Professional Documents
Culture Documents
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 12 13 14 15 16
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d4 19 [0] 13 14 13 16 15
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d4 19 [0] 9 10 12 14 12 1 - - - -
Vow of Humility
Priests must donate 25% of all income to a
religious institution related to their god.
Quill 1 — 0
Rations, iron 1 — 0
Rations, standard 1 — 0
Rope (50’) 1 — 0
Sack (large) 2 — 0
Sack (small) 1 — 0
Saw 1 — 0
Scroll case 1 — 0
Sledgehammer 5 — 0
Soap 1 — 0
Tent 20 — 0
Thieves’ tools 25 — 0
Torches (6) 1 — 0
Trap, bear 25 — 0
Umbrella 12 — 0
Vial (glass) 1 — 0
Waterskin) 1 — 0
Whistle 1 — 0
Wine (2 pints) 1 — 0
Adventuring Gear Descriptions
Backpack: Has two straps and can be worn Grappling hook: Has 3 or 4 prongs. Can be
on the back, keeping the hands free. Holds up used for anchoring a rope.
to 400 coins. Hammer: Can be used for construction or as
Barrel: A wooden barrel that holds 40 a mallet with iron or wooden spikes. Holy
gallons (320 pints) of liquid. symbol: A divine spell caster is required to
Bedroll: A heavy woollen blanket with a own a holy symbol of their deity, often worn
small pillow. as a necklace. Each religion has its own holy
symbol.
Bell: A 1” brass bell.
Holy symbol: Some divine spell casters are
Belt pouch: A leather pouch that holds
required to own a holy symbol, often worn as
up to 50 coins.
a necklace. The quality of a holy symbol may
Block and tackle: Used for hauling or optionally alter its effectiveness when used by
lifting heavy objects. Reduces the effective a character attempting to turn the undead. A
weight by 75%. Requires 4 times as gold holy symbol grants a +1 bonus to the
much rope. 2d6 roll for the affected Hit Dice of undead
Box, iron: A solid iron casket. A large monsters. A wooden holy symbol incurs a –1
box can hold up to 800 coins; a small box penalty to the 2d6 roll which determines the
can hold up to 250 coins. success of the turning attempt.
Bucket: Holds 5 gallons (40 pints). Holy water: Water that has been blessed by a
Caltrops: Small metal spikes sufficient holy person. It is used in some religious
to cover a 5’ × 5’ area. Creatures moving rituals and inflicts damage on undead
through the area have a 2-in-6 chance of monsters. Holy water does not retain its
treading on a spike. Victims suffer a 50% power if stored in any other container than
reduction of movement rate for 24 hours the special vials it is blessed in.
(or until they receive magical healing). Ink: A vial of black ink. Coloured ink
Candle: Casts dim light in a 5’ radius and costs double. Sufficient for about 50 pages
burns for 1 hour. of writing.
Chain: A 10’ length of heavy, iron chain. Iron spikes: May be used for wedging doors
open or shut (see Dungeon Adventuring,
Chalk: Useful for making markings on stone. p108), as an anchor to attach a rope to, and
Chest, wooden: A large chest can hold many other purposes.
up to 1,000 coins; a small chest can hold Ladder: Simple wooden construction.
up to 300 coins. Very encumbering.
Chisel: Used with a hammer for chipping Lantern: Can be closed to hide the light.
away stone. Burns one oil flask every four hours (24
Cooking pots: Pots and pans for campfire turns). Casts light in a 30’ radius.
cooking. Lantern, bullseye: Casts light in a narrow
Crowbar: 2–3’ long and made of solid iron. beam, 60’ long and 20’ wide at the end.
Can be used for forcing doors and other Can be closed to hide the light. Burns one
objects open. oil flask every four hours (24 turns).
Firewood: A bundle of dry wood. Burns Lock: A basic iron lock with a key.
for 8 hours. Magnet: A piece of metal that produces a
Fishing rod and tackle: A rod, line, magnetic field, attracting magnetic materials
hook, and bait box. such as iron and other metals. (5 gp)
Magnifying glass: Used for studying fine Rope: Can hold the weight of approximately
details. three human-sized beings.
Manacles: Iron manacles with a chain. Sack, large: Can hold up to 600 coins. Sack,
Used for binding hands or feet. small: Can hold up to 200 coins.
Marbles: A bag of colourful glass beads. Saw: A hand saw for cutting wood.
Mining pick: For breaking rock. Scroll case: An oiled leather tube with a
Mirror: Useful for looking around corners or cap. Not completely watertight.
for reflecting a gaze attack. Sledgehammer: A big heavy hammer for
Musical instrument: A stringed instrument breaking rock.
(e.g. a lute or mandolin) or a wind Soap: A bar with good fragrance used for
instrument (e.g. a flute or pipe). The cleaning. (1 gp)
listed price is for an instrument of basic Spade or shovel: For excavating earth.
quality. Higher quality instruments can
Stakes and mallet: A wooden mallet and
cost up to 10 times as much.
three 18” long stakes. Valuable when
Needle: Tiny pointed tool, used to fix clothes confronting vampires.
and stitch bodies. (1 gp)
Tent: Large enough for 2 adult humans.
Oil flask: A flask of oil fuels a lantern for four
Thieves’ tools: This kit contains all of the
hours (24 turns). In addition to fuelling
tools needed to pick locks.
lanterns, oil can be used as a weapon:
● Throwing: An oil flask may be lit on fire Tinder box: Used to light fires, including
and thrown. torches. Using a tinder box takes one round.
● Pools: Oil that is poured on the ground and There is a 2-in-6 chance of success per round.
lit covers a diameter of 3 feet and burns for 1 Torch: A torch burns for 1 hour (6 turns),
turn, inflicting damage on any character or clearly illuminating a 30’ radius. Torches may
monster moving through the pool. also be used in combat.
● Immunity: Monsters that have a fire attack
Trap, bear: An iron trap to be set (1 round)
(e.g. flaming breath) are not harmed by
and hurt someone's foot. Creatures moving
burning oil..
through the area have a 2-in-6 chance of
● Immunity: Burning oil does not harm
treading on a bear trap. Victims suffers 1d4
monsters that have a natural flame attack.
damage and a 50% reduction of movement
Paper or parchment: Approximately rate for 24 hours (or until they receive
1’-square sheets. magical healing). After use, bear traps have a
Pole, 10’: A 2” thick wooden pole useful for 2-in-6 chance to break . (25 gp)
poking and prodding suspicious items in a Twine: A wound ball of thin cord or
dungeon. string. Can support up to 300 coins of weight.
Quill: A large feather sharpened into a Umbrella: A tool that gives protection to a
writing point. person against rain and sunlight, made of
Rations, iron: Dried and preserved food to be leather or oiled paper, cloth. (12 gp)
carried on long voyages when securing fresh Vial: A glass vial that can hold up to half
food may be uncertain. a pint of liquid.
Rations, standard: Fresh, unpreserved food. Waterskin: This container, made of hide, will
Rope: Can hold the weight of approximately hold 2 pints (1 quart) of fluid.
three human-sized beings.
Whistle: Useful for signalling or faking
bird calls.
APOTHECARY
Apothecary (Common) Apothecary (High)
▶ Located: In villages, small towns or settlements (Small) and cities or large towns or settlements
(Great).
▶ Runned by: A divine spellcaster (e.g. cleric). Referee rolls to determine its level according to the
shrine and to know the spells available to the caster.
▶ Availability: Small temples/shrines have a limited variety of spells its divine spell casters are able
to offer. Great temples/shrines can offer more spell service alongside those offered in small
temples/shrines.
Boomerang 5 30 Pouch 5
Chakram 4 30
Pouch: Enough balls, powder, wadding, and
Claws 6 20 cord for 20 shots.
Flail 8 35
Armours
Hand cannon 120 75
Items AC Cost Weight
Knuckles 6 20
(gp) (gp)
Kusarigama 35 40
Tower shield +2 20 200
bonus
Racket 40 45
Whip 10 50
Weapons Descriptions Weapon Qualities
Boomerang: A V-shaped throwing stick with Blunt: May be used by clerics.
aerodynamic properties, usually made of Brace: Bracing against the ground doubles
wood or bone. damage against charging monsters.
Chakram: A wheel-shaped throwing weapon Bring: On a successful hit, may pull a
made from metal. Its edges are very sharp. human-sized (or smaller) creature near to the
Claws: Razor-sharp claws made of bones or wielder.
metal. Dual-attack: If both hands are armed with
Flail: A sectioned mace-like weapon. this weapon, can make two attacks, (second
attack at a -2 attack penalty) and not
Hand cannon: A two-handed gun with a
modified by STR.
barrel length of 30”–40”. When shot: 1-in-3
chance to break Entangle: On a successful hit, the target
must save versus paralysis or be unable to
Knuckles: Brass knuckles to empower
move or act. A new save is allowed each round
punches.
to escape.
Kusarigama: A sickle with a 10’ chain
Loud: The first time in an encounter a
attached to its hilt. On a successful attack
weapon with this quality is fired, the noise
with its chain, the attacker must decide to
triggers a wandering monster check and
either entangle the target or make it lose the
causes animals (except those trained for
initiative.
battle) to make a morale check or flee. At the
Racket: A mace-like weapon that allows referee’s discretion, human-like creatures of 2
divine spell casters to make a missile attack HD or less from cultures without firearms
with a wind mass. may also be affected.
Sarissa: Very long spears to reach and hit Melee: Close quarters weapon (5’ or less).
enemies from a safe distance. On a hit: 1-in-3
Missile: Thrown or fired weapon (greater
chance to break.
than 5’ distance).The distances for short (+1
Scythe: Long agricultural tool to reap crops, to hit), medium, and long (–1 to hit) range
but turned into a weapon. May reap other are shown in parentheses.
things too.
Powder reload: Requires 12 rounds to reload
Shuriken: Sharped throwing weapons that's between shots.
usually easy to conceal. Made of metal and
other materials in various shapes. Reach: Can make a melee attack farther than
5’.
Sickle: Curved blade to reap crops and herbs,
but used as a weapon too. If a chain is Return: On a missed attack, the weapon
attached to its hilt, it becomes a kusarigama. returns to its owner’s hand.
Slam ball: A melon-sized ball made of wood Slam: On a successful hit, the target must
or other hard material. save versus paralysis or loses initiative.
Trident: A three-forked spear. Cannot be Slow: The character acts last in each combat
thrown round.
Whip: A 15’ long weapon made of braided Two-handed: Requires both hands; the
leather or chained metal. On a successful character cannot use a shield.
attack, the attacker must decide to either
bring or entangle the target.
Weapon Combat Stats
Hand cannon 1d12 Loud, Missile (5’–70’ / 71’–140’ / 141’–210’), Powder reload,
Slow, Two-handed
● Bizarre Crest: Eyes of terror and of the deep. ● Marvellous Crest: Djinnis and efreetis.
● Devil Crest: Rakshasas and demonkind. ● Merfolk Crest: Mermen, sahuagins and
● Dwarven Crest: Dwarves and duergars. tritons.
● Elvish Crest: Elves and drows. ● Morphing Crest: Dopplegängers and
● Fey Crest: Nixies, pixies and sprites. mutoids.
● Gnomish Crest: Gnomes and svirfneblins. ● Raider Crest: Gnolls, kobolds and
● Goblinoid Crest: Goblins, hobgoblins and troglodytes.
bugbears. ● Royal Crest: Humans.
● Hag Crest: Hags, medusas and lamias. ● Savage Crest: Neanderthals and orcs.
● Herpeto Crest: Lizardmen, gullygugs and ● Shorty Crest: Halflings, brownies and
snake people. leprechauns.
● Hoof Crest: Centaurs, minotaurs and satyrs. ● Sylvan Crest: Dryads and treants.
● Hulk Crest: Ogres and trolls. ● Titanic Crest: Cyclops, giants and titans.
● Knowledge Crest: Sphinxes and mind ● Undead Crest: Ghosts, lichs and vampires.
lashers. ● Weird Crest: Dark creepers, homunculus and
● Lycan Crest: Lycanthropes. mycelians.
● Wyrm Crest: Dragons.
Monster Statues
Small statues of monsters produced by a master sculptor throughout his lifetime. The statues are 1’
tall and made of bronze.
Woods
Abalone 12,500gp
▶ Found as: 10’ logs weighing 200 coins.
Black Ivory Coffee 1,700gp
Black Summer Truffle 1,300gp
Black Watermelon 6,000gp Agarwood 10,000gp
Bluefin Tuna 1,000gp Bubinga 1,600gp
Bottarga 250gp Ebony 1,000gp
Casu Marzu Cheese 200gp Koa 3,000gp
Caviar 500gp Leopardwood 500gp
Civet Coffee 1,500gp Mahogany 800gp
Clove 3,000gp Purpleheart 400gp
Crystal Apple 500gp Rosewood 1,250gp
Foie Gras 250gp Sandalwood 2,000gp
Ghee 30gp Teak 1,200gp
Gilded Goose Egg 1,500gp
Jamón Ham 350gp
Zodiac Signs
Matsutake Mushroom 1,000gp
▶ Found as: 2” golden pendants.
Nutmeg 800gp
Opulence Cream 1,000gp
Panda Tea 1,150gp Aries 500gp
Propolis 400gp Taurus 1,000gp
Pule Cheese 600gp Gemini 1,500gp
Saffron 10,000gp Cancer 2,000gp
Wagawaga Beef 300gp Leo 2,500gp
Yuba Yuba Melon 8,000gp Virgo 3,000gp
Libra 3,500gp
Scorpio 4,000gp
Sagittarius 4,500gp
Capricorn 5,000gp
Aquarius 5,500gp
Pisces 6,000gp
Ophiuchus 7,000gp
ARMOUR AND SHIELDS
✪ Armour +1, Adamantite ✪ Leather +2, Thunder Beast
✪ Armour +1, Bio ✪ Leather +2, Winter Wolf
✪ Armour +1, Blaze ✪ Leather +3, Draconic
✪ Armour +1, Darksteel ✪ Platemail +1, Evil Eye
✪ Armour +1, Day ✪ Platemail +1, Remorhaz
✪ Armour +1, Disguise ✪ Platemail +2, Demonic
✪ Armour +1, Frost ✪ Platemail +3, Behemoth
✪ Armour +1, Gorgon ✪ Shield -1, Missile Attracter
✪ Armour +1, Night ✪ Shield +1, +3 vs Missiles
✪ Armour +1, Pegasus ✪ Shield +1, Boiled Leather
✪ Armour +1, Phoenix ✪ Shield +1, Boomerang
✪ Armour +1, Plume ✪ Shield +1, Bulette
✪ Armour +1, Spark ✪ Shield +1, Darksteel
✪ Armour +1, Trine ✪ Shield +1, Day
✪ Armour +1, Troll ✪ Shield +1, Healing
✪ Armour +1, Zombie ✪ Shield +1, Light
✪ Armour +2, Bog ✪ Shield +1, Lokapala
✪ Armour +2, Colony ✪ Shield +1, Mirror
✪ Armour +2, Desert ✪ Shield +1, Medusa
✪ Armour +2, Forest ✪ Shield +1, Mushroom
✪ Armour +2, Jungle ✪ Shield +1, Night
✪ Armour +2, Lake ✪ Shield +1, Providence
✪ Armour +2, Mountain ✪ Shield +1, Sentinel
✪ Armour +2, Plains ✪ Shield +1, Shiny Buckler
✪ Armour +2, Shore ✪ Shield +1, Warding
✪ Armour +3, Ligyron ✪ Shield +2, Ligyron’s
✪ Leather +1, Boiled ✪ Shield +2, Dragon Turtle
✪ Leather +2, Hell Hound ✪ Shield +2, Repulsion
Armour +1, Adamantite ▶ Fiery aura: Enemy creatures within 20’
▶ Reinforced: A critical hit becomes a normal suffer 1d4 damage per round. Fire is of such
hit (if using critical hit as optional rule). intensity that magical protection from fire is
▶ Armour type: Chainmail and plate mail. ineffective.
▶ Fire immunity: Unharmed by magical and
Armour +1, Bio non-magical fire.
▶ Resilience: Half damage from gas and acid. ▶ If armour is destroyed: Burn into ashes
and return attached to its wearer's body after
Armour +1, Blaze
1 round.
▶ Energy immunity: Unharmed by fire.
▶ Death: Wearer disappears in a 20’ radius
ball of ash and fire, inflicting equal to 1d10 ×
Armour +1, Darksteel
wearer's hit dice (save versus breath for
▶ Indestructible: Can’t be destroyed by
half). Fire is of such intensity that magical
natural or magical means.
protection from fire is ineffective.
▶ Armour type: Chainmail and plate mail.
▶ Resurrection: 1 round after death, wearer
Armour +1, Day returns to life from its ashes with 45hp.
▶ “Plus” bonus: During daytime only. Armour then vanishes and reappears in a
random place of the world after 1 year.
Armour +1, Disguise
▶ Shifting: Armour and clothes assume the Armour +1, Plume
appearance of the garment its wearer desires. ▶ Encumbrance: As an unarmoured person.
▶ Falling: 1 point of damage per 20’ fallen.
Armour +1, Frost
▶ Energy immunity: Unharmed by cold. Armour +1, Spark
▶ Energy immunity: Unharmed by lightning.
Armour +1, Gorgon
▶ Immunity: Petrifying effects. Armour +1, Trine
▶ Armour type: Chainmail and plate mail. ▶ Resilience: Half damage from fire, cold and
lightning.
Armour +1, Night
▶ “Plus” bonus: During nighttime only. Armour +1, Troll
▶ Regeneration: After being damaged, start
Armour +1, Pegasus regaining 1hp per round. Severed limbs
▶ Command word: Upon speaking a reattach.
command word, a pair of pegasus wings (20’ ▶ Severed limbs: Will also regrow after 1
wingspan) spreads from the armour’s back, hour (no matter the size of the limb). The
allowing the wearer to fly for a limited period. armour becomes a normal armour +1 for 1d6
▶ Movement rate: 180’ (60’) for up to 6 months.
rounds, or 120’ (40’) for up to 9 rounds. ▶ Fire and acid: Cannot regenerate and
▶ Load: The character can fly with up to their receives double damage from these sources.
normal maximum load. ▶ Limit: The armour can only regenerate up
▶ While flying: Wearer gains a +1 bonus on: to 15hp per day.
a. AC ▶ Death: The armour does not function if the
b. Saves versus wands wearer is reduced to 0 or less hit points.
c. Saves versus breath
▶ Rest: Following a flight, the character must
lay down and rest for 1 turn per round of
flight.
▶ Usage frequency: Up to twice per day.
Magma Boots
Boots crafted in a living inferno.
------------------------------------------------
▶ Magma and fiery surfaces: Walk without
sinking or melting.
Mantle of Faith Peach Wood Sword
An overgarment to be worn over clothing or A wooden device to drive off evil influence.
armour, providing protection to a divine spell ------------------------------------------------
caster from foes of opposed alignment. ▶ Divine spell casters: Using the sword
------------------------------------------------ grants the following powers:
▶ Damage: From a creature of opposed 1. Weapon: Against evil spirits, undead and
alignment is reduced by 1 point per damage demonkind may be used as a normal sword
die rolled. (Each die inflicts a minimum of 1 +2. It’s treated as a blunt weapon.
hit point damage.) 2. Evil spirits, undead and demonkind hit:
▶ Neutral characters: Do not benefit from Instantly banished or destroyed. The monster
the mantle's power. may save versus spells (with a -2 penalty)
to avoid banishment or destruction. If the
Necklace of Body Double monster’s save succeeds, it flees.
A beautifully crafted necklace with small
3. Dispel: Effects or spells from evil spirits,
crystals to create a mirror image of its wearer
undead or demonkind over a being or object
for 1 minute.
touched by the sword.
------------------------------------------------
▶ Behaviour: The mirror image looks and Pill of Hangover
behaves exactly as the wearer. A small pouch with pills effective against
▶ Attacks on the wearer: Destroy one of the drunk numbness.
mirror images (even if the attack misses). ------------------------------------------------
▶ Frequency: May be used at most once per ▶ Pouch contains: 2d6 pills.
hour. ▶ If consumed: Effects of alcoholic hangover
disappears.
Number One Coin
A golden coin of a unique beauty that brings Pillow of Invigoration
fortune to its holder. A cushion which provides good dreams and
------------------------------------------------ nice resting.
▶ Fortune bringer: Increases the chance of ------------------------------------------------
finding coins among hoards (A-O) and group ▶ Doubles: Hit points restored with a night's
treasures (U-V) by 10%. sleep.
▶ Halves: The time required to memorise new
Opal Circlet spells.
Precious circlet made by dwarves. Grants the
wearer protection against acid.
------------------------------------------------
▶ Normal acid: Unharmed by non-magical
acid.
▶ Save bonus: Gain a +2 bonus to all saving
throws versus acid-based magical or breath
attacks.
▶ Acid-based damage: Is reduced by 1 point
per damage die rolled. (Each die inflicts a
minimum of 1 hit point damage.)
Quiver of Holding Robe of the Magi
A apparently common quiver, created by a A cheap version of the fabulous Robe of the
war mage to magically contain a whole Archmagi.
variety of weaponry. ------------------------------------------------
------------------------------------------------ ▶ Robe’s alignment: When found, roll 1d20
▶ Compartments: The quiver has three to determine the robe’s alignment: 1–9:
compartments to hold: lawful, 10–15: neutral, 16–20: chaotic.
1. Ammunition (arrows, bolts): Up to 100. ▶ Character’s alignment: Upon donning the
2. Thrown weapons (javelins, daggers): Up robe, an arcane spell caster whose alignment
to 50. differs from that of the robe suffers 3d3
3. Main weapons (swords, bows): Up to 10. damage and changes alignment to that of the
▶ Quick draw: Any weapon or ammunition as robe.
if doing so from a regular quiver or scabbard. ▶ Arcane casters: Donning a robe grants the
▶ Weight: Up to 2,000 coins of weight can be following powers:
placed in the quiver. a. Protection: AC 7 [12].
▶ When full: The quiver weighs 100 coins. b. Saves: +1 bonus to all saving throws
against magic.
Rabbit’s Foot Amulet c. Spell empowerment: When the character
The paw from a once lucky white rabbit worn casts charm, hold, or polymorph spells, the
on clothing or armour. target suffers a –2 penalty to the saving
------------------------------------------------ throw.
▶ Lucky: Wearer gains a +1 bonus to all
saving throws. Robe of the Priest
▶ Distrust: -1 penalty to reaction A cheap version of the fabulous Robe of the
rolls when encountering lawful creatures. Archpriest.
------------------------------------------------
Robe of the Archpriest ▶ Robe’s alignment: When found, roll 1d20
A normal-looking robe which grants a variety to determine the robe’s alignment: 1–9:
of magical boons to a divine spell caster of lawful, 10–15: neutral, 16–20: chaotic.
suitable alignment. ▶ Character’s alignment: Upon donning the
------------------------------------------------ robe, a divine spell caster whose alignment
▶ Robe’s alignment: When found, roll 1d20 differs from that of the robe suffers 3d3
to determine the robe’s alignment: 1–9: damage and changes alignment to that of the
lawful, 10–15: neutral, 16–20: chaotic. robe.
▶ Character’s alignment: Upon donning the ▶ Divine casters: Donning a robe grants the
robe, a divine spell caster whose alignment following powers:
differs from that of the robe suffers 6d4
a. Protection: AC 5 [14].
damage and changes alignment to that of the
b. Saves: +1 bonus to all saving throws
robe.
against magic..
▶ Divine casters: Donning a robe grants the
c. Magic Emanation: Touch range spells
following powers:
affect up to one creature within 30’ around
a. Protection: AC 3 [16]. the caster instead.
b. Saves: +1 bonus to all saves.
c. Magic Emanation: Touch range spells
affect up to 6 creatures within 30’ around the
caster instead.
Ruby Circlet Scabbard of Keen Edges
Precious circlet made by dwarves. Grants the A magical scabbard that sharps bladed
wearer protection against fire. weapons.
------------------------------------------------ ------------------------------------------------
▶ Normal fire: Unharmed by non-magical ▶ Adapts: To store any bladed weapon inside.
fire. ▶ Sharpening: Up to 3 times per day, the
▶ Save bonus: Gain a +2 bonus to all saving scabbard empowers the weapon within,
throws versus fire-based magical or breath granting it a +2 bonus to both attack rolls
attacks. and damage for 10 combat rounds.
▶ Fire-based damage: Is reduced by 1 point ▶ Sure hit: While under the enchantment,
per damage die rolled. (Each die inflicts a the weapon will always hit on an unmodified
minimum of 1 hit point damage.) attack roll of 19 or 20.
Ring of Stonebreak
A golden ring against flesh to stone.
------------------------------------------------
▶ Prevents: Petrifying effects.
Ring of Wizardry
Doubles the number of spells a magic-user
can memorise in a day.
------------------------------------------------
▶ At the beginning of the day: Roll a d100:
Ring of Wizardry
Wand of Dueling
Wand for duelist mages.
------------------------------------------------
▶ Magistrike: Has the following powers when
aiming with this wand:
a. Ranged attack roll: +2 bonus.
b. Half cover: Ignores.
▶ No charges: Does not use charges; may be
used an unlimited number of times.
Wand of Knockback
SWORDS
✪ Short Sword +1, Shotel ✪ Sword +1, Maguro
✪ Sword +1, Blessed Winds ✪ Sword +1, Night
✪ Sword +1, Darksteel ✪ Sword +3, Safe
✪ Sword +1, Dawnbringer ✪ Sword +1, Treasure
✪ Sword +1, Day ✪ Two-Handed Sword -1, Dryhand
✪ Sword +1, Gorgon ✪ 2-Handed Sword +1, Horseslayer
Shotel Sword +1, Shotel Sword +1, Darksteel
Sickle-like curved sword from southern lands. Beyond time forged sword.
------------------------------------------------ ------------------------------------------------
▶ Can be thrown: As a missile weapon ▶ Indestructible: Can’t be destroyed by
(5’–10’ / 11’–20’ / 21’–30’). natural or magical means.
▶ Grasscutter: Grants +1 bonus on attack
rolls against treants (or other plant-based Sword +1, Dawnbringer
creatures). Sword to cut through the dreadful darkness.
▶ Druids: Are allowed to use it. ------------------------------------------------
▶ Casts light: In 30’ radius as bright as
Sword -2, Leech daylight, on command.
Makes its wielder see, in despair, the final ▶ Dusk vanish: Grants +3 bonus vs undead,
blow coming with any hope soon vanishing. devils and shadows.
------------------------------------------------ ▶ Dawn time: On an attack roll of 18 or
▶ Melee combat: The curse activates when higher has two effects:
the character is in melee. 1. Against undead, devils and shadows of 4
▶ Drain: 1d6 hit points damage per round, HD or less: Save versus death or be
but leaving only 1 hit point at last. fulminated.
▶ If the victim's hit points is 1: CA 9 [10]. 2. Other creatures: Save versus spells or it's
▶ Removing: Once the curse is active, the blinded by 1d4 turns. Blinded creatures
character cannot remove the sword. The curse cannot attack.
can only be removed by magic (e.g. Remove
Curse). Sword +1, Day
A daytime magic sword.
Sword +1, Acala ------------------------------------------------
An orange shiny blade wielded by a Wisdom ▶ “Plus” bonus: During daytime only.
King.
------------------------------------------------ Sword +1, Gorgon
▶ Wiseful: Wielder gain the following: Greyish sword forged in a gorgon’s breath.
a. +1 bonus: On saving throws against ------------------------------------------------
mind-affecting magic. ▶ Petrify: A successful hit of natural 18 or
b. Wisdom modifier: May be added to attack higher: turns to stone for 1d4 rounds (save
and damage rolls. versus petrify).
▶ Gorgon's ward: +2 bonus on saving throws
▶ Mind purifier: The wielder is unaffected by
against petrifying.
fear, charm and other mind-based effects. If a
creature is touched with the sword's point
Sword +1, Maguro
will be released of the same effects.
Deadly to fish and aquatic beings (e.g.
▶ Type of sword: Short and normal swords.
octopuses, whales, etc.).
Sword +1, Blessed Winds ------------------------------------------------
Pale blade made from tears of winds and ▶ Used against aquatic beings: Acts as a +3
gales. sword.
------------------------------------------------ ▶ Used against fish: Acts as a +3 sword and
▶ Soaring: Grants +3 bonus on attack rolls inflicts double damage.
against pegasi, hippogriffs, and rocs (or other
Sword +1, Night
bird-like creatures).
A nighttime magic sword.
▶ Empty blades: On an attack roll of 18 or
------------------------------------------------
higher: Rather than normal damage roll, may
▶ “Plus” bonus: During nighttime only.
deal 4d4 in creatures within 5’ radius. STR
modifier doesn’t apply.
Sword +3, Safe 2-Handed Sword +1, Duskwatch
Sword safe for training. Enchanted sword from a vicious underworld
------------------------------------------------ liege.
▶ Blunt: Although being a sword, it's a blunt ------------------------------------------------
weapon. ▶ Reinforcement: If more than one creature
▶ Safe blow: Creatures hit suffer subdual attacks the wielder in the same round,
damage only. summon 1d4 Duskwatch Soldiers.
▶ Coup de grâce: Deals double damage on ------------------------------------------------
creatures with less HD than wielder. Duskwatch Soldier
Skeletal remains of humanoids, reanimated
Sword +1, Treasure as guardians by an underworld liege. The
Quicksilver-like sword of wealth and luxury. Duskwatch Sword’s wielder is their
------------------------------------------------ commander.
▶ Golden breach: Each point of damage dealt ------------------------------------------------
by the sword becomes a gold piece (gp). AC 7 [12], HD 1 (4hp), Att 1 × weapon (1d6 or
▶ Gem breach: On a natural 20: Each point by weapon), THAC0 19 [0], MV 60’ (20’), SV
of damage dealt by the sword becomes a gem D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic,
(see Gems to know value). XP 10, TT None
------------------------------------------------
Two-Handed Sword -1, Dryhand ▶ Undead: Make no noise, until they attack.
Cursed sword to ruin a swordsman career. Immune to effects that affect living creatures
------------------------------------------------ (e.g. poison). Immune to mind-affecting or
▶ Dead hands: The curse activates when the mind-reading spells (e.g. charm, hold, sleep).
character is in melee: User’s hand become like ▶ Magic sword scions: Weapon attacks are
those a corpse and cannot attack or perform considered as magical weapon attacks.
any task, ▶ Disappear: After following an order from
▶ Removing: Once the curse is active, the their commander in battle, the soldiers fade
character cannot remove the sword. The curse away.
can only be removed by magic (e.g. Remove
Curse). 2-Handed Sword +1, Horseslayer
Deadly to mounts and their riders.
------------------------------------------------
▶ Used against the rider: Acts as a +3
sword.
▶ Used against the mount: Acts as a +3
sword and inflicts double damage.
WEAPONS
✪ Bow +1, Piercer ✪ Spear +3, Holy Avenger
✪ Bow +1, Piercer ✪ Staff +1, +3 vs Devil
✪ Chakram +2, Vorpal ✪ Staff +1, +3 vs Undead
✪ Club +2, Rock Baboon ✪ Staff +1, Darksteel
✪ Dagger +1, Darksteel ✪ Staff +1, Light
✪ Dagger +1, Light ✪ Staff +3, Gold-Banded
✪ Dagger +1, Mind Break ✪ Trident +1, Reptiles Bane
✪ Dagger +1, Petrifying ✪ Trident +1, Stun
✪ Dagger +2, Rondel ✪ Trident +2, Malevolent
✪ Knuckles +1, Wardbreak ✪ Trident +2, Steam
✪ Mace +1, Darksteel ✪ Trident +3, Trine
✪ Polearm +1, Shield Cleaver ✪ War Hammer +1, Darksteel
✪ Racket +1, Distance ✪ War Hammer +1, Quake
✪ Racket +1, Silence ✪ Whip +1, Bloody
✪ Racket +1, Wind ✪ Whip +1, Darksteel
✪ Racket +2, Accuracy ✪ Whip +1, Hair Tie
✪ Racket +2, Shockwave ✪ Whip +1, Viper
✪ Scythe +2, Deathtouch ✪ Whip +2, Blazing
✪ Spear +1, Darksteel ✪ Whip +2, Charm
✪ Spear +1, Doorway ✪ Whip +2, Electro
✪ Spear +1, Light ✪ Whip +2, Freezing
✪ Whip +2, Vileslayer
Axe +1, Amorphous Bow +1, Piercer
Made of a special metal to fit its wielder's Bow developed to shoot in order to break
needs. defences.
------------------------------------------------ ------------------------------------------------
▶ On command: Transforms into a hand axe ▶ On a hit: May impose a -1 penalty to the
or battle axe. target's AC.
▶ Bow: Loses its "plus" for 1 hour if a penalty
Axe +1, Butcher is imposed.
Chops animal meat for a delicious dish.
------------------------------------------------ Bow +1, Piercer
▶ 3HD or less animals: If the attack hits, the Improves someone's shooting prowess.
foe is slain (save versus death). ------------------------------------------------
▶ After killing: For 2 rounds, animals with ▶ Range: (5’–140’ / 141’–280’ / 281’–420’)
3HD or less within 30’ must save versus
spells or flee for 5 rounds. Chakram +2, Vorpal
Bladed wheel to sever heads wielded by skilful
Axe +1, Darkteel wielders.
Beyond time forged axe. ------------------------------------------------
------------------------------------------------ ▶ Used by: Martial or roguish classes only.
▶ Indestructible: Cannot be destroyed by ▶ Severing: On a missile attack roll of
natural or magical means. natural 19 or 20, the target is decapitated.
Against larger than human-sized targets or
Boomerang +1, Storm targets of solid stone or metal, only a
Boomerang that provokes thunderclaps. natural 20.
------------------------------------------------ ▶ Restrictions: Creatures without a head are
▶ Stun blow: On a missile attack roll of unaffected. Some creatures with heads (e.g.
natural 19 or 20, the target must save constructs, elementals) are not killed by
versus paralysis or be stunned for 1d4 decapitation.
rounds.
▶ Restrictions: Creatures without a head are Club +2, Rock Baboon
unaffected. Some creatures with heads (e.g. Club made of stone and bones to smash and
constructs, elementals) are not stunned. crack skulls.
------------------------------------------------
Bow +1, Avenger ▶ Dizzy blow: Human-sized or smaller
Punishes the ones that went against a creatures hit have -2 penalty on its next
companion. attack roll.
------------------------------------------------
▶ Acts as a +3 bow: Against a creature that Dagger +1, Darksteel
harmed an ally last round. Beyond time forged dagger.
------------------------------------------------
Bow +1, Darksteel ▶ Indestructible: Can’t be destroyed by
Beyond time forged bow. natural or magical means.
------------------------------------------------
▶ Indestructible: Cannot be destroyed by Dagger +1, Light
natural or magical means. ▶ On command: Produces light in a 30’
radius.
Dagger +1, Mindbreak Racket +1, Distance
Dagger effective against scholars. An enchanted racket which can launch up to
------------------------------------------------ double the normal range.
▶ If an arcane spell caster is hit: Must save ------------------------------------------------
versus spells (at a -2 penalty) or become an ▶ Ranges: Short: 5’–40’ / 41’–80’ / 81’–120’,
imbecile, unable to think clearly or cast spells
for 1d4 rounds. Racket +1, Silence
An enchanted racket which can launch a
Dagger +1, Petrifying dizzying mass of air.
Magical dagger to imprison foes. ------------------------------------------------
------------------------------------------------ ▶ Silence: A creature hit with a missile attack
▶ Petrification: Creature hit is turned to must save versus spells or conversation and
stone (save versus petrify). spell casting becomes impossible for 3 turns.
▶ The dagger: Dissolves in contact and is
lost. Racket +1, Wind
▶ 1d4 hours after petrification: If touched An enchanted racket particularly effective
by someone, the creature returns to normal. against flying foes.
------------------------------------------------
Knuckles +1, Wardbreak ▶ Flying creatures: Hit with a missile attack
Punches through magic barriers. must save versus spells or will need to land
------------------------------------------------ and become unable to fly for 1d3 rounds.
▶ Ward through: Anyone hit suffers a -2 ▶ Creatures climbing, on rope: if hit, must
penalty on saves versus magic for 1d3 save versus paralysis or fall.
rounds.
Racket +2, Accuracy
Dagger +2, Rondel An enchanted racket which can launch with
Thin dagger to stab armoured foes. precision, even at long range.
------------------------------------------------ ------------------------------------------------
▶ Armour pierce: +2 bonus on attack rolls ▶ Range modifiers: Attack rolls with this
against enemies with AC 3 [16] or better. weapon are never modified for range.
▶ Maximum range: Is not increased by
Mace +1, Darksteel the enchantment.
Beyond time forged mace.
------------------------------------------------ Racket +2, Shockwave
▶ Indestructible: Cannot be destroyed by An enchanted racket which burst a shockwave
natural or magical means. against foes.
------------------------------------------------
Mace +1, Light ▶ Shockwave: Any within a 15' radius of a
▶ On command: Produces light in a 30’ creature hit with a missile attack suffers 1d6
radius. damage..
▶ Maximum range: Is not increased by
Polearm +1, Shield Cleaver
the enchantment.
A powerful crimson bardiche against shields.
------------------------------------------------
▶ On a hit: On a creature holding a shield,
the creature must save versus spells or its
shield will be destroyed.
▶ Magic shields: Have a +1 bonus for each
“plus” to avoid being destroyed.
Scythe +2, Deathtouch Staff +1, +3 vs Devil
Has the power to reap the souls of A white staff effective against demonkind.
living creatures. ------------------------------------------------
------------------------------------------------ ▶ Conduct: Usable by lawful characters only.
▶ Death sentence: On a natural 13 or
higher attack roll, the target must save Staff +1, +3 vs Undead
versus spells or have their soul reaped A white staff effective against undeads.
(instant death). If the save succeeds, the ------------------------------------------------
scythe inflicts normal damage. ▶ Conduct: Usable by lawful characters only.
▶ Charges: The scythe can reap 2d6+1 souls
Staff +1, Darksteel
in total. Once this many souls have been
Beyond time forged staff.
reaped, it becomes a normal magical scythe
------------------------------------------------
+2.
▶ Indestructible: Cannot be destroyed by
▶ Restrictions: Non-living creatures are
natural or magical means.
unaffected.
CLERIC SPELLS
Strength
Duration: 6 turns per level
Range: Touch
------------------------------------------------
Confers a temporary STR bonus, which varies
depending on the affected creature’s class.
▶ +1d4: Non-martial classes.
▶ +1d6: Semi-martial classes.
▶ +1d8: Martial classes.
Character’s STR: Cannot go above 18.
3rd LEVEL SPELLS Death Ward
Duration: 1 turn per level
Animate Dead Range: 60’
Duration: Permanent ------------------------------------------------
Range: 60’ A living subject is warded such that they do
------------------------------------------------ not die when reduced to 0 hit points, instead
Causes corpses or skeletons to rise as undead being able to survive and continue to act
Skeletons or Zombies. normally until they reach –10 hit points..
▶ Obedient: Created undead obey the caster’s ▶ Death saves: The subject also gains a +2
commands. bonus to saving throws versus death or
▶ Special abilities: They are unable to use poison.
any special abilities (including spell casting) ▶ Healing: Healing magic functions normally
that they possessed in life. for a character under this ward. For example,
▶ Duration: The reanimating magic remains a character could be reduced to –8hp, then
active until dispelled or until the undead are receive a healing spell taking them up to
slain. –2hp, then drink a potion of healing taking
Number: The spell animates up to 1 Hit Die them up to 3hp.
of zombies or skeletons per level of the ▶ Expiration: Once the spell expires, if the
caster: subject has 0 or less hit points, they die
▶ Skeletons: Have AC 7 [12] and HD equal to immediately.
those the creature had in life.
▶ Zombies: Have AC 8 [11] and HD one Dispel Magic
Duration: Instant
greater than the creature had in life.
Range: 120’
▶ Classed characters: If a PC or NPC with
------------------------------------------------
levels in a class is reanimated by this spell,
Dispel Magic ends spell effects within a 20’
the levels are not counted as HD. For
cube area.
example, the reanimated corpse of a 5th level
fighter would have 2 HD (1 HD as a normal ▶ Caster levels: Effects created by lower level
human, +1 for being reanimated as a zombie). casters are automatically dispelled. Effects
created by higher level casters have a 5%
Cure Blindness chance per level difference of not being
Duration: Instant dispelled.
Range: Touch ▶ Magic items: Are unaffected.
------------------------------------------------
Cure a subject of any forms of blindness.
↶ Blindness
Causes permanent blindness upon a creature,
if it fails a save versus spells.
Feign Death Prayer
Duration: 6 turns +1 per level Duration: 1 round per level
Range: The caster or a creature touched Range: 60'
------------------------------------------------ ------------------------------------------------
A willing subject falls into a cataleptic state, This spell grants the caster to influence other
indistinguishable from death. living creatures.
▶ Hit Dice limit: The subject may not have ▶ Allies: Gain a +1 bonus to attack, damage,
higher HD than the caster’s level. saving throws.
▶ Senses: The subject retains their senses of ▶ Foes: Suffer a -1 penalty to attack, damage,
hearing and smell, but cannot see or feel. saving throws.
▶ Damage: Any damage inflicted on the ▶ Caster: May cast other spells, attack, or
subject is halved. take other actions while Prayer is active.
▶ Immunities: The subject is unaffected by
paralysis and energy drain. Reflect Coat
▶ Poison: The effects of any poison in the Duration: 6 turns +1 per level
subject’s system are suspended while the Range: The caster or a creature touched
spell lasts. Once the duration ends, poison ------------------------------------------------
has its normal effect once more. Magic and energy attacks against the
▶ Ending: The caster can end the spell at any protected creature has a 1-in-6 chance of
time. The subject requires 1 round to awaken. being reflected back at its origin.
▶ Break: After 2 spells or attacks are
Glyph of Warding reflected, the spell ends.
Duration: Permanent (until triggered) ▶ Touch: Cannot be reflected.
Range: Touch ▶ Polishment: At 9th level, the chance of
------------------------------------------------ reflection becomes a 2-in-6 chance.
Inscribes a glyph to protect an area or object.
▶ Area: Up to 5' square per caster level. Revitalising Dawn
▶ Password: Any creature entering the area Duration: Instant
without first speaking the password, triggers Range: 120’
the glyph. ------------------------------------------------
▶ Glyph: Is invisible and loses power after Restores 1d6+1 hit points of damage of up to
triggered and has two usages: 24 living creatures in a 30’ radius area.
a. Blast Glyph: Inflicts 2 points of damage
(fire or electricity) per caster level (save
versus spells for half damage).
b. Spell Glyph: Causes blindness, paralysis,
or energy drain on a creature (save versus
spells to avoid).
Minor Heal
Duration: Instant
Range: The caster or a creature touched
------------------------------------------------
The caster’s touch heals 1d3+1 × 5 hit points
of damage in one living subject. This cannot
raise the subject’s hit points above their
normal maximum.
▶ Usage limit: Minor Heal may only be cast
once per day.
Speak with Dead 4th LEVEL SPELLS
Duration: 1 turn per level
Range: 10’ Blessed Guard
------------------------------------------------ Duration: 6 turns
The caster may ask questions of a deceased Range: 60’
person, the spirit’s voice echoing out from ------------------------------------------------
beyond the grave. May be used in one of two situations:
▶ Remains: Some remnant of the person’s 1. Battle: Allies within a 10’ square area who
physical body (e.g. bones) must be within are not yet in melee gain a +1 bonus to AC
range. and saving throws, and damage is reduced by
▶ Time since death: It is only possible to 1 point per damage die rolled. (Each die
awaken the spirit of a person who died within inflicts a minimum of 1 hit point damage.)
a certain time frame, dependent on the 2. Ritual: Casting Blessed Guard may also
caster’s level (see table below). form part of rituals of warding or
▶ Questions: The number which can be asked consecration, at the referee’s discretion.
depends on the caster’s level (see table
below). The spirit answers truthfully but ↶ Blighted Guard
Incurs a -1 penalty to AC and saving throws,
briefly, and only possesses knowledge it had
and damage is increased by 1 point per
during life.
damage die rolled (Each die inflicts a
▶ Speech: The spirit speaks with tongues it
minimum of 2 hit points damage.) on
knew in life.
enemies within a 10’ square area. A save
Speak With Dead Limitations versus spells is allowed to resist the Blighted
Guard.
Level Time Since Questions
Death Detect Lie
Duration: 1 round per level
6 or lower 7 days 2 Range: 30’
------------------------------------------------
7-8 7 months 3 Grants the ability to distinguish truth from
lies in words heard.
9-10 7 years 4
Divination
11-12 70 years 5 Duration: 1 turn
Range: Caster
13+ Unlimited 6 ------------------------------------------------
Caster gathers information about a location.
▶ Reveals: Strength of creatures, treasure
Tongues quantity, resistances, etc.
Duration: 2 turns ▶ Chance for correct divination: 60% + 1%
Range: The caster per caster level.
------------------------------------------------ ▶ Incorrect divination: May reveal false
The caster becomes able to speak the information, at referee's description.
language of any creature within a 15’ radius
area.
Exorcise Restore
Duration: Permanent Duration: Permanent
Range: 5’ Range: Touch
------------------------------------------------ ------------------------------------------------
Caster can remove foreign influences from a This spell restores one experience level (or
being (e.g., Magic Jar, charm spells, Hit Die) of a character.
possession and similar effects). ▶ Limit: Only one lost experience level may
▶ Success Probability: Referee rolls d100 to be restored per character until its former level
determine success probability per turn of the is achieved again.
exorcism. Probability is adjusted by a 1% for ▶ The cleric: Loses one experience level, as if
each level difference between the caster and hit by a wight. The loss is not permanent.
opposing entity/caster. ▶ Rest for: 2d10 days to regain the lost
▶ Caster level: Higher level increases experience level.
probability, lower level decreases probability.
▶ Ritual: Casting Exorcise may also form part ↶ Energy Drain
of rituals of purification or consecration, at A successfully hit target permanently loses
the referee’s discretion. one experience level (or Hit Die). This incurs
a loss of one Hit Die of hit points, as well as
Flame Strike all other benefits due to the drained level (e.g.
Duration: Instant spells, saving throws, etc.). Causes no
Range: 60’ experience level loss to the caster, but it is a
------------------------------------------------ chaotic act, avoided by lawful clerics.
A vertical column of divine fire 30' high and
10' in diameter that roars downward on a Sacrificial Resurrection
target. Duration: Instant
▶ Damage: Creatures caught in the column Range: 120’
suffer 6d6 hit points of damage, with a ------------------------------------------------
successful save versus spells indicating half By making a bargain with the powers of
damage. netherrealm, the caster can exchange one
soul for another, bringing a dead creature
Lower Water back to life in return for a sacrifice of equal
Duration: Instant1o turns magnitude.
Range: 240’ ▶ Time limit: The caster can raise a person
------------------------------------------------ that has been dead for no longer than four
This spell reduces the depth of a body of days per level of the caster above 6th. For
water by half for the duration. An area of up example, a 9th level caster can revive a
to 10,000 square feet may be affected. character that has been dead for twelve days
(three levels above 6th × four days).
▶ Ritual sacrifice: The spell is cast as a ritual
lasting 1 turn, during which a number of
intelligent beings must be sacrificed, whose
total Hit Dice equal that of the creature to be
resurrected.
▶ Weakness: Returning from death is an
ordeal. Until the subject gets two full weeks
of bed rest, they have 1 hit point, move at half
the normal rate, cannot carry heavy items,
and cannot attack, cast spells, or use other
class abilities. This period of weakness may
not be shortened by any magical healing.
Sunburst 5th LEVEL SPELLS
Duration: Instant
Range: 120’ Cureall
------------------------------------------------ Duration: Permanent
Caster conjures a momentary flash of blazing Range: Touch
golden light rays, emanating from a point ------------------------------------------------
within 120’. A powerful restoration spell against any kind
of harm:
▶ Creatures viewing the flash: Must save
versus spells or be blinded for 2d6 rounds. ▶ Panacea: Resolves effects like curses,
▶ Undead creatures: Within the flash suffer poisoning, blindness, petrification,
1d6 damage per level of the caster, with a polymorph, feeblemind, etc.
successful save versus spells indicating half ▶ Limit: Only one harmful effect may be
damage. resolved per spell use.
Heal
Duration: Instant
Range: The caster or a creature touched
------------------------------------------------
The caster’s touch heals 1d6+1 × 10 hit
points of damage in one living subject. This
cannot raise the subject’s hit points above
their normal maximum.
▶ Usage limit: Heal may only be cast once
per day.
Heavenly Grace Shield Regeneration
Duration: 6 turns Duration: Permanent
Range: The caster or a creature touched Range: Touch
------------------------------------------------ ------------------------------------------------
This spell summons 1d6+1 guardians from Body parts, bones, and organs grow back.
the heavenly realm. The guardians are faintly ▶ Time to regenerate:
visible, whirling around a creature, forming a
a. 1 round: Severed limbs to rettach.
protective shield against magic.
b. 2d4 turns: If a body part must be grown
▶ Spell reflection: When the protected from scratch.
creature is targeted by a spell, one of the
guardians negates that spell. The guardian ↶ Decay
perishes. A body part or organ shrivels in 1 round,
▶ Expiration: Once all guardians have becoming useless. It withers, falls, and
negated a spell, Heavenly Grace Shield ends. crumbles into dust in 2d4 turns. In combat, a
melee attack roll is required. Some kinds of
Part Water magic (e.g. Cure Disease or Remove Curse)
Duration: 6 turns stops decaying.
Range: 120’
------------------------------------------------ Truesight
A body of water parts, revealing a pathway Duration: 1 turn +1 round per level
across the bottom. Range: The caster
▶ Size: The path is 10’ wide and up to 120’ ------------------------------------------------
long. The subject sees all things within 120’ as they
▶ Dismissing: The caster may end the spell truly are.
any time they wish. ▶ Secret doors: Are revealed.
▶ Alignments: Are revealed.
Plane Shift ▶ Invisibility: Invisible objects and creatures
Duration: Permanent are perceived.
Range: Touch ▶ Illusions: Are seen through.
------------------------------------------------ ▶ Enchantments: Enchanted objects and
Allows caster to transport itself or another creatures are made apparent.
creature to another plane or alternate
dimension.
▶ Willing subjects: Up to eight individuals
can be affected when linking hands in a circle.
▶ Unwilling subjects: May save versus
spells to prevent the plane shifting.
DRUID SPELLS
1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS
Humble Pebbles ※ Booby Trap Climate Blade ※
Detect Magic Charm Person or Mammal Cure Disease
Purify Water Feign Death ↶ Cause Disease
↶ Contaminate Water Goodberry Drag from Death’s Door
Shillelagh Transmute Metal to Wood Fire Mantle ※
Insect Swarm
Litoform
Neutralise Poison
Thunder Mantle ※
↶ Contaminate Water
Causes a 6 quarts of drink to be spoiled, or
contaminated.
Shillelagh
Duration: 6 rounds +1 per level
Range: Touch
------------------------------------------------
The caster's club or staff is enchanted:
▶ Weapon: Treated as a magical:
1. Mace +2: Against human-sized or smaller
creatures.
2. Club or staff +1: Against greater than
human-sized creatures.
Charm Person or Mammal Goodberry
Duration: One or more days (see below) Range: Touch
Range: 80’ Duration: 1 day +l per level
------------------------------------------------ ------------------------------------------------
A single person or mammal must save versus Caster enchants 8 berries, where 2d4 of them
spells or be charmed, as follows: have magical effects when eaten:
▶ Friendship: The subject regards the caster 1. Nourishment: Provides enough sustain for
as a close friend and will come to the caster’s a person for that day (no need to eat).
defence. 2. Healing: Restores 1 hit point of damage.
▶ Commands: If they share a language, the ▶ Identifying: Divine spell casters with
caster may give the charmed creature access to druidic magic can identify the
commands, which they will obey. berries. A Detect Magic spell may also be
▶ Subject’s nature: The subject may resist used to identify the berries.
commands that contradict their habits or ▶ Frequency: A creature can eat up to 8
alignment. magical berries within a day.
▶ Suicidal commands: Are always refused.
Restrictions: Undead and monsters of ↶ Badberry (Reverse)
greater than 4+1 HD are not affected. Contaminates 8 berries. If ingested, poisons a
Duration: The charm lasts indefinitely, but creature, inflicting 1 point of damage per
the subject is allowed to make further saves berry eaten (no saving throw is required).
versus spells at intervals, depending on their
Transmute Metal to Wood
INT score. If one of these saves succeeds, the
Duration: Permanent
spell ends.
Range: 120’
INT 3–8: New save once every month. ------------------------------------------------
INT 9–12: New save each week. This spell turns a metal object into wood.
INT 13–18: New save once every day.
▶ Transmutes: Up to 80 coins of weight per
level of the caster.
Feign Death
Duration: 6 turns +1 per level ▶ Magic items: Have a 10% chance to be
Range: The caster or a creature touched affected by this spell.
------------------------------------------------
A willing subject falls into a cataleptic state,
indistinguishable from death.
▶ Hit Dice limit: The subject may not have
higher HD than the caster’s level.
▶ Senses: The subject retains their senses of
hearing and smell, but cannot see or feel.
▶ Damage: Any damage inflicted on the
subject is halved.
▶ Immunities: The subject is unaffected by
paralysis and energy drain.
▶ Poison: The effects of any poison in the
subject’s system are suspended while the
spell lasts. Once the duration ends, poison
has its normal effect once more.
▶ Ending: The caster can end the spell at any
time. The subject requires 1 round to awaken.
3rd LEVEL SPELLS Drag From Death’s Door
Duration: Instant
Climate Blade Range: Creature touched
Duration: 3 turns ------------------------------------------------
Range: 60’ A subject killed by damage (i.e. not by poison,
------------------------------------------------ disintegration, etc.) within the last 3 rounds
This spell wards the caster and all allies is dragged back from the brink of death.
within 10’ in an aura of fire:
▶ Weakness: Returning from death is an
▶ Bonuses: Those warded gain a +1 bonus to ordeal. Until the subject gets two full weeks
saving throws against fire. of bed rest, they have 1 hit point, move at half
▶ Barkskin: When the spell is active, the the normal rate, cannot carry heavy items,
subject gains a +1 bonus to AC. and cannot attack, cast spells, or use other
▶ Monsters with fewer than 4 HD within class abilities. This period of weakness may
10': Suffer 2d6 damage. not be shortened by any magical healing.
▶ Monsters with 4 or more HD within 10': ▶ Bargain: In return for cheating death, the
Suffer 1d6 damage. cleric suffers 1d6 damage and the subject
suffers a permanent loss of one point from a
Cure Disease
random ability score (if using the optional
Duration: Instant
rule for returning from death).
Range: 30’
------------------------------------------------ Fire Mantle
This spell has two usages: Duration: 1 turn +1 per level
1. Cure a subject of any disease: Including Range: 10’ around the caster
those of magical origin. ------------------------------------------------
2. Kill Green slime: This monster is killed This spell wards the caster and all allies
instantly. within 10’ in an aura of fire:
▶ Bonuses: Those warded gain a +1 bonus to
↶ Cause Disease saving throws against fire.
The victim must save versus spells or be ▶ Barkskin: When the spell is active, the
afflicted with a horrid disease of withering: subject gains a +1 bonus to AC.
▶ Death: Within 2d12 days. ▶ Monsters with fewer than 4 HD within
▶ Attack penalty: -2 to attack rolls. 10': Suffer 2d6 damage.
▶ Natural healing: Takes twice the usual ▶ Monsters with 4 or more HD within 10':
amount of time. Suffer 1d6 damage.
▶ Magical healing: Is utterly ineffective.
▶ Curing: This disease can be cured with a Insect Swarm
casting of Cure Disease. Duration: 1 round per level
Range: 30’
------------------------------------------------
Engulfs a victim with biting, pinching, and
stinging insects.
▶ 50% chance: Of a flying or crawling swarm
that inflicts 2 points of damage per round.
▶ Victim: Can only try to get rid of the
swarm.
▶ Caster: Can direct the swarm to attack
different opponents. Insects take one round
to disengage and move to another opponent.
▶ Movement: Flying insects move at 180'
(60') and crawling insects move at 120' (40').
Neutralise Poison 4th LEVEL SPELLS
Duration: Instant
Range: 10’ around the caster Conjure Fire Elemental
------------------------------------------------ Duration: Permanent (until dismissal or
This spell wards the caster and all allies slain)
within 10’ in an aura of lightning: Range: 240’
------------------------------------------------
1. Characters: Neutralise the effects of
A 16 Hit Dice Fire Rlemental—a being formed
poison on a character. A character who has
of pure elemental matter—is summoned from
died from poisoning can be revived, if
fire elemental plane to do the caster’s
Neutralise Poison is cast within ten rounds.
bidding.
2. Items: Remove poison from an item.
▶ Materials: The summons requires a large
Litoform volume of the appropriate element.
Duration: Permanent ▶ Concentration: Is required to command an
Range: Touch elemental.
------------------------------------------------ ▶ Dismissing: While control over the
Up to 1000 cubic feet of stone is rearranged as elemental is maintained, the caster may
the caster wishes. dismiss it at any time, sending it back to its
plane of origin.
▶ Stone size: Up to a 5’ cube area.
▶ Disruption: If the caster moves at more
▶ Examples of uses: Caster can make
than half speed or their concentration is
weapons, doors, sculptures out of stone.
disturbed, the command over the elemental
Thunder Mantle ends. It is, henceforth, a free-willed entity
Duration: 1 turn +1 per level and will immediately try to kill the caster and
Range: 10’ around the caster any who get in its way.
------------------------------------------------ ▶ Dispelling: A conjured elemental may be
This spell wards the caster and all allies dispelled by Dispel Magic or Dispel Evil.
within 10’ in an aura of lightning: Restrictions: The caster may summon at
▶ Bonuses: Those warded gain a +1 bonus to most one fire elemental in a single day.
saving throws against lightning.
▶ Barkskin: When the spell is active, the Hallucinatory Forest
subject gains a +1 bonus to AC. Duration: Permanent
▶ Monsters with fewer than 4 HD within Range: 240’
10': Suffer 2d6 damage. ------------------------------------------------
▶ Monsters with 4 or more HD within 10': Hallucinatory Forest conjures an illusory
Suffer 1d6 damage. forest feature (e.g. a thicket, wood, a grove,
etc.) to hide an existing terrain feature.
▶ Area: The illusion must fit completely
within the spell’s range.
▶ Perceiving: Druids, rangers and creatures
of Sylvan forests (e.g. dryads, green dragons,
pixies, treants) are the only ones able to
perceive the illusion.
Hold Plant 5th LEVEL SPELLS
Duration: 1 turn per level
Range: 180’ Conjure Earth Elemental
------------------------------------------------ Duration: Permanent (until dismissal or
This spell causes one or more plants to be slain)
paralysed if they fail a saving throw versus Range: 240’
spells. ------------------------------------------------
A 16 Hit Dice Earth Rlemental—a being
▶ Number of targets: Up to 1 Hit Die of
formed of pure elemental matter—is
plants per level of the caster may be targeted.
summoned from earth elemental plane to do
▶ Affects: Normal or magical plants, fungi.
the caster’s bidding.
Plant and fungi-based creatures that are
fantastical, or magically conjured, controlled, ▶ Materials: The summons requires a large
or summoned are also affected. volume of the appropriate element.
▶ Concentration: Is required to command an
Repel Vermin elemental.
Duration: 1 turn per level ▶ Dismissing: While control over the
Range: 10' radius around the caster elemental is maintained, the caster may
------------------------------------------------ dismiss it at any time, sending it back to its
Prevent all ordinary insects, rats, spiders, etc. plane of origin.
from approaching. ▶ Disruption: If the caster moves at more
▶ Vermins with 2 or more HD: Must save than half speed or their concentration is
versus spells to approach, but suffer 1d6 disturbed, the command over the elemental
damage. ends. It is, henceforth, a free-willed entity
and will immediately try to kill the caster and
Restriction: Intelligent vermins are not
any who get in its way.
affected.
▶ Dispelling: A conjured elemental may be
dispelled by Dispel Magic or Dispel Evil.
Sticks to Snakes
Duration: 6 turns Restrictions: The caster may summon at
Range: 120’ most one earth elemental in a single day.
------------------------------------------------
2d8 normal sticks are miraculously Cure Critical Wounds
Duration: Instant
transformed into snakes that follow the
Range: The caster or a creature touched
caster’s orders.
------------------------------------------------
▶ Reversion: The snakes become sticks once The caster’s touch heals 3d6+3 hit points of
more if killed or when the duration ends. damage in one living subject. This cannot
raise the subject’s hit points above their
Conjured Snakes
normal maximum.
------------------------------------------------
AC 6 [13], HD 1 (4hp), Att 1 × bite (1d4),
↶ Cause Critical Wounds
THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14 Inflicts 3d6+3 hit points of damage to a
B15 S16 (1), ML 7, AL Neutral, XP 10 (13 if touched creature. In combat, a melee attack
poisonous) roll is required.
------------------------------------------------
▶ Poison: There is a 50% chance of the
snakes being poisonous.
▶ When killed: Revert back to sticks.
Gaea’s Regeneration Return to Nature
Duration: 1 turn Duration: Permanent
Range: Touch Range: 120’
------------------------------------------------ ------------------------------------------------
Potentializes the healing of a living being. Artificial items and structures pointed by the
▶ Rate: Regains 1 hit point per round. caster in a 30’ radius area crumble in rust and
▶ Severed limbs: Can be reattached if moss, with branches, mushrooms and leaves
severed in less than 1 hour. Takes 1 turn to blooming through it.
reattach and heal. ▶ Magic items: Have a 75% chance to be
▶ Fire or acid damage: Cannot be affected by this spell.
regenerated. ▶ Non-magical armours and weapons: Are
utterly ruined.
↶ Gaea’s Decayment ▶ On constructs and metallic creatures:
Creature loses 1 hit point per round and loses Suffer 1d6 damage per level of the caster,
body parts for every 6 hit points lost this way. with a successful save versus spells
In combat, a melee attack roll is required. indicating half damage.
Some kinds of magic (e.g. Cure Disease or
Remove Curse) stops decaying. Sacrificial Resurrection
Duration: Instant
Insect Plague Range: 120’
Duration: Concentration (up to 1 day) ------------------------------------------------
Range: 480’ By making a bargain with the powers of
------------------------------------------------ netherrealm, the caster can exchange one
Cast above ground, this spell conjures a 60’ soul for another, bringing a dead creature
diameter swarm of flying insects (Insect back to life in return for a sacrifice of equal
Swarm) with the following properties: magnitude.
▶ Movement: 20’ per round. While the swarm ▶ Time limit: The caster can raise a person
is within range, the caster is able to direct its that has been dead for no longer than four
movements. days per level of the caster above 6th. For
▶ Vision: Within the area of the swarm is example, a 7th. For example, a 10th level
obscured. caster can revive a character that has been
● Creatures of 2 HD or less: Are driven dead for twelve days (three levels above 7th ×
away, if caught within the swarm. four days).
● Concentration: If the caster moves or loses ▶ Ritual sacrifice: The spell is cast as a ritual
concentration, the swarm dissipates, ending lasting 1 turn, during which a number of
the spell. intelligent beings must be sacrificed, whose
Restrictions: The spell has no effect if cast total Hit Dice equal that of the creature to be
underground. resurrected.
▶ Weakness: Returning from death is an
ordeal. Until the subject gets two full weeks
of bed rest, they have 1 hit point, move at half
the normal rate, cannot carry heavy items,
and cannot attack, cast spells, or use other
class abilities. This period of weakness may
not be shortened by any magical healing.
ILLUSIONIST SPELLS
1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS
Analyse ESP Clairaudience
Beast of Burden Knock Clairvoyance
Message Levitate Haste
Wizard Hand Ray of Enfeeblement ↶ Slow
Wizard Lock
Analyse ESP
Duration: 1 round Duration: 12 turns
Range: Touch Range: 60’
------------------------------------------------ ------------------------------------------------
The caster can handle an item to understand This spell grants the caster the ability to
the enchantment on it. perceive and understand the thoughts of
▶ Handling: Caster suffers consequences if other living creatures.
the item is cursed or boobytrapped. ▶ Focus for 1 turn: To pick up thoughts, the
▶ Chance of success: 15% +5% per caster caster must focus their concentration in one
level to determine the magical characteristic direction for one turn.
of the item. ▶ After this turn: The thoughts of all
▶ Uncertainty: About exact information of creatures within range in that direction can
the item, but knowing the number of pluses be perceived.
and an estimate of charges an item has. ▶ Multiple creatures: If multiple creatures
are within range in the direction being
Wizard Hand focused on, the caster perceives an
Duration: 6 turns incomprehensible mix of all their thoughts. If
Range: 30’ the caster focuses for an additional turn, they
------------------------------------------------ can filter out and understand a single
A floating hand to help its conjurer. creature’s thoughts.
▶ Useful: The magical hand can perform ▶ Meaning: The caster can magically
various tasks (e.g. hold a torch, open a door). understand thoughts in languages they do not
▶ Can’t: Attack, use magic items or hold more speak.
than 100 coins of weight. ▶ Obstructions: ESP' is obstructed by a thin
▶ Within a day: The hand can be convoked layer of lead or by rock of 2’ thick or greater.
and dismissed at will, but when its duration
ends, it needs to be casted again. Knock
Duration: 1 round
Range: 60’
------------------------------------------------
Causes locked, barred, secured, or stuck
doors, gates, chests, and so forth to open.
▶ Magically held doors: Are affected (e.g.
Hold Portal, Wizard Lock).
▶ Secret doors: May be opened, but they
must be known to the caster.
Levitate 3rd LEVEL SPELLS
Duration: 6 turns +1 per level
Range: The caster Clairaudience
------------------------------------------------ Duration: 12 turns
This enchantment allows the caster to move Range: 60’
up and down through the air: ------------------------------------------------
The caster gains the ability to hear through
▶ Vertical: Vertical movement as desired, at
the ears of other living creatures.
up to 20’ per round.
▶ Horizontal: The caster can move laterally ▶ Focus for 1 turn: To establish a connection
by pushing against solid objects. with a creature, the caster must focus their
▶ Weight: A normal amount of weight can be concentration in one particular direction for
carried while levitating. one turn.
▶ After this turn: The auditory perceptions
Ray of Enfeeblement of one creature within range in that direction
Duration: 30' are relayed to the caster.
Range: 1 round per level ▶ Switching: Once a connection is
------------------------------------------------ established, the caster may choose to
Reduces the strength of a single creature. maintain it or to change to another subject.
▶ Obstructions: Clairaudience is obstructed
▶ Enfeeblement: Creature making an attack
by a thin layer of lead or by rock of 2’ thick or
gets a -2 penalty on attack and damage rolls.
greater.
The victim may save versus spells to negate.
Clairvoyance
Wizard Lock
Duration: 12 turns
Duration: Permanent
Range: 60’
Range: 10’
------------------------------------------------
------------------------------------------------
The caster gains the ability to see through the
A Wizard Lock spell magically locks a door,
eyes of other living creatures.
gate, similar portal, or any item that has a
lock. The magical lock is permanent but may ▶ Focus for 1 turn: To establish a connection
be bypassed as follows: with a creature, the caster must focus their
concentration in one particular direction for
▶ The caster: Can freely pass through any
one turn.
portals locked by their own spell.
▶ After this turn: The visual perceptions of
▶ A Knock spell: Allows passage.
one creature within range in that direction
▶ Higher level casters: Magic-using
are relayed to the caster.
characters 3 or more levels higher than the
▶ Switching: Once a connection is
caster of wizard lock may pass.
established, the caster may choose to
▶ Temporary: Bypassing does not destroy a
maintain it or to change to another subject.
Wizard Lock.
▶ Obstructions: Clairvoyance is obstructed
by a thin layer of lead or by rock of 2’ thick or
greater.
Haste 4th LEVEL SPELLS
Duration: 3 turns
Range: 240’ Wizard Eye
------------------------------------------------ Duration: 6 turns
Up to 24 creatures in a 30’ radius area are Range: 240’
enchanted to be able to move and act twice as ------------------------------------------------
quickly as normal: An invisible, magical eye is conjured that
allows the caster to see at a distance.
▶ Movement: Subjects’ maximum movement
rates are doubled. ▶ Movement: The eye can be directed to
▶ Attacks: Subjects may make double the move within range at up to 120’ per turn.
normal number of attacks per round. ▶ Seeing through the eye: By concentrating,
▶ Spells: The number of spells a subject may the caster can see through the eye.
cast per round is not doubled. ▶ Types of vision: The magical eye grants
▶ Magical devices: The use of devices such as infravision to 60’ as well as normal vision.
wands is also not doubled. ▶ Barriers: Though invisible, the eye is
tangible and cannot pass through solid
↶ Reversed: Slow barriers.
Can dispel an active Haste spell. Creatures ▶ Size: The eye is as big as a normal human
affected moves at half speed or attacks each eye.
round. Spellcasting and use of magical
devices are not affected. The victim may save
versus spells to resist. Initiative always loses
(no roll).
5th LEVEL SPELLS
Faithful Hound
Duration: 2 rounds +1 per level
Range: 5’
------------------------------------------------
Summons a phantom hound to serve as a
watchdog to guard a passage, room, door, or
similar space or portal designated by the
caster:
▶ Unseen: The hound is invisible to any other
than its master. Cannot be attacked.
▶ Detects: Invisible, ethereal, concealed or
any similar hard to find creature.
▶ Barks if: Any suspect creature approaches
its guarded place.
▶ Bites: Any intruders who enter its range,
dealing 3d6 damage. The bite is considered a
magical melee attack with THAC0 11 [+8].
▶ Dispelling: The hound may be dispelled by
Dispel Magic or if the caster is more than 5'
away from the hound's guarded place.
Feeblemind
Duration: Permanent
Range: 240’
------------------------------------------------
An arcane spell caster within range must save
versus spells (at a -4 penalty) or become an
imbecile, unable to think clearly or cast
spells.
Telekinesis
Duration: Concentration (up to 6 rounds)
Range: 120’
------------------------------------------------
By concentrating, the caster is able to move
objects or creatures by the power of thought.
▶ Weight: Up to 200 coins of weight per level
of the caster may be targeted.
▶ Movement: The target may be moved up to
20’ per round, in whatever direction the
caster wishes (including vertically).
▶ Save: If a creature is targeted, it may save
versus spells to resist the spell.
▶ Concentration: If the caster’s
concentration is broken, the target will fall.
Teleport ▶ Scant: A location that the caster has visited
Duration: Instant once or twice, has seen by magical scrying, or
Range: 10’ has heard of from descriptions.
------------------------------------------------ ▶ Moderate: A location that the caster has
The caster or a chosen creature vanishes and visited often or has studied via scrying for
reappears at a location of the caster’s several weeks.
choosing. ▶ Exact: A location that the caster has made a
▶ Gear: The subject is teleported with all its detailed study of, in person.
gear, up to its maximum load.
▶ Unwilling subjects: May save versus
spells to prevent the teleportation.
▶ Destination: May be at any distance, but
must be known to the caster. The destination
must be an open space at ground level. (It is
not possible to intentionally teleport the
subject into mid-air or into solid matter.)
▶ Risk: There is a risk, when teleporting, of
accidentally arriving above or below ground
level. The chance of a successful teleportation
depends on the caster’s knowledge of the
destination (see below). Roll d% and consult
the table below.
Teleport Result
Mending Scribe
Duration: Instant Range: The caster’s spell book
Range: The object touched Duration: 6 turns per level
------------------------------------------------ ------------------------------------------------
This spell has two usages: Allows the caster to copy spells into their
1. Fix: An adventure gear item or another spell book for the spell duration, regardless of
common object that’s broken. level or intelligence restrictions.
2. Polish: Cleans and makes an adventure ▶ Scribing: Takes 1 hour per spell level of the
gear item or another common object looks spell. Caster must save versus spells to copy
like new. a spell with success. In a failed save, suffers
1d4 damage per level of the spell.
▶ Higher level spells: Caster suffers a -1
penalty for each spell level higher than
usable.
▶ Caster: Will always be surprised during
scribing.
Shocking Grasp Summon Familiar
Duration: Instant Duration: Up to 24 hours (at referee’s
Range: Touch description)
------------------------------------------------ Range: 10’ per level
Unleashes electric energy when touching a ------------------------------------------------
creature. Allows the caster to obtain a familiar with an
▶ Damage: 1d6+1 point of damage per level AC 7 [12] and 2d4 hp.
of the caster (no saving throw). ▶ Cost: Rare herbs and materials worth
100gp, consumed during a ritual.
Spark Crackle ▶ Summon: Referee determines the
Duration: Instant probability of a creature responding to the
Range: 60’ spell and the type of creature summoned.
------------------------------------------------ ▶ Familiar Abilities: Caster can sense
Casts electric energy in a 10’ radius sphere. through its familiar and can communicate
▶ Damage: Creatures caught suffer 1d4 with it.
damage per four experience levels the caster ▶ Behaviour: Familiar is loyal and follows
has gained (5th, 9th,13th levels) with a orders until death.
successful save versus spells indicating half ▶ Intelligence: Higher than ordinary
damage. animals.
▶ HP: Familiar grants additional hit points to
Spider Climb the caster when within 120’. If the familiar is
Duration: The caster or a creature touched slain, the caster loses the familiar's maximum
Range: 1 round +1 per level hit points from their own current hit points.
------------------------------------------------
This enchantment allows a creature to move
like a giant spider: Familiars table
▶ Climb: Can walk on walls and ceilings d8 Familiar Improved senses
surfaces: 120’ (40’).
▶ Sticky fingers: The subject must have bare 1 Bat Hearing
hands and feet and cannot hold anything in
its hands while climbing. 2 Cat Hearing and
▶ Spell casting: Not possible while climbing. infravision
4 Lizard Smell
6 Raven Vision
Thunderstorm
Duration: Instant
Range: 120’
------------------------------------------------
Thunderbolts clashes that violently punishes
any in a 30’ cube.
▶ Damage: Creatures caught in the
Thunderstorm suffer 1d8 damage per level of
the caster, with a successful save versus
spells indicating half damage.
▶ Aquatic and flying creatures: Have a -4
penalty on the saving throw.
▶ Burrowing and petrifying creatures: Have
a +2 bonus on the saving throw.
5th LEVEL SPELLS Summon Monster: Level 3
Duration: 1 round +1 per level (until
Faithful Hound dismissed or slain)
Duration: 2 rounds +1 per level Range: 5’
Range: 5’ ------------------------------------------------
------------------------------------------------ Summons monsters to do the caster’s
Summons a phantom hound to serve as a bidding:
watchdog to guard a passage, room, door, or
▶ 3rd level monsters: Summons 1d4 3rd
similar space or portal designated by the
level monsters.
caster:
▶ Type of monsters: The referee should
▶ Unseen: The hound is invisible to any other randomly determine the type of monsters
than its master. Cannot be attacked. which are summoned, for example using
▶ Detects: Invisible, ethereal, concealed or dungeon wandering monster tables.
any similar hard to find creature. ▶ Arrival time: Summoned monsters arrive
▶ Barks if: Any suspect creature approaches at the character’s location in 1d4 rounds.
its guarded place. ▶ Commanding: Monsters will attack
▶ Bites: Any intruders who enter its range, enemies as directed or, if the character can
dealing 3d6 damage. The bite is considered a communicate with them, be given other
magical melee attack with THAC0 11 [+8]. tasks.
▶ Dispelling: The hound may be dispelled by ▶ Dismissing: The caster may dismiss it at
Dispel Magic or if the caster is more than 5' any time, sending it back to its plane of
away from the hound's guarded place. origin.
Litoform
Duration: Permanent
Range: Touch
------------------------------------------------
Up to 1000 cubic feet of stone is rearranged as
the caster wishes.
▶ Stone size: Up to a 10’ cube area.
▶ Examples of uses: Caster can make
weapons, doors, sculptures out of stone.
6th LEVEL SPELLS
Globe of Invulnerability
Duration: 1 round per level
Range: Globe
------------------------------------------------
Creates an immobile magical sphere with a
10' diameter around the caster that nullifies
any spell effects of 4th level or lower from
entering the sphere.
▶ Spells already in effect: Are unaffected.
▶ The caster: Can cast spells through the
globe.
▶ Area or effect: Of affected spells does not
include the area of the globe.
▶ Dispel Magic: Can dispel the globe.
Sand Throw
On a natural attack of 18 or higher: May
choose to either deal damage or throw sand
upon the foe’s eyes. Creature must save
versus breath or be blinded for 2 rounds.
Shape Morph
The character’s Shape Change ability can be
used twice per day at 7th level and three
times per day at 12th level.
Sharp Shoot
Missile attacks at long distance are done as it
was at medium distance.
Weapons: Bows, crossbows, slings.
Sharp Throw
Missile attacks at long distance are done as it
was at medium distance.
Weapons: Spears, javelins, hand axes and
daggers.
Side Steps
If attacked, the character may move 1d2×10’
away. Character suffers no penalties on
withdrawals and retreats.
Techniques Available by Classes
9-15 +1 hp
Spells and staves table
2nd-3rd 1d6 hp
Healing Items with Monsters
Healing items are normally found randomly
4th-8th 2d6 hp
within treasure types.
Option: Besides the treasure types, 9th or higher 3d6 hp
humanoid or intelligent monsters
individually have 1-in-6 chance to bear a ▶ Healing potions according to potion's
healing item (e.g. potion of healing, ointment, crafting: Roll a d20 to know the quality of the
antidote). potion of healing. Per each d6 that would be
rolled, restores instead:
Healing items with monsters
Potions table
Monster Item
d20 Quality Restore
Up to 4 HD Antidote (basic),
monsters Ointment, etc 1-8 Poor 1d6 hp
4+1 HD or Potion of
higher leader Antivenom, Potion
monsters of Extra-Healing, etc
OTHER OPTIONS
Energy Conditions
Option: When a creature receives a fire, cold
or lightning attack, there is a 1-in-10 chance
Armour with Damage Reduction to suffer from a bad condition.
Option: Additionally to avoid damage in ------------------------------------------------
combat, the armour reduces the damage 1. Overheat (fire): Character cannot attack,
(each die rolled inflicts a minimum of 1 hit concentrate or cast spells. Every 3 rounds, has
point damage) received from attacks (e.g. a 1-in-4 chance to suffer 1 point of damage.
weapons, claws, stones) when the character is 2. Frozen (cold): Character cannot move,
harmed depending on the source. attack or communicate. Can be automatically
hit in melee and suffer triple damage.
Damage reduction table
3. Palsy (lightning): Character has a 1-in-3
chance to fail to move, speak, or attack. DEX
Armour Source of damage
and shield bonus do not apply when attacked.
Goblin Hexstrike
Once per day, when the goblin hits a creature,
inflicts 2d3 instead of its normal weapon
damage and the hit creature suffers -1 to
attacks for 2 rounds.
▶ Suggested for: Goblin-like monsters (e.g.
Goblin, Hobgoblin, Bugbear).