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VERSION 2.

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O.G.L. Fantasy Roleplaying Game


This old-school RPG is mostly based on existing Open Gaming Content. It is almost
100% compatible with the material (adventures, creatures, magical items, etc.) published
for several other retro-clones and simulacrums of the game it is based on.

by Dominique Crouzet © 2012/2014 – all rights reserved.


Illustrations by Andy Taylor, Brian Thomas, Dominique Crouzet, Jim Holloway,
plus a lot of stock-art and old copy-left art. Logos and layout by Dominique Crouzet.
http://www.dcrouzet.net/heroes-witchery/

[i]
Table of Contents

INTRODUCTION 01 The Fae-Mage 43


Credits 01 The Forestal 44
Pen and Paper Role-Playing Games 01 The Warden 45
Fantastic Heroes and Witchery Summary 02 The Illusionist 46
Rules Should Help, Not Hinder 03 The Trickster 47
The Folk-Champion 48
Fantasy and Science Fantasy 03
The Scout 49
Glossary 03
Weird Tales – Alternate Classes 51
1-CREATING A CHARACTER 09 The Necronimus 51
Roll Ability Scores 09 The Occultist 52
Strength 09 The Psychic 54
Dexterity 10 The Rifleman 55
Constitution 10 The Savant 56
Intelligence 10 The Sky-Lord 57
Wisdom 10 The Wild Brute 58
Charisma 10 Hit-Dice and Hit-Points 60
Saving Throws 60
Character Races (Fantasy) 10
Skill Checks 61
Ability Scores and Classes Limitations by Race 11
Dwarves 12 3-EQUIPMENT 63
Elves 12
Money and Currency 63
Half-Elves 13
Starting Equipment 63
Gnomes 13
Buying and Selling 63
Halflings 13
Other Equipment and Different Prices 63
Half-Orcs 14
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Humans 14 Standard Equipment 64
Tieflings 14 Armors 64
Dark Elves (tiefling race) 15 Weapons 66
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Goods and Services 70


Character Races (Weird Tales) 16 Containers, Sacks, etc. 71
Ability Scores and Classes Limitations by Race 16 Adventuring Gear 71
Humans (Exotic and Earthlings) 16 Special Substances and Items 72
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Humans – Tainted 17 Tools and Skill Kits 72


Primates 18 Clothing 73
Reptilians 18
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Food, Drink and Lodging 74


Revenants 19 Mounts and Related Gear 74
Winged-Folk 20 Transport 74
Witchlings 21
Science-Fantasy Equipment 75
Character’s Background 21 Campaign Genres and Technology 75
Alignment 23 Magic vs. Technology 75
Using Unknown Technology 76
2-CHARACTER CLASSES 25 Technology Condition 76
Class Descriptions 25 Sci-Fi Weapons 77
Experience and Levels 26 Miscellaneous Sci-Fi Equipment 80
Split Class Rules 26 Sci-Fi Transport 82
No Multi-Class Rules 26 Items’ Saving Throws 84
Traditional Fantasy – Core Classes 27 Damage Type 85
The Fighter 27 Substances and Materials 85
The Berserker 28 4-COMBAT 87
The Knight (+ Paladin and Anti-Paladin) 28
The Ranger 30 Surprise 87
The Friar 30 Initiative 87
The Mystic 32 Attack and Damage Rolls 88
The Templar 33 Bonus-to-hit (BtH) 88
The Thief 34 Armor class (AC) 88
The Acrobat 35
Other Actions 89
The Assassin 35
Other Primary Action 89
The Bard 36
Secondary Action 89
The Wizard 37
Free Action 89
The Warlock 38
The Wise-Man/Woman 39 Critical Hits and Fumbles 89
Traditional Fantasy – Racial Classes 40 Combat Modifiers 90
The Clansdwarf 40 Combat Options and Maneuvers 90
The Gothi 41 Charge 90
The Eldritch-Archer 42 Combat Stunt 90

[ ii ]
Defense – Dodge 90 6-HAZARDS AND INJURIES 111
Defense – Evade 90 Health and Hit-Points 111
Defense – Parry 90 Character’s Hit-points 111
Dirty Trick 90 Wound and Vitality Hit-points 111
Disarm 90 Temporary Hit-points 112
Fighting Offensively 90 Damage and Death’s Door 112
Hold Initiative 90 Massive Damage 112
Melee Frenzy 91 Disabled 112
Off-Hand Weapon Fighting 91 Dying 112
Put a Blade Against the Throat 91 Dead 112
Set Weapon Against Charge 91 Subdual Damage 113
Strangulation 91 Dealing Subdual Damage 113
Subdual Attack 91 Staggered and Unconscious 113
Touch Attack 91
Healing 113
Two Weapons Fighting 91
Natural and Magical Healing 113
Unarmed Combat 91
Stable Characters and Recovery 113
Withdrawal / Disengaging 91 Healing Subdual Damage 113
Called Shots 92 Healing Ability Damage 113
Arm/Leg/Head/Eye 92 Raising the Dead 113
Worn Object 92 Threats and Hazards 114
Shoot in Melee 92
Shoot Object 92 Afflictions: Mental and Physical 114
Blindness 114
Morale Checks 92 Deafness 114
Vehicles’ Combat 94 Disease 114
Turn-Rebuke Undead 95 Drunkenness 114
Exhaustion 115
Psionic Combat 96 Fatigue 115
Making a Psionic Attack 96 Fear 115
Using a Psionic Defense 97 Incapacitated / Unconscious 115
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Spells Providing Defense 97 Nausea 115
Psionic Creatures 97 Paralysis 115
Duels of Rhetoric 97 Poison 115
Severed Appendage or Decapitation 116
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5-ADVENTURING AND DUNGEONEERING 99 Starvation and Thirst 116


Time in the Game 99 Stunned 116
The Round 99 Aggressions: Supernatural 116
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The Segment 99 Ability Damage 116


The Turn 99 Ability Drain 116
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Vision and Light 99 Confusion 116


Light and Lamps 100 Energy Drain 117
Infravision 100 Lycanthropy 117
Darkness 100 Petrification 117
Using a Mirror 100 Breathing 118
Invisibility 100 Breathing Air 118
Vision Underwater 101 Altitude (Lack of Air at High Altitudes) 118
Carrying Capacity 101 Holding One’s Breath 119
Encumbrance by Armor 101 Immediate or Slow Suffocation 119
Encumbrance by Weight 101 Smoke 119
Lifting and Dragging 101 Toxic Air 119
Bigger and Smaller Creatures 101 Corrosion 120
Encumbrance for Domestic Animals 102 Acid 120
Cart/Wagon Use 102 Corrosive Atmosphere 120
Land Movement 102 Other Types of Corrosion 120
Tactical-Local-Overland Movement 102 Extreme Heat and Cold 120
Walk-Hustle-Run-Sprint 102 Heat and Cold Effects 120
Terrain 103 Fire 121
Forced March 103 Catching on Fire 121
Waterborne Travel 104 Lava 121
Rivers 104 Ice / Snow 122
Ocean Voyage 104 Avalanche 122
Weather Conditions 104 Deep Snow 122
Seaworthiness 105 Glaciers 122
Becoming Lost 105 Ice 122
Instant Freezing 122
Chase Rules 106
Chases on a Clear, Flat Ground 106 Shock (Falling) 122
Chases in the Wilderness 107 Falling Victims 122
Chases at Sea 107 Falling Objects 123
Chases in Dungeons or Urban Environments 108 Water 123

[ iii ]
Boiling Water 123 Healing Deity 153
Cold Water 123 Hunting Deity 153
Depth Effects 123 Justice, Revenge Deity 153
Drowning 123 Magic and Knowledge Deity 153
Weather 124 Moon Goddess 154
Fog 124 Peace and Mercy Deity 154
Precipitation 124 Racial Deity 154
Winds 124 Sea Deity 154
Sites Deities 154
7-MONSTERS AND NPCS 127 Strength God 155
Creatures and Monsters (BtH and saving throws) 127 Sun God 155
Thieves Deity 155
Encounter Reactions 128
Travel Deity 155
Commoners (zero-level characters) 129 War-God 156
NPC Character Classes 129 Wisdom Deity 156
Fighting-man 130 Law and Chaos 156
Clergyman 130 Alignments 156
Cultist 131 Character Class: The Agent of Law/Chaos 157
Professional 131 Character Class: The Guardian of Neutrality 158
Thug 131
The Immortal Soul 160
Magic-user 131
The Nature of the Soul 160
Non-Player Characters Appearance and Personality 132 The Soul is Indestructible 160
NPC Levels and Populations Spread 132 The Soul in the Afterlife: Petitioners 161
Servants and Partisans 133 Undead and Soul 162
Hirelings, Henchmen, Followers and Cohorts 133 Creatures Without a Soul 162
Attracting Followers 133 Cosmology: The Planes 162
Hiring People for Short Term Tasks 135 The Different Types of Planes 162
Time and Cost Requirements to Manufacture Items 135 Planar Characteristics 163
Hiring spellcasters 136 Material/Energy Planes Descriptions 164
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Typical Non-Player Characters 136 —The Ethereal Plane 164
Barbarians 136 —The Elemental Planes 166
Criminals 136 —The Negative Energy Plane 167
Destitute 137 —The Positive Energy Plane 168
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Military 139 —The Plane of Shadows 168


Militia 139 Mental Planes Descriptions 169
Peasants 140 —The Astral Plane 169
—The Lower Outer Planes 170
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Priesthood 140
Spellcasters for Hire 141 —The Upper Outer Planes 171
—The Seven Courts of the Afterlife 171
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Townspeople (commoners) 142


Townspeople (rulers) 142 9-MAGIC AND SPELLCASTING 173
Tradesmen 143
Basic Spellcasting System 173
8-RELIGIONS 145 Spell Selection 173
Priests, Magic and Deities 145 Preparing Spells 173
The Gods Oversee the Mortal World 145 Casting Spells 173
The Gods Don’t Know or Don’t Care 146 Resisting Spells 174
The Gods Only Have Power on Faithful Priests 146 Preparation Options 174
There Might Be No Gods After All 146 Magic is More Art Than Science 174
Mix and Match of the Above Concepts 146 Types of Magic 174
Type of Priests 147 Acquiring Arcane Spells 174
Character Class: The Witch-Hunter 147 Learning a Spell Formula from a Spell-book 175
Character Class: The Crusader 148 Learning a Spell Formula from a Scroll 175
Character Class: The Inquisitor 148 Creating a New Spell 175
Character Class: The Preacher 148 Automatic or Instant Spell Learning 175
Examples of Gods and Goddesses 149 Sidebar: Not all Spells Are Born Equal 176
Ancestors Worship 149 Acquiring Spell-like Abilities 176
Animal Deity, Beast Lord 149 Incantations (Optional) 176
Blacksmith God 150 Discovering Incantations 176
Community Deity 150 Casting an Incantation 176
Darkness, Fear and Evil 150 Failed Incantations 177
Death, Guardian of the Dead 150 Examples of Incantations 177
Death and Undeath Deity 150 —Call Demon Lord 177
Elemental Air 151 —Liturgy 177
Elemental Earth 151 —Magical Forest 177
Elemental Fire 151
Elemental Water 152 Arcane Magic Specialties 178
Fertility Deity 152 Spell Schools 179
Fortune – Luck Deity 152 Abjuration 179
Good and Protection Deity 152 Conjuration/Summoning 179
Guardianship Deity 153 Divination 179

[ iv ]
Enchantment/Charm 179 Appendix 8: Sanity-Insanity 376
Evocation 179 Minor Insanity 376
Illusion 179 Major Insanity 376
Necromancy 180 Appendix 9: Skills 377
Transmutation 180 Acrobatics 378
Character Class: The Mage-Specialist 180 Alchemy 378
The Abjurer 180 Animal Handling 378
The Conjurer 180 Arcane Lore 378
The Diviner 181 Artistic Capacity 379
The Enchanter 181 Astronomy / Astrology 379
The Evoker 181 Athletics 379
The Illusionist 181 Climb 379
The Necromancer 181 Deception 380
The Transmuter 182 Detection 380
Character Class: The War-Mage 182 Engineering 381
Escape Bonds 381
Craft and Magic 184
Gaining Information 381
Pentagrams and Magic Circles 184 Gambling 381
Creating a Magical Diagram 184 Healing 382
Effects of a Magical Diagram 184 Knowledge 382
Breaking a Magical Diagram 184 Legerdemain 382
Creating Magical Items 184 Linguistics 382
Scribe Scrolls 185 Navigate 383
Magical Talismans 185 Open Locks 383
Eldritch Craft 185 Persuasion 383
Pilot 383
Severe Sorcery (Optional) 185
Poisons 384
Danger of Preparing Spells 185
Practical Abilities 384
The Rule of Obsession 185
Riding 384
True Names 186
Ley Lines and Power Nexuses 186
file Stealth 385
Survival 385
Bloody Sacrifices 186
Tech-use 385
Spell Lists by Classes 187 Tracking 385
Psychic Powers 187 Traps 386
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Gray Magic Spells 188


Appendix 9: Talents 386
Black Magic Spells 190
When to Grant Talents 386
White Magic Spells 191
30 Examples of Talents 386
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Nature Spells 192


Delusion Spells 193 Appendix 11: Combat Schools 388
Archery Style 388
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10-SPELL COMPENDIUM 195 Boxing Style 389


666 Spells in Alphabetical Order (see index page x) 196 Fencing Style 389
Martial Arts Style 390
11-APPENDICES 361 Two-Hander Style 390
Appendix 1: More About Ability Scores 361 Weapon & Shield Style 391
Ability Scores Optional Variables 362 Wrestling Style 392
The Six Attributes 362 Appendix 12: Adding more character classes 392
Generating Ability Scores 363 Converting 1e/2e Classes 392
Changing Ability Scores 364 Adapting 3e Classes 393
Attribute Scores Comparisons 364 Additional Character Classes 393
Appendix 2: Physical Appearance 365 —The Adventurer 394
Comeliness 365 —The Animist 395
Age 365 —The Scary Monk 396
Height and Weight 366 —The Sea-dog 398
—The Sea-witch 400
Appendix 3: Personality 366 —The Thick Brute 402
Personality Descriptors 366
Adventuring Motivations 367 Appendix 13: Epic Levels (14th to 20th/25th level) 402
Appendix 4: Allegiances 368 Appendix 14: More About Saving Throws 405
Pledging Allegiance 369 Base Game Mechanic 405
Allegiances and Influence 369 Attribute Modifier 405
Alignments vs. Abjuration/Divination Spells 369 Automatic Successes and Failures 406
More Difficult Saving Throws 406
Appendix 5: Cultural Origin 370 Aggressions Types and Relevant Saves 406
Languages and Literacy 370 Advanced Saving Throws 407
Interracial Relationships 371
Character Names By Race 372 Appendix 15: Domain Spells 408
25 Spheres of Spells 408
Appendix 6: Social Origin 374 Spellcasting Priests and Spell Lists 410
Character’s Social Origin 374
Social Classes for Comparisons 374 Appendix 16: Critical Hits Effects For All Classes 411

Appendix 7: Rolling Hit-Points 375 OGL NOTICE 412

[v]
General Index (spells not included)

—A— —B— Combat modifiers 90


Combat options and maneuvers 90
Ability damage recovery 113 Backstab 34 Combat Schools 388
Ability drain 116 Barbarian (background) 22 Archery Style 388
Ability scores caps by race 11 / 16 Barbarians (NPC stats) 136 Boxing Style 389
Ability scores damage 116 Bard (class) 36 Fencing Style 389
Ability scores increase/decrease 364 Base speed 11 Martial Arts Style 390
Ability scores modifiers 09 / 362 Bayonet (weapon) 77 / 79 Two-Hander Style 390
Abjuration (magic) 179 Bend bars / lift gates (see Athletics) 379 Weapon & Shield Style 391
Abjurer (class) 180 Berserker (class) 28 Wrestling Style 392
Acid 72 / 85 / 120 Binoculars 80 Combat stunts 90
Acquiring arcane spells 174 Blackguard/Anti-paladin (class) 29 Commoners (zero-level characters) 129
Acquiring spell-like/psi abilities 176 Blast lance (weapon) 77 / 79 Compass 80
Acrobat (class) 35 Blindness 114 Confusion 116
Acrobatics (skill) 378 Bloody sacrifice 186 Conjuration/Summoning (magic) 179
Actions during the combat round 89 Boats and ships 74 / 104 Conjurer (class) 180
Adapting 3e classes 393 Bolts (weapon) 67 Containers, sacks, etc. (equipment) 71
Adventurer (class) 394 Bonus-to-hit (BtH) 25 / 88 Constitution 10 / 362
Adventuring gear (equipment) 71 Bows (weapon) 66 / 77 Converting 1e/2e Classes 392
Adventuring motivations 367 Boxing (fighting style) 389 Corrosion 120
Age by race 365 Breathing 118 Craft and magic 184
Agent of Law/Chaos (class) 157 Bullets (weapon) 68 Creating items – time and cost 135
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Aid another (skill check) 61 Buying and selling 63 Creating magical items 184 / 185
Alchemist’s fire 72 Creating new spells 175
Alchemy (skill) 378 —C— Creature BtH and saving throws 127
Alignments 23 / 156 / 368 Call Demon Lord (incantation) 176 Creature / monster stat block 127
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Allegiances 368 Caltrops (equipment) 71 Criminals (NPC stats) 136


Altitude (effects on health) 118 Candle (equipment) 71 Critical hits and fumbles 89
Animal Handling (skill) 378 Carrying capacity 101 / 361 Critical hits complete table 411
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Animist (class) 395 Casting spells 173 Crowbar (equipment) 71


Anti-paladin/Blackguard (class) 29 Casting spells in armor – Spell failure 64 Crossbow (weapon) 66 / 67
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Appearance and personality of NPCs 132 Casting spells in combat 173 / 183 / 387 Crusader (class) 148
Arcane Lore (skill) 378 Catching on fire 121 Crushing blow 85
Arcane magic specialties 178 Chaos and Law 156 Cultist (NPC class) 131
Archery (fighting style) 388 Character races (Fantasy) 10 Cutting torch (equipment) 80
Aristocrat (background) 22 Character races (Weird Tales) 16
Armor class (AC) 88 Charge 90 —D—
Armor proficiency 26 / 386 Charisma 10 / 363 Dagger (weapon) 66 / 67
Armors (different types) 64 Chases 106 Damage and death’s door 112
Arrows (weapon) 67 Chases: clear, flat ground 106 Damage – subdual 113
Artistic Capacity (skill) 379 Chases: dungeons / city streets 108 Danger of preparing spells 185
Assassin (class) 35 Chases: sea 107 Dark Elves (race) 15
Astronomy/Astrology (skill) 379 Chases: wilderness 107 Darkness 100
Athletics (skill) 379 Clansdwarf (class) 40 Dart (weapon) 66 / 67
Attack and damage rolls 88 Classes – additional 393 Dead 112
Attack Mode (Psionic) 54 / 96 Classes – alignments’ champions 157 Deafness 114
A. Psionic Blast 96 Classes – alternate priests 147 Dealing subdual damage 113
B. Mind Thrust 96 Classes levels by race 11 / 16 / 393 Decay – time decay 85
C. Ego Whip 96 Classes – core fantasy 27 Deception (skill) 380
D. Id Insinuation 96 Classes – racial 40 Defense Mode (Psionic) 54 / 97
E. Psychic Crush 96 Classes – weird tales 51 F. Empty Mind 97
Attacking without killing (subdual) 91 Cleave (Ruthless talent) 388 G. Thought Shield 97
Attacking with two weapons 91 Clergyman (NPC class) 130 H. Mental Barrier 97
Attracting followers 133 Climb (skill) 379 I. Intellect Fortress 97
Attribute scores comparisons 364 Climbing gear (equipment) 80 J. Tower of Iron Will 97
Attributes (Str, Dex, Wis, etc.) 09 / 362 Clothing (equipment) 73 Destitute (NPC stats) 137
Automatic hit and miss (Critical) 89 Clubs (weapon) 66 / 67 Detection (skill) 380
Automatic or instant spell learning 175 Cohorts 133 Dexterity 10 / 362
Avalanche 122 Coin weight (equipment) 63 Divination (magic) 179
Axes (weapon) 66 / 67 Cold effects 120 Diviner (class) 181

[ vi ]
Dirty trick 90 Food, drink and lodging 74 Healing salve (equipment) 72
Disabled 112 Forced march 103 Hear Noise – Detection (skill) 380
Disarm 90 Forester (background) 22 Heat effects 120
Disbelieving illusions 179 / 181 Forestal (class) 44 Height and weight by race 366
Disease 114 Free action 89 Henchmen 133
Disengaging from melee combat 91 Freezing (instant freezing) 122 Hide in Shadows – Stealth (skill) 385
Dodge (combat defense mode) 90 Friar (class) 30 Highlander (background) 22
Domain spells 408 Hirelings 133
Drowning 123 —G— Hiring people for short term tasks 135
Drunkenness 114 Gaining Information (skill) 381 Hiring spellcasters 136
Duels of rhetoric 97 Gambling (skill) 381 Hit body part (see Arm/Leg/Head/Eye) 92
Dwarves (race) 12 Gauntlets (weapon) 66 / 68 Hit-dice 11 / 25 / 60
Dying 112 Generating ability scores 363 Hit-points 60 / 111
Dying Earth (sci-fantasy) 75 Glaciers 122 Hit-points (rolling methods) 375
Glossary 03 Hit worn object 92
—E— Gnomes (race) 13 Hold initiative 90
Ecclesiastic (background) 22 Gods and Goddesses – examples 149 Holding one’s breath 119
Eldritch-Archer (class) 42 Ancestors Worship 149 Holster (equipment) 80 / 81
Eldritch craft 185 Animal Deity, Beast Lord 149 Holy water 72
Elves (race) 12 Blacksmith God 150 Humans – Fantasy (race) 14
Enchanter (class) 181 Community Deity 150 Humans – Sci-fan (race) 16
Enchantment/Charm (magic) 179 Darkness, Fear and Evil 150 Humans – Tainted (race) 17
Encounter reactions 128 Death, Guardian of the Dead 150
Encumbrance by armor 101 Death and Undeath Deity 150
—I—
Encumbrance by weight 101 / 361 Elemental Air 151 Ice 122
Encumbrance for domestic animals 102 Elemental Earth 151 Illusion (magic) 179
Encumbrance with cart/wagon 102 Elemental Fire 151 Illusionist (class) 181
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Energy cell (equipment) 80 Elemental Water 152 Illusionist – Gnome (class) 46
Energy drain 117 Fertility Deity 152 Incantations 176
Engineering (skill) 381 Fortune – Luck Deity 152 Incapacitated / unconscious 115
Epic levels 402 Good and Protection Deity 152 Infravision 12 to 21 / 100
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Equipment (other) 63 Guardianship Deity 153 Initiative 87


Equipment (science-fiction) 80 Healing Deity 153 Injury (wound hp) 25 / 60 / 111 / 116 / 382
Equipment (standard fantasy) 70 Hunting Deity 153 Ink (equipment) 71
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Equipment (starting) 63 / 374 Justice, Revenge Deity 153 Inquisitor (class) 148
Escape Bonds (skill) 381 Magic and Knowledge Deity 153 Insanity-sanity 376
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Ethereal plane 164 Moon Goddess 154 Intelligence 10 / 363


Evade (combat defense mode) 90 Peace and Mercy Deity 154 Interracial relationships 371
Evocation (magic) 179 Racial Deity 154 Invisibility effects 100
Evoker (class) 181 Sea Deity 154 Items saving throws 84
Exhaustion 115 Sites Deities 154
Experience and levels 26 / 402 Strength God 155 —J—
Explosives 77 / 85 Sun God 155
Jury-rig 57
Thieves Deity 155
—F— Travel Deity 155
—K—
Fae-Mage (class) 43 War-God 156
Wisdom Deity 156 Knight (class) 28
Falling creatures and objects 85 / 123
Gothi (class) 41 Knowledge (skill) 382
Fatigue 115
Fear 115 Goods and services (equipment) 70
Grappling hook (equipment) 71 —L—
Fencing (fighting style) 389
Fighter (class) 27 Grappling / overbearing 91 Lack of food and water 116
Fighting-man (NPC class) 130 Greek / alchemist’s fire 72 Lamp (equipment) 71 / 81
Fighting offensively 90 Guardian of Neutrality (class) 158 Lances (weapon) 66 / 68
Filter mask (equipment) 80 / 81 Gunpowder 72 Languages and literacy 370
Find/Remove Traps (skill) 386 Laser guns (weapon) 78
Fire 121
—H— Lava 121
Firearms – early (weapon) 66 / 67 Half-Elves (race) 13 Law and Chaos 156
Firearms – modern (weapon) 77 / 78 Halflings (race) 13 Learning a spell formula 175
Fist (unarmed attacks) 66 / 68 Half-Dragons (race) 19 Legerdemain (skill) 382
Flame-thrower (weapon) 77 / 79 Half-Orcs (race) 14 Level caps by race 11 / 16 / 393
Fleeing hastily a battle 91 Hammers (weapon) 66 / 68 Levels and numbers of NPCs 132
Flint and steel (equipment) 71 Handcuffs (equipment) 81 Ley lines and power nexuses 186
Fog 124 Healer (background) 22 Light and lamps 100
Folk-Champion (class) 48 Healing (skill) 382 Lifting and dragging weight 101
Followers 133 Healing, natural and magical 113 Linguistics (skill) 382

[ vii ]
Listening – Detection (skill) 380 Oil and fire 71 Retreat 91
Liturgy (incantation) 177 Open doors (see Athletics) 379 Revenants (race) 19
Lock (equipment) 71 Open Locks (skill) 383 Riding (skill) 384
Lost (becoming lost) 105 Opposed checks (with skill checks) 61 Rifleman (class) 55
Lycanthropy 117 Outlaw (background) 22 Rope 72 / 85
Round 99
—M— —P—
—S—
Maces (weapon) 66 / 68 Paladin (class) 29
Mage-Specialist (class) 180 Paralysis 115 Sanity-insanity 376
Abjurer (class) 180 Parry (combat defense mode) 90 Savant (class) 56
Conjurer (class) 180 Peasant (background) 22 Saving throws 25 / 60 / 405
Diviner (class) 181 Peasants (NPC stats) 140 Saving throws – items 84
Enchanter (class) 181 Pentacles / pentagrams 184 Scary Monk (class) 396
Evoker (class) 181 Personality descriptors 366 Scribe magic scrolls 185
Illusionist (class) 181 Persuasion (skill) 383 Sea-dog (class) 398
Necromancer (class) 181 Petitioners 161 Sea-witch (class) 400
Transmuter (class) 182 Petrification 117 Shock (from falling) 122
Magical Forest (incantation) 177 Pick-pockets – Legerdemain (skill) 382 Scholar (background) 22
Magic circles / diagrams 184 Pilot (skill) 383 Scoundrel (background) 23
Magic is more art than science 174 Planar characteristics 163 Scout (class) 49
Magic resistance – Resisting spells 174 Planes descriptions 164 Seafarer (background) 23
Magic-user (NPC class) 131 Astral Plane 169 Seaworthiness 105
Manacles (equipment) 71 Elemental Planes 166 Secondary action 89
Martial Arts (fighting style) 390 Ethereal Plane 164 Segment 87 / 99
Massive damage 112 Lower Outer Planes 170 Selling equipment 63
Material’s hardness and hit-points 84 Negative Energy Plane 167 Set weapon against charge 91
Maximum level 26 / 402 Plane of Shadows 168 Severe sorcery 185
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Melee frenzy 91 Positive Energy Plane 168 Severed appendage or decapitation 116
Military (NPC stats) 139 Seven Courts of the Afterlife 171 Shock-field glove (weapon) 77 / 79
Militia (NPC stats) 139 Upper Outer Planes 171 Shoot in melee 92
Shoot object 92
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Money and currency 63 Poison types 115


Monster BtH and saving throws 127 Poisons (skill) 384 Situational modifier in combat 90
Monster / creature stat block 127 Polearms (weapon) 66 / 68 Skill Acquisition (talent) 386
Mounts and related gear (equipment) 74 Post-apocalyptic (sci-fantasy) 75 Skill checks 61
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Morale checks 92 Practical Abilities (skill) 384 Skills 377


Morningstar (weapon) 66 / 68 Prayers 31 Acrobatics 378
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Movement rates by race 11 to 21 Preacher (class) 148 Alchemy 378


Movement rates by speed 106 Precipitations 124 Animal Handling 378
Movement – overland 102 / 106 Preparation options (of spells) 174 Arcane Lore 378
Movement – sea 104 / 107 Preparing Spells 173 Artistic Capacity 379
Move Silently – Stealth (skill) 385 Price lists 64 to 66 / 70 / 71 / 77 / 80 / 82 Astronomy/Astrology 379
Multi-class rules 26 Priesthood (NPC stats) 140 Athletics 379
Musical instrument (equipment) 73 Priests, magic and deities 145 Climb 379
Mystic (class) 32 Primary action 89 Deception 380
Primates (race) 18 Detection 380
—N— Professional (NPC class) 131 Engineering 381
Psionic combat 96 Escape Bonds 381
Names by races 372
Psionic creatures 97 Gaining Information 381
Nausea 115
Psionic-use 54 Gambling 381
Navigate (skill) 383
Psychic (class) 54 Healing 382
Necromancer (class) 181
Put a blade against the throat 91 Knowledge 382
Necromancy (magic) 180
Legerdemain 382
Necronimus (class) 51
Negative energy (+ see Energy drain) 85
—Q— Linguistics 382
Navigate 383
Net (weapon) 66 / 68 Quarterstaff (weapon) 66 / 68
Open Locks 383
Nomad (background) 22
Non-lethal damage (Subdual) 113 —R— Persuasion 383
Pilot 383
Not all spells are born equal 176 Racial enmity 371 Poisons 384
Noticing – Detection (skill) 380 Racial hit-die 11 to 21 Practical Abilities 384
NPC character classes 129 Raising the dead 113 Riding 384
Ram, portable (equipment) 72 Stealth 385
—O— Ranger (class) 30 Survival 385
Obsession (the rule of ) 185 Reaction 128 Tech-use 385
Occultist (class) 52 Reptilians (race) 18 Tracking 385
Off-hand weapon fighting 91 Resisting spells 174 Traps 386

[ viii ]
Sky-Lord (class) 57 Surprise 87 Turn (10 minutes) 99
Sleeping in armor 64 Survival (skill) 385 Turn-Rebuke undead 95
Slings (weapon) 66 / 68 Swords (weapon) 66 / 69 Two-Hander (fighting style) 390
Smoke and toxic air 119 Swords and Planets (sci-fantasy) 75 Two weapons fighting 91
Snow 122 Types of magic 174
Social classes / origin 374 —T— Types of priests 147
Soldier (background) 23 Types of religions and deities 145
Talents 386
Soul and afterlife: petitioners 161 Typical NPCs 136
1. Weapon Proficiency 386
Souls of characters and creatures 160 Barbarians 136
2. Skill Acquisition 386
Space suit (equipment) 80 / 82 Criminals 136
3. Armor Proficiency 386
Spears (weapon) 66 / 69 Destitute 137
4. Attribute Increase 387
Special substances (equipment) 72 Military 139
5. Battle Magic 387
Speed factor 66 / 67 / 87 Militia 139
6. Bravery 387
Spellbook – blank (equipment) 73 Peasants 140
7. Campaigner 387
Spell schools 179 Priesthood 140
8. Carouse 387
Spell selection 173 Spellcasters for hire 141
9. Caving 387
Spell index next pages, or –4 to –1 Townspeople (commoners) 142
10. Collegiate Wizardry 387
Spell lists by classes 187 Townspeople (rulers) 142
11. Combat Reflexes 387
Black Magic spells 190 Tradesmen 143
12. Combatant Mage 387
Delusion spells 193
13. Contacts 387
Gray Magic spells 188
14. Dabbler in Sorcery 387
—U—
Nature spells 192
15. Deep Breath 387 Unarmed combat 91
Psychic powers 187
16. Diehard 387 Undead and soul 162
White Magic spells 191
17. Dweomercraft 387 Underwater depth effects 123
Spellcasters for hire (NPC stats) 141
18. Intimidation 387 Using a mirror in combat 100
Spells providing psionic defense 97
19. Land Surveying 387
Spell resistance – Resisting spells 174
20. Mimicry
file 387 —V—
Spheres of spells 408
21. Prophecy 387 Vagabond (background) 23
Sphere for All Priests 408
22. Puritanism 387 Vehicles’ combat and stats 94
Sphere of Abundance 408
23. Quiet Magic 388 Vile powers 39
Sphere of Air 408
24. Raider’s Greed 388
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Sphere of Animal 408 Villain (background) 23


Sphere of Burial 408 25. Ruthless (Cleave) 388 Vision and light 99
Sphere of Chaos/Evil 408 26. Second Sight 388 Vision underwater 101
27. Sword-hurler 388
m

Sphere of Combat 408 Vitality hit-points 111


Sphere of Control 409 28. Toughness 388
29. Unflappable Casting 388 —W—
Sa

Sphere of Craft 409


Sphere of Death 409 30. Weapon Finesse 388
Technology – condition 76 Warden (class) 45
Sphere of Destruction 409
Technology – magic vs. technology 75 War-Mage (class) 182
Sphere of Earth 409
Technology – using unknown 76 Warlock (class) 38
Sphere of Fire 409
Tech-use (skill) 385 Water 123
Sphere of Healing 409
Templar (class) 33 Weapon and Shield (fighting style) 391
Sphere of Knowledge 409
Temporary hit-points 112 Weapon characteristics 66 / 67
Sphere of Law/Good 409
Thick Brute (class) 402 Weapon proficiency 26 / 386
Sphere of Magic 409
Thief (class) 34 Weapon specialization 27 / 389
Sphere of Plant 409
Thieves’ tools (equipment) 73 Weapons (science-fiction) 77
Sphere of Prediction 409
Thug (NPC class) 131 Weapons (standard fantasy) 66
Sphere of Protection 410
Tieflings (race) 14 Weather 124
Sphere of Summoning 410
Time and cost to create items 135 Weather conditions at sea 104 / 124
Sphere of Sun 410
Time in the game 99 Weight of a small barrel of gold 71
Sphere of Travel 410
Tools and skill kits (equipment) 72 Worth of gold – fantasy economics 63
Sphere of Trickery 410
Torch (equipment) 72 Wrestling (fighting style) 392
Sphere of Warding 410
Touch attack 91 Wild Brute (class) 58
Sphere of Water 410
Townspeople commoners (NPC stats) 142 Winds 104 / 124
Split class rules 26
Townspeople rulers (NPC stats) 142 Winged-Folk (race) 20
Spot check – Detection (skill) 380
Tracking (skill) 385 Wisdom 10 / 363
Staggered and unconscious 113
Tradesmen (NPC stats) 143 Wise-Man/Woman (class) 39
Starvation and thirst 116
Transmutation (magic) 180 Witch-Hunter (class) 147
Steampunk (sci-fantasy) 75
Transmuter (class) 182 Witchlings (race) 21
Strangulation 91
Transport (science-fiction) 82 Withdrawal from melee combat 91
Strength 09 / 362
Stun baton (weapon) 77 / 79 Transport (standard fantasy) 74 Wizard (class) 37
Stunned 116 Traps (skill) 386 Wound hit-points 111
Subdual attack 91 Trickster (class) 47
Subdual damage 113 Troubadour (background) 23
—Z—
Suffocation 119 True names 186 Zero-level characters 129

[ ix ]
Spell Index

—A— Big Clenched Fist 208 Chromatic Ball 221


Big Crushing Hand 208 Clairaudience / Clairvoyance 221
Abject Transformation (lesser) 196 Bind with a Rope 208 Cleanse 221
Abject Transformation (greater) 196 Binding 209 Cloak of Courage 221
Abjure Outsider 196 Black Lightning 209 Cloak of Dread (#110 reverse) 221
Absorb Dead Flesh 196 Black Tentacles 210 Clone 222
Abyssal Swarm 197 Blade Barrier 210 Cloud Bursting 222
Acid Arrow 197 Bless 210 Cloudkill 222
Acid Spittle 197 Bless Water 210 Color-Spray 222
Adapt Body 197 Bless Weapon 211 Combat Precognition 223
Advanced Hallucinatory Image 198 Blight 211 Combining of Power 223
Aerial Summoning 198 Blindness / Deafness 211 Command 223
Affect Non-Magical Fires 198 Blink 211 Commune 223
Afflict (#62 reverse) 210 Blue Devastation 211 Commune with Nature 224
Aid 198 Blur 211 Comprehend Languages 224
Airy Underwater 198 Bolster Faith 211 Conceal Thoughts 224
Air Breathing (#642 reverse) 354 Bolt of Magma 212 Conditional Sealing 224
Air Walk 199 Bone Armor 212 Cone of Cold 224
Alarm 199 Bone Trap 212 Conflicting Bad Mood 224
Alter Self 199 Borrowed Body 212 Confuse Languages (#120 reverse) 224
Alternative Reality 199 Bread of Life 212 Confusion 225
Analyze Dweomer 200 Break Enchantment 213 Conjure Animal Spirits 225
Ancient Seal of Warding 200
file
Burning Hands 213 Conjure Creature of Earth 225
Angles Stride 200 Conjure Creature of Fire 225
Animal Friendship 200 —C— Conjure Elemental Essence 226
Animal Growth 201 Conjure Lesser Demon 226
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Cacophony of Demons 213


Animal Messenger 201 Consecrate 227
Call Animal Companion 213
Animal Summoning 1 201 Contact Blasphemous Creature (lesser) 227
Call Demon of Enrichment 214
Animal Summoning 2 201 Contact Blasphemous Creature (greater) 227
Call Lightning 214
m

Animal Summoning 3 201 Contact Blasphemous God 227


Call Spirits 214
Animal Trance 202 Contact Other Plane 228
Call Dweller on the Threshold 214
Sa

Animate Dead 202 Contagion 228


Call the Whispering Mist 215
Animate Dead Monsters 202 Contaminate Liquids (#482 reverse) 315
Call Undead 215
Animate Object 202 Contingency 229
Call Woodland Fey 216
Animate Stone 203 Continual Darkness 229
Calm Animals 216
Anti-life Shell 203 Continual Flame 229
Calm Emotions 216
Anti-magic Shell 203 Continual Heat 229
Cause Blindness Deafness (#154 rev.) 233
Antipathy / Sympathy 203 Continuous Daylight 230
Cause Critical Wounds (#155 reverse) 233
Anti-plant Shell 204 Control Body 230
Cause Disease (#156 reverse) 233
Armor of Force 204 Control Temperature 230
Cause Fear 216
Astral Projection 204 Control Undead 230
Cause Infection 217
Atonement 204 Control Weather 230
Cause Light Wounds (#157 reverse) 233
Attraction 205 Control Winds 231
Cause Serious Wounds (#158 reverse) 234
Audible Illusion 205 Corpse Reading 231
Cavern Sealing 217
Augury 205 Coruscating Lure 231
Celestial Teardrops 217
Aura Alteration 205 Create Food & Water 232
Ceremonies and Rituals 217
Aura Sight 205 Create Undead 232
Chain Lightning 218
Aversion 206 Create Water 232
Chameleon Skin 218
Averting Aura 206 Creeping Doom 232
Change Self 218
Changestaff 218 Crimson Mist 232
—B— Chant of Hope 219 Cure Blindness / Deafness 233
Baneful Vortex 206 Chaos Jabber 219 Cure Critical Wounds 233
Banishment 206 Chariot of the Sea 219 Cure Disease 233
Barkskin 206 Chariot of the Sun 219 Cure Light Wounds 233
Beastmask 206 Charm Monster 220 Cure Serious Wounds 234
Beguiling Strike 207 Charm Person 220
Bestow Curse 207 Charm Person or Animal 220
—D—
Big Interposing Hand 207 Charm Plant Creatures 220 Dancing Lights 234
Big Forceful Hand 208 Chill Metal (#316 reverse) 274 Danger Sense 234
Big Grasping Hand 208 Chill Touch 220 Darkness 15’ ft. Radius 234

[x]
Dark One’s Luck 234 Emotion 248 Forcecage 264
Death Blossoms 235 Empathy 248 Forget Memories 264
Death Dismissal 235 Enchant an Item 248 Foul Resurrection 264
Death Fumes 235 Enchant Arms & Armors 249 Free Movements 265
Death Knell 235 Endure Cold / Endure Heat 249 Freedom (#340 reverse) 280
Death Sorcery 236 Energy Drain 249 Freezing Sphere 265
Decompose 236 Enervation 249 Friendship Aura 265
Deep Pouches & Pockets 236 Enlarge 250 Fumbling Injunctions 265
Delayed Blast Fireball 236 Enrage Animal 250
Delude 237 Ensnare Outsider 250 —G—
Demand 237 Entangle 251
Demonbane 237 Gate 265
Enthrall 251
Demonic Steed 237 Gaze Resistance 266
Entropic Downpour (#92 reverse) 217
Demon’s Strength 238 Geas 266
Erase 251
Demoralize 238 Genesis 266
Espouse Mind Reading 252
Desecrate (#131 reverse) 227 Gentle Repose 267
Etherealness 252
Destroy Water (#151 reverse) 232 Ghoulish Curse 267
Exacting Pact 252
Destruction (#508 reverse) 322 Ghoul Touch 267
Exorcism 253
Detect Aberration 238 Giant Insect 267
Explosive Runes 253
Detect Ascendancy 238 Gills 268
Extra-Duration 1 254
Detect Chaos / Evil 239 Glass-Brittle 268
Extra-Duration 2 254
Detect Illusory Effects 239 Glass-Transparency 268
Extra-Duration 3 254
Detect Interdimensional Passage 239 Glass-to-Steel 268
Eyebite 254
Detect Invisibility 239 Glitterdust 268
Detect Law / Good (#179 reverse) 239 Globe of Invulnerability (minor) 269
Detect Lie 240
—F— Globe of Invulnerability (major) 269
Detect Living Creatures 240 Glyph of Warding 269
Fabricate 254
Golem Enchantment 269
Detect Magic 240
file
Faerie Fire 255
Detect Poison 240 Goodberry 270
False Gold 255
Detect Secret Doors 240 Grafted Identity 270
False Life 255
Detect Snares & Pits 241 Grease 270
False Sensory Input 255
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Detect Undead 241 Grim Fury 270


False Vision 255
Digging Compression 241 Grisly Bloody Grease 271
Fascination 256
Dimensional Anchor 242 Guards and Wards 271
Fatal Attraction 256
m

Dimension Door 242 Gust of Wind 272


Fear 256
Disastrous Endeavor 242
Feather Fall 256
—H—
Sa

Disintegrate 242
Feeblemind 257
Dismiss Blasphemous Creature (lesser) 227
Feign to be Dead 257 Hallow 272
Dismiss Blasphemous Creature (greater) 227
Fiendish Familiar 257 Hallucinatory Forest 272
Dismiss Blasphemous God 227
Fiendish Possession (lesser) 257 Hallucinatory Image 1 272
Dismiss Creature of Earth (#127 reverse) 225
Fiendish Possession (greater) 258 Hallucinatory Image 2 273
Dismiss Creature of Fire (#128 reverse) 225
Fiendish Regeneration 258 Hallucinatory Image 3 273
Dismissal 242
Find Familiar 259 Hallucinatory Terrain 273
Dispel Evil / Chaos 243
Find the Path 259 Halt Undead 273
Dispel Harm 243
Dispel Good / Law (#196 reverse) 243 Find Traps 259 Hammer of Witches 273
Dispel Illusory Effects 243 Finger of Death 260 Harm (#315 reverse) 274
Dispel Magic 243 Fireball 260 Haste 274
Distances Alteration 244 Fire Enchantment 260 Healing Rest 274
Disturbing Visions 244 Fire Quench (#208 reverse) 261 Heal 274
Divination 244 Fire Seeds 260 Heat Metal 274
Divine Lantern 245 Fire Shield 260 Hellish Weapon 275
Dolor’s Thrall 245 Fire Storm 261 Helping Emissary 275
Domination 245 Fire Trap 261 Hemorrhage 276
Doorway to Hell 245 Fire-With-Water 261 Heroes’ Feast 276
Dowsing 246 Flame Arrow 261 Hold Animal 276
Dream 246 Flame Blade 262 Hold Monster 276
Dream Travel 246 Flame Strike 262 Hold Person 276
Duo-Dimensional 247 Flame Walking 262 Hold Plant 277
Dust Whirlwind 247 Flaming Sphere 262 Hold Portal 277
Flesh Combustion 263 Holy Mist (#619 reverse) 348
Flesh to Stone (#573 reverse) 336 Holy Item 277
—E— Floating Disk 263 Holy Word 277
Earthquake 247 Fly 263 Horrendous Wizard Possession 277
Ectoplasm 248 Fog Cloud 263 Horrid Wilting 278
Elixir of Void Travel 248 Forbiddance 263 Horrifying Aspect 278

[ xi ]
Hungry Shadow 278 Magic Circle Against Good / Law (rev.) 292 Penetrate Deception 305
Hypercognition 278 Magic Jar 292 Penetrating Weapon 305
Hypnotic Pattern 279 Magic Missile 292 Permanency 305
Hypnotism 279 Magic Mouth 293 Permanent Hallucinatory Image 305
Hysteria 279 Magic Scrying Pool 293 Phantasmal Displacement 306
Magic Scrying Mirror 293 Phantasmal Illusion 306
—I— Magic Stone 294 Phantasmal Illusion - Improved 307
Major Creation 294 Phantasmal Killer 307
Ice Storm 279
Mantle of Secrecy 294 Phantom Knight 307
Identify 280
Manuscript Replication 294 Phantom Steed 307
Illusory Script 280
Manuscript Preservation 294 Phantom Whirlwind 308
Illusory Wall 280
Mass Charm 295 Phase Door 308
Imprisonment 280
Mass Invisibility 295 Plane Shift 308
Imbue with Spell Ability 281
Mass Morpho-Illusion 295 Plant Growth 309
Implore Extra-planar Ally (lesser) 281
Mass Suggestion 295 Plant Stride 309
Implore Extra-planar Ally (greater) 281
Materialize Matter 295 Poison Touch (#428 reverse) 302
Improbable Creation 281
Maze 295 Polymorph Any Object 309
Incapacitation 282
Meld Into Stone 296 Polymorph Curse 309
Incendiary Cloud 282
Melt Ice 296 Polymorph Others 310
Infernal Linguist 282
Mending 296 Polymorph Self 310
Infravision 282
Merciful Presence 296 Portent of Future 310
Insect Plague 282
Merciless Presence (reverse) 296 Power Word - Blind 311
Intangible Cloak of Shadows 283
Message 297 Power Word - Kill 311
Invisibility 283
Meteor Swarm 297 Power Word - Stun 311
Invisibility 10 ft. Radius 283
Mind Blank 297 Prayer of Hope 311
Invisibility - Improved 284
Mind Probe 297 Precipitate Rain 311
Invisible Stalker 284
Minor Creation 298 Precognition 311
Invisible to Animals 284
Invisible to Undead 284
Minute Meteorites
file 298 Predict Climatic Effects 312
Miracle 298 Prepare Corpse 312
Irritate Skin 284
Mirage Arcana 298 Preservation 312
Item Instant Summon 284
Mirror Image 299 Prismatic Sphere 312
Item Shrinking 285
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Misdirection 299 Prismatic Spray 313


—J— Mislead 299 Prismatic Wall 313
Mnemonic Enhancer 299 Produce Fire 313
Jump 285
m

Monstrous Claw 300 Produce Flame 313


Moon-Light 300 Programmed Hallucinatory Image 313
—K—
Sa

Moratorium 300 Project Image 314


Knock 285 Morgane’s Magical Disjunction 300 Protection from Acid (#479 variant) 315
Know Allegiance 285 Morgane’s Faithful Hound 300 Protection from Cold (#478 reverse) 314
Know Direction 286 Morgane’s Lucubration 301 Protection from Evil 314
Korreds’ Irresistible Dance 286 Morgane’s Magical Sword 301 Protection from Evil 10 ft. Radius 314
Morgane’s Magnificient Mansion 301 Protection from Fire 314
—L— Mount 301 Protection from Good (#476 reverse) 314
Move Earth 302 Protection from Good 10 ft. Radius (rev) 314
Last Word of Hate 286
Protection from Lightning 315
Legend Lore 287 —N— Protection from Normal Missiles 315
Leprechaun’s Lamentable Laborer 287
Leprechaun’s Secret Chest 287 Negative Plane Protection 302 Purify Food and Drink 315
Leprechaun’s Secure Shelter 288 Neutralize Poison 302 Purify Liquids 315
Leprechaun’s Tiny Hut 288 Nightmare (#261 reverse) 246 Pushing Away 315
Leprechaun’s Trap 288 Non-Detection 302 Pyrotechnics 315
Levitate 288 Null Magic Aura 303
Light 289
—Q—
Lightning Bolt 289
—O— Quench (#472 reverse) 313
Limited Wish 290 Object Reading 303 Quest 316
Liveoak 290 Obscuring Mist 303
Locate an Animal or Plant 290 Out of Mind 303 —R—
Locate Corpse 290 Rainbow Bridge 316
Locate Creature 290 —P— Rainbow Pattern 316
Locate Object 291 Raise Dead 317
Lower Liquids 291 Raise Liquids (#381 reverse) 291
Pack of Ghouls 303
Lure 291 Ray of Enfeeblement 317
Paralyze Fools 304
Part the Waters 304 Read Magic 317
—M— Pass Plant 304 Recall Pain 318
Magical Vestment 291 Passwall 304 Redirect Troublesome People 318
Magic Circle Against Evil / Chaos 292 Pass Without Trace 305 Reduce (#222 reverse) 250

[ xii ]
Reflecting Waters 318 Speak with Monstrous Beings 332 —U—
Regenerate 318 Speak with Plants 332
Reincarnate Soul 318 Spectral Illusion 332 Ultra-Seeing 348
Reincarnation 319 Spectral Hand 332 Uncontrollable Hideous Laughter 348
Remote Viewing 319 Spell Immunity 332 Undead Ward 348
Remove Curse 320 Spell Turning 333 Undetectable Allegiance (#362 reverse) 285
Remove Fear 320 Spider Climb 333 Undetectable Magic Aura 348
Remove Paralysis 320 Spike Growth 333 Unholy Blight 348
Repel Vermin 320 Spike Stones 333 Unholy Word (#327 reverse) 277
Repulsion 320 Spiritual Weapon 334 Unseen Servant 349
Resilient Sphere 321 Spirit Wrecking 334
Resistance to Cold 321 Spooky Mask 334 —V—
Resistance to Fire 321 Star Beacon 334
Vacant Area 349
Restoration (lesser) 321 Statue 335
Vampiric Touch 349
Restoration (greater) 321 Sticks into Snakes 335
Vanish 349
Resurrection 322 Stinking Cloud 335
Veil 350
Reverse Gravity 322 Stone Shape 335
Ventriloquism 350
Rope Trick 322 Stoneskin 336
Vigilance 350
Running Faster 322 Stone Tell 336
Vigor 350
Rusting Grasp 322 Stone to Flesh 336
Vision 350
Strength 336
—S— Succor 336
Vocalization 350

Sanctuary 323 Suggestion 337


—W—
Scare 323 Summon Caster (#575 reverse) 336
Scary Tales 323 Summon Chaos Fiend 337 Wail of the Banshee 351
Screen 323 Summon Hostile Insects 337 Wail of the Damned 351
Secret Page 323 Summon Monster 1 file 338 Wall of Fire 351
Sending 324 Summon Monster 2 338 Wall of Fog 351
Sense Link 324 Summon Monster 3 338 Wall of Force 351
Sense Scrying 324 Summon Monster 4 338 Wall of Ice 352
Sepia Snake Sigil 324 Summon Monster 5 338 Wall of Iron 352
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Sequester 325 Summon Saervantin 338 Wall of Stone 352


Serpent’s Stare 325 Summon Undead Shadows 339 Wall of Thorns 353
Servitude Spells Immunity 325 Sunbeam 339 Warding Claws 353
m

Shades 325 Sustenance 339 Warp Wood 353


Shadow Doorway 325 Symbol 340 Watchful Ghost 353
Sa

Shadow Magic 326 Water Breathing 354


Shadow Magic (Demi) 326 —T— Water Walk 354
Shadow Monsters 326 Weather Summoning 354
Taunted Fools 341
Shadow Monsters (Demi) 326 Web 354
Telekinesis 341
Shadow Walk 327 Weird 355
Telekinetic Sphere 342
Shape Change 327 Whip Lashing 355
Telepathy 342
Shatter 327 Whispering Wind 355
Teleport 342
Shield 327 Wind Walk 355
Teleport Without Error 343
Shield Other 328 Wind Wall 356
Temporal Stasis 343
Shillelagh 328 Wish 356
Shocking Grasp 328 Temporal Torpor 343
Withdrawal 356
Shout 328 Thunder God’s Might 343
Wither (#494 reverse) 318
Shrink Insect (#288 reverse) 267 Thunder Transformation 343
Withstand Elements 356
Silence 15 ft. Radius 328 Time Mirror 344
Wizard Eye 357
Simulacrum 328 Time Stop 344
Wizard Lock 357
Sink Ship 329 Tongues 344
Wizard Mark 357
Skeletal Projectile 329 Torture Outsider 344
Woeful Preservation 357
Slay Living (#488 reverse) 317 Transmute Metal to Wood 345
Woodland Sight 357
Sleep 329 Transmute Mud to Rock (#604 reverse) 345
Word of Recall 358
Slow 329 Transmute Rock to Mud 345
Wraith-Substance 358
Slow Poison 330 Transmute Water to Dust 345
Writing Speech 358
Snake Charmer 330 Transport Through Trees 346
Wyrm Guard 358
Snakes into Sticks (#568 reverse) 335 Trap the Soul 346
Tree Shape 346
Snare 330
Trip Trespassers 346
—Z—
Solid Fog 330
Sorcerous Weapon 330 True Name 347 Zephyr Summoning 359
Soul Abduction 331 True Seeing 347 Zombie Servant 359
Soul Bind 331 True Strike 347 Zombie Spying 359
Speak with Animals 331 Turn Blasphemous Creatures 347 Zombie Stooge 359
Speak With The Dead 331 Turn Wood 347

[ xiii ]
Sa
m
ple
file
Introduction

I
n memory to GARY GYGAX (1938-2008) and DAVE ARNESON For more information visit www.pigames.net”); STEVE ROBERTSON
(1947-2009), the original creators of the most widely known role- (“Some artwork © Steve robertson, used with permission.”); and Dover
playing game, to which this one pays homage. Clipart Series. Public domain art: some illustrations come from long
dead artists (Albrecht Dürer, Hans Holbein, etc.) whose works now re-
CREDITS side in the public domain.

Game rules: First of all, much thanks to Wizards of the Coast, Inc.,
who gave us an OGL that made it possible to create clones and simu-
PEN AND PAPER ROLE-PLAYING GAMES
lacrums of the game. Then, thanks to: Chris Gonnerman for BFRPG; It is assumed that readers of this book already know what a role-playing-
Stuart Marshall for OSRIC; Daniel Proctor for LABYRINTH LORD; file game is, and furthermore are acquainted with a few, or all editions of
Daniel Proctor and Ryan Denison for MUTANT FUTURE; and several the game that was originally created by Gary Gygax.
others, such as N. Wright for AREMORICAN ADDENDUM for example,
plus all the third party publishers who created Open Gaming Content If you don’t, lets say that a role-playing-game is a pastime of “pretend
back in the days. Also, many thanks to the Dragonsfoot community for and make believe.” It vaguely resembles a theater’s play where the
ple

their invaluable contributions that often made their way into FANTAS- participants are both actors and spectators. They sit around a table,
TIC HEROES & WITCHERY. This game is the sum of many influen- with dice and gaming material. Players have a sheet of paper recording
ces and inspirations, to which I added my own ideas. Lastly, thanks to all the information about the characters they play, so they know their
abilities and limits, which are often resolved with dice rolls and verbal
m

Christian Selzam who helped me proof-read the book.


interactions. Then, the game master (or GM) has a story written down,
Illustrations: Original art by: ATOM (Andy Taylor), DOM (Dominique that he/she will unravel to the players, as they progress through it. In
Sa

Crouzet), GLAD (Brian Thomas) and JIM HOLLOWAY. Stock art by: any case, the players decide and describe the actions their characters
JASON WALTON from Images Portfolios by Louis Porter, Jr. Design; undertake, and the game master referees it all, using this book and any
WILLIAM MCAUSLAND from Outlands Art (“Some artwork copyright
other appropriate rules supplement. A typical session of role-playing-
William McAusland, used with permission”); MACIEJ ZAGORSKI from
game generally runs as follows:
The Forge studios; BRADLEY K MCDEVITT from Postmortem Studios;
JOSEPH WIGFIELD (“Some artwork in this book is ©2007 Reality De- The GM has designed a set of caverns filled with traps, monsters, and
viant Publications, used with permission”); RICK HERSHEY (“Some treasures that the players’ characters will explore, probably killing its
artwork taken from the Publisher’s Assistant™ Clip Art Series by Po- evil denizen and taking their treasures along the way. Looking at his
litically Incorrect Games. ©2006 Rick Hershey, used with permission. notes the GM thus tells the players:

-1-
GM: “Not far from the river, you (i.e. the players’ characters in the sion; simple and streamlined rules mostly based on the original game’s
fictional game world) notice a flight of stairs reaching a cavern’s mechanics; but also some different character classes, and many new
entrance. What do you do?” spells. Overall, FANTASTIC HEROES & WITCHERY remains the same
Player 1: “Well, before approaching, we look carefully all around, ancient game, but with slightly modernized rules, plus a few options
to see if there would be some hidden guards.” and additions. Here is a digest of the game mechanics:

GM: “There is obviously no guard nor creature, and everything 1) Ability Scores: The six traditional attributes (Str, Int, Wis, Dex,
seems quiet.” Con, and Cha) remain, but all use the same modifiers (as in Basic inspi-
Player 1: “I nonetheless draw my sword just in case. I don’t want red simulacrum games for example).
to be taken by surprise.” 2) Races: The seven PC races (Dwarf, Elf, Gnome, Halfling, Half-elf,
Player 2: “Mmmmh… I have heard bad things about places like Half-orc, and Human) are much similar to their models, though they
this, and I prefer to cast a divination spell before we enter into this also have been streamlined and simplified. Then, other races have been
cavern.” added to play in different genres of fantasy.
GM: “Okay, what spell do you cast?”
3) Classes: More than 30 classes are proposed, in two groups: Firstly,
Player 2: “Well, I am suspicious of an open entrance like this one, 24 traditional fantasy classes that include the well known archetypes
without door nor guards. There is maybe an invisible demon guar- (fighter, thief, wizard, etc.) based on earlier versions, and several new
ding it. After all, this is supposed to be the evil temple we have been classes such as the friar. Then, a group of 7 classes that were designed
told about. So I cast Detect Invisibility.” for different campaigns such as based on Swords & Planets or dark
GM: “As you cast the spell, you see appear strange runes carved fantasy (of the Cthulhu-like genre).
into the stone all around the doorway. They were indeed hidden by
4) Skills: As in old-school games, characters primarily describe what
some magical invisibility.”
their characters do, hence verbal interactions replace skill checks whe-
Player 2: “Really?! Can I identify them? After all, I am a mage...” rever applicable. Yet, a simple skill system also exists, to be used when
GM: “Sure. Make an Arcane Lore skill check at DC 20…” verbal descriptions alone cannot determine the success of an action.
file
Skill checks use the same system as combat, where you roll a d20 +
Etc.
bonuses vs. a target number reflecting the difficulty of the action or task
attempted. This target number “DC” (i.e. difficulty class) is similar to
the “AC” (i.e. armor class).
ple

5) Combat: Very similar to 1e/2e combat, except attack rolls. FAN-


TASTIC HEROES & WITCHERY uses the simple method of ascending
m

attack bonuses vs. ascending AC. No charts are necessary, characters


add a bonus to their attack rolls that increases as they gain levels. Roll
Sa

a d20 and beat the AC. Then, despite ascending AC (the higher, the
better) is the norm, both ascending or descending AC values can be
used almost interchangeably. There is no need for conversions, though
As with all other versions of the game, FANTASTIC HEROES & WIT- converting descending AC into ascending AC is very simple.
CHERY requires some character sheets (see book’s last page) where to
6) Initiative and Surprise: Both use the d6 in the spirit and flavor
inscribe the characters’ statistics, plus a set of polyhedral dice (d4, d6,
of older editions. For initiative players roll a d6 and add the relevant
d8, d10, d12 and d20) to play the game. A majority of gamers also use
modifiers (speed factors, casting times, etc.); then, the lower result acts
miniatures and a board (where to draw the dungeons). Lastly, for those
first. For surprise, a modified roll of 1 or 2 on the d6, means that a
who really like dice, there is a bunch of cool fancy dice (such as d12 for
creature (or group of creatures) is surprised by its potential opponents.
body localization, or d8 for compass directions) that could find some
Many circumstantial factors can help the GM determine whether sur-
use during play. I got most of mine on the Internet.
prise should be rolled or not.

7) Saving Throws: Based on older editions of the game, saving throws


FANTASTIC HEROES & WITCHERY, IN SHORT are made by rolling a d20 against a target number. The character’s class
If you are familiar with games such as Basic-Fantasy RPG, Labyrinth and level determines this target number. Then, each class gets save
Lord, Osric, or the original games upon which they are based, you bonuses against specific threats, and various other bonuses and penal-
already know the rules. Nothing to re-learn! The two main differences ties could be applied when circumstances dictate. There is no more
with these games are: First, there is no longer any TAAC0 or Attack Ta- saving throw categories however, such as Fortitude /Reflex /Willpower,
bles to resolve combat (instead, a bonus is added to a d20 roll to deter- or Aimed Magic Items /Breath Weapons /Spells /etc. Instead, characters
mine if it hits an AC); Then, skill checks don’t use a percentage roll, but add the most appropriate ability score’s modifier to the roll.
a d20 roll + bonus equal or higher to a DC, very similar to the combat
8) Spellcasting: The usual system of preparing a spell in advance and
procedure. So, the main point of this game is to provide a lot of options,
casting it later has been kept, but a few new classes (e.g. fae-mage and
plus different character classes, spells, etc., rather than propose a new
psychic) use different methods. However, there is no more distinction
system. It can be summarized as follows:
between arcane and divine magic; all spellcasters are magic-users, but
FANTASTIC HEROES & WITCHERY’s rules are similar to those found in using either white, gray or black magic. Then, a total of 666 spells are
“the original game” and its simulacrums, but draw on several editions proposed, that match earlier spell lists (of clerics, druids, magic-users,
to create its own style. FANTASTIC HEROES & WITCHERY was done etc.) but add many new spells into the mix. Most spells come from OGC
with the following goals in mind: ability to use most earlier material sources and are well detailed, but often have been rewritten for game
(monsters, magical items, modules, GM books, etc.) without conver- balance and more flavor.

-2-
RULES SHOULD HELP, NOT HINDER

Glossary
FANTASTIC HEROES & WITCHERY is a game book with a lot of op-
tions. Some readers may be daunted by the number of pages to read.
Too many rules may quickly bloat a game and slow down its pace to
a crawl. There is more fun and adventure when the action runs fast.
Fortunately, the basic game mechanics are very simple. All the detailed
descriptions are not to be read and memorized extensively; they should

T
be used only when truly necessary.
his glossary not only explains the terms pertaining to this RPG,
A good example is combat. If you look at the combat chapter, all the but also to earlier versions of the game it is based upon, so
options, bonuses and penalties according to situations, special maneu- players know how these terms relate to FANTASTIC HEROES
vers, and so on: it may appear overwhelming! However, GM and players & WITCHERY.
may begin simple (normal roll to hit against AC), and read options la-
1e: Designates the first advanced edition of the original game.
ter, when they want more game mechanics. Until then, the GM may
just improvise on the fly, with bonuses ranging from –4 to +4. Once 2e: Designates the second advanced edition of the original game.
again, it’s not important if you don’t play exactly by the book, so long
as everyone has fun. Only read through all the combat chapter when 3e: Designates the third edition of the original game, from which came
you really need it. It becomes useful when straight to-hit rolls become the OGL/OGC that made it possible to create all of these retro-clones
boring, and players want more. Until then, all these rules are no requi- and simulacrums.
rement if they would bog down the game. Ability Check: A 1d20 roll adding the character’s ability score’s mo-
difier. A result that is equal to or more than the DC (set by the rules or
FANTASY AND SCIENCE-FANTASY the GM) indicates that the attempted action succeeds.

FANTASTIC HEROES & WITCHERY is before all a fantasy RPG game, Ability Score: The six physical and mental attributes by which the
file
mostly of the Sword & Sorcery type. However, you will discover that basic traits of characters and creatures are defined. They are: strength
several chapters include additional rules for science-fiction races, clas- (Str), dexterity (Dex), constitution (Con), intelligence (Int), wisdom
ses, skills, etc. Yet, they are not intended for running real science-fiction (Wis) and charisma (Cha). For PC races, ability scores normally range
adventures (such as emulating films like Alien, Blade Runner or Star from 3 to 18, though the norm is 9 to 11.
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Trek), but for games of the Dying Earth, Post Apocalyptic, or Sword & AC: Abbreviation for “Armor Class”.
Planets genres.
Action: In game terms, actions are strictly defined, such as moving,
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drawing a weapon, attacking an opponent, etc. They mostly help de-


termine what a character can do during a round of combat. Where
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combat is concerned, the game usually distinguishes between primary


and secondary actions.

Alignment: The psychological trait that defines a creature’s ethic,


its general moral and personal attitudes toward others, the world, etc.
FANTASTIC HEROES & WITCHERY doesn’t use alignments, but makes
them possible in taking an appropriate allegiance.

Allegiance: An optional variant to the alignment system. In this sys-


tem, characters may have no allegiance at all, may have an allegiance
that recreates an alignment to Law or Chaos, or may have an allegiance
to a cause, organization, etc.

Arcane Magic: In other versions of the game, there is two kinds of


magic: Arcane (for wizard types) and Divine (for priest types). There is
no such distinction in FANTASTIC HEROES & WITCHERY, that doesn’t
give spells to priest classes.

Area of Effect: Determines the physical location where a spell or


breath weapon will take effect.

Armor Class (AC): This is the rating representing a creature’s de-


gree of protection against physical attacks. This protection comes from
skin’s toughness, dodging ability, armor worn, etc. In older editions of
the game, it ranged from 10 (the worst) to –10 (the best possible); this
is called descending AC. Later it ranged from 10 (the worst) to 30 (and
even higher); this is called ascending AC.

Astral: Pertains to the astral plane (see Planes).

Attack Roll: A d20 roll (to which is added the BtH and various rele-
vant modifiers) to determine if an attack is successful and thus deals
damage (that is rolled separately).

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Attribute: Another term for “Ability Score”. Charisma (Cha): The ability score representing a character’s strength
of personality, willpower and ability to influence and lead others. Con-
BAB: Abbreviation for “Base Attack Bonus”.
trary to the general misconception, it doesn’t represent a character’s
Base Attack Bonus: Another term for Bonus To Hit; it was used in 3e, beauty or ugliness.
but not in FANTASTIC HEROES & WITCHERY.
Check: A die roll to determine if an action succeeds or not.
Base Speed: Expressed in feet per round.
CL: abbreviation for “Challenge Level”.
Bonus: A number that is added to a die roll, generally a to-hit roll or
Class: Abbreviation for “Character Class”.
skill check, to reflect some assistance the character gains.
Class Level: A measure of the characters’ expertise in their profession
Bonus Spells: Extra spells gained for having a high relevant ability
(character class). The more levels characters have, the better they are
score (usually Intelligence).
at what they do, and the tougher they are against adversity.
Bonus To Hit (BtH): The number added to the d20 roll to determine
Clone: Where game mechanics are concerned, a clone is an OGL
if a physical attack is successful.
game that reproduces almost exactly some older edition of “the game.”
Breath Weapon: A creature’s supernatural attack that involves spit- OSRIC and Swords & Wizardry are two examples of clone rpgs. There
ting out a substance such as fire or poisonous gas. The archetypal breath is also a spell called Clone.
weapon is that of a dragon blowing out fire on victims around.
Cohort: A creature or character with class and levels under control of
BtH: Abbreviation for “Bonus To Hit”. the player, who is a trusted servant and loyal friend of the PC.

Campaign: Designates the adventures that occur in the GM’s fantasy Common: The universal language all intelligent humanoid species are
world, itself termed as the “campaign world” or “campaign setting”. supposed to speak. It’s up to the GM to decide if such a language exists
in the campaign world, and how much refined and widespread it is.
Cantrip: A word to designate zero-level arcane spells. These are not
used in FANTASTIC HEROES & WITCHERY. Con: Abbreviation for “Constitution”.
file
Casting Time: The time necessary to cast a spell. It is generally ex- Constitution (Con): Ability score that represents a character’s gene-
pressed in segments , that is a number added to the d6 initiative roll to ral physique, hardiness, and state of health.
determine when a spell’s effect occurs during a combat round.
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Critical Hit: A natural to-hit roll of 20 on the d20, indicating the best
Cha: Abbreviation for “Charisma”. hit possible against the target. The consequences of a critical hit is nor-
mally to inflict more damage than normal.
Challenge Level (CL): A modifier used to determine the difficulty
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level of a task or action to be performed. FANTASTIC HEROES & WIT- Critical Miss (or Fumble): A natural to-hit roll of 1 on the d20, indi-
CHERY instead uses DC ratings, based on the 3e rules. Nonetheless, cating the worst hit possible against the target. The consequences of a
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when encountering CB or CL in a module, just use it as a modifier critical miss / fumble are normally detrimental to the attacker.
added (or subtracted) to 15, to determine the action’s DC.
d (d4, d6, d8, etc.): Abbreviation for “die” or “dice”, always printed
Chance of Spell Failure: In “Vancian” spellcasting, casting a prepa- in conjunction with a subsequent number indicating the number of si-
red spell is automatically successful. However, in some cases the GM des (hence, a traditional cube-shaped die with six sides is called a d6).
may declare there is a chance of spell failure, which is determined with A number appearing before the “d” indicates how many dice are to be
a die roll (i.e. either a percentage roll, or a d20 vs. DC). rolled (and if there is no number, it should be assumed to be 1); hence,
“3d8” means “roll three eight-sided dice and sum the total.” The spe-
Chance to Know Spell: In older editions of the game, magic-users
cial notation “d%” means “roll 2d10 and treat the first number as tens
trying to learn a new spell had to roll a percentage chance to determine
and the second number as units”, thus generating a random number
if they would succeed. In FANTASTIC HEROES & WITCHERY mages
from 1 to 100.
must succeed at an Arcane Lore skill check at DC = 10 + spell’s level. If
they don’t have this skill, they simply make an Intelligence check. d6 Roll: In older editions of the game, success or failure was often
determined in rolling a d6. Conversion to a d20 roll is as follows: 1 on
Character: A character is an individual featuring in the game. Each
a d6 chances of success becomes a d20 roll vs DC18 ; 1-2/d6 becomes
player controls one character (PC), save the GM, who controls all the
d20 vs DC15 ; 1-3/d6 becomes d20 vs DC11 ; and 1-4/d6 becomes d20
characters not controlled by a player (NPCs).
vs DC8.
Character Class: A profession that provides a character with special
d20 Mechanic: FANTASTIC HEROES & WITCHERY adopts a stan-
skills and talents, combat abilities, and hit-points. As the characters
dardized use of the d20 to determine the success or failure of most
gain levels in their classes, they get more abilities and augment their
tasks, rather than multiple game mechanics. The method is to roll 1d20
efficacy in combat and skills.
+ Modifiers vs. Target Number (DC). The Modifiers and Target Number
Character Level: Another term for “Class Level.” Yet, when charac- are determined by the type of task. If the result of the d20 roll + the
ters have more than one class, their character level represents all of Modifiers equals or exceeds the Target Number, the test is successful.
their levels added together. As such, a Fighter3-Wizard2 has five cha- Any other result is a failure. A “natural 20” on the die roll is generally
racter levels, but only three class levels in the fighter class. considered an automatic success. A “natural 1” on the die roll is gene-
rally considered an automatic failure.
Character Race: This refers to a character’s species. RPG fantasy
worlds feature a wide variety of non-human races, some of which (such Damage (dmg): Physical harm resulting from combat, burning, falling
as elves or gnomes) can be PCs, but the majority of which (such as into a pit, etc., is expressed with a number of hit-points subtracted from
goblins or ogres) are restricted to NPCs only. the character’s current total.

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Darkvision: The ability of certain character races (such as dwarves) Followers: NPC commoners under control of both the player and the
or other creatures to see in complete (non-magical) darkness. Darkvi- GM, who work for a character not just for money, but also for admiring
sion has a limited range (usually 60 feet), and does not let distinguish the PC. Followers are gained only when the PC becomes seasoned and
colors and details. renown at higher levels.

DC: Abbreviation for “Difficulty Class”. For: Abbreviation for “Fortitude.”

Demi-human: Demi-humans are human-like creatures generally of Fortitude (For): A category of saving throws in 3e. In FANTASTIC
good alignment or well-disposed toward humankind. They include el- HEROES & WITCHERY it would be replaced by either a Strength or
ves, dwarves, gnomes, halflings, and other similar creatures. Constitution save.

Dex: Abbreviation for “Dexterity.” Fumble: Another term for Critical Miss.

Dexterity (Dex): The ability score representing a character’s agility, Gaze Attack: A creature’s supernatural attack that produces magical
reflexes, hand-eye coordination, and the like. effects when making eye contact with the victim. The archetypal gaze
attack is that of a medusa turning its victims to stone.
Dice: Most actions in the game that cannot be role-played, are resol-
ved with rolling dice. The game requires d4, d6, d8, d10, d12 and d20 Game Master (GM): The person responsible for running the game.
to play. The GM describes the world and stories in which the players take part
with their PCs. The GM controls all monsters and NPCs and determines
Difficulty Class (DC): A number representing the level of difficulty the outcome of events and actions according to the rules. In those cases
of successfully performing some action. When the GM deems an action where the rules are unclear or non-existent, the GM has the final say on
requires a die roll (+ bonuses if any) to succeed, he/she sets a DC. This what happens or not.
is the number that the die roll must equal or exceed to determine if the
character is successful. The default DC = 15. GM: Abbreviation for “Game Master.”

Divine Magic: The spells and magical abilities of clerics, druids, sha- gp: Abbreviation for gold piece, a popular form of currency in most
file
mans, etc., in other editions of the game. campaign settings.

dmg: Abbreviation for “Damage.” HD: Abbreviation for “Hit Die.”

Dual-class Character: In other editions, a character who first gained Henchman: NPC with class and levels under control of the GM, who
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levels in a single class, then abandoned it and began from 1st level accompanies the PC on adventures for a share of the treasures found.
again in another class; upon exceeding the level of the former class with Hireling: NPC commoner under control of the GM, who works for a
the second class, the character could finally use the abilities of both character just for money. Hirelings will rarely, if ever, accompany a PC
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classes. FANTASTIC HEROES & WITCHERY doesn’t allow dual-class on adventuring, for which they normally have very little skills.
characters, though it allows “split-classed” characters based on the 3e
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version of multiclassing. Hit-Die (HD): This determines a creature’s number of hit-points, but
also represents a rough measure of a creature’s toughness and power,
Encumbrance: The burden imposed on PCs by all the equipment and or at least its size (in case of giant animals for example): the more HD a
treasure they are carrying, which can affect their movement rate and creature has, the more powerful it is.
skill checks when there is too much of it.
Hit-Points (hp): A measure of health and toughness (and according
Energy Drain: A creature’s supernatural attack that drains a victim’s to some interpretations: also the ability to reduce the gravity of attacks
life energy in the form of ability scores’ points or level loss. The archety- in combat), hp represent the amount of damage a creature can withs-
pal energy draining is that of undead making their victim lose expe- tand. The number and type of HD (or levels) a creature gets, determi-
rience levels when hitting them. nes the number of hit-points. For each HD or level, a creature rolls a d4,
d6, d8, d10 or d12 according to his creature type or character class.
Ethereal: Pertains to the ethereal plane.
Holy Symbol: An item of religious significance, such as a crucifix, that
Experience Level: Another term for “Class Level”.
represents a particular deity or religion. A priest (friar, mystic and may-
Experience Points (XP): A number of points earned through adven- be others as well) normally carries a holy symbol at all times. It often
turing, to reflect the characters gaining experience, which enables them serves as the priest’s divine focus (see Focus) to get prayers answered.
to gain levels. Experience points are commonly gained when slaying
hp: Abbreviation for “Hit-Point.”
monsters, but GMs may award XP in many other ways (succeeding ad-
ventures, good role-playing, etc.). Humanoid: Humanoids are human-like creatures. In some older edi-
tion of the game, “humanoid” specifically refers to evil or ill-disposed
F: Abbreviation for “Focus.”
human-shaped races such as orcs, goblins or hobgoblins.
Fatigue: FANTASTIC HEROES & WITCHERY rarely takes into account
Infravision: Another term for “Darkvision” (the term infravision was
the effects of fatigue. Nonetheless, a few rules indicate that in some ca-
used in older editions of the game).
ses characters will suffer hindrances and penalties for being fatigued.
Initiative: A d6 roll + relevant modifiers to determine who will act
Feat: A special kind of abilities that characters may gain in 3e. FAN-
first in a round.
TASTIC HEROES & WITCHERY doesn’t have feats, but suggests to re-
place them with talents if the GM allows them. Int: Abbreviation for “Intelligence.”

Focus (F): An item which is necessary to cast a spell, but that is not Intelligence (Int): The ability score representing a character’s intel-
consumed by the casting of the spell and could be re-used. lectual capacities, such as memory, reasoning, and learning.

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Level: A term that has different meanings in different contexts. It can PC: Abbreviation for “Player Character.”
refer to a character’s experience (see Character Level), to a monster’s
Penalty: A number that is subtracted to a die roll, generally a to-hit
power relative to character level, to the relative power of a spell, or to a
roll, saving throw or skill check, to reflect some hindrance the character
particular depth into a dungeon.
suffers.
Magic Resistance (MR): The ability of a creature to completely
Percentage Chance: A number between 1 and 100 used to represent
ignore magic. A successful Magic Resistance check will totally insulate
the probability of something happening. If a character is given an X per-
a creature from magical effects, except those natural effects resulting
centage chance of an event occurring, the player rolls percentile dice.
from the magic. For example, a creature standing on a bridge is the
target of a huge Fireball spell: the MR may shield it from the spell’s da- Plane: Refers to one of the universes in which the campaign takes
mage, but if the bridge is destroyed, the MR won’t prevent the creature place. The prime material plane is the normal physical world where
to fall into the chasm below. MR is expressed by a percentage number: the PCs were born and live. Then, there are many other planes: the
if the creature rolls equal or lower than this number, the check is suc- elemental planes of Air/Earth/Fire/Water; the Ethereal plane that links
cessful. the material plane with the elemental planes; the outer planes of Hell,
Heavens, etc.; the Astral plane that links the prime material plane to
Melee: Pertains to hand-to-hand weapons and combat with opponents the outer planes; etc.
in direct contact with claws, swords, daggers, etc.
Player and Non-Player Character (PC, NPC): PCs refer to those
Memorized Spell: Another term for Prepared Spell. characters controlled by the players. NPCs refer to characters controlled
Missile: Pertains to thrown (daggers, spears, etc.) and missile (bows/ by the GM; that is, the characters with whom the PCs will interact. The
arrows, guns/bullets, etc.) weapons and combat, such as with oppo- peasant in his farm, the bandit on the road, the noble in his castle, the
nents who shoot arrows at their enemies from a distance. helpful priest and the villainous cultists run by the GM are all NPCs.

Monster: A generic word often used to describe the hostile creatures Prepared Spell: With the traditional “Vancian” method, spellcasters
must prepare their spells in advance. This is normally done in the mor-
the PCs will encounter during their adventures, and will probably have
ning, when they pre-cast their spells, and thereafter will just need a few
to fight.
file
words and gestures to complete the casting and release their effects.
Movement Rate (Mvt): Another term for “Base Speed.” This is the same thing as “memorizing a spell” (though with a different
explanation) that is found in other iterations of the game.
MR: Abbreviation for “Magic Resistance.”
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Prime Requisite: The minimum ability score that a character must


Multiclass Character: A character who progresses in two classes at
have to be eligible for a character class.
once, requiring more experience points. FANTASTIC HEROES & WIT-
Proficiency: Normally refers to being trained in the use of a particu-
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CHERY doesn’t allow multi-class characters.


lar weapon (weapon proficiency), or being trained in a certain skill.
Mvt: Abbreviation for “Movement Rate.”
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Usually, characters who use a weapon in which they are not proficient
Natural 1: A d20 roll resulting in the number 1 on the die. A natural 1 suffer a –2 or –4 penalty to their attack roll.
generally indicates automatic failure, and sometimes additional detri-
r: Abbreviation for “Round.”
mental effects as well.
Random Encounter: Characters and creatures the PCs will meet
Natural 20: A d20 roll resulting in the number 20 on the die. A natu- during their adventures, as determined by a die roll the GM makes on
ral 20 generally indicates automatic success, and sometimes additional some relevant table.
special benefits as well.
Rate of Fire (ROF): The number of times per round, a missile wea-
Non Weapon Proficiency (NWP): In older editions of the game, pon such as a bow or crossbow can fire missiles. FANTASTIC HEROES
NWP encompassed what would later become skills and feats. They are & WITCHERY doesn’t use this mechanic.
not used in FANTASTIC HEROES & WITCHERY, but may be replaced
by Talents. Ref: Abbreviation for “Reflex.”

NPC: Abbreviation for “Non-Player Character.” Referee: Another word for “Game Master.”

NWP: Abbreviation for “Non Weapon Proficiency.” Reflex (Ref): A category of saving throws in 3e. In FANTASTIC HE-
ROES & WITCHERY it would be replaced by a Dexterity save.
Old School: A term to designate RPGs, adventures and play that emu-
late the way the game was supposedly played back in the days. In those RPG: Abbreviation for “Role Playing Game.”
times the rules were simpler, and the game was more about verbal in- Resistance: A creature’s ability to take less damage or suffer less hin-
teraction and improvisation on the fly, than rolling dice. Likewise, old drances from some kind of attack, threat, etc. There are many kinds of
school art is typically black and white line art as found in this book. resistance: to fire, poison, spells, fear, etc. A resistance could add a bo-
nus to certain saving throws, may render the creature totally immune
Old School Renaissance: A term to designate all the clones and si-
to something, etc.
mulacrums, and adventure modules that go with them, that have been
released these last years. FANTASTIC HEROES & WITCHERY belongs Reversible: A spell for which exists a variant that produces the exact
to this trend. opposite effects. When a spell is indicated as “reversible”, its descrip-
tion indicates how the opposite variant works.
Orison: A word to designate zero-level divine spells. FANTASTIC HE-
ROES & WITCHERY doesn’t make use of orisons Rnd: Abbreviation for “Round.”

OSR: Abbreviation for “Old School Renaissance.” ROF: Abbreviation for “Rate of Fire.”

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Round (Rnd): An abstract measure of time mostly used to resolve combatant is surprised and may not act during the surprise round.
combat. By default a round is approximately equal to 10 seconds in FANTASTIC HEROES & WITCHERY uses a d6 for surprise rolls.
combat situations, and 1 minute in non-combat situations. However,
System Shock: A die roll to determine if a character will instantly
in combat a character can only perform one or two actions (moving
die from a traumatic event, regardless of the amount of damage points
and attacking, readying an item or casting a spell) rather than trying to
the event would make lose or not. This normally uses a percentage roll
guess what one could possibly do during 10 seconds.
which chances of success depend on the character’s Constitution score
Save: Abbreviation for “Saving-Throw.” not the class level (see p.362).

Saving Throw (Save): A die roll to determine if a character resists TAAC0: Abbreviation for “To Attack Armor Class Zero”. This is how
an attack (natural, magical, physical, etc.) that is not resolved with an attack rolls were resolved in the older system; FANTASTIC HEROES &
attack roll against the character’s AC. FANTASTIC HEROES & WIT- WITCHERY replaced it with the “BtH” (Bonus to Hit). As such, to con-
CHERY uses a system inspired from earlier editions of the game. vert a TAAC0 to a BtH, subtract the TAAC0 value to 20. For example, a
TAAC0 of 18 is a BtH of +2, obtained as follows: 20 – 18 = 2.
Simulacrum: Where game mechanics are concerned, an OGL game
that resembles some older editions of the game, but has its own variant Talent: Designates many different special abilities that characters
rules. There is also a spell called Simulacrum. could get in addition to their normal class abilities. Talents, in FANTAS-
TIC HEROES & WITCHERY, replace proficiencies (both WP and NWP)
School of Magic: All spells belong to one of eight categories called
and feats from earlier editions.
“Schools of Magic”: Abjuration, Alteration, Conjuration/Summoning,
Divination, Enchantment/Charm, Evocation, Illusion and Necromancy. Target: Designates the creature or item a spell or attack will affect.
Skill: An ability that requires training and learning, which improves The Game: As used in this book, “the game” basically designates the
with level, and requires a check to see if it fails or succeeds. Characters popular role-playing game upon which FANTASTIC HEROES & WIT-
can attempt to do anything they want, but having a skill greatly aug- CHERY is based, without referring to a specific implementation (i.e.
ments the chances of success and what can be actually achieved. clone or simulacrum) or edition.
file
Skill Bonus: Characters usually add a bonus equal to their class level To-Hit Roll: Another term for “Attack Roll.”
when making skill checks with class skills. Some races or backgrounds
will likewise provide a bonus to some skill checks. Touch: Designates the need to make contact, usually by hand, with
the target to deliver the spell effect.
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Skill Check: A d20 roll + skill bonus vs a DC. See Ability Check.
Turn: In older editions of the game, a turn is a measure of time equal
Spell: A one time magical effect produced by a magic-user through a to 10 minutes.
combination of mystical words, strange gestures, and exotic material
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components. The ability to cast spells is restricted to a few character Turn Undead: The ability of some character classes to repel undead
classes. There exists many different spells, divided into levels of power, away, or even destroy them if they are powerful enough. This is a divine
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and requiring to be of the appropriate class and level to cast. ability granted by the gods, ancestors’ spirits, etc., and requiring a di-
vine focus (generally the priest’s holy symbol) to use.
Spell-like Effect: A creature’s innate magical ability that otherwise
duplicates a spell effect. Creatures use their spell-like abilities on a thou- Untrained: Pertains to skills. A character can attempt to perform a
ght, and do not require the spellcasting procedures of magic-users. task even if untrained in the relevant skill, but won’t be able to achieve
the same kind of results (if successful) as a trained character would.
Spell Resistance (SR): Another term for “Magic Resistance”. SR is
expressed with a number normally ranging from 1 to 20. If the caster Vancian Spellcasting Method: This term refers to the way spells
of a spell rolls equal or higher than this number, with 1d20 + his own are cast in older editions of the game. That is, by having to memorize a
level, he/she beats the creature’s SR. It should be noted that SR and spell in advance, before being able to cast it. This term was coined from
MR are two different game mechanics for a creature’s immunity against Jack Vance, the author of the Dying Earth novels that were the source
magic. The GM must choose either one or the other in the campaign. of inspiration for the game’s spellcasting method.

Split-classed character: A character who improves in two or more Weapon Proficiency (WP): In older editions of the game, WP meant
classes, advancing in each class separately. being proficient in the use of a particular weapon. In FANTASTIC HE-
ROES & WITCHERY, all characters begin play being proficient in a
SR: Abbreviation for “Spell Resistance.” number of weapons as relevant to their class. Then, later, if Talents are
Stack (to stack): Determines if various modifiers can or cannot be allowed, they might gain proficiencies in additional weapons.
added together. For example, if the +2 AC bonus provided by an armor
Will: A category of saving throws in 3e. In FANTASTIC HEROES &
spell stacks with a ring of protection +1, it means that both bonuses
WITCHERY it would be replaced by either a Wisdom or Charisma
can be cumulated so the character gets a +3 bonus to AC. Conversely,
save.
if the bonuses do not stack, only the higher of the two will apply.
Wis: Abbreviation for “Wisdom.”
Str: Abbreviation for “Strength.”
Wisdom (Wis): The ability score representing a character’s percep-
Strength (Str): The ability score representing the characters’ muscle
tion and intuition, as well as the ability to perceive the world for what it
power, that dictates if they can deal more weapon damage and carry
is, hence providing the character with common sense.
heavier weights.
WP: Abbreviation for “Weapon Proficiency.”
Surprise Roll: A die roll made by combatants who might be surprised
at the start of combat. Success indicates that the combatant may act XP: Abbreviation for “Experience Points.”
normally during the surprise round, while failure indicates that the

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© Jim Holloway

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Chapter 1 -
- Creating a Character

T
he first thing players need to do before beginning the game, FANTASTIC HEROES & WITCHERY uses the same modifiers and
is to create a character. This is done in three steps. The first numerical values for all ability scores. Then, though the table below
step, which concerns this chapter, is to determine the basic provides the base modifiers, more variables have been provided in the
characteristics of the character. Then, the second chapter deals with Appendix chapter for use by the GMs whenever they see fit.
the character’s class, and the third chapter is about the character’s
equipment.
Table 1.1: Ability Scores Modifiers
Characters are first defined by their six ability scores: Strength, Dexteri- Score Character is Human comparisons Modifier
ty, Constitution, Intelligence, Wisdom, and Charisma. Then, the player
1 Disabled baby –4
chooses a race (among those allowed by the GM, with the default cha-
racter race being humans), and after that a personal background (what
file 2-3 Impaired young child –3
the character’s experience was before becoming an adventurer, that is, 4-5 Pathetic older kid –2
before taking a character class). Note that players may further define
6-8 Inferior elderly person –1
their character by determining its age, height and weight, personality,
ple

alignment, social origin and motivations for adventuring. These secon- 9-12 Average average adult 0
dary aspects may just be hand-waved or overlooked, yet for those wan- 13-15 Superior trained or gifted person +1
ting guidelines, the Appendix chapter provides several optional rules
16-17 Exceptional athlete or erudite +2
m

to that end.
18 Extraordinary champion or genius +3
Sa

19 Phenomenal divine / magic endowed +4

Ability Table 1.2: Ability Scores and Spellcasting

Scores Score
1-10
Max spell lvl.
None None
Bonus spells per day

11 1st None

A
12 2nd None
character’s basic attributes are represented in the game by
six ability scores: Strength (Str), Dexterity (Dex), Constitution 13 3rd One 1st
(Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha). 14 4th Two 1st
Each of them is expressed by a number ranging from 3 to 18, the higher 15 5th Three 1st
the better. The typical scores of an average human range from 9 to 11
16 6th Three 1st, one 2nd
however. A score of 15 should be considered that of a truly gifted indi-
vidual, while a score of 18 will represent an abnormally strong, agile, 17 7th Three 1st, two 2nd
wise, etc., character very rarely encountered. Then, the game sets the 18 8th Three 1st, two 2nd, one 3rd
maximum limit for an ability score at 25 (and 19 for PCs, without ma-
19 9th Three 1st, two 2nd, one 3rd, one 4th
gic). Note otherwise that, as with earlier editions of the game, these nu-
merical values don’t represent a linear progression, but are more of an
abstract indication. For example, if a very strong human has a strength Each of the 6 attributes represents a different physical or mental aspect
of 15, a creature twice as strong won’t have a score of 30, but merely of of the character. The character attributes, the abbreviation for each,
18 (i.e. 18 is the strength score of an ogre, 19 of a hill giant). and the definitions of each are:

The procedure to determine ability scores usually vary from one group 1. STRENGTH (Str): Measures a character’s muscles and physical
of players to the next. The basic method is to roll 3d6 for each attribute might, including the ability to lift or move heavy objects and make
in order. A popular method is to roll 4d6 and discard the lower die, six powerful attacks.
times, then distribute over the six attributes as the player wants. Ano- Modifier: Melee attack and damage rolls; Physical skill checks such as
ther method where players choose a pre-determined set of scores to jumping, running, swimming, etc.; Saving throws against constricting
distribute as they want, is provided in the Appendix chapter. or impeding effects by external forces and obstacles.

-9-
2. DEXTERITY (Dex): Represents a character’s reflexes, manual 6. CHARISMA (Cha): Represents a character’s force of will and per-
dexterity and hand-eye coordination, including the ability to dodge and sonality, persuasiveness and personal magnetism, including the ability
defend against attacks. to lead and influence others.
Modifier: Armor class; Range attack rolls (but not damage); Agility Modifier: Creatures’ loyalty toward the character; Communication
skill checks such as acrobatics, opening locks, pick-pocketing, sneaking skill checks such as bluffing, bargaining, intimidating, diplomacy, ga-
(hiding, moving silently), riding, etc.; Saving throws against any effect thering information, handling animals, disguise, etc.; Saving throws
that can be dodged aside such as a dragon’s breath weapon, or a trap. against mind-affecting spells and effects that subjugate and dominate,
as well as fear effects.
3. CONSTITUTION (Con): Reflects a character’s overall health and
vitality, including the ability to withstand pain, suffer physical damage,
avoid fatigue and fight off sickness or poison.
Modifier: Added or subtracted number of hit-points per hit-die; Saving
throws against effects that affect health and body, such as poison, poly-
morphing, necromancy and energy draining. Character
4. INTELLIGENCE (Int): Reflects a character’s mental aptitude, in-
cluding the ability to recall facts, analyze information and handle abs-
Races
tract concepts.
Modifier: Knowledge skill checks, and all wizardry related checks (re-

A
searching, learning or casting new spells, creating or identifying magi-
fter determining its ability scores, the player chooses a
cal items, etc.); Saving throws against illusions and politicians’ lies.
race for his character. In most fantasy games, player cha-
Spellcasting: All magic-users use their Intelligence score to determine racters need not be humans. One may opt to incarnate
if they can prepare and cast more spells per day, and what maximum other humanoid races such as dwarves, elves or halflings. Each
level of spell may be available to them. race has some special abilities, and sometimes hindrances as
file
5. WISDOM (Wis): Measures a character’s perceptions and intui- well, that make it different to play from the others.
tions, including the ability to relate to them and make well-considered FANTASTIC HEROES & WITCHERY first proposes the seven player
decisions or judgments. character races standard to the game: Dwarves, Elves, Half-elves, Gno-
ple

Modifier: Turn Undead attempts; Perception skill checks, such as no- mes, Halflings, Half-orcs, and Humans. The background descriptions
ticing things (by taste, smell, view, sound), searching, orienteering, em- remain general; players and GMs should not feel bound by the assump-
pathy, sensing others’ motives, etc.; Saving throws against effects that tions given in a race’s description (reasons for which a few alternatives
m

mislead and disorient. and variants are sometimes suggested). Then, a set of new character
Sa

- 10 -
Table 1.3: Minimum and Maximum of Ability Scores by Race (Traditional Fantasy)
Race Strength Dexterity Constitution Intelligence Wisdom Charisma
Dwarf 8/18 3/17 11/18 3/18 3/18 3/17
Elf 3/17 11/18 3/17 9/18 6/18 9/18
Half-elf 3/18 6/18 3/18 6/18 3/18 6/18
Gnome 3/11 3/18 6/18 7/18 3/18 3/18
Halfling 3/11 7/18 8/18 3/18 3/17 3/18
Half-orc 9/18 3/17 11/18 3/12 3/17 3/14
Human 3/18 3/18 3/18 3/18 3/18 3/18

Table 1.4: Maximum Class Levels by Race (Traditional Fantasy)


Classes Dwarf Elf Half-Elf Gnome Halfling Half-orc Human
Fighter 7 6 6 5 5 10 U
Berserker 7 — — — — U U
Knight — 5 6 — — — U
Ranger — 6 6 — — — U
Friar 8 — 7 — 4 — U
high ability scores, though the GM may
Mystic — — 8 — 6 — U
allow a Wish spell or divine intervention
Templar 8 — 5 — — 4 U
to gain levels past them.
Thief U 9 U 11 8 8 U
Acrobat — U U 8 6 8 U Note however, that in FANTASTIC HE-
Assassin 9 10 11 8 — U U ROES & WITCHERY, there is a distinction
file
Bard — U U U 10 — U between character level and class level.
Wizard — 11 7 6 — — U That is, when characters have reached
Warlock — 9 7 6 — — U the maximum level allowed to their race
Wise-man — 10 7 7 4 — U in a certain class, they could still gain
ple

Clans-dwarf U — — — — — — further character levels in another class.


Gothi U — — — — — — There is no multi-classing or dual classing
Eldritch-archer — U 6 — — — — as in former versions of the game, but
m

Fae-mage — U 7 — — — — characters may change of class during


Forestal — U 10 — — — — their career (see split class rules).
Sa

Warden — U 6 — — — —
Illusionist — — — U — — — Racial Hit-Die: Each character has two
Trickster — — — U — — — sorts of hit-points: first, the hit-points due
Folk champion — — — — U — — to their racial hit-die, that are considered
Scout — — — — U — — wound hit-points; and then the hit-points
due to their class level, that are conside-
(“U” means unlimited in level. The Appendix chapter provides rules for gaining levels past the 13th.)
red vitality hit-points. This line indicates
the racial HD; all character races have
races are also proposed for different fantasy genres such as grim sword but 1 hit-die, and then will get hit-points
and sorcery, cosmic horror, or swords and planets. Check with the GM from levels.
which of those races are available in his campaign setting.
Lifespan: This line indicates the average number of years a character
Note otherwise that the standard races have been streamlined and sim-
of a given race will live before dying of old age.
plified. They only get a few basic racial traits, and will have to select
racial classes (inspired by a former concept of “races-as-classes”) to Size: All character races are either of small or medium size. A small
acquire such cultural traits as a +1 bonus to hit with swords and bows, race means that an adult is more or less of a human child’s size; and
or the ability to discern many aspects of underground rocky environ- medium is similar to human adult size (except for dwarves who are
ments. short but squat).

Base Requirements: All non-human or demi-human races have abi- Base speed: To help compatibility with various editions of the game,
lity score requirements and maximum limits. In order for a character two systems have been kept. As such, the base movement rate / base
to qualify for the race they must meet the base requirement on their speed of each race is expressed both in 1e/2e and 3e format. That is, for
most character races it is indicated as: 12” (30 feet).
ability score rolls. If the base score is below or above the requirement,
the character does not qualify for the race. Attribute Adjust.: Once players have determined their character’s
attributes, they must then apply the racial adjustment. For example,
Classes and Levels Limitations: Only when choosing their own ra-
if the character has 14 both in Strength and Intelligence, and the race
cial classes, the non-humans PCs are unlimited in level advancement.
chosen indicates “+1 Str, –1 Int”, the character will then have 15 in
Otherwise, as inspired by earlier versions of the game, non-humans are
Strength and 13 in Intelligence.
generally limited to a maximum level they can attain in a given class,
when the class is allowed to them at all. Then, contrary to former ver- Special: Lists and describes the special abilities and weaknesses (if
sions of the game, these are absolute limits that cannot be exceeded by any) shared by all members of that race.

- 11 -
ELVES
Traditional Fantasy Races Elves are elegant and graceful with delicate features. They are smaller
and leaner than humans, but also less robust. They have a fair skin and
always appear smooth shaven, for elves do not grow beards or body
hair. They nonetheless have long and fine flowing
hair, ranging from gold to black in color. They are
otherwise renown for their pointed ears. Elves
are extremely long-lived, being able to live seve-
ral centuries, and thus appear almost immortal
to humans.

Archetypal elves tend to live in


beautiful natural locations whe-
re they may construct invisible
magical castles or hidden forest
villages. Yet, elven cultures can be
as varied as those of humans. Best
known are the Sylvan Elves who
share a deep bond with nature and
live in remote forests, or the High
Elves who live apart from man-
kind, usually concerning them-
selves with art and magic.

Racial Hit-Die: 1d8 (wound


file
hit-points)
Lifespan: 700 years
Size: medium
ple

Base speed: 12” (30 feet).


Attribute Adjust.: Wood
m

DWARVES elves: +1 Dex, –1 Con; High


Wood elf
elves: +1 Int, –1 Con.
Sa

Dwarves are short (usually 4 to 5 feet tall) but with stocky features. Infravision: Elves can see in complete darkness up to 60 feet, and
Their body has thick muscles and heavy bones, so dwarves tend to be outdoors slightly illuminated by the stars and the moon, up to 120
of the same weight and strength as humans. This makes them much feet. Infravision is as per dwarves.
resistant, but also less agile than other races. Dwarves are otherwise
Elven Resistance: Elves are immune to Charm Person and Sleep
often renown for their long hair and thick beards.
spells, and to the Paralysis touch of ghouls and other undead.
Archetypal dwarves tend to carve kingdoms under the mountains, and Keen Perceptions: Elves get a +2 bonus on all Detection checks
have a love and affinity for everything mineral (stone and metals, espe- (e.g. searching for secret doors, noticing far away things, etc.).
cially gold). However, different dwarven cultures may exist, including
communities of dwarves living among humans in cities. Likewise, their
name of “dwarf” is but a nickname given to them by humans and elves,
not the way they call themselves. Dwarves as a race should rather be
called Durin, Dvergar, Kuzgar, Modsogner, etc.

Racial Hit-Die: 1d8 (wound hit-points)


Lifespan: 350 years
Size: medium
Base speed: 8” (20 feet).
Attribute Adjust.: +1 Con, –1 Dex.
Infravision: Dwarves can see in complete darkness up to 60 feet.
Infravision is monochromatic, somewhat blurred, doesn’t allow
to read books, and beyond 10 feet doesn’t allow to recognize peo-
ple from their visage or clothing. It otherwise enables to function
(move, combat, etc.) without any light just fine.
Dwarven Resistance: Dwarves get a +2 bonus to their saving
throws vs magic and poison (including alcohol and drugs).
Stone Affinity: Dwarves get a +2 bonus to all skill checks that
are related to minerals, such as climbing a cliff, appraising a gem,
studying a stonework, practicing stone sculpture, etc. High elves

- 12 -
HALF-ELVES Small Size: Gnomes get a +4 bonus to Stealth checks, then a
+2 bonus to AC when fighting large humanoids such as ogres and
Half-elves are crossbreeds between elves and humans, sharing the fea- trolls, and a +4 bonus when fighting giants.
tures of the two races. They might look more human or more elvish,
Small weapons: Due to their small size and short arms gnomes
depending on the circumstances, but will always have some feature
can only use small-sized weapons such as daggers, short-sword,
betraying their mixed origin (such as having a small beard and slightly
short-bow, hand axe, etc. A battle-axe, longsword or similar wea-
pointed ears).
pon would have to be used two handed; and larger weapons such
Archetypal half-elves tend to be loners really at home in neither the el- as two-handed swords cannot be used.
ven or human communities. Superstitious humans might believe them
to be characters who were touched by the fey at birth, with all the
consequences that may entail in particular cultures (especially those
HALFLINGS
that fear the supernatural). Then, some elves consider human/elf inter- Halflings resemble humans of child size,
breeding as a sin of sort, and are thus prejudiced against half-elves. No- with round features and large hairy feet.
netheless, though half-elves generally come as lone individuals, there Their small size makes them physically
may exist entire communities of half-elves, like wandering fellowships feeble compared to other races, and
much similar to gypsies for example. they likewise must use smaller, less
effective weapons. However, hal-
Racial Hit-Die: 1d8 (wound hit-points)
flings tend to be cheerful and easy-
Lifespan: 180 years going, leading simple lives, being
Size: medium generally sympathetic and seemin-
gly posing no threat. As such hal-
Base speed: 12” (30 feet).
flings tend to be well accepted in
Attribute Adjust.: +1 Dex (Wood elf), or +1 Int (High elf) most places, even if some rumors
Infravision: As per elves, but at half range (i.e. 30 feet in darkness; depict them as thieves.
file
60 feet outdoors).
Archetypal halflings tend to live in
Keen Perceptions: Half-elves get a +1 bonus on all Detection quiet rural environments, where
checks.
they dig houses in the hills. They
ple

are an industrious race, though


not overly dedicated, and enjoy the
GNOMES company of others. Halflings nor-
m

Gnomes are in fact a cousin race of the mally prefer the comforts of home to adventuring, so halfling adven-
dwarves, probably an offshoot that got turers are an oddity among their kin. They’re not cowardly, but they
Sa

some fey blood in a distant past. As such, would sooner avoid a fight than engage in one.
gnomes resemble smaller dwarves with Racial Hit-Die: 1d6 (wound hit-points)
bigger noses and pointed ears, and have
Lifespan: 110 years
a habit of wearing funny and colorful clo-
thing. However, the main difference with Size: small
their dwarven cousins, is that gnomes can Base speed: 8” (20 feet).
use magic (even though it is normally res-
Attribute Adjust.: +1 Dex, –1 Str.
tricted to illusion spells).
Lucky: Halflings seem to be favored by a good fortune. They get
There mostly exist two sub-races of gno- a +1 bonus to all saving throws because of this luck, that will also
mes: woodland gnomes and deep gno- manifest against detrimental events once per day. For example, if
mes. The woodland gnomes tend to live in they were brought below zero hit-points by a single attack, they
rolling and well wooded hills, where they would miraculously survive at but 1 hp remaining; if some horren-
usually build underground villages, or live dous foe would have to choose between them or a companion for a
in large, hollow trees. They often live in meal, the foe would choose the companion; etc. This is left at GM’s
good company with fey creatures such determination, but if dice rolls are to be involved, halflings should
as pixies, unicorns, dryads, etc. Then, roll twice and choose the best result.
deep gnomes live in remote caverns deep
Small Size: As per the gnome race’s ability.
underground in a manner much similar to dwarves.
Small weapons: As per the gnome race’s ability.
Racial Hit-Die: 1d6 (wound hit-points)
Lifespan: 220 years
Size: small
Base speed: 8” (20 feet).
Attribute Adjust.: +1 Cha, –1 Str.
Infravision: Gnomes can see in complete darkness up to 60 feet.
Infravision is as per dwarves.
Gnome Resistance: Gnomes get a +2 bonus to their saving
throws vs magic and poison (including alcohol and drugs).

- 13 -
HALF-ORCS Racial Hit-Die: 1d8 (wound hit-points)
Lifespan: 90 years
Half-orcs are crossbreeds between orcs and hu-
mans, sharing the features of the two races. Size: medium
Or alternately, if the GM prefers, this race Base speed: 12” (30 feet).
could represent some Neanderthal primitives, Attribute Adjust.: +1 bonus to a single, chosen ability score.
or a sub-race of more civilized and evolved
Experience Bonus: If having a score of 15+ in the requirements
orcs (rather than half-breeds). In
of their class (e.g. Strength for fighters) humans get a +20% bonus
any case, half-orcs appear as ugly
to their earned experience points (e.g. if a character earned 1000
and bestial humans with thick
XP at the end of the adventure, the player records +1200 XP on the
jaws, short necks and powerful
character sheet).
bodies. They are stronger and less
intelligent than humans, and tend
to have bad tempers.
TIEFLINGS
As half-breeds, half-orcs either
Tieflings are members of various races who can trace their bloodline
belong to their human or orc pa-
back to a fiend (e.g. a demon such as a succubus). The effects of having
rent’s culture, and so act and be-
a supernatural being in one’s heritage last for many generations. Al-
have as a human or orc would.
though not as dramatically altered as half-demons, tieflings still retain
Nonetheless, half-orcs generally
a few special qualities and a usually bad personality. As such, tieflings
endure lasting rejection, thus tend
resemble the specie of their humanoid parents (and thus could look as
to become asocial, if not violent
a dwarf, elf, human, etc.), but with unpleasant features that betray their
characters. Half-orcs are seldom
dark origin. Hence, a gnome with red eyes, clawed hands and pointed
accepted in any human commu-
teeth, who stares at you with a creepy smile, is probably a tiefling. In
nities, and thus have not much choice but live the life of a brigand,
mercenary or adventurer. In orc tribes, half-orcs usually die quickly un-
file
any case, no two tieflings are the same.
less they prove to be stronger and smarter, and succeed in gaining a Due to their tainted heritage and their being often rejected from society,
position of power above the others. tieflings tend to be criminals, when they aren’t evil sorcerers. They
don’t fit in any culture except the most corrupt ones. Tieflings are li-
ple

Racial Hit-Die: 1d10 (wound hit-points)


kely to hide their nature from others. However, when they are powerful
Lifespan: 70 years enough to impose themselves and rule, they pretend to be of superior
Size: medium origin and look down upon normal people with contempt. Yet, there
m

Base speed: 12” (30 feet). are also tieflings who don’t conform to this cliché. Some tieflings have
been obsessed with cleansing themselves from the taint, while others
Sa

Attribute Adjust.: +1 Str, +1 Con, –1 Int, –1 Cha.


relentlessly hunt demons in order to exact a just vengeance for what
Infravision: Half-orcs can see in complete darkness up to 60 feet. they had done to their ancestors.
Infravision is as per dwarves.
Tieflings are rare and special individuals born tainted by Chaos. Some-
Half-orc Hardiness: Half-orcs get a bonus of +4 permanent hit-
times their whole family are tieflings, but they still retain the major cha-
points (i.e. vitality hit-points) at first level.
racteristics of their humanoid parents’ race. For example, although they
bear a mark that betrays their fiendish lineage, and have different racial
HUMANS traits not shared by members of their normal parents’ race, tieflings
may usually interbred with them. Nonetheless, the GM might want to
Humans don’t need any particular description. In many campaigns create a whole specie of tieflings (such as the Dark Elves shown here),
they are modeled on the typical European humans of the middle-ages, descended from a whole community of people who were warped by
though this doesn’t have to be necessarily so. Chaos, and then produced the stable lineage of a whole new race.
Because of their high birth rate, quick ma- Racial Hit-Die: As per humanoid parent’s race.
turation compared to other races, usually
Lifespan: As per humanoid parent’s race, or 170 years.
industrious attitude, tenacity and inge-
nuity, humans have created vast empires Size: As per humanoid parent’s race.
and spread their influence to every corner Base speed: As per humanoid parent’s race.
of the world. Then, among humans there
Ability Scores Limitations: As per humanoid parent’s race.
is a minority of individuals who generally
become the leaders, movers and sha- Attribute Adjust.: As per humanoid parent’s race.
kers of human society. Human player Character Classes: As per humanoid parent’s race for core clas-
characters, as well as important ses. However, tieflings cannot be of their humanoid parent’s racial
NPCs, should be of this special classes. Instead, they can reach unlimited level advancement in the
type, who get the racial bene- Assassin and Warlock classes. (See also p.393)
fits described below (while Infravision: Tieflings can see in complete darkness up to 60 feet.
other humans get no special Infravision is as per dwarves.
abilities; roll 3d6 in order
Special abilities: Tieflings get three special abilities, randomly
for their ability scores; and
determined on the table thereafter (roll until you find three diffe-
are capped at 9th level).
rent abilities, discarding identical results).

- 14 -

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