI (Fire Elemental)
Sand:
Move Earth
Part Sand (AA)
Stone to Flesh
Flesh to Stone
Sand Shroud (AA)
Summon Monster VI (Earth Elemental)
7K 1H $UDELD $GYHQWXUHV
(13) 1RY
Antipathy
Clone
W OHYHO
Disrupt Undead
Demand
Arcane Mark
Mass charm
Detect Magic
Maze
Prestidigitation
Mind Blank
Read Magic
Permanency
Polymorph Any Object
Power Word, Blind V OHYHO
Bone Dance
W /HY 6SHOOV
False Face
Gentle Repose
Universal: Halt Undead
Energy Drain Vampiric Touch
Foresight
Imprisonment
W OHYHO
Clone
Horrid Wilting
W OHYHO
Astral Projection
Energy Drain
Soul Bind
Wail of the Banshee
7K 1H $UDELD $GYHQWXUHV
(14) 1RY
the 9th-level spell imprisonment will not harm the sunken
6SHO 'HVFULSWLRQV
7K 1H
$UDELD $GYHQWXUHV (16) 1RY
*RGV*RGGHVVHV 6HOD' WK %HDXWLIX+ 0RRQ
by Nick Kaevelian
"There is beauty in everything"
Arabian gods differ in some very obvious ways from the Domains: Healing, Luck, Protection
gods players might be used to from other fantasy settings.
Favored Weapon: Short Sword
They are separated into three groups; The Great gods, the
Local gods, and the Savage gods. The major difference is
the central belief in Fate, the Loregiver and the Grand
=D',' WK /HDUQHG
"Understanding is the key to all doors"
Caliph. While none are worshipped, all play an important
role in Arabian culture. Domains: Knowledge, Magic, and Travel
Favored Weapon: Quarterstaff
/LV R JUHDWH JRGV
+
WK FRXUDJHRXV
"Bravery wins over opposition"
.( #)& K 9HQHUDEOH
"With age comes wisdom, and with wisdom comes
strength"
1
*& K $GYHQWXURXV
"Make the Unknown known"
7K 1H
$UDELD $GYHQWXUHV (17) 1RY
$O4DGL 0
R Q VW H U V CCatNB .......................Creature Catalog Netbook (as of 24.Nov.2001)
TNAA .......................................... The New Arabian Adventure (herein)
R Q VWH , QG H [
0 2nd Edition References
by Sevarian MC1............................................................. Monstrous Compendium 1
MC2............................................................. Monstrous Compendium 2
Here is a list of monsters found in the Arabian lands, (MC1 & MC2 were reprinted as the 2nd Edition Monstrous Manual)
items in gray are to be found only in 2nd Edition MC13........................................................MC#13, Al-Qadim Appendix
LOF ..................................................................Land of Fate Boxed Set
sourcebooks, all others are available in 3rd Edition format
CoGS ........................................................... Corsairs of The Great Sea
as referenced. FR1............................................. MC#3, Forgotten Realms Appendix 1
FR2........................................... MC#11, Forgotten Realms Appendix 2
3rd Edition References
DL............................ Monstrous Compendium DragonLance Appendix
MM ............................................................................. Monster Manual
GH................................. Monstrous Compendium Greyhawk Appendix
MoF ...............................................................MC: Monsters of Faerun
FF......................................................... MC#14, Fiend Folio Appendix
T&B ............................................................................... Tome & Blood
OP ............................ Monstrous Compendium Outer Planes Appendix
MoP .....................................................................Manual of the Planes
Psi........................................................... Complete Psionics Handbook
FRCS............................................Forgotten Realms Campaign Setting
PsiWeb.................................. Psionics Handbook – Web Enhancement See Bibliography Appendix for further details.
DrMag#xxx ............................................Dragon Magazine, issue # xxx
LGJ#xx..........................................Living GreyHawk Joural, issue # xx
CC..........................................................................Creature Collection
3ULPDU 3ULPDU 3ULPDU
&UHDWXUH 5HIHUHQFH &UHDWXUH 5HIHUHQFH &UHDWXUH 5HIHUHQFH
Aballin MoF-11 Camel Metallic, Brass MM-70
Achaierai MM-15 Common MM-195 Metallic, Bronze MM-71
Addazahr (Backbiter) CoGS Desert MM-195 Metallic, Copper MM-72
Al-mi’raj CCatNB Mountain TNAA-20 Metallic, Gold MM-74
Alley Reaper CC-8 Racing TNAA-20 Metallic, Silver MM-75
Almathean Ram CC-9 War TNAA-20 Dragonne MM-77
Amiq Rasol CoGS Camel of the Pearl MC13 Dread Raven CC-58
Ammut MC13 Carrion Crawler MM-29 Dune Delver CC-63
Anenome, Giant DL Cats, Great Dune Stalker LGJ#4
Angler Ooze CC-10 Jaguar MC1 Dwarf Hound CC-65
Animal, Herd Centaur, Desert MC13 Dweller at the Crossroads CC-66
Cattle MC1 Centipede Eagle
Antelope MC1 Monstrous MM-206 Common MM-196
Sheep CCatNB Chimera MM-35 Giant MM-102
Ant, Giant, all types MM-205 Cheetah MM-195 Eel
Ant Lion, Giant CCatNB Child Trap CC-43 all types MC2
Ape Clam, giant CCatNB Ebon Eel CC-67
Common MM-193 Cockatrice MM-38 Moray, Giant CCatNB
Dire MM-57 Cold Slime (Ooze) CC-45 Elephant, African MM-197
Ashira MC13 Copper Automaton MC13 Elephant Bird MC13
Assassin Vine MM-20 Crabman CCatNB Elemental
Asuras MC13 Crocodile Air, all types MM-81
Baboon MM-193 Common MM-195 Earth, all types MM-82
Baku Psi Giant MM-195 Fire, all types MM-83
Basilisk MM-23 Crustacean, Giant Water, all types MM-84
Bat Crab MC2 Ettin MM-89
Common MM-193 Crayfish MC2 Eye of Fear and Flame CCatNB
Deep MoF-18 Debbi MC13 Falcon
Dire MM-57 Dogs Small MC2
Bear Common MM-195 Desert CC-48
Black MM-193 Wild MC1 Fire FF
Dire MM-58 Blink MC1 Firethorn (Sea Rose) CoGS
Beetle Death CCatNB Gen
Death Watch, Giant CCatNB Riding MM-196 Air TNAA-21
Fire MC2 Dolphin, see Porpoise MM-200 Fire TNAA-21
Giant, Fire MM-206 Donkey MM-196 Sand TNAA-21
Slicer CCatNB Dragons Water TNAA-21
Behir MM-24 Chromatic, Black MM-63 Genasi (planetouched)
Beholder MM-24 Chromatic, Brown MoF-38 Air MoF-71
Berserker Wasp CC-17 Chromatic, Blue MM-65 Earth MoF-71
Black Cloud of MC13 Chromatic, Green MM-66 Fire MoF-71
Vengeance Chromatic, Red MM-67 Water MoF-71
Black Pudding (Ooze) MM-145 Chromatic, White MM-69 Genie
Blink Dog MM-26 Gem, Amethyst PsiWeb Janni MM-94
Boar MM-194 Gem, Crystal PsiWeb Marid MoP-174
Bonesnapper CCatNB Gem, Emerald PsiWeb Djinni MM-94
Bottle Imp CC-22 Gem, Sapphire PsiWeb Dao MoP-172
Bunyip CCatNB Gem, Topaz PsiWeb Efreeti MM-94
Buraq MC13
7K 1H
$UDELD $GYHQWXUHV (18) 1RY
3ULPDU
3ULPDU
3ULPDU
3ULPDU
3ULPDU
0RQVWHUV Camels are tall, spindly mounts, with padded feet and
tasks, following out their routines and procedures with Large Outsider
methodical precision. They are perfectly willing to Hit Dice: 12d8 + 48 (102 hp)
describe what they are guarding, though they will not tell Initiative: +7 (+3 Dex, +4 improved initiative)
Speed: 40 ft; fly 50 ft (good)
anyone about what they can do to prevent its theft (One of AC: 18 (-1 size, +3 Dex, +6 natural)
the conditions of their service is that they be told Attacks: Claw +19/+15 melee or Weapon +19/+15 melee
Damage: claw 2d6+9 or weapon +9
everything about the items left in their care.) Guardian Face/Reach: 10 ft by 20 ft/ 10ft
genies will not guard living creatures. Guardian genies Special Attacks: Blindness; rage
Special Qualities: Spell like powers, plane shift, telepathy, fearful
cannot be bribed and will attack any creature that attempts presence
to do so. Saves: Fort +12, Ref +10, Will +9
Abilities: Str 27, Dex 17, Con 18, Int 13, Wis 12, Cha 10
Guardian tasked genies have no love of death and Skills: Bluff +12, Concentration +16, Intimidate +12,
violence, although they are more than competent at Hide +15, Listen +12, Sense Motive +12, Spot +12
Feats: Improved Initiative, Track, Combat Reflexes, Power
dealing out both. If possible, they will use threats and Attack, Cleave
warnings rather than immediately resorting to magical or Climate/Terrain: Any Land
physical combat. Guardian tasked genies serve for limited Organization: Solitary
Challenge Ratings: 8
periods of time; when their tour of duty at a given site is Treasure: Standard
up, their services must be renegotiated. Since their Alignment: Neutral Evil
Advancement: 13-17 HD (Large); 18-32 HD (Huge)
contracts are typically for 101 or 1001 years, their former
masters are often not around to renew their arrangements. The tasked slayer genie's only purpose is to commit
murder as often as possible - by stealth as long as possible
Combat
or through berserker rages when discovered.
Guardian genies move with inhuman speed despite their
bulk. They target spell casters before all others. Guardian Slayer genies are massive ten foot tall genies with four
genies are able to wield weapons in all four hands arms and dark polished skin and are usually naked to the
simultaneously without penalty, gaining three attacks in waist. Two of their hands are humanoid; the other two
each right hand, and an additional attack with each left resemble lion's paws with ivory claws. Their red eyes
hand. They can engage four opponents at once, though sparkle with flame. Above and between their two eyes lies
they usually concentrate their attention on just one or two. a third eye, which is green, and is centered between two
horns. Their hair is as course as horsetails and on their
Breath Weapon (Sp): Guardian tasked genies can breathe
backs are two massive wings.
a cloud of green fire once per day. The cloud of fire
causes 14d6 points of damage to those caught in the cone Slayer genies make excellent assassins. Given their nature
(DC 18). it is not surprising that slayer genies are always servants.
Those few slayer genies that become free generally have
Plane Shift (Sp): A genie can enter any of the elemental
very short reigns of terror. They serve humans, demi-
planes, the Astral Plan or the Material Plane. This ability
humans, and other genies, but their masters usually
transports the genie and up to six other creatures,
closely monitor their actions. An unwatched slayer genie
provided they all link hands with the genie. It is otherwise
is extremely dangerous and may begin slaughtering its
similar to the spell of the same name.
master's followers.
Telepathy (Sp): A genie can communicate telepathically
When tasked genies are driven mad they become tasked
with any creature within 100 feet that has a language.
slayer genies, genies unable to stay sane after long labor
Spell Like Powers (Sp): Shout (DC 15) 2/day; Alarm at the same task. They seek release in bloodshed. Slayer
(DC 12) 2/day; Silence (DC 13) 2/day; See invisibility genies know neither shame nor pride when asked to
(DC 13) 2/day; Guards and Wards (DC 17) 2/day; Sepia complete some mission; they merely seek to fulfill their
Snake Sigil (DC 14) 2/day; Blade Barrier (DC 17) 1/day. role and boast about it afterwards. No trick is too cruel, no
As a Guardian Genie advances, they gain more powers tactic too immoral, no job too unsavory for them to
(usable 2/day), usually at one per additional HD. undertake. Slayer genies enjoy the company of other
Examples of new powers include: flight, detect lie, the warriors, and will spend hours discussing the advantages
ability to shape glyphs of warding or explosive runes, and disadvantages of various weapons, the fine points of
hold portal, dimension door, and other abilities that might anatomy, and the details of stealth, martial trickery, and
be expected to help a guardian. armor with anyone willing to listen. They view all other
creatures as something to overcome, whose only purpose
7K 1H
$UDELD $GYHQWXUHV
(22) 1RY
is to meet their death at the hands of the slayer. The only or possibly even an antelope). It appears to be a
exception are the undead. Slayer genies are puzzled at malnourished, battered, and scarred wreck with wild and
whether or not they should bother to kill things that are shining eyes. A ghost mount can also use powerful
already dead. Given a choice, slayer genies always leave illusions to mask its true form and appear as a particularly
undead creatures for last, and if there is any chance of strong and handsome specimen of its former self.
discovery, they leave the undead alone. This often results Ghost mounts are formed from the spirits of mistreated
in undead creatures being blamed and hunted as the animals, creatures so brutally handled in life that they
perpetrators of slayer genie crimes. survive after death to take vengeance on all creatures who
Combat ride them.
Slayer genies prefer to kill their targets quietly, and they Combat
are extremely well-equipped to do so, either by magical or A ghost horse can attack physically with its two hooves
physical means. They attack either with their terrible and bite, but it usually prefers to allow a rider to mount it
claws or with a melee weapon in either humanoid hand. . and then seeks to use its life energy draining ability to
Rage (Ex): 4/day a tasked slayer genie can burst into an transform the hapless rider into a ghost.
uncontrollable battle rage. He gains a +4 to strength and Death Ride (Su): Any creature that rides a ghost mount
Constitution, and a +2 morale bonus on Will saves, but must make a ride skill check (DC 10). If the check is
suffers a -2 penalty to AC. This rage lasts for 12 rounds. failed, the mount refuses to obey the rider’s instructions
Fearful Presence (Su): If a slayer genie reveals his true and instead takes him deep into the nearest wilderness at
form, they can cause fear in creatures (DC 19) as the full speed. Leaping from the mount when it is traveling at
spell. a gallop causes 3d6 points of damage and objects falling
Plane Shift (Sp): A genie can enter any of the elemental with the rider stand a chance of being broken or damaged.
planes, the Astral Plan or the Material Plane. This ability If the rider stays with the ghost mount, it will throw him
transports the genie and up to six other creatures, after traveling at least 75 miles into the wilderness. Being
provided they all link hands with the genie. It is otherwise thrown causes 1d6 damage and items with the rider stand
similar to the spell of the same name. a chance of being broken or damage.
Telepathy (Sp): A genie can communicate telepathically If the ride check is successful, the ghost mount obeys, but
with any creature within 100 feet that has a language. the rider must then make a fortitude save (DC 22) when
the journey has reached a middle point. Failure indicates
Spell Like Powers (Sp): Blindness at will (DC 18), that the ghost mount’s energy drain has transformed the
Darkness at will, Improved Invisibility at will, Silence at rider into a wraith or ghost. Success indicates that the
will (DC 18), Ventriloquism (DC18) at will, Misdirection rider has mastered the ghost mount and may travel with it
(DC 18), Gaseous Form 3/day, Polymorph Self 3/day, to his destination.
Dimension Door 3/day
Unearthly Movement (Su): Ghost mounts seem to glide
over the ground without ever losing their footing, so they
always move at their full movement rate over all forms of
terrain. They suffer no penalty due to encumbrance and
*KRV 0RXQW have no need for sleep of any kind. A rider willing to lash
Large Undead himself to the saddle can travel as much as 180 miles per
Hit Dice: 3d12 (20 hp)
day over any terrain in any weather (once control over the
Initiative: +1 (Dex) ghost mount is established). A rider may also elect to
Speed: 60 ft travel less than that. During travel time, and throughout
AC: 15 (-1 size, +1 dex, +5 natural)
Attacks: 2 hooves +4 melee, bite –1 melee any number of stops and/or dismounts, the ghost mount
Damage: Hoof 1d4+3, bite 1d3+1 will continue to obey its rider – until his destination is
Face/Reach: 5 ft x 10 ft/ 5 ft
Special Attacks: Death Ride reached.
Special Qualities: Unearthly Movement, Scent, Undead
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con - , Int 5, Wis 13, Cha 6
Skills: Listen +7, Spot +7
Feats: Alertness
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: -
Ghost mounts are undead creatures that can help
desperate or foolish travelers cover vast distances, but at a
price. Those who ride a ghost mount may themselves
become ghosts, doomed to wandering the deserts by
night.
A ghost mount has two forms, its true form and an
illusory one. A ghost mount’s true form is a transparent,
glowing outline of its former self (either a horse, a camel,
7K 1H $UDELD $GYHQWXUHV
(23) 1RY
*UH *KXO Bestow Invisibility (Sp): Can make others invisible at
Medium Undead will.
Hit Dice: 6d12 (26 hit points) Shape-change (Sp): As the polymorph self spell, done at
Initiative: +8 (+4 dex, +4 improved initiative) will. Shape-shifting has become a habit for the great
Speed: 40 ft, burrow 5ft, climb 30 ft
AC: 20 (+4 dex, +6 natural armor)
ghuls, who rarely keep their own form, even in their lairs.
Attacks: Claw +9, Claw +9, Bite +9 They are excellent actors and liars. They are also
Damage: Claw 1d6+6, Bite 2d6 +6
Face/Reach: 5 ft/ 5 ft
incurable tricksters.
Special Attacks: Shocking Grasp Fall Reduction (Ex): All great ghuls take half damage
Special Qualities: Damage reduction 5/+1; Undead creation, bestow
invisibility, shapechange, Fall reduction, Plane Shift, from any fall.
telepathy, fire resistance 30, elemental endurance
Saves: Fort +4, Ref +2, Will +4 Plane Shift (Sp): The great ghul can enter any of the
Abilities: Str 22 (+6) Dex 18 Con – Int 14 Wis 15 Cha 15 elemental planes, the astral plane or the material plane.
Skills: Appraise +8, Bluff +8, Concentration +7, Craft (any
two) +7, Disguise +8, Escape Artist +6, Listen +8,
This ability transports the great ghul and up to six other
Move Silently +14, Ride +6, Sense Motive +6, Spot +8 creatures, provided they link hands with the ghul lord.
Feats: Alertness, Combat Reflexes, Dodge, Improved
Initiative, Mobility Telepathy (Sp): A great ghul can communicate
Climate/Terrain: Any desert and underground telepathically with any creature within 100 feet that has a
Organization: Solitary, pair, or pack (3) language.
Challenge Rating: 6
Alignment: Neutral Evil Elemental Endurance (Ex): Great ghuls can survive on the
Advancement: By character class or 7-9 HD (medium), 10-18 HD
(large) Elemental Planes for up to 48 hours. After that the plane
The great ghuls are undead elemental cousins of the inflicts 1 pt of damage per additional hour until the great
genies, the most wicked members of an inferior order of ghul is destroyed or returns to the Material Plane.
Jann.
They haunt burial grounds and feed on dead human
bodies. They are usually female, and all great ghuls are
beguiling and seductive shape-changers. No matter what
form they take, however, their feet always remain those of
a donkey, though they often wear special boots or long
robes to conceal this aberration. Ghuls delight in
devouring the flesh of their victims and then sucking the
marrow from the bones.
Great Ghuls have thick hair and bushy eyebrows that
often droop over their eyes. Their hands end in clawed
fingers, and their feet (and sometimes their ears) are those
of a donkey. Their jaws jut out and are powerfully
muscled. Their pale white skin is always cold and
clammy, and they have the hunched posture of their lesser
cousins. Great Ghuls are aware of how their looks repulse
other creatures and are eager to disguise their true
appearance with cosmetics, clothes and jewelry. While
most great ghuls stand over 7' tall, those that are mages
typically stand about 10' tall. In their polymorphed forms
they are often smaller..
Great Ghuls serve the genies (when required), but lord it
over the ghouls, who are considered unrefined and
unreliable. Great ghuls who become sha'ir are very
secretive; the other genies resent and fear the ghuls' power
over them. Such great ghuls are often destroyed when
their homes are discovered. Sometimes great ghuls help
humans and others who seek help against other genies,
and sometimes they help in quests they find interesting,
and they do this without expectation of reward.
Combat
Great ghuls attack with their claws and their powerful
jaws.
Shocking Grasp (Sp): Just like the spell in PHB, done at a
level = HD. (DC 14)
Create Undead (Su): Only Jann slain by great ghuls
become ghuls themselves; all other races are simply slain
and devoured.
7K 1H
$UDELD $GYHQWXUHV (24) 1RY
/LYLQ ,GRO
7K 1H $UDELD $GYHQWXUHV
(26) 1RY
9LVKD $UDELD /DQG 'UDJRQ
Vishaps by Age
Hit Dice Attack ---- Saves ----
Dragon (desert) Age Size (hp) AC Bonus Fort Ref Wis
Climate/Terrain: Any tropical or desert Wyrmling S 2d12+6 (45) 16 +8 +6 +5 +5
Organization: Wyrmling, very young, young, juvenile, and young (+1 size, +5 natural)
adult: solitary or clutch (2-5); adult, mature adult, old,
Very young M 5d12+18 (76) 18 +11 +8 +6 +6
very old, ancient, wyrm, or great wyrm: solitary, pair, or (+1 dex, +8 natural)
family (1-2 and 2-5 offspring)
Challenge Ratings: Wyrmling 2; very young 3; young 5; juvenile 7; young Young M 8d12+24 (102) 21 +15 +10 +8 +9
(+2 dex, +9 natural)
adult 10; adult 13; mature adult 15; old 17; very old 18;
ancient 20; wyrm 22; great wyrm 24 Juvenile L 11d12+45 (142) 23 +18 +12 +9 +11
(-1 size, +3 dex, +11 natural)
Treasure: Double Standard
Alignment: Neutral Evil Young adult L 14d12+72 (189) 26 +23 +15 +11 +13
Advancement: Wyrmling 7-8 HD (Small); Very Young 10-11 HD (-1 size, +4 dex, +13 natural)
(Medium); Young 13-14 HD (Medium); Juvenile Adult L 17d12+105 (241) 29 +27 +17 +12 +15
16-17 HD (Large); Young adult 19-20 HD (Large); (-1 size, +5 dex, +15 natural)
Adult 22-23 HD (Large); Mature Adult 25-26 HD Mature Adult L 20d12+120 (276) 32 +31 +19 +14 +17
(Large); Old 28-29 HD (Huge); Very Old 31-32 (Huge); (-1 size, +6 dex, +17 natural)
Ancient 34-35 HD (Huge); Wyrm 37-38 HD (Huge); Old H 23d12+162 (337) 34 +35 +21 +15 +19
Great Wyrm 40+ HD (Gargantuan) (-2 size, +7 dex,+19 natural)
A vishap is a flightless Arabian dragon, a crafty and Very Old H 26d12+180 (375) 37 +39 +23 +17 +21
(-2 size, +8 dex,+21 natural)
cowardly creature that preys on the weak and flees the Ancient H 29d12+231 (445) 40 +41 +25 +18 +23
strong. They are sly, cunning predators that fight through (-2 size, +9 dex,+23 natural)
stealth and deceit. Like all dragons, vishaps are Wyrm H 32d12+288 (522) 43 +45 +28 +20 +25
(-2 size,+10 dex,+25 natural)
exceedingly vain and greedy. Great Wyrm G 35d12+312 (565) 44 +49 +29 +21 +27
(-4 size, +11 dex,+27 natural)
Despite its great size, a vishap can run, climb, and jump
with surprising agility, although it likes to foster a Vishap Abilities by Age
sedentary image in order to catch its opponents off-guard. Age Speed / Str Dex Con Int Wis Cha
Special Abilities
The scales of a vishap can blend in perfectly with its
Wyrmling 40 ft, burrow 30 13 10 13 14 15 14
surroundings (+8 racial bonus to Hide skill) Immune to Charm spells
Vishaps are adept linguists; they can fluently speak Very young 40 ft, burrow 30 15 12 15 14 15 14
Midani, and up to five additional languages. Unlike their Young 40 ft, burrow 30
Sleep
17 14 15 16 17 16
western cousins, vishaps have no breath weapon nor can Juvenile 40 ft, burrow 30 19 16 17 18 19 18
they cast spells. They exude no dragon fear (fearsome Invisibility
presence). A vishap must survive by its wits alone. Given Young adult 40 ft, burrow 30 23 18 19 18 19 18
Damage Reduction 5/+1
their penchant for destruction, however most lead short,
Adult 40 ft, burrow 30 27 20 21 20 21 20
violent lives. Suggestion
Mature Adult 40 ft, burrow 30 29 22 21 20 21 20
These dragons lair in shallow, open caverns where they Damage Reduction 10/+1
have a commanding view of the approach and entry. Old 40 ft, burrow 30 31 23 23 22 23 22
Vishaps will always have at least one secret plan of Charm Monster
escape should they be cornered in their lair. Vishaps are Very Old 40 ft, burrow 30 33 24 23 24 25 24
Damage Reduction 15/+2
carnivores, although they may stoop to eat carrion or Ancient 40 ft, burrow 30 35 25 25 26 27 25
plants in order to survive. They greatly relish human and Undetectable Lie
demi-human flesh. Vishaps have been known to work Wyrm 40 ft, burrow 30 39 26 29 28 29 26
Damage Reduction 20/+3
together and enslave entire villages, thriving on the Great Wyrm 40 ft, burrow 30 43 27 31 30 31 27
villagers' fear-induced worship.
Combat
Vishaps use their camouflage ability to watch a potential
target for days, learning its strengths and weaknesses
before attacking. After a vishap has surveyed its target, it
will usually approach to speak with its target. Weak,
fearful victims are immediately attacked. Weak victims
that flatter the vishap might be spared if they swear to
yield all treasure or serve the vishap as slaves. Victims
who display a willingness for combat after the interview
and attacked at a later time when they can be caught by
surprise.
Sleep (Sp): As sleep spell. DC = 1/2 hit dice + cha
modifier +1. 2/day Invisibility (Sp):1/day. Suggestion
(Sp): 1/day. DC as above Charm Monster (Sp): 1/day;
DC as above Undetectable Lie (Sp): 1/day; DC as above
7K 1H $UDELD $GYHQWXUHV
(27) 1RY
DV6DODD DOHLNXP Traditional greeting, "Peace
$UDELD *ORVVDU\
be upon you." The proper response is "Aleikum as-
0 idani is a more dangerous language then some
would think. Many foreigners are offended by the
pronunciation of certain terms. That is why most smart
salaam."
7IDGGDO "If you please," a generalized polite
people just ignore foreigners. Foreigners think they are expression used when offering something to someone,
being rude, but they are just being safe." when motioning someone to go ahead of you, or when
inviting someone in.
This is both a Dictionary with some terms from the
Arabia and a list of Common/Useful Expressions. < $OODK An expression of shock, dismay, or horror,
It is strongly recommended that prospective players roughly equivalent to "Oh, my God."
familiarize themselves with the terms herein. All players
who are accepted into the game will be expected to be as
familiar with these terms as their characters would be.
& ' & ( *+) , - . /+) 0 2 1
Also herein is a guide to naming your characters in a :4 HOO: 5 LVKHV 3URYHUEV &XUVH
consistent Arabian style.
3 ,QVXOWV
I have a habit, when corresponding with other fans of
Arabian Adventures, of signing off my communiqués
with a flowery phrase of “well-wishing” in an Arabian
8VHIX ([SUHVVLRQV verbose style. Here are a few of my collected
meanderings.
$IZDQ "Exemption," the Arabic equivalent of
"You're welcome" or "Don't mention it."
:HOO:LVKHV
$OHLNX!
VVDODDP Proper response to the • May your wives be as fertile as the Oasis of Kempra.
traditional greeting, "as-Salaam aleikum". It means
roughly "And upon you the peace." • May your wives loins be as fertile as the oasis of
$O+DPG" OLOODK Proper response to "Kaif Halaq"
Kempra. (variation of above)
("How are you?"). Literally it means "Praise be to God." • May your camels always smell water.
For a more concrete reply, "bi-khayr" ("well" or "fine") • May you find a thousand unwashed camels on your
may be added before or after this phrase. doorstep each morning.
$OOD# .DULP An expression of gratitude at good • May your daughters warm your liver, and your sons
fortune, meaning "God is all-beneficent." bring you many camels.
$OODK" $NEDU "God is most great"; a shout of praise • May your pleasures be as numerous as the grains of
used as a battle cry by Muslim warriors. sand in the desert.
$VKNXUDT Arabic equivalent of "Thank you." The
proper response is "afwan." 3URYHUEV
%DOL A word meaning "Yes." • An empty barrel may yet hold water.
• An empty barrel quenches no thirst.
%LOKDQD "Wishing you joy," an expression used in
greetings and leavetakings. • A barrel of sand is worth the barrel.
%LOVKLID "Wishing you health," another expression • Take the hand of fate, but don't call her.
used in greetings and leavetakings. • Even the jjin are busy.
%LVPLOODK "In the name of God"; used as a minor • A handful of sand starts the mountain.
blessing or invocation to avert evil influences.
• Casting a handful of sand in the desert attracts no-one.
,QVKDOODK "If God be willing," used when • When the wind catches the sand, a yash-mak will stop
announcing plans for the future.
the blade.
.DL$ +DODT Arabic equivalent of "How are you?" • Sell your wife, but eat the goat.
The proper response is "al-Hamdu lillah."
• Your wife may take your liver, but she can't pour the
0DNKRO An expression of agreement ("Right," coffee.
"That's correct").
• Wise men don't shout.
0L% IDGODT Arabic equivalent of "please." Literally
means "From your kindness." &XUVH6 ,QVXOWV
6DODDP "Peace," a common minor blessing, • May you find a thousand unwashed camels on your
generally accompanied by a bow of respect (which is also doorstep every morning.
called a salaam).
7K 1H
$UDELD $GYHQWXUHV (28) 1RY
2WKHUV exposed to the scorching sun. Evenings, on the other
hand, are an excellent time to seek out finished goods and
• Take my liver and my daughter! (an exclamation!)
crafts. Some open markets shut down during the sizzling
And finally my favorites… midday hours, and markets that remain open usually see a
• “Do you want to buy a postcard? – Very nice… distinct reduction in activity
Very saucy..?”
• “Is this your wife/daughter?” % edestans - Suqlike (covered) markets specifically
devoted to one area of trade - armor and weapons or
cloth for instance. Bedestans have arisen in Arabian lands
“I can see she is a great trouble to you.”
“I will relieve you of this arduous burden,” only during the past 50 years, and even the great cities
“I’ll give you three camels and two goats for her?” have only one or two, devoted to the area' s leading
products.
% eggar-thieves - A common element of the bazaar,
they ply their trade in cities throughout Arabia. Like
beggars, they survive on the kindness of others, on the
'LFWLRQDU\
$ skar - The armed citizenry of settlements large and % lood Price - Or diyyah; payment to settle a blood feud
or conflict involving the loss of life or honour.
small. They represent the typical and most common
Arabian warrior - your basic fighter. % oabs - Unofficial doormen, who live off the money
they earn for opening doors, hoisting bags, and just
generally keeping an eye on things. In some areas they
% arber - Quick-witted characters who frequent bazaars,
where they dispense advice, grooming, and medicinal
needs. Members of the thief-superclass, barbers often
can be found perched before every building, sitting on
carpets or on creaking wooden chairs.
served as founts of information.
% agh Nakh – cf. Tiger' s Claws % ond of Salt - Epitomises Islands' hospitality and the
mutual responsibilities of host and guest. When a
guest ingests salt from the host' s table, their bond
becomes formal. Presumably, the salt remains in the
his or her god's teachings over all others. They are also
the most intolerant of alcohol and fermented beverages.
' jinn - Proud, sensuous genies from the Elemental
Plane of Air.
7K 1H
$UDELD $GYHQWXUHV
(33) 1RY
1RPHQFODWXUH &KDUDFWH 1DPHV As a matter of fact, many Arabs can give their ancestors'
names for at least five or six generations, and often many
7\SLFD ,VODQ 1DPLQ &RQYHQWLRQV more.
“Bint” as a prefix means “the daughter of”.
( ven wise men have been unable to answer this age old
mystery. What say you my friend? Would a yakman
by any other name still smell as bad?
For example:
Our friend Ali (in the first example above) has a sister.
This is a useful list that explains a little about Arab name Her name is “Nura bint Ahmed bin Saleh Al-Fulani”.
structure, as well as a list of common names. First let us She is named Nura, the daughter of Ahmed who is the son
learn how these names are structured, this may seem of Saleh. So we have her given name, her father's name,
confusing (to non-Arabs), however, there is a logical her grandfather's name and the family name.
structure to the Arab naming convention that, once seen, It is interesting to note that when an Arab woman marries,
makes it simple to decipher a person's recent ancestry. she does not change her name. When the above
“Al” means “the”, “of the house of”, or “of the tribe of”. mentioned Nura marries, her name remains exactly the
This prefix is often used to show the family name of an same. Her children, however, take their father's name.
individual, though it can be used with a descriptive term. “Beni” (pronounced BEN-ee) means “the family”.
When used with a place name the suffix "i" is added to
the place name. “Abd” is a prefix meaning “slave of”. In the land of fate it
is used by mamluk's to show the organization to which
“Bin” or “Ibn” means (as a prefix) simply the son of. they belong.
So for example: “Min” means simply “from”. Arabian priests often use
A man's name is Ali bin Ahmed bin Saleh Al-Fulani. this prefix in connection with some sacred place of
He is called Ali by his friends and family. worship.
His family name is Al-Fulani. “Abu” means “the father of”. This prefix is often followed
What does “bin Ahmed bin Saleh” mean? This simply by the name of the person's first male child.
means that he is the son of Ahmed who is in turn the son “Umm” means “the mother of”. This prefix is often
of Saleh. followed by the name of the person's first female child.
So we have the man's given name, his father's name and “Sitt” means “lady”. This rare prefix is only appropriately
his grandfather's name, plus the family name. when used by powerful or highly respected women.
7K 1H $UDELD $GYHQWXUHV
(37) 1RY
$ S S H QGL [ ,
%LEOL R J U D SK \ 7 he following additional Al-Qadim 2nd Edition
publications may also be beneficial,
) or minimum satisfactory use of this rulebook you will
need the following Rulebooks from Wizards of the
Coast’s 3rd Edition Dungeons & Dragons Game.
Al-Qadim: Land of Fate, Boxed Set (5)
ISBN 1-56076-329-9 TSR1077 US$20.00 CAN$24.00 UK£11.99
(5)
Al-Qadim: The Complete Book of Sha’irs
Players’ Handbook (Not In QUEST Club Library)
ISBN 0-7869-1550-1 TSR11550 US$19.95 CAN$31.95 UK£-.—
Al-Qadim: Corsairs of the Great Sea (2)
$ nd also, from the 2nd Edition Advanced Dungeons &
Dragons Game from Wizards of the Coast (published
under the brand name TSR).
ISBN 1-56076-867-3 #TSR9449
7K 1H
$UDELD $GYHQWXUHV (38) 1RY
$ S S H QGL
,,
31.December.2000
• Changed name to “The New Arabian Adventure”.
'RFXPHQW 5HY LVLRQ +LVWRU\ • Added Arabian Monster Index, compiled by sevarian.
• Added Table of Contents.
24.November.2001 (rel.7.0)
• Added blank entries for missing classes.
• Reformatted License Agreements onto one page.
• Added Open Game License & d20 System License.
• Laid out final copyright box as a back cover page.
• Added Relevant Copyright Information.
• Amended copyright notice in line with my latest
• Added Arabian Glossary from website.
understanding of open & d20 license agreements.
• References to ESD books on WotC website in bibliography. December 2000
• Added Creature Catalog Netbook/website to bibliography, • First issue, including Classes, Spell Lists, Armor &
& cross-references to 3e Monsters to Monster Index. Weapons by Kaevelian.
• Added Manual of the Planes Genies to Monster Index, and • Quick Bibliography.
$ S S H QGL
,,,
so removed Dao & Marid Genies from this tome.
• Added Gen to Monsters.
• Removed scanned Al-Qadim title artwork.
&UHGLWV & RQWULEXWRUV
• Added rules for Ajami (non-native) Wizard classes.
• Added rules for Merchant-Rogue class. Character Kits/Class Conversions
31.May.2001 (rel.6.1) Nick Kaevelian: Askar, Corsair, Desert Rider, Faris, Mercenary
• R6 pdf file was damaged, R6.1 replaced release 6. Barbarian, Arabian Sorcerer, Elemental Mage, Sha’ir, Sa’luk,
• Re-formatted Table of Contents to fit on one-page. Holy Slayer, Rawun, Clerics of the Faith
Pragmatic/Ethical/Moral, Hakima, Kahin, Mystic.
• Added several more Well-Wishes & Proverbs.
24.May.2001 (rel.6) Vincent N. Darlage: Ghul Lord.
• Added “Well-Wishes, Proverbs, Curses & Insults” sub- Sevarian: Ajami, Merchant-Rogue.
section.
• Monster Index: added various references from “Monsters of
Arms, Armaments & Equipment of Arabia
Nick Kaevelian: Arabian Weapons, Arabian Armor.
Faerun”.
• Bibliography: added “Monsters of Faerun” and “Relics & Sevarian: Arabia Monies.
Rituals”, re-ordered books to show essential items first. Spell Lists
• Spell Lists: added spell sourcebook cross-references. Nick Kaevelian: Clerics of the Faith Pragmatic/Ethical/Moral,
• Spell Lists: added 7th, 8th and 9th level Sorcerer spells. Hakima, Rawun, Sorcerer (1-6), Elemental Mage (1-6).
• Added “Spell Descriptions” section, Crystalbrittle, Sink &
Vincent N. Darlage: Ghul Lord.
Succor.
07.February.2001 (rel.5) Sevarian: Sorcerer (7-9), Elemental Mage (7-9).
• Added side of page artwork (not shown in .pdf file). Language & Cultural Sections
• Added Ghul Lord Class, by Vincent N. Darlage. Sevarian
• Added Monsters from “Corsairs of The Great Sea” to the
Monster Index. Monster List
• Added Monster Information Section, Camels by sevarian, & Sevarian
others by V.N. Darlage. Monster Conversions
• Moved Spell list immediately after character classes. Sevarian: Camels.
• Added further references & ISBN Nos. to the bibliography.
Vincent N. Darlage: Genie, (Tasked Guardian, Tasked Slayer),
• Added Appendix: Credits & Contributors.
Ghost Mount, Great Ghul, Living Idol, Rom, Vishap.
• Changed colouring of sub-headings to dark brown.
18.January.2001 Document Layout
• Added brief Introduction. Sevarian
• Removed references to Zakhara or The Islands, making the Graphics
volume more campaign neutral (Arabia, Arabian, & Arabian Sevarian
Lands are used as preferred geographical/cultural terms).
• Reformatted Monster Index into 3 Columns, fewer pages.
• Reformatted Names & Conventions.
• Added further ISBN Nos. to the Bibliography, and altered
TaµSoft™/QUEST entries.
10.January.2001
• Added Arabian Naming Conventions, and Common Male &
Female names.
• Added several references to Glossary.
• Updated Bibliography, to include various support books,
and ISBN references.
• Moved Arabian Glossary from Appendix to separate section.
• Reformatted Glossary with drop-caps.
• Reformatted whole document with paragraph spacing.
• Reformatted Spell List pages, more concise.
• Added Section separator artwork.
• Added Document Revision History.
7K 1H
$UDELD $GYHQWXUHV (39) 1RY
$ S SH Q GL
,9
2 SH *D
P /L F H Q V H
$ S SH Q GL
9
G 6\V! W#H " / LFH QFH
D20 SYSTEM® LICENSE VERSION 1.0
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS
LICENSE IS MADE BY WIZARDS OF THE COAST! By downloading the enclosed graphic files and/or by returning the Confirmation Card as
presented in the file "card.pdf", the Licensee (“You”) accept to be bound by the following terms
and conditions:
OPEN GAME LICENSE Version 1.0a
1. Copyright & Trademark
Wizards of the Coast, Inc. retains title and ownership of the D20 System trademark logos, the
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of D20 System trademark, and all other copyrights and trademarks claimed by Wizards of the
the Coast, Inc ("Wizards"). All Rights Reserved. Coast in The Official Wizards of the Coast D20 System Trademark Logo Guide version 1.0,
incorporated here by reference.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 2. License to use.
contributed Open Game Content; (b)"Derivative Material" means copyrighted material including You are hereby granted the non-transferable, non-exclusive, royalty-free license to use the d20
derivative works and translations (including into other computer languages), potation, System trademark logos, the d20 System trademark, and certain other trademarks and
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or copyrights owned by Wizards of the Coast in accordance with the conditions specified in The
other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" Official Wizards of the Coast D20 System Trademark Logo Guide version 1.0. (the "Licensed
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise Articles")
distribute; (d)"Open Game Content" means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product 3. Agreement not to Contest.
Identity and is an enhancement over the prior art and any additional content clearly identified as By making use of and/or distributing material using the d20 System Trademark under the terms
Open Game Content by the Contributor, and means any work covered by this License, including of this License, You agree not to contest the ownership of the Licensed Articles
translations and derivative works under copyright law, but specifically excludes Product Identity.
(e) "Product Identity" means product and product line names, logos and identifying marks 4. Breach and Cure.
including trade dress; artefacts; creatures characters; stories, storylines, plots, thematic In the event that you fail to comply with the terms of this License, You will be considered to be in
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, breach of this License. Wizards of the Coast will notify you in writing by sending a Registered
formats, poses, concepts, themes and graphic, photographic and other visual or audio Letter to the address listed on the most recent Confirmation Card on file, if any. You will have 45
representations; names and descriptions of characters, spells, enchantments, personalities, days from the date the notice (the "cure period") to cure the breach to the satisfaction of
teams, personas, likenesses and special abilities; places, locations, environments, creatures, Wizards of the Coast.
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and 5. Termination.
any other trademark or registered trademark clearly identified as Product identity by the owner If, at the end of the cure period, the breach is not cured, Wizards of the Coast may terminate
of the Product Identity, and which specifically excludes the Open Game Content; (f) this License without further written notice to you.
"Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor
to identify itself or its products or the associated products contributed to the Open Game 6. Effects of Termination.
License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, Upon termination, you shall immediately stop all use of the Licensed Articles and will destroy
format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) any inventory or marketing material in your possession bearing the D20 System Trademark
"You" or "Your" means the licensee in terms of this agreement. logos. You will remove any use of the D20 System Trademark logos from your advertising, web
site, letterhead, or any other use. You must instruct any company or individual that You are or
become aware of who is in possession of any materials distributed by You bearing the D20
2. The License: This License applies to any Open Game Content that contains a notice System Trademark logos to destroy those materials. You will solely bear any costs related to
indicating that the Open Game Content may only be Used under and in terms of this License. carrying out this term of the License.
You must affix such a notice to any Open Game Content that you Use. No terms may be added
to or subtracted from this License except as described by the License itself. No other terms or 7. Penalty for Failure to Comply with Termination Instructions
conditions may be applied to any Open Game Content distributed using this License. If You fail to comply with the Effects of Termination, Wizards of the Coast may, at its option,
pursue litigation, for which You shall be responsible for all legal costs, against You to the full
extent of the law for breach of contract, copyright and trademark infringement, damages and
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of any other remedy available.
the terms of this License.
8. Updates.
Wizards of the Coast may issue updates and/or new releases of the D20 System Trademark
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors logos without prior notice. You will, at the earliest possible opportunity, update all material
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this distributed by You to use the updated and/or new version of the D20 System Trademark logos.
License to Use, the Open Game Content. You may continue to distribute any pre-existing material that bears an older version of the D20
System Trademark logo.
5.Representation of Authority to Contribute: If You are contributing original material as Open
9. Changes to Terms of the License.
Game Content, You represent that Your Contributions are Your original creation and/or You
Wizards of the Coast may issue updates and/or revisions to this License without prior notice.
have sufficient rights to grant the rights conveyed by this License.
You will, at the earliest possible opportunity, conform in all respects to the updated or revised
terms of this License. For a period of 90 days You may continue to distribute any pre-existing
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this material that complies with a previous version of the License. Thereafter written consent should
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You be obtained from Wizards of the Coast. Subsequent versions of this License will bear a different
are copying, modifying or distributing, and You must add the title, the copyright date, and the version number.
copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you
10. Updates of Licensee information.
Distribute.
You may transmit an updated version of the "card.pdf" Confirmation Card at any time to Wizards
of the Coast.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication
as to compatibility, except as expressly licensed in another, independent Agreement with the 11. Notices to Licensor:
owner of each element of that Product Identity. You agree not to indicate compatibility or co- Wizards of the Coast
adaptability with any Trademark or Registered Trademark in conjunction with a work containing D20 System License Dept.
Open Game Content except as expressly licensed in another, independent Agreement with the PO Box 707
owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Renton, WA 98057-0707
Game Content does not constitute a challenge to the ownership of that Product Identity. The 12. No maintenance or support.
owner of any Product Identity used in Open Game Content shall retain all rights, title and Wizards of the Coast shall have no obligation whatsoever to provide you with any kind of
interest in and to that Product Identity. maintenance or support in relation to the d20 System Trademark logos.
13. No Warranty / Disclaimer.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions The d20 system trademark logo files are made available on an "as is" basis. Wizards of the
of the work that you are distributing are Open Game Content. Coast does not make any representation or warranty, whether express or implied, as to the
fitness for a particular purpose, use or merchantability. Wizards of the Coast makes no
9. Updating the License: Wizards or its designated Agents may publish updated versions of this representation or warranty that the d20 system trademark logo files are error-free.
License. You may use any authorized version of this License to copy, modify and distribute any [ end of License ]
Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall
be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
[ end of License ]
“May you find a thousand unwashed camels on your doorstep each morning.”
KWWSDUDELDQDGYHQWXUHVRUJ
release/revision: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
7K 1H
$UDELD $GYHQWXUHV
(41) 1RY