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Scarab of Protection Rope of Climbing Mirror of Life Trapping

●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
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Protects the bearer from baleful magic. A coil of thin, strong rope, 50’ in length. A mirror with the ability to magically trap
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
living creatures behind its pane.
● Curses: Of all kinds are nullified. ● Commanding: The owner may ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

command it to climb in any direction. ● Gazing into the mirror: Any creature of
● Finger of death: is nullified.
● Attaching: The rope can also be human size or smaller who gazes into the
● Charges: The scarab’s enchantment mirror is sucked inside (save versus spells
works 2d6 times before it is spent. commanded to attach to a surface.
● Load: Up to 10,000 coins of weight can to resist), with all its belongings.
be suspended from the rope. ● Capacity: Up to 20 creatures can be
trapped in the mirror. When this number is
reached, it becomes safe to look into the
mirror.
● Inside the mirror: A creature will live
indefinitely, without the need for air or
sustenance, and unaffected by ageing.
● Communication: Trapped creatures may
converse with those outside, but are utterly
powerless.
● Breaking the mirror: Releases those
trapped.

Medallion of ESP 30’ Horn of Blasting


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Helm of Teleportation
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
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A medallion on a chain, enchanted with the A horn that can be blown to release a blast A magical helm that gives an arcane spell
power of reading thoughts. of destructive noise. caster the ability to cast the Teleport spell.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
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● Focus: By concentrating for 1 round, the ● Creatures: Within a 100’ long cone (20’ ● Subject: The wearer may teleport
wearer may target a creature within 30’. wide at the end) suffer 2d6 damage. themselves, another creature, or an object.
● Resisting: At the referee’s option, the ● Deafness: Affected creatures are also ● Resisting: If used on another creature or
target may save versus spells to resist. deafened for one turn (save versus spells object, a save versus spells is allowed to
● Concentration: While reading thoughts, to avoid). resist being teleported.
the wearer may move, but cannot cast spells ● Buildings: At the referee’s discretion, the ● When first round: The helm’s power is
or attack. horn may also be able to damage objects usable only once
● Misfires: The medallion is not entirely and buildings (e.g. a single blast might be ● Recharging: To be used again, a teleport
reliable. Per usage, there is a 1-in-6 chance enough to destroy a simple cottage; a 10’ spell must be cast upon the helm
of it misfiring, instead sending the wearer’s section of castle wall might require three ● Once recharged: The wearer may use
thoughts to all within 30’. blasts). the helm an unlimited number of times (at
● Frequency: The horn may be used once most once per round). If the helm is used
per turn. on an unwilling subject, it once again loses
Medallion of ESP 90’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● its power and must be recharged, as above,
A medallion on a chain, enchanted with the to be used again.
power of reading thoughts. This works in
the same way as the magic-user spell ESP.

Helm of Telepathy
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Helm of Reading Helm of Alignment Changing
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A beautifully crafted helmet that grants the Languages and Magic


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
A beautifully crafted but cursed helmet.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

magical ability of telepathy: reading and


A fragile helmet that grants the wearer the ● Curses: Putting on the helmet:
sending thoughts.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ability to read writing of all kinds. Instantly causes the wearer’s alignment
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Range: The range of the power is ● Normal text: Text in any language can to change. The new alignment is
90’. be understood. determined at random.
● Concentration: To read a creature’s ● Magical text: Even magical writing is ● Removing: The curse is such that
thoughts, the wearer must remain still comprehensible. (This does not grant the the wearer cannot remove the helmet,
and concentrate on that creature. ability to cast spells, however.)
once in place, and will resist attempts to
● Comprehension: The creature’s ● Comprehension: The creature’s
thoughts are made comprehensible to the
remove it.
thoughts are made comprehensible to ● Dispelling: The curse can be
wearer of the helm.
the wearer of the helm. removed by magic (e.g. remove curse), or
● Fragility: Each time the wearer is hit,
● Bidirectional communication: The there is a 1-in-10 chance of the helm being (at the referee’s option) by performing a
wearer may initiate bidirectional, destroyed. If the wearer is killed, the helm is special quest.
telepathic communication, though the destroyed.
creature is not compelled to respond.
Girdle of Giant Strength Gauntlets of Ogre Power
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Flying Carpet
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A character who wears this girdle gains the A character who wears these gauntlets has a An enchanted carpet that can fly through
strength of a hill giant. Strength score of 18. This grants all the the air, carrying up to three passengers (and
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
usual bonuses, including: their gear).
● Combat ability: The wearer’s ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Melee attacks: +3 bonus to attack The movement rate depends on the number
ability in combat is augmented: the of passengers:
character attacks as an 8 Hit Dice and damage rolls, in melee. ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Unarmed attacks: Deal 1d2+3 ● 1 passenger: 300’ (100’).


monster. (If the character already
damage. ● 2 passengers: 240’ (80’).
has better attack probabilities, the
● 3 passengers: 180’ (60’).
girdle does not alter these.) Encumbrance: If using the optional
● Damage: The wearer inflicts 2d8 rules for detailed encumbrance
damage in combat, or twice normal ● Extra Weight: The character’s ability
damage, if using the optional to carry weight is increased by 1,000
variable weapon damage rules. coins. (i.e. the character can carry 1,400
coins without becoming encumbered.)

Elven Cloak and Boots Elemental Summoning Device


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Efreeti Bottle
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
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A set of enchanted boots and a matching Ritual items enchanted with the power to A 3’ tall, weighty jug with a sealed stopper.
summon beings from the elemental planes. Each Breaking the seal and removing the stopper
cloak, of elven origin.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● elemental plane has a different type of device: releases a trapped efreeti, who will serve the
● Stealth: The wearer of the boots ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

character.
● Air: A censer.
is able to move silently. ● Earth: A 6” diameter stone.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Frequency of service: The efreeti


● Near invisibility: The wearer of ● Fire: A brazier. will serve the one who freed it (and only
the cloak is rendered almost ● Water: A 3’ diameter bowl. that character) once per day.
invisible: there is only a 1-in-6 Usage: The items may be used as follows: ● Duration: After 101 days, its service
chance of them being spotted. ● Frequency: The summoning power may only ends. The creature then returns to its
● Attacking: The cloak’s power of be used once per day.
● Before use: The device must be prepared. home—the legendary City of Brass.
invisibility is nullified for one turn, if This takes one turn. ● If the efreeti is killed: Its service
the wearer attacks. ● Activation: Once prepared, activating the ends.
device takes one round.
● Summoned elemental: A 12 HD elemental is
conjured to do the summoner’s bidding.
● Command over the elemental: Works as
described in the magic-user spell conjure
elemental.

Drums of Panic Displacer Cloak


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Crystal Ball
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Large war drums that induce panic in those A cloak that bends light, making one Allows an arcane spell caster to view any
who hear their sound. who wears it appear to be 5’ away place or object that is brought to mind:
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Range: Creatures up to 240’ away, from their true location. ● Duration: The vision lasts for one turn.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● Clarity: The clarity of the vision is dependant
are affected, when the drums are played. ● Near invisibility: The wearer gains a on the scryer’s familiarity with the subject.
Those within 10’ of the drums are not +2 bonus to saving throws against ● Usage frequency: May be used at most 3
affected. petrification, rods, spells, staves, and times a day.
● Affected creatures: Are afflicted by ● Casting spells: It is not possible to cast spells
wands. through a crystal ball into the viewed scene.
the drums’ enchantment of fear: they ● Melee attacks: Against the wearer
must save versus spells or make a Crystal Ball With Clairaudience: The scryer can
are penalised by –2. hear, as well as see, the desired scene.
morale check with a –2 penalty (if the Crystal Ball With ESP: Allows the scryer to spy on
optional morale rules are being used). the thoughts of creatures viewed in the crystal ball:
● Reading thoughts: The thoughts of a single
● Effects: Creatures that fail the saving creature viewed through the crystal ball may be read.
throw or morale check flee from the ● Meaning: The scryer understands the meaning of all
sound of the drums at full running thoughts even if they do not share the creature’s
language.
speed for 30 rounds. ● Obstructions: The ability to perceive thoughts is
obstructed by a thin layer of lead or by rock of 2’ thick
or greater.
Boots of Travelling and Leaping
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Boots of Speed Boots of Levitation
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

The wearer is able to travel without tiring


The wearer is able to move at up to 240’ The wearer is able to move up and
and leap great distances.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● (80’)—the speed of a riding horse. down through the air at will.
● Tirelessness: The normal need for ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Duration: This can be maintained ● Vertical: The caster mentally directs


rest when travelling may be ignored
for up to 12 hours. vertical movement at up to 20’ per
● Jumping: The wearer can leap up to
● Rest: Afterwards, the wearer must round.
10’ high and 30’ horizontally.
rest for 1 day. ● Horizontal: The caster can push
against solid objects to move laterally.
● Weight: A normal amount of weight
can be carried while levitating.
● Usage: The enchantment may be
used without limit of frequency or
duration.

Bag of Holding
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Bag of Devouring Amulet of Protection Against
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A normal-looking small sack that can A 3’ tall, weighty jug with a sealed stopper.
magically hold large objects and weights.
Scrying
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Breaking the seal and removing the stopper ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

releases a trapped efreeti, who will serve the An amulet that provides protection from
● Size: Objects of up to 10’×5’×3’ can remote viewing and mind-reading.
fit inside the bag. character. ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
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● Weight: Up to 10,000 coins of ● Objects: Anything placed inside ● Crystal balls: The person wearing
weight can be placed in the bag. the bag vanishes from existence this amulet cannot be viewed in a
● When full: The bag weighs 600 after 1d6+6 turns. crystal ball.
coins. ● Living creatures: May be ● ESP: The wearer is immune to all
affected, but only if the entire forms of ESP.
creature fits inside the bag.

Ring of Weakness
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Ring of Wishes
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Ring of Water Walking
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A cursed ring that weakens the wearer. Grants the wearer’s wishes Grants the power to walk on the
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Effect: Within 6 rounds of ● Charges: The number of wishes surface of water, without sinking.
putting the ring on, the wearer’s STR granted is noted in the Rings table.
is reduced to 3. Once all wishes have been used, the
● Removing: The ring cannot be ring’s magic is spent.
removed, once worn.
● Dispelling: The curse can be
removed by magic (e.g. Remove
Curse), or (at the referee’s option) by
performing a special quest.
Girdle of Giant Strength
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Wand of Enemy Detection Wand of Fear
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A character who wears this girdle gains the Grants the power to detect nearby enemies. Conjures a cone of magical energy that
strength of a hill giant. ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● Expending a charge: Causes terrifies those within it.
● Combat ability: The wearer’s enemies within 60’ to be haloed in a
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Area: The cone is 60’ long and 30’


ability in combat is augmented: the fiery glow. wide at the far end.
character attacks as an 8 Hit Dice ● Hidden enemies: Even enemies ● Creatures in the cone: Are
monster. (If the character already that are concealed or invisible are struck with terror, and will flee from
has better attack probabilities, the affected. the wielder of the wand at maximum
girdle does not alter these.)
speed for 30 rounds. (A save versus
● Damage: The wearer inflicts 2d8
wands negates the effect).
damage in combat, or twice normal
damage, if using the optional
variable weapon damage rules.

Wand of Fire Balls Wand of Illusion


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Wand of Lightning Bolts
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Expending a charge, an illusion of the Conjures strokes of powerful electricity:


Conjures fire balls:
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● character’s choosing manifests. This works ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Range: A streak of flame shoots in the same way as the magic-user spell ● Point of origin: A lightning bolt may
towards an area up to 240’ distant. Phantasmal Force, except: emanate from a point up to 180’ distant.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Area: The flame detonates in a 40’ ● Concentration: Is required to ● Area: The bolt is 60’ long and 5’
diameter sphere of fire. maintain the illusion. The wielder of the wide.
● Creatures caught in the fire wand may move at up to half normal ● Creatures caught in the lightning
movement rate while concentrating. bolt: Suffer 6d6 damage, with a
ball: Suffer 6d6 damage, with a
Concentration is broken if the wielder successful save versus wands indicating
successful save versus wands
attacks, casts a spell, or is successfully half damage.
indicating half damage.
attacked (damaged, targeted by a ● Bouncing: If the lightning bolt hits
malicious spell, etc.). a solid barrier before its full length is
reached, it is reflected and travels for
any remaining distance of its full length
in the direction of the wielder of the
wand.

Wand of Magic Detection


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Wand of Negation
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Wand of Polymorph
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Grants the power to detect magic nearby


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Has the power to negate the effects of By expending a charge, the wielder of the
other wands or staves. wand or another creature within 60’
● Expending a charge: Causes the ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
changes into another type of creature, as
wand to point towards metal within ● Declare intent: Before rolling selected by the wielder. This works in the
20’. initiative, the wielder of the wand. same way as the magic-user spells
● Type: The type of metal is must declare the intention to use it. Polymorph Self and Polymorph Others.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

revealed. ● Target: Another wand or staff ● Resisting: An unwilling subject


● Minimum mass: Only masses of must be targeted. may make a saving throw versus
metal of at least 1,000 coins in ● Effect: The effects of the targeted wands to negate the effect.
weight are detected. item are negated for one round.
Ring of Spell Turning
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Ring of Telekinesis
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Ring of Delusion
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Spells cast on the wearer of this ring are Grants the power to move objects or The wearer believes is under the effects
reflected back onto the caster. creatures within 120’ by concentrating. of another type of magic ring.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Charges: After 2d6 spells are ● Weight: Up to 2,000 coins of ● Type: The other type of ring
reflected, the ring loses its power. weight may be targeted. should be determined by the referee
● Movement: The target may be (e.g. a ring of protection or a ring of
moved up to 20’ per round, in spell turning).
whatever direction the wearer of the ● Describing: The referee should
ring wishes (including vertically). try to trick the player into believing
● Resisting: A targeted creature that the character is under the
may save versus spells to resist. effects of the other ring, only
● Concentration: If concentration revealing the truth at some vital
is broken, the target falls. juncture.

Ring of Controlling Animals Ring of Controlling Humans


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Ring of Controlling Plants
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Grants the power to control the actions of Grants the power to charm humans. Grants the power to control plants.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
animals. ● Usage: A charm may be placed upon a
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ● Affects: All plants (including plant
● Affects: 1d6 normal animals or 1 giant human within 60’. One target may be monsters) in a 10’ square area.
animal (not magical or intelligent animals). charmed per round. ● Range: The area may be up to 60’
● Resisting: No saving throw is allowed. ● Resisting: The subject may save versus
● Visual range: The character can only
distant.
spells (with a –2 penalty) to resist.
control animals that they can see. ● Commands: Affected plants may be
● Maximum subjects: Up to 6 HD of commanded to move around as the
● Concentration: Control is broken if the humans may be charmed in this way.
user of the ring moves or attacks. character wishes.
Normal humans count as ½ HD.
● When concentration ends: The referee ● Concentration: The effect lasts as
should make a reaction roll with a –1
● Charmed individuals: Regard the
character as a trusted friend, and will come
long as the wearer of the ring
penalty (see Encounters, p114) to determine concentrates.
the animals’ behaviour. to their defence. They will obey the
● Usage frequency: May be used up to character’s commands, as long as these are
once per turn. not obviously harmful and do not
contradict the subject’s alignment.
● Duration: The charm lasts until
dispelled, until the ring is removed, or until
the wearer cancels it.

Ring of Spell Storing


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Ring of Djinni Summoning
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Ring of X-Ray Vision
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Stores a number of magical spells that the This ring grants the power to summon Grants the power to see through solid
wearer can release on command. a djinni. objects.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Capacity: The ring contains 1d6 spells. (The ● Through dense materials: Sight up to
spells can be triggered and recharged, but cannot
● Duration of service: The djinni will
60’ through less dense materials (cloth,
be changed.) serve the character who summoned it
water, wood) is possible.
● Type of magic: There is a 20% chance of for up to 24 hours. ● Through stone: Sight up to 30’ through
divine spells, otherwise they are arcane spells. ● Commands: The djinni only obeys
● Knowledge: The wearer of the ring knows stone is possible. ▸Obstructions: Sight
which spells it contains. the one who summoned it—another through gold or lead is blocked.
● Triggering: The wearer of the ring can trigger character who takes the ring has no ● Searching: When used for the purpose
the spells at will (up to one spell per round). power over the djinni. of searching, the wearer is guaranteed to
● Caster level: For spells whose effects vary by notice secret doors or traps in the 10’
the level of the caster, the wearer of the ring is ● Usage frequency: The ring may be
square area being examined.
treated as a caster of the lowest level required to used up to once per day.
● Concentration: Using the ring requires
cast the spell.
● Recharging: Once a spell is triggered, it may concentration (the wearer cannot move).
not be reused until it is recharged—the expired ● Usage frequency: May be used at most
spell must be cast directly onto the ring. once per turn.
Wand of Trap Detection Staff of Withering
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Staff of Wizardry (I)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Creatures hit by the staff are magically aged: An item of supreme wizardly power, this
Reveals the location of all traps ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

staff may be used as a weapon in melee, and


● Divine magic: Usable by divine spell
within 20’ may evoke a dozen different magical effects.
casters only. ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Effect: The target is aged 10 years. ● Arcane magic: Usable by arcane


Living creatures die upon reaching their spell casters only.
natural life span. ● In melee: Treated as a staff with a
● Especially long-lived species: +1 magic bonus to attack and damage
Wand of Secret Door Ignore the effects of a certain amount rolls.
Detection of ageing. (For example, elves may ● Striking: Expending one charge,
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

ignore up to 200 years of ageing, inflicts 2d6 damage on a successful hit.


Reveals the location of any secret ● Paralysation: Conjures a cone of
dwarves ignore up to 50 years, and so
door within 20’. on.) magical energy, 60’ long and 30’ wide at
● Undead creatures: Are unaffected the far end. Creatures caught in the
by the power of this staff. cone are paralysed for 6 turns (save
versus spells to avoid).

Staff of Wizardry (II)


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Staff of Commanding (I) Staff of Commanding (II)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Cone of cold: Conjures a cone of Grants the power to control animals, Commanding Animals
freezing energy, 60’ long and 30’ wide at the humans, and plants.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

far end. Creatures caught in the cone suffer ● Affects: 1d6 normal animals or 1
Commanding Plants
8d6 damage, with a successful save versus giant animal (but not magical or
spells indicating half damage. ● Affects: All plants (including plant intelligent animals).
● Spells: Can cast: Conjure Elemental (8 monsters) in a 10’ square area. ● Resisting: Savings not allowed.
HD), Continual Light, Fire Ball (8d6 damage), ● Range: The area may be up to 60’ ● Visual range: The character can only
Invisibility, Lightning Bolt (8d6 damage), control animals that they can see.
distant.
Pass-wall, Telekinesis (up to 2,400 coins of
● Commands: Affected plants may ● Concentration: Control is broken if
weight), Web.
● Whirlwind: Conjures a whirlwind 70’ tall, be commanded to move around as the user of the staff moves or attacks.
20’ wide at the top, and 10’ wide at the base. the character wishes. ● When concentration ends: The
The whirlwind lasts for 3 rounds, and ● Concentration: The effect lasts referee should make a reaction roll with
moves at 120’ (40’), as the wielder of the as long as the wielder of the staff a –1 penalty to determine the animals’
staff directs. All in its path suffer 2d6 behaviour.
damage. Creatures with less than 2HD are concentrates.
● Usage frequency: This power of the
swept aside (save versus death to avoid). staff may be used up to once per turn.

Staff of Commanding (III)


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Staff of Healing Rod of Cancellation
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Commanding Humans Has the power to heal those touched. Drains the enchantment from a magic
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Usage: A charm may be placed upon a ● Divine magic: Usable by divine item that is touched.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

human within 60’. One target may be spell casters only. ● In combat: Usage requires an
charmed per round.
● Resisting: The subject may save versus
● Effect: Heals 1d6+1 hit points attack roll against AC 9 [10]
spells (with a –2 penalty) to resist. with each usage. (adjusted by the referee, if the target
● Maximum subjects: Up to 6 Hit Dice ● Usage limit: Is effective on any item is being actively used).
of humans may be charmed in this way. individual at most once per day. ● Effect: The item that is touched
Normal humans count as ½ HD. ● No charges: Does not use becomes utterly non-magical.
● Charmed individuals: Regard the
charges; may be used an unlimited One use only: The rod may only be
character as a trusted friend, and will come
to their defence. They will obey the number of times. used once: it has but a single charge.
character’s commands, as long as these are
not obviously harmful and do not
contradict the subject’s alignment.
● Duration: The charm lasts indefinitely,
but ends if cancelled by the wielder of the
staff, or when dispelled.
Wand of Cold
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Ring of Protection Ring of Regeneration
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Conjures a cone of freezing energy. Grants a measure of protection from harm: The wearer heals at an accelerated rate.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Area: The cone is 60’ long and 30’ ● Armour Class: A +1 AC bonus. ● Rate: The wearer regains 1 hit point
wide at the far end. ● Saving throws: A +1 bonus to all per round.
● Creatures caught in the cone: saves. ● Severed Limbs: Will also regrow.
Suffer 6d6 damage, with a successful The rate depends on the size of the
Ring of Protection, 5’ Radius
limb (e.g. a finger may regrow in one
save versus wands indicating half Allies within 5’ of the wearer also
day, while a whole limb may take a
damage. benefit from the ring’s protective
week).
power. For example, two characters
● Fire or acid damage: Cannot be
fighting beside the wearer of the ring
regenerated.
would gain the protective benefit.
● Death: The ring does not function if
the wearer is reduced to 0 or less hit
points.

Ring of Fire Resistance


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Ring of Invisibility
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Ranged +
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Grants the wearer protection against fire. The wearer of this ring becomes invisible.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

【 】Bow +1
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Normal fire: Unharmed by ● Attacking: If the character attacks


non-magical fire. or casts a spell, the invisibility is
● Save bonus: Gain a +2 bonus to all
saving throws versus fire-based magical
broken. 【 】Sling +1
● Usage frequency: May be used
or breath attacks. up to once per turn.
● Fire-based damage: Is reduced by 1
point per damage die rolled. (Each die
inflicts a minimum of 1 hit point
damage.)

Arrows +
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Crossbow Bolts +
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Mace +
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

【 】Arrows +1 【 】Crossbow Bolts +1 【 】Mace +1


(3d10 arrows) (2d6 bolts)
【 】Mace +2
【 】Arrows +1 【 】Crossbow Bolts +1
(Basic: 10) (3d10 bolts) 【 】Mace +3
(Expert: 2d6 arrows)
【 】Crossbow Bolts +2
【 】Arrows +2 (1d6 bolts)
(1d6 arrows)
Axe +
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Spear +
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
War Hammer +
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

【 】Axe +1 【 】Spear +1 【 】War Hammer +1


【 】Axe +2 【 】Spear +2 【 】War Hammer +2
【 】Spear +3

War Hammer +3, Dagger + Sword +


Dwarven Thrower ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

【 】Dagger +1
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

In the hands of a dwarf, this weapon may


function as a thrown missile weapon.
【 】Sword +1
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Range: 60’.
● After being thrown: It returns to
【 】Dagger +2, 【 】Sword +2
its wielder’s hands. (+3 vs orcs, goblins, and
kobolds) 【 】Sword +3

Sword +1 【 】Clairaudience Sword Sword +1


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

(guide) Enables the wielder to hear through the ears (with bonus vs creature type)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

of another creature.
【 】Sword +1, Light
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Activation: The wielder must 【 】+2 vs Lycanthropes


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
concentrate for one turn to activate this
On command, produces light in a 30’ power. 【 】+2 vs Spell Users
radius. ● Range: The other creature must be
within 60’. 【 】+3 vs Dragons
【 】Sword +1, Locate Objects
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● Obstruction: Lead blocks this power.
【 】+3 vs Enchanted
Grants the wielder the ability to detect the
presence of objects within 120’. 【 】Clairvoyance Sword
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● 【 】+3 vs Regenerating
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Effect: This works in the same way Enables the wielder to see through the eyes
as the magic-user spell Locate Object.
of another creature.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
【 】+3 vs Undead
● Usage frequency: The power may ● Activation: The wielder must
concentrate for one turn to activate this
be used once per day.
power.
● Range: The other creature must be
within 60’.
● Obstruction: Lead blocks this power.
Detect Sword Detect Sword Detect Sword
(passages) (danger) (valuables)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

【 】Detect Secret Doors Sword 【 】Detect Slopes Sword 【 】Detect Gems Sword
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Up to three times a day, the wielder The wielder can sense sloped floors The sword will point in the direction
can find all secret doors within 10’. within 10’ of any gems within 60’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Count: The wielder is also informed


【 】Detect Shifting Architecture 【 】Detect Traps Sword
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
of the number of gems present.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Up to three times a day, the wielder ● Obstruction: Lead blocks this


The wielder can locate shifting walls
can sense traps within 10’. power.
or rooms up to 10’ distant.
【 】Detect Metals Sword
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

The sword will point in the direction


of metal of a named type within 60’.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Obstruction: Lead blocks this


power.

【 】Detect Evil or Good Sword X-Ray Vision Sword


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Sword +2, Charm Person
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

The wielder can sense the intention Allows the wielder to see through solid Grants the wielder the ability to charm
to do evil or good within 20’. objects. other people.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

(Note: some potentially harmful ● Through stone: Sight up to 30’ through ● Effect: This works in the same
things—e.g. animals, traps—are not stone is possible.
way as the magic-user spell Charm
● Through softer materials: Sight up to
evil.) 60’ through less dense materials (cloth, Person.
water, wood) is possible. Obstructions: ● Usage frequency: The power
Sight through gold or lead is blocked. may be used up to three times a
【 】See Invisible Objects Sword ● Searching: When used for the purpose week.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
of searching, the wielder is guaranteed to
The wielder can see invisible or notice secret doors or traps in the 10’
concealed objects up to 20’ distant. square area being examined.
(This power does not reveal secret ● Concentration: Usage requires
doors.) concentration (the wielder cannot move).
● Usage frequency: This power may not
be activated more frequently than once per
turn.

Healing Sword
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
【 】Illusion Sword Sword +1, Wishes
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

The sword heals damage. Has the power to grant the wielder’s wishes.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
An illusion of the wielder’s choosing ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Effect: One point of damage is manifests. This works in the same ● Charges: The sword grants a total of
way as the magic-user spell 1d4 wishes.
healed per round, for six rounds.
● Wishing: The wish must be spoken
● Usage frequency: This power Phantasmal Force.
out loud by the wielder of the sword.
may only be activated once a day.
Duplicates 【 】Teleportation Sword
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

If this power is rolled more than The wielder is able to teleport, per
once, the duration of the power is the magic-user spell Teleport.
increased by 6 rounds for each
duplicate.
Staff of Power Staff of Snakes (I)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Staff of Snakes (II)
An item of great wizardly power, this staff A magical staff that has the power to ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

may be used as a weapon in melee, and may transform into a snake, on command. ● Victims: Must save versus spells or
evoke five different magical effects.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
be immobilised in the coils of the snake.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● Divine magic: Usable by divine Victims are completely helpless while
● Arcane magic: Usable by arcane spell casters only. held by the snake (1d4 turns, or released
spell casters only. ● In melee: Treated as a staff with a as the wielder of the staff commands).
● Melee: Expending one charge,
+1 magic bonus to attacks and ● Snake: Has AC 5 [14], HD 3 (20hp),
inflicts 2d6 damage on a successful hit.
damage. and a movement rate of 60’ (20’).
● Cone of cold: Conjures a cone of
freezing energy, 60’ long and 30’ wide at
● No charges: Does not use ● When the victim is released: The
the far end. Creatures caught in the charges; may be used any number of snake returns to the owner and
times. transforms back into a staff. (At this
cone suffer 8d6 damage (save versus
● On a successful hit: Upon a point, it is healed of any damage it has
spells for half damage).
● Spells: Can cast: human-sized (or smaller) creature, suffered.)
a) Continual Light the wielder of the staff may speak ● If the snake is killed: It does not
b) Fire Ball (8d6 damage) the command word, causing it to return to its staff form, becoming
c) Lightning Bolt (8d6 damage) transform into a serpent and coil non-magical.
d) Telekinesis (up to 2,400 coins of weight). around the victim.

Staff of Striking Sword +1, Flaming Sword +1, Energy Drain


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Used as a magical melee weapon. Bursts into flames, on command. When Drains the life energy of its victims.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
flaming: ● On a successful hit: The wielder may
▸Expending one charge: Inflicts ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Casts light: In 30’ radius. command the sword to drain the victim’s
2d6 damage on a successful hit. life energy.
● Can set things alight: Treated as a
▸Usage frequency: Only one torch, for purposes of setting things on fire ● Energy drain: In addition to suffering
charge may be spent per strike. (e.g. a Web spell). normal damage, the target permanently
● Inflicts fire damage: Which may have loses one experience level (or Hit Die). This
special effects on certain creatures. incurs a loss of one Hit Die of hit points, as
● Grants an attack bonus: Against certain well as all other benefits due to the drained
types of creature: level (e.g. spells, saving throws, etc.). A
a) +2 vs trolls (or other creatures that character’s XP is reduced to the lowest
cannot regenerate fire damage). amount for the new level. A person drained
b) +2 vs pegasi, hippogriffs, and rocs (or of all levels dies.
other bird-like creatures). ● Charges: The sword may drain a total of
c) +3 vs treants (or other plant-based 1d4+4 levels. Once this many levels have
creatures). been drained, it becomes a normal magical
d) +3 vs undead. sword +1.
● Duration: The sword blazes until
commanded to cease.

ESP Sword
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Telepathy Sword Telekinesis Sword
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Enables the wielder to read the Enables the wielder to read the By concentrating, the wielder is able to
thoughts of another living creature. thoughts of another living creature. move objects or creatures within 120’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Activation: The wielder must ● Concentration: The wielder must by the power of thought.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

concentrate in a specific direction to concentrate in a specific direction to ● Weight: Up to 2,000 coins of


activate this power. activate this power. weight may be targeted.
● Range: The other creature must ● Range: The other creature must be ● Movement: The target may be
be within 60’. within 60’. moved up to 20’ per round, in
● Comprehension: The wielder ● Comprehension: The wielder gains whatever direction the wielder
gains an empathic understanding of an empathic understanding of the wishes (including vertically).
the creature’s thoughts. creature’s thoughts.
● Resisting: A targeted creature
● Obstruction: Lead blocks this ● Bidirectional communication: The
may save versus spells to resist.
wielder may also initiate a bidirectional
power. ● Duration: Up to 6 rounds.
telepathic communication with the
creature, though it is not compelled to ● Concentration: If concentration
respond. is broken, the target falls.
● Obstruction: Lead blocks this
power.
Extra Damage Sword
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Levitation Sword Flying Sword
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Increases the wielder’s strength for 1d10 Grants the wielder the ability to move The wielder is able to fly for up to 3
rounds. While the power is active, up and down through the air for up to 3 turns.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

damage inflicted by the wielder is turns:


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ● Movement rate: A speed of up
multiplied by 4. ● Vertical: The wielder mentally
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
to 360’ (120’) is possible.
Duplicates directs vertical movement at up to ● Free movement: Is possible in
If this power is rolled more than 20’ per round.
any direction, including the ability
once, the damage multiplier is ● Horizontal: The character can
push against solid objects to move
to levitate and to hover in
increased by one for each mid-air.
duplicate roll. laterally.
Weight: A normal amount of
weight can be carried while
levitating.

Potions (Checklist Card I)


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Potions (Checklist Card II)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Magic Armours/Shields
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

【 】Clairaudience 【 】Gaseous Form 【 】Leather +1


【 】Clairvoyance 【 】Giant Strength 【 】Leather +2
【 】Control Animal 【 】Growth 【 】Leather +3
【 】Control Dragon 【 】Healing 【 】Chainmail +1
【 】Control Giant 【 】Heroism 【 】Chainmail +2
【 】Control Human 【 】Invisibility 【 】Chainmail +3
【 】Control Plant 【 】Invulnerability 【 】Plate mail +1
【 】Control Undead 【 】Levitation 【 】Plate mail +2
【 】Delusion 【 】Longevity 【 】Plate mail +3
【 】Diminution 【 】Poison 【 】Shield +1
【 】ESP 【 】Polymorph Self 【 】Shield +2
【 】Fire Resistance 【 】Speed 【 】Shield +3
【 】Flying 【 】Treasure Finding

Gear (Checklist Card I)


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Gear (Checklist Card II)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Mount:
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

【 】Backpack 【 】Rope (50’) AC:


【 】Crowbar 【 】Sack (small) HP:
【 】Garlic 【 】Sack (large) Att:
【 】Grappling hook 【 】Stakes and mallet THAC0:
【 】Hammer (small) 【 】Thieves’ tools MV:
【 】Holy symbol 【 】Tinder box (flint & steel) SV:
【 】Holy water (vial) 【 】Torches ML:
【 】Iron spikes 【 】Waterskin AL:
【 】Mirror (hand-sized, steel) 【 】Wine (2 pints) Max Load(Coins):
【 】Oil (flask) 【 】Wolfsbane (1 bunch)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Extras:
【 】Pole (10’ long, wooden)
【 】Rations (iron, 7 days)
【 】Rations (standard, 7 days)
Monsters Seen in this Session
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Monsters Seen in this Session
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Monsters Seen in this Session
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

① _______________________________ ① _______________________________ ① _______________________________


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

Specialist (Wage per Month) Vehicle:


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Vehicle:
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

【 】Alchemist 1,000gp HP: HP:


【 】Animal trainer 500gp AC: AC:
【 】Armourer 100gp MV: MV:
【 】Assistant armourer 15gp
Cargo: Cargo:
【 】Blacksmith 25gp
【 】Engineer 750gp
【 】Navigator 150gp R. Crew: R. Crew:
【 】Oarsman 2gp
【 】Sage 2,000gp Passengers: Passengers:
【 】Sailor 10gp
【 】Ship’s captain 250gp Seaworthiness: Seaworthiness:
【 】Spy 500gp (or more) ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Extras: Extras:

Retainer:
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Retainer:
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Retainer:
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Loyalty: Wage: Loyalty: Wage: Loyalty: Wage:


AC: AC: AC:
HP: HP: HP:
Att: Att: Att:
THAC0: THAC0: THAC0:
MV: MV: MV:
SV: SV: SV:
AL: AL: AL:
STR: INT: WIS: STR: INT: WIS: STR: INT: WIS:
DEX: CON: CHA:
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
DEX: CON: CHA:
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
DEX: CON: CHA:
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Spells: Spells: Spells:

Items: Items: Items:


Detect Evil
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● Light Protection from Evil
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 6 turns Range: 120’ ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 12 turns Range: The caster


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● Duration: 12 turns Range: 120’ ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Objects enchanted for evil purposes or This spell has three usages: This spell wards the caster from attacks by
living beings with evil intentions are 1). Conjuring light: In a 15’ radius. The creatures of another alignment, as follows:
caused to magically glow. magical light is sufficient for reading, but is ● Bonuses: The caster gains a +1 bonus to
● Intent only: This spell does not grant not as bright as daylight. The spell may be saving throws against attacks or special
the ability to read minds, but only cast upon an object, in which case the light abilities of affected creatures.
moves with the object. ● Affected creatures’ attacks: Against the
grants a general sense of evil intent.
2) Blinding a creature: By casting the spell caster are penalised by –1.
● Definition of evil: The referee must ● Enchanted, constructed, or
upon its eyes. If the target fails a saving
decide what is “evil”. Some things that summoned creatures: The spell
throw versus spells, it is blinded for the
are potentially harmful, like traps, are duration. A blind creature cannot attack. additionally prevents such creatures from
not “evil.” 3) Cancelling darkness: Light may cancel a attacking the caster in melee, though they
Darkness spell. may still make ranged attacks. If the caster
engages such a creature in melee, this
↷ Reversed: Darkness
_______________________________________________________________________________________________________________________________________________________
protection is broken (the caster still gains
Creates a 15’ radius area of magical blackness, the save and attack bonuses mentioned
preventing normal sight (but not infravision).
above).
Like Light, it may alternatively be used to blind
creatures or to dispel a Light spell.

Bless
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● Detect Magic Remove Fear
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 6 turns Range: 60’ ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 2 turns
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● Duration: 2 turns Range: 60’
May be used in one of two situations: ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Range: The caster or a creature touched
Enchanted objects, areas, or creatures ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

1) Battle: Allies within a 20’ square area The creature touched is calmed and
are caused to glow. Both permanent and
who are not yet in melee gain a +1 purged of fear. Magically induced fear
temporary enchantments are revealed.
bonus to attack and damage rolls and a may be dispelled, but this requires the
+1 bonus to morale. subject to make a saving throw versus
2) Ritual: Casting bless may also form spells. The save is modified by +1 per
part of rituals of purification or level of the caster.
consecration, at the referee’s discretion.
↷ Reversed: Cause Fear
↷ Reversed: Blight ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● Will cause a target within 120’ to flee


Incurs a –1 penalty to morale checks, for the duration unless it saves versus
attacks rolls, and damage rolls of spells.
enemies within a 20’ square area. A
save versus spells is allowed to resist
the Blight.

Continual Light Find Traps


Speak with Animals
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Permanent Range: 120’


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 2 turns Range: 30’


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Duration: 6 turns Range: 30’ ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● This spell has three usages: Trapped objects or areas within range
The caster can communicate with one 1) Conjuring light: In a 30’ radius. The magical of the caster glow with a magical blue
type of animal within range when the light is as bright as full daylight (creatures that
suffer attack penalties in daylight are affected). light.
spell is cast. The spell may be cast upon an object, in which ● Magical and mechanical traps: Are
● Type of animal: Ordinary animals or case, the light moves with the object. both detected.
giant versions of ordinary animals may 2) Blinding a creature: By casting the spell
upon its eyes. If the target fails a saving throw
● No knowledge: About the nature of
be targeted. versus spells, it is blinded. A blind creature the trap or how to deactivate it is
● Questions: The caster can ask cannot attack. granted.
questions of and receive answers from 3) Cancelling darkness: Continual light may
animals of the chosen kind, although cancel a continual darkness spell.
the spell doesn’t make animals any more ↷ Reversed: Continual Darkness
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

friendly or cooperative than normal (a Creates a 30’ radius area of magical blackness,
reaction roll may be required). preventing both normal sight and infravision.
Light sources brought within the area of
● Services: If an animal is friendly darkness do not illuminate it. Like Continual
toward the caster, it may perform some Light, it may alternatively be used to blind
favour or service. creatures or to dispel a Continual Light spell.
Hold Person
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Snake Charm Know Alignment
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 9 turns Range: 180’ Duration: 1d4+1 rounds or turns Range: 60’ Duration: 1 round Range: 10’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

This spell causes one or more humans, One or more snakes are rendered The caster gains immediate
demihumans, or humanoid monsters to non-hostile, rearing up and swaying to knowledge of the alignment of one
be paralysed if they fail a saving throw and fro but not attacking character, monster, object, or
versus spells. It may be cast in two ● HD affected: The spell affects location within range. (Most objects
ways: snakes whose total Hit Dice do not or locations do not have an
1) Against an individual: The target’s exceed the caster’s level. For example, a
alignment, but magic items or holy
saving throw is penalised by –2. 7th level caster can affect 7 HD of
places might.)
2) Against a group: 1d4 individuals in snakes, which can equal seven 1 HD
the group are targeted. snakes, or two 3 HD snakes and one 1
Restrictions: Humanoids of greater HD snake, or any other combination.
than 4+1 HD and undead are not ● Duration: When cast on snakes that
affected. are already attacking, the spell lasts for
1d4+1 rounds. Otherwise, it lasts for
1d4+1 turns.

Resist Fire Resist Cold


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Purify Food and Water
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 2 turns Range: 30’ Duration: 6 turns Range: 30’ Duration: Permanent Range: 10’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A single creature is bestowed with All creatures within range are protected This spell makes spoiled, rotten,
supernatural resistance to fire, as from cold, as follows: poisonous, or otherwise contaminated
follows: ● Normal cold: Unharmed by food and water pure and suitable for
● Normal heat: Unharmed by non-magical freezing temperatures. eating and drinking. One of the
non-magical heat or fire. ● Save bonus: Gain a +2 bonus to all following may be affected:
● Save bonus: Gain a +2 bonus to all saving throws versus cold-based magical ● Drink: 6 quarts.
saving throws versus fire-based magical or breath attacks. ● Rations: One trail ration (iron or
or breath attacks. ● Cold-based damage: Is reduced by standard).
● Fire-based damage: Is reduced by 1 1 point per damage die rolled. (Each die ● Unpreserved food: A quantity
point per damage die rolled. (Each die inflicts a minimum of 1 hit point sufficient for 12 human-sized beings.
inflicts a minimum of 1 hit point damage.)
damage.)

==

Silence 15’ Radius Cure Disease Growth of Animal


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Duration: Instant Range: 30’ Duration: 12 turns Range:120’
Duration: 12 turns Range: 180’ ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
This spell has two uses: One non-magical, normal animal is
A 15’ radius area is rendered utterly
1) Cure a subject of any disease: doubled in size and strength when
silent. Including those of magical origin.
● Within the area: All sound is 2) Kill green slime: This monster is killed
this spell is cast upon it.
stopped. Conversation and spell casting instantly. ● Damage: The damage inflicted by
are impossible. ↷ Reversed: Cause Disease the animal’s attacks is doubled.
● Noise from outside the area: Can ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
● Load: The amount of weight the
Inflicts a terrible, withering disease on a
be heard by those within it. victim, if a saving throw versus spells is animal can carry is doubled.
● Casting upon a creature: Silence may failed. The disease has the following effects: Restrictions: This spell may be
be cast upon a creature, which must ● Death: Within 2d12 days. used on giant versions of normal
save versus spells. If the save fails, the ● Attack penalty: –2 to attack rolls. animals, but intelligent animals and
15’ radius area of silence moves with ● Natural healing: Takes twice the usual fantastic monsters are unaffected.
the creature. If the save succeeds, the amount of time.
spell’s effect remains stationary—the ● Magical healing: Is utterly ineffective.
Curing: This disease can be cured with a
targeted creature may move out of it.
casting of cure disease.
Striking
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Cure Serious Wounds Create Water
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 1 turn Range: 30’ Duration: Instant Duration: Permanent Range: Touch
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A single weapon is enchanted: Range: The caster or a creature touched This spell causes a magical fount to
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Damage: It deals an additional The caster’s touch heals 2d6+2 hit spring forth from the ground or a wall.
1d6 damage. points of damage in one living ● Volume: The fount produces
● Treated as magical: It is able to subject. This cannot grant more hit approximately 50 gallons of
harm monsters which are normally points than the subject’s normal water—enough to sustain twelve
only harmed by magical weapons. maximum. humans and twelve mounts for one day
↷ Reversed: Cause Serious Wounds ● Higher level casters: If the caster is
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
higher than 8th level, water sufficient
Inflicts 2d6+2 hit points of damage for an additional twelve humans and
to a touched creature. In combat, a mounts is produced for each level
melee attack roll is required. beyond 8th.

Locate Object
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Remove Curse
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Neutralize Poison
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 6 turns Range: 120’ Duration: Instant / Permanent (curse) Duration: Instant
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Range: The caster or a creature touched Range: The caster or a creature or object
The caster can sense the direction ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Remove Curse instantaneously removes one touched


(but not distance) of an object. One ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

curse from a creature. It may allow a This spell has two uses:
of two types of object may be character to discard a cursed magic item.
located: 1) Characters: Neutralize the
↷ Reversed: Curse
1) General class: An object of a ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
effects of poison on a character. A
Places a deleterious effect upon a creature,
general class (e.g. a stairway, an altar, character who has died from
if it fails a save versus spells.
etc). In this case, the nearest object ● Effects: The exact form and effects of poisoning can be revived, if
of that type is located. the curse are determined by the caster. Neutralize Poison is cast within ten
2) Specific object: A specific object ● Maximum possible effects include: A rounds.
which the caster can clearly visualise –2 penalty to saving throws, a –4 penalty to 2) Items: Remove poison from an
in all aspects. hit, reducing an ability score by 50%. item.
● Multiple curses: May afflict a creature,
Restrictions: This spell cannot be as long as each has a different effect.
used to locate creatures. ● Referee judgement: The referee should
judge the effects of this spell and may turn
overly powerful curses back onto the caster!

Protection from Evil 10’ Radius Speak with Plants Dispel Evil
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 12 turns Duration: Concentration (up to 1 turn) or instant


Duration: 3 turns Range: 30’ Range: 30’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Range: 10’ around the caster ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● This spell has two uses: This spell has three uses:
This spell wards the caster and all allies 1) Normal plants: Communication 1) Ward: By concentrating and remaining
within 10’ from attacks by creatures of stationary, enchanted or undead monsters
with normal plants. The caster is able to
another alignment, as follows: that come within range may be banished or
● Bonuses: Those warded gain a +1 bonus ask questions and receive answers and
may ask for simple favours. Plants may destroyed. Each monster may save versus
to saving throws against attacks or special spells to avoid banishment or destruction.
abilities of affected creatures. comply, if the request is within their
If a monster’s save succeeds, it flees the
● Affected creatures’ attacks: Against ability to understand and perform. For affected area.
those warded are penalised by –1. example, densely overgrown plants may 2) Target single monster: Instantly banish
● Enchanted, constructed, or clear a passageway through which the or destroy a single enchanted or undead
summoned creatures: The spell caster and party may travel. monster within range. The monster may
additionally prevents such creatures from save versus spells (with a –2 penalty) to
2) Monstrous plants: Communication
making melee attacks against those warded, avoid banishment or destruction. If the
though they may still make ranged attacks. with plant-like or plant-based monsters.
monster’s save succeeds, it flees the affected
If any of the warded party engages such a area.
creature in melee, this protection is broken 3) Dispel curse: Instantly dispel the hold
(those warded still gain the save and attack that a cursed item has over a being within
bonuses mentioned above). range.
Quest (I)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Quest (II) Commune
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Until quest is completed / ● Refusal: Otherwise, the subject must Duration: 3 turns Range: The caster
Instant (remove quest) ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

undertake the quest or fall under a curse The caster calls upon divine powers in
Range: 30’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
(per the curse spell, with the exact order to seek knowledge.
The caster commands a single subject nature of the curse determined by the ● Questions: The caster may ask three
to perform a specific quest or task. referee). questions per casting. Once per year,
● Examples: Rescuing a prisoner, ● Completion: Once the task is the caster may instead ask six questions.
killing a specific monster, bringing a completed, the spell ends. ● Answers: Each question receives a
magic item to the caster, or going on a ↷ Reversed: Remove Quest simple “yes” or “no” answer.
journey to a holy site. ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Usage limit: Commune may only be


● Suicidal quests: The prescribed Can dispel an active Quest spell. If the
character who cast the quest spell to be cast once per week. If the referee feels
quest must not be obviously suicidal. this spell is being overused, its usage
● Saving throw: The subject may save nullified is higher level than the
character casting Remove Quest, there is a may be limited to once per month.
versus spells, with success indicating
that the quest has no effect. chance of the spell having no effect.
The probability of failure is 5% per
level the caster is below the caster of
Quest.

Create Food Insect Plague


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Sticks to Snakes
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Permanent Duration: Concentration (up to 1 day) Duration: 6 turns Range: 120’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Range: Appears in the caster’s presence Range: 480’ 2d8 normal sticks are miraculously
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Conjures food from thin air. Cast above ground, this spell conjures a 60’ transformed into snakes that follow the
diameter swarm of flying insects with the caster’s orders.
● Volume: Food sufficient for following properties:
twelve humans and twelve mounts ● Movement: 20’ per round. While the Conjured Snakes
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

for one day is conjured. swarm is within range, the caster is able to AC 6 [13], HD 1 (4hp), Att 1 × bite (1d4),
● Higher level casters: If the direct its movements. THAC0 19 [0], MV 90’ (30’), SV D12 W13
● Vision: Within the area of the swarm is P14 B15 S16 (1), ML 17, AL Neutral, XP
caster is higher than 8th level, food obscured. 10 (13 if poisonous), NA See above, TT
sufficient for an additional 12 ● Creatures of 2 HD or less: Are driven None
humans and mounts is produced for away, if caught within the swarm. ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Reversion: When killed or at the end of


each level beyond 8th. ● Concentration: If the caster moves or
the spell’s duration, the snakes revert back
loses concentration, the swarm dissipates,
into sticks.
ending the spell.
● Poison: There is a 50% chance of the
snakes being poisonous.
Restrictions: The spell has no effect if cast
● When killed: Revert back to sticks.
underground.

Raise Dead (I) Raise Dead (II)


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Cure Light Wounds
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Instant Range: 120’ ● Weakness: Returning from death is Duration: Instant
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

an ordeal. Until the subject gets two full Range: The caster or a creature touched
This spell has two uses: ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

1) Restore life: To a recently deceased weeks of bed rest, they have 1 hit point, This spell has two uses:
human or demihuman. See below. move at half the normal rate, cannot 1) Healing a living subject: Restores
2) Destroy undead: A single undead carry heavy items, and cannot attack, 1d6+1 hit points of damage. This
monster is destroyed, if it fails a saving cast spells, or use other class abilities. cannot grant more hit points than the
throw versus spells. Restoring life: This period of weakness may not be subject’s normal maximum.
When used to restore life, the following shortened by any magical healing. 2) Curing paralysis: Paralysing effects
stipulations apply: ↷ Reversed: Finger of Death are negated.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Time limit: The caster can raise a Directs a ray of deadly magic at a single ↷ Reversed: Cause Light Wounds
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

person that has been dead for no longer target. If the target fails a saving throw Inflicts 1d6+1 hit points of damage to a
than four days per level of the caster versus death, it dies instantly. Casting touched creature. In combat, a melee
above 7th. For example, a 10th level finger of death is a chaotic act; it will attack roll is required.
caster can revive a character that has only be used by lawful casters in
been dead for twelve days (three levels desperate situations.
above 7th × four days).
Magic Missile
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Floating Disc
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Hold Portal
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 1 turn Range: 150’ Duration: 6 turns Range: 6’ Duration: 2d6 turns Range: 10’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

This spell conjures a glowing dart of The caster conjures a slightly concave, This spell magically holds shut a
energy that the caster may choose to circular disc of magical force that door, gate, window, or other kind of
shoot at a visible target within range. follows them about and carries loads. portal.
● Hit: The missile hits unerringly (no ● Dimensions: The disc is 3 feet in ● Opening by magic: A knock
attack roll or saving throw is required). diameter and 1 inch deep at its centre. spell opens the held portal instantly.
● Damage: The missile inflicts 1d6+1 ● Load: It can hold a maximum load of ● Opening by force: Creatures
damage. 5,000 coins (500 pounds).
with at least 3 Hit Dice more than
● Higher level casters: May conjure ● Motion: The disc floats at waist
the caster can open the held portal
more missiles: two additional missiles height and remains level, floating along
are conjured per five experience levels horizontally within spell range.
with one round of effort.
the caster has gained (i.e. three missiles ● End: When the disc winks out at the
at 6th–10th level, five missiles at end of the spell’s duration, anything it
11th–15th level, etc.). Multiple missiles was supporting is dropped.
may be directed at a single target.

Light Charm Person (I)


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Charm Person (II)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 6 turns +1 per level Range: 120’ Duration: One or more days Range: 120 Restrictions: Humanoids of greater than
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

This spell has three usages: A single, humanoid creature must save 4+1 HD and undead are not affected.
1) Conjuring light: In a 15’ radius. The versus spells or be charmed, as follows: Duration: The charm lasts indefinitely, but
magical light is sufficient for reading, but is ● Friendship: The subject regards the the subject is allowed to make further saves
not as bright as daylight. The spell may be caster as its trusted friend and ally and will versus spells at intervals, depending on its
cast upon an object, in which case the light come to the caster’s defence. INT score. If one of these saves succeeds,
moves with the object. ● Commands: If they share a language, the the spell ends.
2) Blinding a creature: By casting the spell caster may give the charmed creature ● INT 3–8: The creature gains a new save
upon its eyes. If the target fails a saving commands, which it will obey. once every month.
throw versus spells, it is blinded for the ● Subject’s nature: Commands that ● INT 9–12: The creature gains a new save
duration. A blind creature cannot attack. contradict the charmed creature’s habits or each week.
3) Cancelling darkness: Light may cancel a alignment may be ignored. ● INT 13–18: The creature gains a new
Darkness spell. ● Suicidal commands: An affected save once every day.
↷ Reversed: Darkness creature never obeys suicidal or obviously
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● harmful orders.
Creates a 15’ radius area of magical blackness,
preventing normal sight (but not infravision).
Like Light, it may alternatively be used to blind
creatures or to dispel a Light spell.

ESP
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Detect Invisible
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Ventriloquism
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 12 turns Range: 60’ Duration: 6 turns Range: 10’ Duration: 2 turns Range: 120’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
This spell grants the caster the ability to perceive
and understand the thoughts of other living
Invisible creatures or items in range The caster may make their voice
creatures. are revealed to the caster. appear to come from any location or
● Focus for 1 turn: To pick up thoughts, the source (e.g. a statue or animal)
caster must focus their concentration in one
direction for one turn. within range.
● After this turn: The thoughts of all creatures
within range in that direction can be perceived.
● Multiple creatures: If multiple creatures are
within the range in the direction being focused
on, their thoughts mingle into a confusing
jumble. The caster must spend an additional turn
to sort out one creature’s thoughts.
● Meaning: The caster understands the
meaning of all thoughts even if they do not share
the creature’s language.
● Obstructions: The ability to perceive
thoughts is obstructed by a thin layer of lead or
by rock of 2’ thick or greater.
Sleep Read Languages
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Read Magic
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 4d4 turns Range: 240’ Duration: 2 turns Range: The caster Duration: 1 turn Range: The caster
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
A Sleep spell causes a magical slumber to come For the duration of this spell, the
upon creatures, excluding the undead. The spell
By means of read magic, the caster can
may target either: caster may read any language, coded decipher magical inscriptions or runes, as
1) A single creature with 4+1 Hit Dice. message, map, or other set of follows:
2) A total of 2d8 Hit Dice of creatures of 4 HD written instructions. This spell does ● Scrolls: The magical script of a scroll of
or lower each. When targeting creatures of 4 HD arcane spells can be understood. The caster
or less, the following rules apply: not grant any ability to speak is then able to activate the scroll at any time
● Weakest first: Targets with the least HD are unknown languages. in the future.
affected first.
● HD: Calculate monsters with less than 1 HD
● Spell books: A spell book written by
as having 1 HD and monsters with a bonus to another arcane spell caster can be
HD as having the flat amount. (For example, a deciphered.
3+2 HD monster would be calculated as having ● Inscriptions: Runes or magical words
3 HD.) inscribed on an object or surface can be
● Excess: Rolled Hit Dice that are not sufficient understood.
to affect a creature are wasted. ● Reading again: Once the caster has read
● Killing: Creatures enchanted by this spell are
helpless and can be killed instantly with a bladed
a magical inscription using Read Magic, is
weapon. thereafter able to read that particular writing
● Awakening: Slapping or wounding awakens without recourse to the use of this spell.
an affected creature.

Shield Locate Object Mirror Image


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 2 turns Range: The caster Duration: 2 turns Range: 60’ +10’ per level Duration: 6 turns Range: The caster
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Shield creates an invisible field of The caster can sense the direction 1d4 illusory duplicates of the caster
force that protects the caster: (but not distance) of an object. One appear.
● Against missile attacks: The of two types of object may be ● Behaviour: The mirror images
caster’s AC is 2 [17]. located: look and behave exactly as the
● Against other attacks: The 1) General class: An object of a caster.
caster’s AC is 4 [15]. general class (e.g. a stairway, an altar, ● Attacks on the caster: Destroy
etc). In this case, the nearest object one of the mirror images (even if the
of that type is located. attack misses).
2) Specific object:
A specific object known to the
caster.
Restrictions: This spell cannot be
used to locate creatures.

Knock Web
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Death Spell
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 1 round Range: 60’ Duration: 48 turns Range: 10’ Duration: Instant Range: 60’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

The knock spell opens stuck, barred, or Web conjures a many-layered mass of strong, ● If a creature is targeted: If a
locked doors, gates, chests, and so forth. sticky threads, blocking a 10’ cube area.
● Entanglement: Creatures caught within a
creature is targeted: It may save
● Magically held doors: Are affected (e.g. versus death to resist Disintegration.
web become entangled among the gluey fibres.
Hold Portal, Wizard Lock). Entangled creatures can’t move, but can break
● Secret doors: May be opened, but they ● Examples of objects: The
free depending on their strength.
must be known to the caster. ● Flammable: The strands of the web are following might be targeted: a tree, a
flammable and can be destroyed by fire in two ship, a 10’ section of wall.
rounds. All creatures caught within flaming webs
suffer 1d6 points of damage from the flames.

Breaking free: Depends on STR:


● Normal human range: The creature can
break free in 2d4 turns.
● Magically augmented STR above 18: The
creature can break free in 4 rounds.
● Giant strength: The creature can break free
in two rounds.
Phantasmal Force (I) Phantasmal Force (II)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Invisibility
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Concentration Range: 240’ Stipulations: The following apply: Duration: Permanent (but may be broken)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Concentration: Is required to Range: 240’


A visual illusion of the caster’s choosing ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

manifests in a 20’ cube area. Three maintain the illusion. If the caster The caster or another creature or object
types of illusion may be created: moves or loses concentration, the spell within range becomes invisible:
1) An illusionary monster: That can ends. ● If cast on a creature: Any gear the
be directed to attack. The monster has ● Illusionary monsters or attacks: subject is carrying is also rendered
an Armour Class of 9 [10] and will May appear to be harmful but no real invisible (this includes clothing and
vanish if hit in combat. damage is ever inflicted. A character armour). Items dropped or put down by
2) An illusionary attack: For example, who appears to die actually falls an invisible creature become visible. If
an avalanche, a falling ceiling, a magic unconscious, a character turned to the subject attacks or casts a spell, the
missile, etc. Targets who save versus stone will actually be paralysed, and so invisibility is broken, ending the spell.
spells are unaffected. on. Such effects last for 1d4 turns. ● If cast on an object: The invisibility
3) A scene: Either changing the ● Illusions from imagination: If the is permanent.
appearance of the affected area or illusion is of something the caster has ● Light sources: If a light source is
creating the appearance of something not personally seen, the referee should made invisible (either as part of a
new. The scene disappears if touched. grant targets a bonus to any applicable creature’s gear or as an individual
saving throws. object), the light it casts is unaffected.

Levitate Infravision Fly


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 6 turns +1 per level Duration: 1 day Duration: 1d6 turns +1 per level
Range: The caster Range: The caster or a creature touched Range: The caster or a creature touched
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

The subject is able to see 60’ in The subject gains the ability to fly
This enchantment allows the caster through the air
to move up and down through the the dark with infravision.
● Movement rate: Up to 360’
air: (120’).
● Vertical: The caster mentally ● Free movement: Is possible in
directs vertical movement at up to any direction, including the ability to
20’ per round. levitate and to hover in mid-air.
● Horizontal: The caster can push
against solid objects to move
laterally.
● Weight: A normal amount of
weight can be carried while
levitating.

Invisibility 10’ Radius


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Permanent (but may be broken)


Hold Person Clairvoyance
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Range: 120’ Duration: 1 turn per level Range: 120’ Duration: 12 turns Range: 60’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A selected creature and all creatures within This spell causes one or more humans, The caster gains the ability to see through
10’ of it become invisible: the eyes of other living creatures.
demihumans, or humanoid monsters to
● Area: The 10’ radius area of the spell’s ● Focus for 1 turn: To establish a
be paralysed if they fail a saving throw connection with a creature, the caster must
effect moves with the chosen creature.
● Exiting the area: Subjects that move versus spells. It may be cast in two focus their concentration in one particular
more than 10’ away from the chosen ways: direction for one turn.
creature become visible. 1) Against an individual: The target’s ● After this turn: The visual perceptions of
● Entering the area: Creatures that move saving throw is penalised by –2. one creature within range in that direction
into the area after the spell is cast do not 2) Against a group: 1d4 individuals in are relayed to the caster.
become invisible. ● Switching: Once a connection is
the group are targeted.
● Gear: Any gear a subject is carrying is established, the caster may choose to
also rendered invisible. Items dropped or
Restrictions: Humanoids of greater maintain it or to change to another subject.
put down by an invisible creature become than 4+1 HD and undead are not ● Obstructions: The spell is blocked by a
visible. Carried light sources become affected. thin layer of lead or by rock of 2’ thick or
invisible but the emitted light does not. greater.
● Breaking the invisibility: If a subject
attacks or casts a spell, the invisibility is
broken for that subject.
Wizard Lock Haste
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Dispel Magic
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Permanent Range: 10’ Duration: 3 turns Range: 240’ Duration: Instant Range: 120’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A Wizard Lock spell magically locks a Up to 24 creatures in a 60’ diameter Dispel Magic ends spells of
door, gate, similar portal, or any item area are enchanted to be able to move non-instantaneous duration within a
that has a lock. Bypassing: The magical and act twice as quickly as normal: 20’ cube area.
lock is permanent but may be bypassed ● Movement: Subjects’ maximum ● Caster levels: If the level of the
as follows: movement rates are doubled. caster of the effect to be dispelled is
● The caster: Can freely pass their ● Attacks: Subjects may make double higher than the level of the caster of
own Wizard Lock. the normal number of attacks per
Dispel Magic, there is a 5% chance
● A knock spell: Allows passage. round.
per level difference that the attempt
● Higher level casters: Any ● Spells: The number of spells a
subject may cast per round is not
to dispel will fail.
magic-using character who is at least 3
doubled. ● Magic items: Are unaffected.
levels higher than the caster of the
Wizard Lock may pass through ● Magical devices: The use of devices
unimpeded. such as wands is also not doubled.
Temporary: Bypassing does not
destroy a Wizard Lock.

Fire Ball
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Protection from Normal Missiles
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Hallucinatory Terrain
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Instant Range: 240’ Duration: 12 turns Range: 30’ Duration: Until touched Range: 240’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Flame streaks towards a point within A single subject in range gains Hallucinatory Terrain either conjures
range and detonates in a 20’ radius complete immunity to small, an illusory terrain feature (e.g. a hill,
sphere. non-magical missiles (e.g. no wood, marsh, etc.) or hides an
● Damage: Creatures caught in the protection is granted against hurled existing terrain feature.
Fire Ball suffer 1d6 damage per level boulders or enchanted arrows). ● Area: The illusion must fit
of the caster, with a successful save completely within the spell’s range.
versus spells indicating half ● Touching: If the illusion is
damage. touched by an intelligent being, the
spell is negated.

Water Breathing Charm Monster (I) Charm Monster (II)


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 1 day Range: 30’ Duration: One or more days Range: 120’ Restrictions: Undead are not affected.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

This spell places a charm upon either 3d6 Duration: The charm lasts indefinitely,
The subject can breathe water freely
creatures of 3 HD or less or a single but the subject is allowed to make
by means of this spell.
creature of more than 3 HD. Each subject further saves versus spells at intervals,
● Breathing air: The spell does not must make a save versus spells or be depending on its INT score. If one of
affect the subject’s ability to breathe charmed as follows: these saves succeeds, the spell ends.
air. ● Friendship: The subject regards the ● INT 3–8: The creature gains a new
● Swimming: No additional caster as its trusted friend and ally and will
save once every month.
proficiency at swimming is granted. come to the caster’s defence.
● Commands: If they share a language, the
● INT 9–12: The creature gains a new
caster may give the charmed creature save each week.
commands, which it will obey. ● INT 13–18: The creature gains a new
● Subject’s nature: Commands that save once every day.
contradict the charmed creature’s habits or
alignment may be ignored.
● Suicidal commands: An affected
creature never obeys suicidal or obviously
harmful orders.
Dimension Door Confusion
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● Growth of Plants
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 1 round Range: 10’ Duration: 12 rounds Range: 120’ ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● Duration: Permanent Range: 120’
The caster or a single creature is This spell causes 3d6 subjects within 60’ of ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

one another to become confused, making


This spell causes vigorous growth of
instantly transferred to another location normal vegetation in an area within
them unable to independently determine
up to 360’ distant. The destination may range. Plants in the affected area
what they will do.
be selected in two ways: ● Subjects of 2+1 HD or greater: May become thick and overgrown, entwining
1) Known location: A location, within save versus spells each round to resist the to form a thorny jungle.
360’, known to the caster. spell’s effect, acting with free will that round ● Area: An area of up to 3,000 square
2) An unknown location: Specified by if they make the save. feet—selected by the caster—is affected
a series of offsets (e.g. 120’ north, 160’ ● Subjects of 2 HD or lower: May not
(e.g. 150’ × 20’, 100’ × 30’, etc).
east, 80’ up) totalling not more than make a saving throw.
● Behaviour: Roll on the following table
● Passage: Only very large creatures
360’. can force their way through.
separately for each affected subject each
Stipulations: The following apply:
round to see what that subject does that
● If the destination is occupied: By a round:
solid body, the spell fails.
● If the target is unwilling: It may
save versus spells to resist the
teleportation.

Massmorph Polymorph Others


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Polymorph Self
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Duration: Permanent Range: 60’ Duration: 6 turns +1 per level
Duration: Permanent Range: 240’ ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
A living subject is changed into another Range: The caster
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A force of human-sized creatures within type of creature, as chosen by the caster: The caster transforms themselves into another
a 240’ diameter area is veiled by illusion ● HD: The spell fails if the new form’s HD being:
to appear as a copse of trees or orchard. ● HD: The new form may not have higher Hit
is more than twice the subject’s HD.
Dice than the caster’s level.
● Moving through: Once the illusion ● Hit points: The subject retains the same ● Stats: The caster retains their own intelligence,
is in place, even creatures moving number of hit points. hit points, saving throws, and attack
among the veiled subjects are deceived. ● Abilities: The subject truly becomes the probabilities.
● Subjects who leave the affected new form: all special abilities are acquired, ● Physical capabilities: Of the new form (e.g.
strength, physical attack forms, modes of
area: Cease to be veiled. along with behavioural patterns, tendencies,
movement) are acquired.
● Dismissing: The caster may dismiss and intelligence. ● Non-physical special abilities: (e.g.
the illusion in its entirety at any time. ● Specific individuals: The spell cannot immunities, breath weapons, spell casting) are
be used to duplicate a specific individual. not acquired.
● Reversion: If the subject dies, it returns ● Casting spells: While polymorphed, the
caster is unable to cast spells.
to its original form.
● Specific individuals: The spell cannot be
● An unwilling subject: May save versus used to duplicate a specific individual.
spells to negate the effect. ● Reversion: If the caster dies while
polymorphed, they return to their original form.

Lightning Bolt Feeblemind


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Wizard Eye
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Instant Range: 180’ Duration: Permanent Range: 240’ Duration: 6 turns Range: 240’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A powerful stroke of electrical energy, An arcane spell caster (e.g. a An invisible, magical eye is conjured
60’ long and 5’ wide, is conjured. magic-user or elf) within range must that allows the caster to see at a
● Damage: Creatures caught in the save versus spells (at a –4 distance.
Lightning Bolt suffer 1d6 damage per penalty) or become an imbecile, ● Movement: The eye can be directed
level of the caster, with a successful unable to think clearly or cast spells. to move within range at up to 120’ per
save versus spells indicating half turn.
damage. ● Seeing through the eye: By
● Bouncing: If the Lightning Bolt hits a concentrating, the caster can see
solid barrier before its full length is through the eye.
reached, it is reflected and travels for ● Types of vision: The magical eye
any remaining distance of its full length grants both normal vision and
in the direction of the caster. infravision.
● Barriers: Solid barriers block its
passage, but it can pass through a hole
or space as small as 1 inch in diameter.
Death Spell Transmute Rock to Mud Anti-Magic Shell
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Instant Range: 240’ Duration: 3d6 days / Permanent (transmute Duration: 12 turns Range: The caster
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

mud to rock) An anti-magic barrier is created


Up to 4d8 Hit Dice of creatures Range: 120’
within a 60’ cube area must save ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● around the caster.
This spell turns up to 3,000 square feet ● Blocks magic: No spells or spell
versus death or die, instantly.
of rock into 10’ deep mud. effects can pass through this barrier,
Restrictions: Undead and creatures ● Movement: Any creatures passing
with greater than 7 Hit Dice are whether from inside or outside.
through the mud have their movement ● Dismissing: The caster may end
unaffected. rate reduced by 90%.
this spell at any time before the
↷ Reversed: Mud to Rock duration has expired.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Changes an area of mud—up to 3,000


square feet and up to 10’ deep—into
rock. This alteration is permanent.

Animate Dead
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Cloudkill
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●y●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Hold Monster
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●y●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Permanent Range: 60’


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Duration: 6 turns Range: 30’ Duration: 6 turns +1 per level Range: 120’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●y●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●y●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

This spell turns the bones or bodies of dead A poisonous fog streams from the caster’s This spell causes one or more creatures
creatures into undead skeletons or zombies: fingertips, filling a 30’ diameter area.
● Obedient: They obey the caster’s commands. to be paralysed if they fail a saving
● Movement: The fog moves at 60’ per
● Special abilities: They are unable to use any throw versus spells. It may be cast in
special abilities (including spell casting) that they turn (20’ per round), driven by the wind (or
away from the caster, in still conditions).
two ways:
possessed in life.
● Duration: They remain animated until they ● Sinking: Because the fog is heavier than 1) Against an individual: The target’s
are destroyed or until a Dispel Magic spell is cast air, it sinks to the lowest level of the land, saving throw is penalised by –2.
upon them. Number: The spell animates a even pouring down den or sinkhole 2) Against a group: 1d4 individuals in
number of Hit Dice of zombies or skeletons openings. the group are targeted.
equal to the caster’s level:
● Damage: All creatures in contact with Restrictions: Undead are not affected.
● Skeletons: Have AC 7 [12] and HD equal to
those the creature had in life. the vapours suffer 1 hit point of damage per
● Zombies: Have AC 8 [11] and HD one round of contact.
greater than the creature had in life. ● Creatures with less than 5 HD: Must
● Classed characters: If a PC or NPC with also save versus death (once per round of
levels in a class is reanimated by this spell, the contact) or die.
levels are not counted as HD. For example, the
reanimated corpse of a 5th level fighter would
have 2 HD (1 HD as a normal human, +1 for
being reanimated as a zombie).

Reincarnation (I) Reincarnation (II) Reincarnation (III)


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Permanent
Range: Appears in the caster’s presence
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A dead character is returned to life in a new


physical form that manifests in the presence
of the caster. The character’s new body is
not necessarily the same as the original; it is
determined by rolling on the Reincarnated
Class table opposite. The roll indicates
either a character class or a monster:

● Character class: The character is of ● Monster: The type should be determined


experience level 1d6 (or at most the same by the referee. The monster should be at
level as the character achieved before least partially intelligent, have no greater Hit
death). The reincarnated character can Dice than the level of the character being
continue to gain experience and advance as reincarnated (at most 6 HD), and be of the
normal, in the new class. same alignment. The tables opposite may be
used, or the referee may create their own
tables. Monsters cannot gain experience or
advance in level.
Wall of Stone Wall of Ice
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Wall of Fire
Duration: Permanent Range: 60’ ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Duration: Concentration Range: 60’ Duration: 12 turns Range: 120’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A wall of solid rock appears. ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

An immobile, opaque curtain of shimmering, An immobile, translucent, wall of ice


● Size: The wall may be of whatever violet fire springs into existence. springs into existence.
shape the caster desires and is of ● Size: The wall can be any size, and may be ● Size: The wall can be any size, and may
shaped in any manner and to any dimensions the be shaped in any manner and to any
1,000 cubic feet in volume. (For caster desires, up to 1,200 sq. ft. For example, it
dimensions the caster desires, up to 1,200
example, a 2’ thick wall, 50’ long and may be a straight wall or curved into a protective
circle. sq. ft. For example, it may be a straight wall
10’ high.) or curved into a protective circle.
● Location: The wall may not be evoked so that
● Location: The wall must rest it appears where objects are. ● Location: The wall must rest upon a
upon a solid surface and may not be ● Monsters with fewer than 4 HD: Cannot solid surface and may not be evoked so that
evoked so that it appears where pass the wall of flames. it appears where objects are.
● Monsters with more than 4 HD: Take 1d6 ● Monsters with fewer than 4 HD:
objects are. hit points of damage when they pass through the
Cannot pass the wall of ice.
wall. The wall deals double damage to undead
creatures or creatures that use cold or are ● Monsters with more than 4 HD: Can
accustomed to cold. break through the wall, but suffer 1d6 hit
● Concentration: The wall persists as long as points of damage when doing so. The wall
the caster concentrates on the spell and does not deals double damage to creatures that use
move. fire or are accustomed to fire.

Pass-Wall
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Magic Jar (I)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Magic Jar (II)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: 3 turns Range: 30’ Duration: Special Range: The caster ● If the magic jar is destroyed: The
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

The caster’s body enters a comatose trance caster dies.


A 5’ diameter hole is temporarily ● If the caster’s own body is destroyed:
as their life-force is transferred into a
opened in solid rock or stone, Their life-force is stranded in the magic jar.
receptacle (any inanimate object within 30’),
forming a passageway up to 10’ known as a magic jar. From there, the caster When the caster’s life-force is
deep. may attempt to possess the bodies of other possessing a victim:
creatures. When the caster’s life-force is in ● Control: The caster gains full control
the magic jar: over the victim’s body, but is not able to
● Possession: The caster may attempt to make the victim cast spells.
possess the body of another creature within ● If the magic jar is destroyed: The spell
120’. The victim may save versus spells to ends and the caster’s life-force is trapped in
resist possession. If the save is successful, the possessed body.
the caster may not make another attempt to ● If the possessed victim is killed: The
possess that victim for one turn. If the save caster’s life-force returns to the magic jar.
fails, the caster’s lifeforce leaves the magic ● Dispelling: Dispel Evil forces the caster’s
jar and enters the victim, possessing it. life-force back into the magic jar.
● Returning: The caster may choose to ● If the caster’s own body is destroyed:
return to their own body at any time, ending Their life-force is stranded in the body of
the spell. the creature being possessed.

Teleport (I)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Teleport (II) Telekinesis
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Duration: Instant Range: 10’ Duration: Concentration (up to 6 rounds)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

The caster or a chosen creature vanishes Range: 120’


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
and reappears at a location of the caster’s
By concentrating, the caster is able to
choosing.
● Gear: The subject is teleported with all its move objects or creatures by the power
gear, up to its maximum load. of thought.
● Unwilling subjects: May save versus Ground level: The subject appears at the desired ● Weight: Up to 200 coins of weight
spells to prevent the teleportation. destination. per level of the caster may be targeted.
Too high: The subject appears 1d10×10’ above the
● Destination: May be at any distance, but intended destination. Should this location already be ● Movement: The target may be
must be known to the caster. The occupied by solid matter, the subject is instantly killed. moved up to 20’ per round, in whatever
destination must be an open space at Otherwise, the subject falls from a height.
direction the caster wishes (including
ground level. (It is not possible to Too low: The subject appears in the ground and is
killed instantly. vertically).
intentionally teleport the subject into
Knowledge of destination: The caster’s knowledge of ● Save: If a creature is targeted, it may
mid-air or into solid matter.) the destination is rated as follows:
● Risk: There is a risk, when teleporting, of ● Scant: A location that the caster has visited once or save versus spells to resist the spell.
accidentally arriving above or below ground twice, has seen by magical scrying, or has heard of ● Concentration: If the caster’s
level. The chance of a successful from descriptions. concentration is broken, the target will
● Moderate: A location that the caster has visited
teleportation depends on the caster’s often or has studied via scrying for several weeks. fall.
knowledge of the destination. Roll d% and ● Exact: A location that the caster has made a detailed
consult the table: study of, in person.
Contact Higher Plane (I)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Contact Higher Plane (II) Contact Higher Plane (II)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: One conversation Range: The caster Restrictions: Casting Contact Higher Plane is
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

A channel of communication is opened to a a great and perilous deed.


higher plane of existence, allowing the caster to ● Usage limit: It may be cast at most once
ask powerful, otherworldly beings for advice and per week. (The referee may limit the spell’s
knowledge on any subject.
usage to even less frequently, if desired.)
● Plane: The caster must choose which plane of
existence to contact: communion with beings of ● Insanity: Communion with otherworldly
the 3rd to 12th planes is possible via this spell. beings of great power can shatter the
Higher numbered planes are home to more caster’s sanity. The basic chance is shown in
powerful and knowledgeable beings. the table above. For every level of the caster
● Questions: The caster may then ask a number above 11, this chance is reduced by 5%. If
of simple yes/no questions equal to the number the caster is driven insane as a result of the
of the plane contacted. The referee plays the role
communion, the recovery time is a number
of the contacted being, responding to the
caster’s questions. of weeks equal to the number of the plane
● Answers: For each question asked, there is a contacted.
chance of the contacted being not knowing the
answer or of answering untruthfully. It is
impossible to detect whether the entity is lying.

Geas
Control Weather (I) Control Weather (II) ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● Duration: Permanent/Instant (Remove Geas) Range: 30’


Duration: Concentration Tornado: The caster can direct the tornado, ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

The caster commands a subject to perform or avoid


Range: 240 yards around the caster which moves at 120’ per round. The tornado can performing a specific action.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

By concentrating (no movement allowed), the caster be directed to attack (see stats below). Ships ● Examples: Bringing a specific item to the caster,
causes one of the following conditions to manifest caught in a tornado have a 75% chance of eating or drinking without restraint, keeping a certain
around themselves. This spell only functions outdoors. suffering 12 points of hull damage. fact secret.
● Calm: Clears bad weather (though side-effects—e.g. ● Impossible or deadly tasks: The prescribed geas
mud after rain—remain.) Tornado must not be impossible or directly deadly—if such a
● Extreme heat: Dries up snow or mud (including geas is cast, it affects the caster, instead.
A whirling column of air, 24’ high and 6’ across,
transmute rock to mud). Creatures in the area move at ● Saving throw: The subject may save versus spells,
half normal rate.
that wreaks havoc for flying creatures and ships.
————————————--------------------------------------------------------------------------- to avoid coming under the spell’s effect.
● Fog: Visibility drops to 20’. Creatures in the fog AC 0 [19], HD 12* (54hp), Att 1 × blow (2d8), ● If the save fails: The subject must follow the
move at half their normal rate. At the referee’s option, THAC0 10 [+9], MV 360’ (120’) flying, SV D6 stipulated course of action or suffer gradually
they may also have a chance of getting lost. W7 P8 B8 S10 (12), ML 10, AL Neutral, XP increasing (and eventually fatal) penalties determined
● High winds: Movement rates are halved. Missile 1,900, NA 1 (1), TT None by the referee. e.g.: penalties to attack, ability score
fire and flight are impossible. High winds may be used ————————————--------------------------------------------------------------------------- reductions, inability to memorize spells, physical
to increase the sailing speed of ships by 50%, if they ● Whirlwind: Creatures with less than 2HD torment and feebleness, etc.
travel with the wind. In sandy areas, may cause a swept aside (save versus death). ↷ Reversed: Remove Geas
sandstorm, reducing visibility to 20’. ● Mundane damage immunity: Can only be ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Rain: –2 penalty to missile attacks. Mud forms in 3 harmed by magical attacks. Can dispel an active Geas spell and any incurred
turns, halving movement rates. penalties. If the caster of the Geas to be nullified is
● Harm flying creatures: Inflict extra 1d8
● Snow: Visibility drops to 20’. Movement rates are higher level than the character casting Remove Geas,
damage. there is a chance of the spell having no effect. The
halved. Bodies of water may freeze. After the snow
thaws, mud remains and still impedes movement. probability of spell failure is 5% per level the caster is
below the caster of Geas.

Stone to Flesh Projected Image


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Move Earth
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: Permanent Range: 120’ Duration: 6 turns Range: 240’ Duration: 6 turns Range: 240’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

This spell transforms stone into An illusory duplicate of the caster Earth (but not stone) within range is
living flesh. It is especially useful for appears within range. rearranged as the caster wishes.
restoring life to a petrified creature ● Duplicate: The image is an exact ● Movement rate: The caster can
and its equipment to its normal duplicate of the caster that can only be move earth in the area at up to 60’
state. differentiated by touch. per turn.
● Subsequent spells cast: Appear to ● Excavations: The range of the
↷ Reversed: Flesh to Stone
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● originate from the image. (Targets must spell also extends downwards,
Turns one creature into a statue, still be visible to the caster, however.) allowing excavations to be made.
including all gear and any items ● Spells and missiles: The image
currently held. A saving throw appears unaffected by spells or missile
versus paralysis is permitted to resist weapons.
the transformation. ● Melee or touch: If the image is
touched or hit in melee, it disappears.
Part Water Lower Water Conjure Elemental
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Duration: Permanent (until dismissed or slain)
Duration: 6 turns Range: 120’ Duration: 10 turns Range: 240’ Range: 240’
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

The caster creates a path 10’ wide This spell reduces the depth of a A 16 Hit Dice elemental—a being formed of
body of water by half for the pure elemental matter—is summoned from an
and a maximum of 120’ long elemental plane of the caster’s choice (air, earth,
through water, such as a pond, lake, duration. An area of up to 10,000 fire, water) to do the caster’s bidding.
or other body. The caster can square feet may be affected. ● Materials: The summons requires a large
volume of the appropriate element.
dismiss the spell’s effect before the ● Concentration: Is required to command an
duration ends. elemental.
● Dismissing: While control over the elemental
is maintained, the caster may dismiss it at any
time, sending it back to its plane of origin.
● Disruption: If the caster moves at more than
half speed or their concentration is disturbed,
the command over the elemental ends. It is,
henceforth, a freewilled entity and will
immediately try to kill the caster and any who get
in its way.
● Dispelling: A conjured elemental may be
dispelled by Dispel Magic or Dispel Evil.
Restrictions: The caster may summon at most
one elemental from each plane in a single day.

Invisible Stalker Invisible Stalker (Summon)


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Air Elemental (Summon)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Duration: One mission Highly intelligent, magical creatures


summoned from another plane of existence to Huge vortexes of whirling air.
Range: Summoned to caster’s presence perform tasks for powerful magic-users.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
AC –2 [21], HD 16* (72hp), Att 1 × blow
An invisible stalker (see below) is AC 3 [16], HD 8* (36hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 360’ (120’)
summoned to the caster’s presence and (4d4), THAC0 12 [+7], MV 120’ (40’), SV flying, SV D2 W3 P4 B3 S6 (16), ML 10,
magically bound to perform a mission of D8 W9 P10 B10 S12 (F8), ML 12, AL AL Neutral, XP 2,300, NA 1 (1), TT None
the caster’s choosing. Neutral, XP 1,200, NA 1 (1), TT None
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Wording: The caster must be careful ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●


● Size: 32’ tall, 8’ across.
with the wording of the mission. Invisible ● Tracking: Without fault. ● Whirlwind: Creatures with less than
stalkers are treacherous and, unless the ● Surprise: 5-in-6, unless target can 2HD swept aside (save versus death).
assigned mission can be easily and quickly detect invisibility. ● Mundane damage immunity: Can
accomplished, will follow the letter of the ● If killed: Returns to plane of origin. only be harmed by magical attacks.
command while twisting the intent. ● Harm flying creatures: Inflict extra
● Duration: The creature is bound to 1d8 damage.
attempt the mission until it succeeds or is
destroyed.
● Banishing: The spell Dispel Evil will
banish an invisible stalker, ending the spell.

Earth Elemental (Summon) Fire Elemental (Summon)


●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
Water Elemental (Summon)
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

Huge, humanoid figures of earth or stone. Whirling columns of fire Huge waves of water.
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

AC –2 [21], HD 16* (72hp), Att 1 × blow AC –2 [21], HD 16* (72hp), Att 1 × blow AC –2 [21], HD 16* (72hp), Att 1 × blow
(3d8), THAC0 8 [+11], MV 60’ (20’), SV (3d8), THAC0 8 [+11], MV 120’ (40’), SV (3d8), THAC0 8 [+11], MV 60’ (20’) / 180’
D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, (60’) swimming, SV D2 W3 P4 B3 S6 (16),
XP 2,300, NA 1 (1), TT None XP 2,300, NA 1 (1), TT None ML 10, AL Neutral, XP 2,300, NA 1 (1),
●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●● ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Size: 16’ tall. TT None


● Size: 16’ tall, 16’ across. ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●

● Blocked by water: Cannot cross a ● Blocked by water: Cannot cross a ● Size: 8’ tall, 32’ across.
channel wider than own height. channel wider than own diameter. ● Water-bound: Must remain within
● Mundane damage immunity: Can ● Mundane damage immunity: Can 60’ of water.
only be harmed by magical attacks. only be harmed by magical attacks. ● Mundane damage immunity: Can
● Harm creatures on the ground: ● Harm cold-based creatures: Inflict only be harmed by magical attacks.
Inflict extra 1d8 damage. extra 1d8 damage. ● Harm creatures in water: Inflict
extra 1d8 damage.

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