You are on page 1of 114

BLAZE-USER If the lantern is destroyed, the blaze-user

cannot use the Sacred Fire powers 1d4 weeks


until a new holy lantern is blessed by a divine
Requirements: Minimum WIS 9 spell caster and gathers enough power.
Prime requisite: STR
Hit Dice: 1d6
Sacred Fire
Maximum level: 14
Armour: Chainmail, no shields Blaze-users can use torches, lanterns and
Weapons: Dagger, short sword, sword other fire sources (its fire is extinguished) to
Languages: Alignment, Common gain the following powers:
Crimson blade: Once per day and for 1 turn
Blaze-users are adventurers that pay homage per level, the blade of a dagger, short sword or
to the fire element. They research and sword wielded by the blaze-user gains a +1
meditate about the fire aspects. Always bonus to attack and damage against
travelling and applying their ember powers plant-based creatures, insect-like creatures,
with passion. bird-like creatures, creatures that cannot
regenerate fire damage and undead creatures.
Combat The blade can harm these creatures if they
are immune to mundane attacks.
Blaze-users can use one-handed blades as Fire dart: A missile attack (5’–10’ / 11’–30’ /
weapons. They can use chainmail, but no 31’–50’) at a -4 penalty against a target that
shields. deals 2d4 damage. May be used to ignite stuff.
Fire shield: The blaze-user may produce a
Ember Connoisseur blazing protection each combat round to gain
Upon reaching 3rd level, blaze-users can a +1 bonus to AC that deals 1d3 damage
recognize fire-related magical items (e.g. against a creature that hits the blaze-user
scrolls, swords, wands). with a melee attack.
Fire suppression / ignition: A flame from a
fire source (e.g. torches, bonfire, oil) visible
Fire Affinity
may be extinguished. A potential fire source
The blaze-user gains a +1 bonus to reaction visible may be ignited.
rolls when encountering fire-related
creatures. Scroll Use
A blaze-user of 9th level or higher can cast
Fire Blessing
arcane spells related to fire from scrolls.
Upon reaching 2nd level, blaze-users have There is a 10% chance of error: the spell does
resistance (half damage) to non-magical fire not function as expected and creates an
and +1 bonus to all saving throws versus unusual or deleterious effect.
fire-based magical or breath attacks. On
the 7th level, the blaze-user gains resistance Weather and Environment
to fire-based magical or breath attacks.
Under rain: The Sacred Fire powers cannot
be used and a -1 penalty to AC.
Holy Lantern
High humidity levels in the air: There's a
The blaze user maintains a hand-sized silver 1-in-6 chance that the Sacred Fire powers
lantern where the consecrated fire is kept will fail and a torch will be consumed either
burning. In order to use the Sacred Fire way and a -1 penalty to attack rolls.
powers, torches must be lit with this lantern. Dry humidity levels: A +1 bonus to AC.
A lantern can only light up to 6 torches per Volcanic areas: A +1 bonus to AC and the
hour. holy lantern can light up to 8 torches within
an hour.
Blaze-User Level Progression

Saving Throws

Level XP HD THAC0 D W P B S

1 0 1d6 19 [0] 12 13 14 15 16

2 2.500 2d6 19 [0] 12 13 14 15 16

3 5.000 3d6 19 [0] 12 13 14 15 16

4 10.000 4d6 17 [+2] 10 11 12 13 14

5 18.500 5d6 17 [+2] 10 11 12 13 14

6 37.000 6d6 17 [+2] 10 11 12 13 14

7 85.000 7d6 14 [+5] 8 9 10 11 12

8 140.000 8d6 14 [+5] 8 9 10 11 12

9 270.000 9d6 14 [+5] 8 9 10 11 12

10 400.000 9d6+1* 12 [+7] 6 7 8 9 10

11 530.000 9d6+2* 12 [+7] 6 7 8 9 10

12 660.000 9d6+3* 12 [+7] 6 7 8 9 10

13 790.000 9d6+4* 10 [+9] 4 5 6 5 8

14 920.000 9d6+5* 10 [+9] 4 5 6 5 8

* Modifiers from CON no longer apply.

After Reaching 9th Level


A blaze-user becomes a fire lord and may
construct a stronghold in the middle of the
desert, blending in with the scorching sands,
or hidden in a volcanic or mountain area and
control the surrounding lands. Whatever
material it is made of, the construction costs
as much as similar work in igneous stone, due
to the exquisite quality of firecraft involved.
MERCHANT Identification of Treasure
Starting at 4th level, merchants become able
Requirements: Minimum CHA 9
to identify magic items, using knowledge
Prime requisite: CHA
gained from their travels to determine
Hit Dice: 1d4
whether an item is cursed. The merchant
Maximum level: 14
takes 1 turn to identify, but is unable to
Armour: Leather, no shields
remove the curse from the item.
Weapons: Club and dagger
Languages: Alignment, Common
Logistic
Merchants are members of trade guilds who Starting at 7th level, specialists hired by the
are always looking for wealth and merchant double their productivity.
opportunities for their businesses. They are
organised in caravans, bazaars, commercial Smuggler
warehouses and other smaller or larger
structures. Merchants are not very suitable to While trading and talking with NPCs, there is
combat and do not have magical abilities, but a 5% chance that they have a magic item and
they can contribute to the success of a try to sell it to the merchant. The item in the
campaign. NPC's possession is rolled according to the
Magic Item Type roll table below. Separate
Bargain and Profit probabilities are listed in the table for Basic
and Expert level merchants (i.e. merchants of
Due to their trading skills, merchants are able 1st to 3rd level and merchants of 4th level or
to buy and sell items, information, and other higher). The Basic probabilities are listed in
things for cheaper and expensiver than the the B column, and the Expert probabilities in
stipulated price, respectively. As they become the X column. The stipulated price of the
more known and experienced, they get prices magic item is set by the referee and if the
that are more advantageous to them. merchant has enough money, he can
A 1st level merchant gains 10% discounts on purchase the item.
item purchases and 10% profit when selling
goods. It becomes 20% upon reaching 3th
Magic Item Type
level, 30% upon reaching 6th level, 40% upon
reaching 9th level, and 50% upon reaching B: d% X: d% Type of Item
12th level.
01–10 01–10 Armour or Shield
Combat
11–15 11–15 Misc. Item
Merchants cannot wear armour bulkier than
leather and cannot use shields. Their choice
16–40 16–35 Potion
of weapons is limited to clubs and daggers.

41–45 36–40 Ring


Contratant
With their smooth talk and negotiation, they 46–50 41–45 Rod / Staff / Wand
gain a +1 bonus to the reaction of supporters
during the hire. 51–70 46–75 Scroll or Map

71–90 76–95 Sword

91–00 96–00 Weapon


Merchant Level Progression

Saving Throws

Level XP HD THAC0 D W P B S

1 0 1d4 19 [0] 13 14 13 16 15

2 2.000 2d4 19 [0] 13 14 13 16 15

3 4.000 3d4 19 [0] 13 14 13 16 15

4 8.000 4d4 19 [0] 13 14 13 16 15

5 16.000 5d4 19 [0] 13 14 13 16 15

6 32.000 6d4 17 [+2] 11 12 11 14 12

7 64.000 7d4 17 [+2] 11 12 11 14 12

8 120.000 8d4 17 [+2] 11 12 11 14 12

9 240.000 9d4 17 [+2] 11 12 11 14 12

10 360.000 9d4+1* 17 [+2] 11 12 11 14 12

11 480.000 9d4+2* 14 [+5] 8 9 8 11 8

12 600.000 9d4+3* 14 [+5] 8 9 8 11 8

13 720.000 9d4+4* 14 [+5] 8 9 8 11 8

14 840.000 9d4+5* 14 [+5] 8 9 8 11 8

* Modifiers from CON no longer apply.

After Reaching 9th Level


Transport A merchant can establish or build a trading
Used to transport goods to distant places, the post. Once a trading post is established, the
merchant can carry more cargo than other merchant now attracts 5d6 traders. These
characters. The maximum carrying capacity merchants can work in the warehouse trading
of animals and vehicles owned by a merchant treasures from all corners of the world and
is 20% higher than normal. The capacity can also compose caravans in search of new
increases to 40% upon reaching 5th level and routes for the merchant.
60% upon reaching 10th level.
PRIEST used by divine spell casters (e.g. some magic
staves).

Requirements: Minimum INT 9,


Rituals
Minimum WIS 9, Minimum CHA 9
Prime requisite: WIS Having studied their deity's rites for years,
Hit Dice: 1d4 priests can perform spells in ritual form if
Maximum level: 14 they maintain concentration, not consuming
Armour: None like the memorised spells of the day.
Weapons: Mace, staff Preparation: When memorising the spells of
Languages: Alignment, Common the day, the priest may select one spell from
each spell level available in order to perform
Priests are part of a religious organisation. as a ritual.
They exercise authority in communities, Liturgical components: In addition to
channel the power of a deity. Priests lack the having a holy symbol, the priest must use 1
combat versatility of clerics, but their deeper vial of holy water for each spell level of the
connection with their deity makes the priest a spell being cast as a ritual (Bless and other
more effective spell caster. spells already suitable as a ritual, uses 1 vial
only). The referee may designate other
Combat liturgical components as needed.
Time: Rituals require 6 rounds to be
Priests are unable to use shields or wear any completed. After a spell has been cast
kind of armour. Strict holy doctrine prevents through a ritual, the priest cannot perform
priest’s use of weapons other than maces or any other ritual for 5 turns.
staves.
Turning the Undead
Divine Magic
Priests can invoke the power of their deity to
Holy symbol: A priest must carry a holy repel undead monsters encountered. To turn
symbol. the undead, the player rolls 2d6. The referee
Deity disfavour: Priests must be faithful to then consults the table opposite, comparing
the tenets of their alignment, clergy, and the roll against the Hit Dice of the undead
religion. Priests who fall from favour with monsters targeted.
their deity may incur penalties.
Successful Turning
Magical research: A priest of any level may
spend time and money on magical research. If the turning attempt succeeds, the player
This allows them to create new spells or other must roll 2d6 to determine the number of HD
magical effects associated with their deity. affected (turned or destroyed).
When a priest reaches 9th level, they are also Turned undead: Will leave the area, if
able to create magic items. possible, and will not harm or make contact
Spell casting: A priest may pray to receive with the cleric.
spells. The power and number of spells Destroyed undead (result of D): Are
available to a priest are determined by the instantly and permanently annihilated.
character’s experience level. The list of spells Excess: Rolled Hit Dice that are not sufficient
available to paladins is found in Cleric and to affect a creature are wasted. However, at
Magic-User Spells (priests have the same least one undead creature will always be
spell selection as clerics). affected on a successful turning.
Using magic items: As spell casters, priests Mixed groups: If turn undead is used against
can use magic scrolls of spells on their spell a mixed group of undead monsters of
list. They can also use items that may only be different types, those with the lowest HD are
affected first.
Priest Level Progression

Saving Throws Spells

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 - - - -

2 2.500 2d4 19 [0] 9 10 12 14 12 2 - - - -

3 5.000 3d4 19 [0] 9 10 12 14 12 2 1 - - -

4 10.000 4d4 19 [0] 9 10 12 14 12 2 2 - - -

5 20.000 5d4 19 [0] 9 10 12 14 12 2 2 1 1 -

6 40.000 6d4 17 [+2] 6 7 9 11 9 2 2 2 1 1

7 80.000 7d4 17 [+2] 6 7 9 11 9 3 3 2 2 1

8 150.000 8d4 17 [+2] 6 7 9 11 9 3 3 3 2 2

9 300.000 9d4 17 [+2] 6 7 9 11 9 4 4 3 3 2

10 450.000 9d4+1* 17 [+2] 6 7 9 11 9 4 4 4 3 3

11 600.000 9d4+2* 14 [+5] 3 5 7 8 7 5 5 4 4 3

12 750.000 9d4+3* 14 [+5] 3 5 7 8 7 5 5 5 4 4

13 900.000 9d4+4* 14 [+5] 3 5 7 8 7 6 5 5 5 4

14 1.050.000 9d4+5* 14 [+5] 3 5 7 8 7 6 6 5 5 5

* Modifiers from CON no longer apply.

Vow of Humility
Priests must donate 25% of all income to a
religious institution related to their god.

After Reaching 9th Level


A priest may establish or build an abbey. So
long as the priest is currently in favour with
their god, an abbey may be bought or built at
half the normal price, due to divine
intervention. Once an abbey is established,
the priest will attract followers (5d6 × 10
clerics of level 1–2 and 1d4 × 5 priests of level
1–2) to learn the holy doctrine.
ADVENTURING GEAR ADVENTURING GEAR
Adventuring Gear Adventuring Gear

Item Cost (gp) Item Cost (gp)

Backpack 5 Holy symbol (gold) 100

Barrel 1 Holy symbol (silver) 25

Bedroll 2 Holy symbol (wooden) 5

Bell (miniature) 1 Holy water (vial) 25

Belt pouch 1 Ink (vial) 1

Block and tackle 5 Iron spikes (12) 1

Box (iron, large) 30 Ladder (wooden, 10’) 5

Box (iron, small) 10 Lantern 10

Bucket 1 Lantern, bullseye 20

Caltrop (bad of 20) 1 Lock 1

Candle (10) 1 Magnet 5

Chain (10’) 30 Magnifying glass 3

Chalk (10 sticks) 1 Manacles 1

Chest (wooden. large) 5 Marbles (bag of 20) 1

Chest (wooden. small) 1 Mining pick 3

Chisel 1 Mirror (hand-sized, steel) 1

Cooking pots 3 Musical instrument (string) 20

Crowbar 10 Musical instrument (wind) 5

Firewood (bundle) 1 Needle 1

Fishing rod and tackle 4 Oil (1 flask) 1

Grappling hook 25 Paper (2 sheets) 1

Hammer (small) 2 Pole (10’ long, wooden) 1


Adventuring Gear Adventuring Gear

Item Cost (gp) Item Cost (gp)

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

Spade and shovel 2 — 0

Stakes (3) and mallet 3 3 — 0

Tent 20 — 0

Thieves’ tools 25 — 0

Tinder box (flint & steel) 3 — 0

Torches (6) 1 — 0

Trap, bear 25 — 0

Twine (100’ ball) 1 — 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)

Item Cost Item Cost


(gp) (gp)

Antidote (basic, 1 dose) 80 Potion of antivenom 1600

Antidote (great, 1 dose) 160 Potion of extra-healing 2000

Bandage (3 straps) 3 Potion of healing 400

Belladonna extract (2 doses) 50 Potion of infravision 1000

Eyedrops (basic, 2 doses) 30 Potion of stonebreak 2400

Eyedrops (great, 1 dose) 125


▶ Common apothecary: In villages, small
Gecko solution (3 doses) 30 towns or settlements. Have a limited supply,
affordable but not so reliable.
Ghostroot powder (2 doses) 250 ▶ High apothecary: In cities and large towns
or settlements. Alongside with the supply of a
Gilded needle (1 needle) 275 basic apothecary, sell potions too.

Ginkgo extract (2 doses) 50 Apothecary Encumbrance


If using the encumbrance rule, each item
Incense (2 sticks) 15
purchased in the apothecary has 10 coins of
Mortar and pestle 4 weight.

Nazar powder (2 doses) 300 Apothecary Descriptions


Antidote, basic: Medicine that neutralises
Ointment (2 doses) 50
poison effects from non-magical sources.
Someone who has died from that kind of
Poppy tears (1 dose) 80
poisoning within a number of rounds can be
revived. There is a 3-in-10 chance of success
Resina draconis (1 dose) 400
within two rounds and a 1-in-10 chance
Wake tea (2 doses) 25 within three to five rounds.
Antidote, great: Medicine that neutralises
Wolfsbane (1 bunch) 10 poison effects from magical sources.
Someone who has died from that kind of
poisoning within a number of rounds can be
revived. There is a 3-in-10 chance of success
within two rounds and a 1-in-10 chance
within three to five rounds.
Bandage: Straps of cloth to aid. Stop
bleeding.
Belladonna extract: Remedy made from Poppy tears: An extract from the seeds of a
belladonna. Neutralises lycanthropy effects in certain plant to alleviate pain. Suspends the
a character hit within 3 turns. There is a effects (but not death) of a disease for 1 day
2-in-10 chance of success. or cures an energy condition (overheat, frozen
Eyedrops, basic: Liquid solution to apply on and palsy). There is a 4-in-10 chance of
eyes. Restores the sight of a character blinded success.
by Darkness or similar effects. There is a Potion of antivenom: Prevents poisoning
5-in-10 chance of success. for the potion's duration and poisoning
Eyedrops, great: Liquid solution with a effects are cured. A character who has died
secret formula to apply on eyes. Restores the from poisoning can be revived, if potion is
sight of a character blinded by Continual drunk within ten rounds.
Darkness or similar effects. There is a Potion of extra-healing: Restores 3d6+3 hit
3-in-10 chance of success within two rounds points of damage. This cannot grant more hit
of the blindness and a 1-in-10 chance after. points than the subject’s normal maximum.
Gecko solution: A liquid to apply on eyes. At the referee’s discretion, it may be
Creatures with light sensitivity that suffer consumed in three smaller doses, each one
penalty in bright light, daylight. The effect restoring 1d6+1 hit points of damage.
lasts for 6 rounds. There is a 6-in-10 chance Potion of healing: Restores 1d6+1 hit points
of success. of damage. This cannot grant more hit points
Ghostroot powder: Powder made with than the subject’s normal maximum.
ghostroot that allows a character to turn the Potion of infravision: Drinking this potion
undead for 1 turn as a cleric of the same level. grants infravision 60'. At the referee’s
There is a 5-in-10 chance of success. discretion, a potion of invisibility may be
Gilded needle: A golden needle infused with consumed in six smaller doses, each with a
gorgon blood remedy that pierces through reduced duration.
stone. Restores a petrified character to life. Potion of stonebreak: Prevents petrification
There is a 3-in-10 chance of success within for the potion's duration. If poured over a
two rounds of the petrification and a 1-in-10 petrified character, restores it to life.
chance after. Resina draconis: Powder made with dragon
Ginkgo extract: Remedy made from ginkgo blood. Neutralises contracted diseases. There
biloba. Neutralises paralysing effects. There is is a 4-in-10 chance of success within 1 day.
a 4-in-10 chance of success. Wake tea: An infusion of green tea and
Incense: Aromatic sticks that release spices. Once per day, a character may skip the
fragrant smoke when burnt. When used with need to rest in the dungeon (one turn every
a restorative spell or item, roll the dice twice hour) without suffering penalty. Within 4
and keep the better result. hours after ingested (24 turns), a character
Mortar and pestle: Tools to grind up to six may save versus spells against a Sleep spell
ounces of materials in order to mix them to to resist the magical slumber.
prepare concoctions. Wolfsbane: This herb can be used to repel
Nazar powder: Powder made with blessed lycanthropes. The creature must be hit with
stones that cancels a curse for 1 turn. There is the herb in melee combat.
a 4-in-10 chance of success.
Ointment: A viscous medicine made with
herbs, wax, oils and other substances. It
takes: 5 minutes to make effect and restores
1d4 hit points of damage. A person can only
benefit from 1 dose of ointment per day.
TEMPLES AND SHRINES
Provides magical assistance inside their places and its surroundings at some cost.

▶ 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.

SMALL TEMPLES / SHRINES GREAT TEMPLES / SHRINES


Roll 1d4 + 2 to know the level of the divine spell Roll 1d8 + 6 to know the level of the divine spell
caster running the temple or shrine. caster running the temple or shrine.

● Augury 300gp ● Commune 1,000gp


● Bless 25gp ● Control Weather 10,000gp
● Continual Light 500gp ● Cureall 5,000gp
● Cure Blindness 1,000gp ● Cure Serious Wounds 350gp
● Cure Disease 1,000gp ● Cure Critical Wounds 600gp
● Cure Light Wounds 100gp ● Dispel Evil 1,000gp
● Death Recall 500gp ● Divination 1,000gp
● Detect Evil 100gp ● Exorcise 1,000gp
● Detect Magic 150gp ● Heal 2,000gp
● Dispel Magic 500gp ● Neutralise Poison 1,000gp
● Glyph of Warding 1,000gp ● Plane Shift 4,000gp
● Minor Heal 800gp ● Raise Dead 10,000gp
● Protection from Evil 500gp ● Regenerate 10,000gp
● Purify Food and Water 100gp ● Restore 5,000gp
● Remove Curse 2,500gp ● True Seeing 2,000gp
● Slow Poison 200gp
● Tongues 500gp
WEAPONRY
Weapons Ammunition

Cost Weight Cost


Weapon (gp) (Coins) Items (gp)

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

Sarissa 15 150 Tower shield: A great shield to improve


defence. Can only be used by martial
Scythe 8 100 characters and and

Shuriken 2 10 ● Imposes: A -4 penalty to its wielder attack


rolls.
Sickle 5 20 ● Enemy missile attacks: Suffer a -1
penalty when targeting the wielder.
Silver sword 70 60
● Speed: Wielder suffers a -5’ penalty to its
movement rate at encounters (regardless of
Slam ball 10 50
using encumbrance rule).
Trident 4 30

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

Weapon Damage Qualities

Boomerang 1d4 Blunt, Missile (5’–40’ / 41’–80’ / 81’–120’), Return

Chakram 1d4+1 Missile (5’-10’ / 11’-20’ / 21’-30’)

Claws 1d4 Melee, Dual-attack

Flail 1d6 Blunt, Melee

Hand cannon 1d12 Loud, Missile (5’–70’ / 71’–140’ / 141’–210’), Powder reload,
Slow, Two-handed

Knuckles 1d4 Blunt, Melee, Dual-attack

Kusarigama 1d4 Entangle, Melee, Reach (10’), Two-handed

Racket 1d6 Blunt, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’), Slow,


Two-handed

Sarissa 1d6+1 Brace, Melee, Reach (20'), Slow, Two-handed

Scythe 1d10 Melee, Slow, Two-handed

Shuriken 1d4 Missile (5’-10’ / 11’-20’ / 21’-30’)

Sickle 1d4 Melee, Missile (5’-10’ / 11’-20’ / 21’-30’)

Silver sword 1d8 Melee

Slam ball 1d3 Blunt, Missile (5’–30’ / 31’–60’ / 61’–90’), Slam

Trident 1d6 Brace, Melee, Missile

Whip 1d4 Bring, Melee, Entangle, Reach (15’)


TREASURES
Crests
A symbol of prestige among certain creatures. Helps to interact with monsters when an encounter
occurs.

▶ Value: Each crest is 1,000gp worth:


▶ +1 bonus: To modify monsters reaction rolls:

● 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.

● Banshee 2,100gp ● Giant, Frost   3,000gp ● Rakshasa   4,200gp


● Basilisk 1,800gp ● Giant, Hill 2,400gp ● Remorhaz 3,600g
● Black Pudding 1,500gp ● Giant, Stone 2,700gp ● Roc    1,800gp
● Blink Dog 1,200gp ● Giant, Storm 4,500gp ● Roper 3,600gp
● Bugbear 900gp ● Gnoll 600gp ● Rust Monster 900gp
● Bulette 2,700gp ● Gnome 300gp ● Sahuagin 600gp
● Carcass Crawler 600gp ● Goblin 300gp ● Satyr 3,000gp
● Catoblepas 1,200gp ● Golem, Clay 1,500gp ● Skeleton    300gp
● Centaur 1,200gp ● Golem, Iron   2,700gp ● Snake Person 1,800gp
● Chimera 2,700gp ● Golem, Stone 2,100gp ● Sphinx 4,500gp
● Cockatrice 1,500gp ● Gorgon 2,400gp ● Svirfneblin 300gp
● Couatl 2,700gp ● Green Slime 300gp ● Tarrasque 5,400gp
● Cyclops 3,900gp ● Griffon    1,200gp ● Treant 2,400gp
● Demonic Knight 3,000gp ● Halfling   300gp ● Troll 1,800gp
● Djinni 4,200gp ● Harpy 900gp ● Unicorn    2,400gp
● Dragon, Black 2,100gp ● Hellhound    1,200gp ● Vampire 2,700gp
● Dragon, Blue 2,700gp ● Hippocampus 1,200gp ● Warp Beast 1,800gp
● Dragon, Brass 2,100gp ● Hippogriff 600gp ● Winter Wolf 1,800gp
● Dragon, Bronze 2,700gp ● Hobgoblin 300gp ● Wyvern 1,200gp
● Dragon, Copper 2,400gp ● Homunculus   2,700gp ● Xorn 2,100gp
● Dragon, Gold 3,300gp ● Hook Beast   1,500gp ● Yeti    1,200g
● Dragon, Green 2,400gp ● Hydra 3,000gp ● Zombie 300gp
● Dragon, Red 3,000gp ● Kobold 300gp
● Dragon, Sea 2,400gp ● Lamia 2,700gp
● Dragon, Silver 3,000gp ● Lich 4,200gp
● Dragon, White 1,800gp ● Lizard Man   600gp
● Dragon Turtle 4,500gp ● Manticore 1,800gp
● Drider 1,800gp ● Medusa 1,200gp
● Drow 300gp ● Merman 300gp
● Dryad 1,200gp ● Mimic 1,500gp
● Duergar 300gp ● Mind Lasher 2,400gp
● Dwarf 300gp ● Minotaur 1,800gp
● Efreeti 4,500gp ● Mycelian 300gp
● Elf 300gp ● Neanderthal 600gp
● Ettin 3,000gp ● Nightmare 1,800gp
● Eye of Terror 3,300gp ● Ogre 1,200gp
● Flail Snail 600gp ● Orc 300gp
● Gargoyle 2,400gp ● Owl Bear 900gp
● Gelatinous Cube 600gp ● Pegasus 600gp
● Ghost 3,000gp ● Peryton     1,200gp
● Ghoul 600gp ● Phoenix     6,000gp
● Giant, Cloud 3,600gp ● Pixie 300gp
● Giant, Fire 3,300gp ● Purple Worm 2,400gp
Books Pictures Series
▶ Found individually: The amount of pieces in
a series is listed in square brackets.
Book of Plains Kings 700gp
Book of the Sunk City 2,000gp
Classic of Mountains and Seas 4,400gp Birds of Paradise [6] 1,200gp
Epic of Gil 3,200gp Constellation Weaving [88] 400gp
Love Song of Night and Day 3,500gp Four Seasons [4] 5,000gp
Myriad Leaves Anthology 5,000gp Gods of Fortune [7] 450gp
Netherworld Lord’s Notepad 4,900gp Hunt of the Unicorn [7] 1,100gp
Records of the Grand Historian 1,200gp Immortal Mountain [36] 2,000gp
Rulu’s Cyclopaedia 1,000gp Realms of Being [6] 3,000gp
Timapum’s Will 200gp Star of Destiny: Earthly [72] 250gp
Turtle Dragon Chronicles 2,100gp Star of Destiny: Heavenly [36] 500gp
Sunflowers [12] 3,750gp
Water Lilies [250] 600gp
Foodstuff

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.

Armour +1, Phoenix


Armour +1, Zombie ▶ Human martials: Are the only ones
▶ Initiative: Always lose (no roll). allowed to use it.
▶ Living dead: Immune to effects that affect ▶ Ward: +2 bonus to all saving throws
living creatures (e.g. poison). Immune to against poison or death and paralysis or
mind-affecting or mind-reading spells (e.g. petrification.
charm, hold, sleep). ▶ Melee weapons damage: Is reduced by 1
point per damage die rolled. (Each die inflicts
Armour +2, Bog
a minimum of 1 hit point damage.)
▶ “Plus” bonus: In swamp environments
▶ Attacking the heel: AC 0 [19]. May be
only.
targeted by missile attacks. If hit, it deals
triple damage to the wearer (not
Armour +2, Colony
cumulative with other Ligyron’s items).
▶ “Plus” bonus: In city, settled environments
only.
Leather +1, Boiled
▶ Hardness: Gain +1 bonus to AC against
Armour +2, Desert
arrows and crossbow bolts attacks.
▶ “Plus” bonus: In desert environments only.
Leather +2, Hell Hound
Armour +2, Forest
▶ Normal cold: Unharmed by non-magical
▶ “Plus” bonus: In forest environments only.
heat or fire.
Armour +2, Jungle ▶ Save bonus: Gain a +1 bonus to saving
▶ “Plus” bonus: In jungle environments throws versus fire-based effects (e.g. magic or
only. breath attacks).

Armour +2, Lake Leather +2, Thunder Beast


▶ “Plus” bonus: In lakes, river environments ▶ Normal cold: Unharmed by non-magical
only. lightning and storms.
▶ Save bonus: Gain a +1 bonus to saving
Armour +2, Mountain throws versus lightning-based effects (e.g.
▶ “Plus” bonus: In barrens, hills, mountains magic or breath attacks).
environments only.
Leather +2, Winter Wolf
Armour +2, Plains ▶ Normal cold: Unharmed by non-magical
▶ “Plus” bonus: In clear, grasslands cold or freezing temperatures.
environments only. ▶ Save bonus: Gain a +1 bonus to saving
throws versus cold-based effects (e.g. magic
Armour +2, Shore or breath attacks).
▶ “Plus” bonus: In ocean, sea environments
only. Leather +3, Draconic
▶ Dragon scales: Halves damage from breath
weapons.

Armour +3, Ligyron


Platemail +1, Evil Eye Shield +1, Boiled Leather
▶ Anti-magic ray: The central eye in the ▶ Hardness: +1 bonus to AC against arrows
armour’s chest dispels magic up to 60’ in and crossbow bolts attacks.
front. Spell casting fails and ongoing spells
and magic items are temporarily disabled. Shield +1, Boomerang
▶ Attacking the armour’s central eye: AC 2 ▶ Warrior weapon: Usable by martials only.
[17], 20 hp. If reduced to 0 hp, the anti-magic ▶ Can be thrown: As a missile weapon with a
ray ceases to function and the armour ranged attack.
becomes a normal plate mail +1. ▶ Range: 5’–10’ / 11’–20’ / 21’–30’.
▶ Returns: To the wearer after the attack.
Platemail +1, Remorhaz ▶ Damage: 1d6.
▶ Melt weapons: A weapon that hits has a
Shield +1, Bulette
1-in-4 chance of contacting the red hot back
▶ Able to burrow: 30’ (10’).
and instantly melting. Magical weapons are
▶ Cover: Partial cover against missile attacks.
unaffected.
Shield +1, Darksteel
Platemail +2, Demonic
▶ Indestructible: Can’t be destroyed by
▶ If a demihuman wears: Instantly dies.
natural or magical means.
▶ Aura of fear: Any who come within 5’ must
save versus spells or flee at maximum speed
Shield +1, Day
for 6 rounds, with a 40% chance of dropping
▶ “Plus” bonus: During daytime only.
held items.
▶ Detect invisible creatures: Within 60’. Shield +1, Healing
▶ Magic resistance: +2 bonus to all saving ▶ Divine magic: Usable by divine spell
throws against magic. casters only.
▶ Alignment: Changes to chaotic. ▶ Heals: On command, 1d6+1 hit points or
▶ Life consuming: Each 1 turn wearing the paralysing effects when the wearer or an ally
armour, the wearer loses 1 year of its life touches it.
span. ▶ Usage limit: Is effective on any individual
at most once per day.
Platemail +3, Behemoth ▶ Made from: Wood or metal.
▶ Semi mundane immunity: Non-magical
attacks are halved. Shield +1, Light
▶ Movement rate: Always 30’ (10’). ▶ On command: Produces light in a 30’
▶ Rejection: After one hour, it detaches from radius.
the wearer’s body and cannot be donned until
the next day. Shield +1, Lokapala
▶ Charging: Every time its wearer receives an
Shield -1, Missile Attracter enemy attack, a red pattern appears on the
▶ Curse: Attracts any missile attacks if the shield.
wearer is within range. ▶ Fully charged: When the eighth pattern
▶ Removing: Once the curse is active, the appears.
character cannot remove the shield. The ▶ Retribution wave: Releases a 100’ long
curse can only be removed by magic (e.g. line of energy that deals 1d12 damage per hit
Remove Curse). dice of the wearer.
▶ After wave: Patterns vanish from the
Shield +1, +3 vs Missiles shield and it becomes a normal magic shield
▶ +3 plus: Against missile attacks. +1 for three months.
Shield +1, Mirror Shield +1, Shiny Buckler
▶ Prevents gaze: The shield's magical ▶ Short: The “plus” bonus to AC applies only
reflective surface can be used to fight against to melee attacks.
monsters that use their gaze to harm (e.g. ▶ Free hand: Attached to the arm, the wearer
petrify, kill). is able to use a secondary weapon or perform
▶ Bouncing: On a save versus magic, there is other tasks.
2-in-6 chance to reflect it back against the
caster (with halved force if it’s magic that Shield +1, Warding
deals damage). ▶ Magic resistance: +2 bonus to all saves
versus magic.
Shield +1, Medusa ▶ Magic missiles: Each missile requires a
▶ Petrification: Anyone who looks at the ranged attack roll to hit the wearer.
shield will be turned to stone for 1d4 rounds
(save versus petrify). Shield +2, Ligyron’s
▶ Magic resistance: +2 bonus to saves ▶ Human martials: Are the only ones
versus petrify. allowed to use it.
▶ Ward: +2 bonus to all saving throws
Shield +1, Mushroom against breath attacks and wands.
▶ Delicatessen: The wearer can tear off a ▶ Missile weapons damage: Is reduced by 1
chunk of the shield. It has the properties of a point per damage die rolled. (Each die inflicts
Rations, Iron for 1 day. The shield loses its a minimum of 1 hit point damage.)
“plus” ▶ Attacking the heel: AC 0 [19]. May be
▶ Nutritious: When eating the chunk, there’s targeted by missile attacks. If hit, it deals
1-in-4 chance to restore 1 point of damage. triple damage to the wearer (not
▶ Chunk’s regrowth: In 1d6 turns. The cumulative with other Ligyron’s items).
shield regains its “plus”.
Shield +2, Dragon Turtle
Shield +1, Night ▶ Immunity: Gas (e.g. chlorine, steam).
▶ “Plus” bonus: During nighttime only. ▶ Hardened: Gain a +1 bonus against larger
than human-sized creatures.
Shield +1, Providence
▶ Divine magic: Usable by divine spell Shield +2, Repulsion
casters only. ▶ Creatures with less than 6HD: Are pushed
▶ Spell effects: On command, produces the 10’ away if they make a melee attack roll
effect of one of the following spells when the against the wearer (save versus death to
wearer or an ally touches it: Remove Curse, avoid).
Neutralise Poison.
▶ Usage limit: Is effective on any individual
at most once per day.
▶ Made from: Wood or metal.

Shield +1, Sentinel


▶ Alert: Wearer's side is only surprised if they
roll 1.
▶ Initiative: +1 bonus.
MISCELLANEOUS ITEMS
✪ Amphora of Mystic Water ✪ Mantle of Faith
✪ Bargain Tag ✪ Necklace of Body Double
✪ Beryl Circlet ✪ Number One Coin
✪ Blaze Regulator ✪ Opal Circlet
✪ Boots of Mislead ✪ Peach Wood Sword
✪ Cape of the Mountebank ✪ Pill of Hangover
✪ Citrine Wristband ✪ Pillow of Invigoration
✪ Cloak of Arachnida ✪ Quiver of Holding
✪ Cloak of Stiffness ✪ Rabbit’s Foot Amulet
✪ Cloak of the Mastermind ✪ Robe of the Archpriest
✪ Cobbled Wings Glider ✪ Robe of the Magi
✪ Druidic Vest ✪ Robe of the Priest
✪ Dullstone ✪ Ruby Circlet
✪ Electric Eel Bracelet ✪ Sapphire Circlet
✪ Eyes of the Accuracy ✪ Scabbard of Blade Eating
✪ Eyes of the Underdark ✪ Scabbard of Keen Edges
✪ Eyes of the Weakness Tracking ✪ Scabbard of Strengthening
✪ Four Leaf Amulet ✪ Scarf of the Helping Hand
✪ Frost Regulator ✪ Shoes of the Tiny Ones
✪ Galvanic Regulator ✪ Silenus' Wineskin
✪ Golden Hairpin ✪ Skullclamp
✪ Goldfish Earring ✪ Slippers of Spider Climbing
✪ Golem’s Clay Ball ✪ Smouldering Ruby Egg
✪ Growstone ✪ Snowflake Boots
✪ Guts Headband ✪ Sovereign Glue
✪ Hat of Disguise ✪ Spider Armlet
✪ Helm of Underwater Action ✪ Stone Alarm
✪ Hermit Beans ✪ Sustaining Spoon
✪ Hourglass Amulet ✪ Tide Jewel
✪ Lantern of Revealing ✪ Topaz Circlet
✪ Lesser Dark Magatama ✪ Universal Solvent
✪ Lesser Light Magatama ✪ Vest of Escape
✪ Ligyron’s Greaves ✪ Weaven Silk Shirt
✪ Ligyron’s Helmet ✪ Weaven Web Shirt
✪ Magic Mushroom ✪ Wind Fan
✪ Magma Boots ✪ Wind Guardian’s Sack
Amphora of Mystic Water Blaze Regulator
An amphora filled with sacred water to A silver device for arcane casters with an
release a warrior’s full potential. Many tried interest in pyromancy. Clip to a belt or on the
to drink, but met their doom. chest to use it.
------------------------------------------------ ------------------------------------------------
▶ If a non-human martial drinks the ▶ Magical core: Once per day, can use a
water: Is instantly killed. known fire-based spell of each level.
▶ If a human martial drinks the water: ▶ Disrupted spells: Being cast via regulator
Must save versus death (at a -10 penalty) deals 1d6 damage per spell level to the caster.
or dies. If the character saves successfully, ▶ Fiery inspiration: Chance of failure
gains the following powers: becomes 10% and time of research is halved,
a. Combat ability: The character attacks as a in any magical research related to fire.
25 Hit Dice monster.
b. Damage: Inflicts two additional dice of Blink Cloak
A sparking cloak that allows its wearer to
damage.
perform short teleportations.
c. Magic piercer: Hit monsters that can only
------------------------------------------------
be harmed by magic.
▶ Blink: In combat, teleport close to an
d. Protection: +1 bonus to all saving throws.
enemy, attack, then reappear 1d4 × 10’ away.
Bargain Tag If they have initiative, can blink away without
A small shining plate in rainbow patterns the opponent being able to counter-attack.
acknowledged among merchants and ▶ Evasion: If in serious danger, the wearer’s
specialists. side movement rate is doubled while fleeing.
------------------------------------------------
▶ Bargain: 1-in-10 chance to get a discount Boots of Mislead
Magical boots to someone that wishes not to
of 50% when buying or paying for services
be found.
(e.g. adventure gear, weapons, fees).
------------------------------------------------
Beryl Circlet ▶ False footsteps: The boots leave tracks of
Precious circlet made by dwarves. Grants the any size or shape its wearer wants.
wearer protection against lightning. ▶ Vanishing footsteps: The boots leave no
------------------------------------------------ tracks if the wearer wants.
▶ Normal lightning: Unharmed by
non-magical lightning Cape of the Mountebank
A brightly red coloured cape with a magical
▶ Save bonus: Gain a +2 bonus to all saving
ability to make its wearer disappear in a cloud
throws versus lightning-based magical or
of smoke and reappear in another location.
breath attacks.
------------------------------------------------
▶ Lightning-based damage: Is reduced by 1
▶ Teleportation: Once per day, wearer can
point per damage die rolled. (Each die inflicts
teleport itself to a known location within 360’
a minimum of 1 hit point damage.)
▶ Location: Cannot be occupied by a solid
object.
Citrine Wristband Cobbled Wings Glider
A jewelled wristband empowered to prevent Hang glider made of bamboo and a hundred
poisoning. patches of silk that were sewn together.
------------------------------------------------ ------------------------------------------------
▶ Alert: Poisoned objects, foods and drinks, ▶ Speed: The glider flies at 480’ (160’).
or venomous creatures are caused to glow. ▶ Passengers: An additional passenger may
▶ Protection: +2 bonus to all saving throws be carried. When carrying two people, the
against poison. glider’s speed is 300’ (100’).
▶ Prevents poisoning: 2 times, then ▶ Attack: The one riding the glider can’t
shatters, with the wristband becoming utterly attack or cast spells, but a passenger can.
useless. ▶ Duration: Can fly for up to 2 hours.
▶ Landing: 1-in-3 chance to rip apart and
Cloak of Arachnida become unable to fly, but with its remains can
A black silk garment woven with spider be easily remade via magical research.
web-like patterns. It provides the wearer with
various magical abilities related to spiders. Druidic Vest
------------------------------------------------ A lightweight garment with woodland
▶ Web Immunity: The wearer becomes patterns to divine spell casters able to change
immune to being trapped by both mundane their shape.
and magical webs. ------------------------------------------------
▶ Web Movement: The wearer can move at ▶ Druidic magic: Usable by divine spell
half speed through any webbed area. casters with access to druidic magic only.
▶ Web Launch: Once per day, can cast Web, ▶ Shape Change: Grants to its wearer the
per the magic-user spell. ability to change into the form of a reptile,
▶ Spider Climb: The cloak grants the ability bird, and mammal an additional time per day.
to climb, as per the Spider Climb magic-user
spell. Dullstone
▶ Poison Resistance: The wearer gains a +2 A polished, roughly hewn piece of decorative
bonus on all saves against spider poisons. stone (e.g. agate) which grants its owner with
a slower evolution.
Cloak of Stiffness ------------------------------------------------
A cursed cloak which paralyses who dons it. ▶ XP modifier: The character has a -10%
------------------------------------------------ penalty to its gain of XP.
▶ Handling: The cloak can be handled safely. ▶ Discarding the stone: The stone
▶ Doning: The wearer is instantly paralyzed, reappears, hidden somewhere on the
without a saving throw. As long as the cloak character’s person, unless the curse is
remains in place, the victim cannot move removed by magic (e.g. Remove Curse).
itself even by magic.
▶ Removing: Once donned, can only be Electric Eel Bracelet
removed by magic (e.g. Remove Curse). An eel-shaped bronze bracelet that wraps
around its user’s arm. Its wearer feels always
Cloak of the Mastermind energised.
A deep-blue cloak from an outer world being. ------------------------------------------------
------------------------------------------------ ▶ Electric Shock: Anyone within 5’ suffer 3d4
▶ Mental defence: +2 bonus to all saving damage; Within 5’–10’ suffer 2d4 damage;
throws against mental powers. Within 10’–15’ suffer 1d4 damage. (No attack
▶ ESP: Can read thoughts of any within 20’. roll or saving throw.)
Obstructed by a thin layer of lead or by rock ▶ Electric shock frequency: May be used at
of 2’ thick or greater. most once per hour.
▶ Magic resistance: +2 bonus against ▶ Electrical resilience: Half damage from
mind-affecting magic. electrical attacks.
Eyes of Accuracy Galvanic Regulator
A pair of crystal lenses that fit over the eyes, A silver device for arcane casters with an
enhancing its wearer's accuracy. interest in electromancy. Clip to a belt or on
------------------------------------------------ the chest to use it.
▶ Sharp eyes: When making an attack, the ------------------------------------------------
wearer rolls two dice and chooses the better ▶ Magical core: Once per day, the caster can
result. use a known lightning-based spell of each
level.
Eyes of the Underdark ▶ Disrupted spells: Being cast via regulator
A pair of crystal lenses that fit over the eyes deals 1d6 damage per spell level to the caster.
to grant the power to see through darkness. ▶ Shocking inspiration: Probability of
------------------------------------------------ failure becomes 10% and time of research is
▶ Everseeing: Wearer is not affected by halved, in any magical research related to
darkness spells and blinding effects. lightning.
▶ Infravision: 30’.
Golden Hairpin
Eyes of the Weakness Tracking An extremely rare accessory worn in the hair
A pair of crystal lenses that fit over the eyes by spell casters.
showing a foe's weak point. ------------------------------------------------
------------------------------------------------ ▶ Magic pool: Wearer becomes able to
▶ Weak point: If a foe has some kind of memorise two additional spells of 1st, 2nd,
immunity, it will be negated if the wearer 3rd and 4th spell levels.
rolls a natural 16 or higher on an attack roll. ▶ Resistance: Wearer gains a +2 bonus on
saving throws against magical silence.
Four-Leaf Amulet
An emerald green and gold four-leaf clover Goldfish Earring
brooch worn on clothing or armour. An accessory for one of the ears in the shape
------------------------------------------------ of a small goldfish to filter listened
▶ Lucky: Wearer gains a +1 bonus to all information.
saving throws. ------------------------------------------------
▶ Distrust: -1 penalty to reaction ▶ Listening: The wearer gains the ability to
rolls when encountering chaotic creatures. understand information in any language,
including coded messages. No ability to speak
Frost Regulator
unknown languages is conferred.
A silver device for arcane casters with an
interest in cryomancy. Clip to a belt or on the
chest to use it.
------------------------------------------------
▶ Magical core: Once per day, the caster can
use a known cold-based spell of each level.
▶ Disrupted spells: Being cast via regulator
deals 1d6 damage per spell level to the caster.
▶ Chill inspiration: Probability of failure
becomes 10% and time of research is halved,
in any magical research related to cold.
Golem’s Clay Ball Guts Headband
A 6” diameter mass of clay in a basket that A white cloth headband worn by resilient
moulds itself into a golem in order to help its ones.
master. ------------------------------------------------
------------------------------------------------ ▶ From the guts: If the wearer's current hit
▶ Master: An arcane or divine spell caster points is 2 or more and would be killed by an
only. attack, there’s a 1-in-4 chance to survive
Usage: The items may be used as follows: with 1 hit point instead.
▶ Frequency: May only be used once per day. ● Human martials: 2-in-4 chance to
▶ Before use: The mass of clay must be survive.
prepared. This takes one round.
▶ Morphed clay golem: The mass of clay Hat of Disguise
On command, it changes its wearer's
becomes a 8 HD golem to do its master’s
appearance as per the illusionist's Glamour
bidding.
spell.
▶ Return to original form: After 3 turns, if
------------------------------------------------
hp is reduced to 0 or if the golem is dispelled
▶ Duration: Wearer's appearance returns to
by Dispel Magic or Dispel Evil.
normal when commanded again.
------------------------------------------------
Morphed Clay Golem
8’ tall humanoid statues of morphed clay. Helm of Underwater Action
A special helm to dive and explore waters.
------------------------------------------------
------------------------------------------------
AC 4 [15], HD 8* (36hp), Att 1 × fist (1d10 +
▶ Underwater Sight: The lenses of the
curse), THAC0 12 [+7], MV 60’ (20’), SV D8
helmet allows its wearer to see five times
W9 P10 B10 S12 (8), ML 12, AL Neutral, XP
further underwater than humans and
1,200, TT None
demi-humans would normally see.
------------------------------------------------
▶ Underwater Breathing: On command,
▶ Weapon immunity: Only harmed by blunt
creates a magical air bubble around the
weapons.
wearer's head, enabling normal breathing
▶ Energy immunity: Unharmed by fire and
underwater.
cold.
▶ Bubble duration: Bubble persists until
▶ Curse: Damage inflicted can only be healed
commanded to cease.
by a divine spell caster of 7th level or higher.

Growstone Hermit Beans


A polished, roughly hewn piece of decorative Green savoury beans that can only be
stone (e.g. agate) which grants its owner with cultivated by immortal sages. 1d3 beans are
a faster evolution. usually found inside a small pouch.
------------------------------------------------ ------------------------------------------------
▶ XP modifier: The character has a +10% ▶ Wounds: A bean restores a person’s hit
bonus to its gain of XP. points to its maximum.
▶ Panacea: A bean cures any disease, poison
and other conditions.
▶ Nourishment: Sustains a person for 7 days
(no need to eat or drink).
Hourglass Amulet
An amulet with a small hourglass inside to Ligyron’s Greaves
improve speed reaction. Greaves from an ancient elite hero.
------------------------------------------------ ------------------------------------------------
▶ Initiative: The wielder always acts first in ▶ Human martials: Are the only ones
the round, as if they had won initiative. allowed to use it.
▶ Usage frequency: May be used at most ▶ Movement: Movement rate is doubled.
once per hour. ▶ Attacks: The number of attacks per round
the character can make is doubled.
Lantern of Revealing ▶ Attacking the heel: AC 0 [19]. May be
A hooded lantern with a unique ability to targeted by missile attacks. If hit, it deals
expose invisible objects and creatures in a 25' triple damage to the wearer (not
radius. cumulative with other Ligyron’s items).
------------------------------------------------
▶ Invisibility: Is negated while the lantern's Ligyron’s Helmet
light, but the invisibility itself is not removed. Helmet from an ancient elite hero.
▶ Oil: Consumed normally (24 turns). ------------------------------------------------
▶ Human martials: Are the only ones
Lesser Dark Magatama allowed to use it.
A piece of black stone to empower arcane ▶ Ward: +2 bonus to all saving throws against
spell casters. spells, rods or staves.
------------------------------------------------ ▶ Magic damage: Is reduced by 1 point per
▶ Exclusive to: Arcane spell casters. damage die rolled. (Each die inflicts a
▶ Once per day: Wielder can rememorize a minimum of 1 hit point damage.)
1st or 2nd level spell. ▶ Attacking the heel: AC 0 [19]. May be
▶ After use: The magatama has 2-in-10 targeted by missile attacks. If hit, it deals
chances to crackle and become utterly triple damage to the wearer (not
useless. cumulative with other Ligyron’s items).

Lesser Light Magatama Magic Mushroom


A piece of white stone to empower divine Red magical mushroom which can change a
spell casters. person's size. 1d3 mushrooms are usually
------------------------------------------------ found together.
▶ Exclusive to: Divine spell casters. ------------------------------------------------
▶ Once per day: Wielder can rememorize a ▶ Bite: When a mushroom is bitten, a
1st or 2nd level spell. character doubles in size and gains the
▶ After use: The magatama has 2-in-10 following powers:
chances to crackle and become utterly 1. Damage: The damage inflicted by the
useless. character’s attacks is doubled.
2. Load: The amount of weight the character
can carry is doubled.
▶ Original size: The character returns to
normal after 2 turns or if hit.

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.

Sapphire Circlet Scabbard of Strengthening


Precious circlet made by dwarves. Grants the A magical scabbard that hones the potential
wearer protection against cold. of bladed weapons.
------------------------------------------------ ------------------------------------------------
▶ Normal cold: Unharmed by non-magical ▶ Adapts: To store any bladed weapon inside.
cold. ▶ Enhancing: In combat, the first melee
▶ Save bonus: Gain a +2 bonus to all saving attack with a weapon that was stored inside
throws versus cold-based magical or breath deals an additional dice of damage.
attacks. ▶ Resheath: Takes 6 turns to enhance the
▶ Cold-based damage: Is reduced by 1 point blade again.
per damage die rolled. (Each die inflicts a
minimum of 1 hit point damage.) Scarf of the Helping Hand
A long scarf with one of its ends in the shape
Scabbard of Blade Eating of a hand. Helps its wearer to do lots of
Cursed scabbard that ruins a bladed weapon. things. Stretchy and durable.
------------------------------------------------ ------------------------------------------------
▶ Adapts: To store any bladed weapon inside. ▶ Useful hand: The magical knitted hand can
▶ Blade destroyer: Destroys a bladed weapon perform various tasks (e.g. hold a torch, open
stored inside. If the weapon is magical may a door).
save versus spells with its “plus” as bonus to ▶ Can’t: Attack or use magic items.
avoid destruction. ▶ Range: 20’
▶ Stuck: If the weapon saves successfully, ▶ Can hold: Up to 100 coins of weight.
cannot be removed unless removed by magic
(e.g. Remove Curse). Shoes of the Tiny Ones
An apparently common pair of shoes to short
people.
------------------------------------------------
▶ Fake height: Anyone wearing looks 1’
taller. Some may look a little weird.
Silenus’ Wineskin Smouldering Ruby Egg
A skin full of sweet red wine of a bohemian An ebony egg with glittering ruby-coloured
god. veins. It’s said that when it finally hatches,
------------------------------------------------ something impressive shall happen.
▶ Everflowing: The wine that’s inside never ------------------------------------------------
ends. ▶ The egg: Whenever the egg’s owner is
▶ Any who drinks: More than 1 pint of the harmed by an enemy, it will rock with the
wine must save versus poison or gets drunk veins glowing brighter.
for 3d6 turns. ▶ The tenth time owner gets harmed: Roll
1d10:
Skullclamp
1-9: Nothing happens and the count resets.
Cursed headgear which suffocates the
10: The egg hatches and bursts into 8d12
thoughts of its wearer.
rubies (1,000 gp value each).
------------------------------------------------
▶ Wearing: The headgear constricts and Snowflake Boots
attaches around the character’s head, White boots that are perfect for cold climates.
inflicting 2 points of damage per round. ------------------------------------------------
▶ Mind constriction: The character cannot ▶ Snow surface: Walk without sinking or
cast spells or concentrate. Character loses 1d4 slowing.
points of INT permanently. ▶ Ice surface: Walk without breaking or
▶ Removing: The headgear can only be sliding.
removed with magic (e.g. Remove Curse).
▶ If the character dies: The headgear Sovereign Glue
remains constricted in place until the corpse An adhesive substance with exceptional
has rotted away (about 1 month).It then bonding capabilities, creating permanent
loosens, ready for another victim. connections between any objects it binds.
------------------------------------------------
Slippers of Spider Climbing ▶ Glue Quantity: A vial contains 1d6+1 doses
Footwear that grants the wearer the ability to of glue.
climb any surface and move across ceilings at ▶ Coverage: Each dose of glue coats up to 1
a rate of 20'. square feet of surface.
------------------------------------------------ ▶ Once applied: The bond requires one
▶ Versatile Climbing: Wearer is able to climb round to set, allowing the items to be
surfaces and move upside down across separated before it becomes permanent.
ceilings. ▶ Permanent: After the bond has set, cannot
▶ Hands-Free Climbing: The wearer is able be undone unless dissolved with universal
to move without using their hands. solvent or using a wish.
▶ Surface: The slippers become useless if the
surface is hazardous for normal walking (e.g. Spider Armlet
ice, grease, etc). A crimson armlet in pearly white web pattern.
▶ Usage Frequency: The slippers can be used Allows a man to do some things a spider can.
for up to 1 turn per day. ------------------------------------------------
▶ Web Launch: Cast Web, per the magic-user
spell.
▶ Web frequency: May not be used more
than once per turn.
▶ Arachne symbol: +2 bonus to all saving
throws against spiders, scorpions and driders.
Stone of Alarm Universal Solvent
A 3" square stone cube that attaches itself to A powerful substance capable of breaking
an object to warn its owner of intruders. bonds between glued or rusted items.
------------------------------------------------ ------------------------------------------------
▶ Activation: Its command word must be ▶ Versatility: The solvent can unstick any
spoken. objects joined by glue or rust, regardless of
▶ Alarm trigger: If anyone touches the object the adhesive's strength.
without speaking the command word, the ▶ Sovereign Glue: Universal solvent can
stone emits a loud alarm for one round. dissolve even the bonds created by sovereign
▶ Audible Range: The alarm sound can be glue.
heard up to a quarter mile away. ▶ Container Appearance: Universal solvent
is always stored in a distinctive blue and
Sustaining Spoon yellow container.
A miraculous utensil, when placed in an
empty bowl, fills the bowl with a bland but Vest of Escape
nourishing gruel. A silk waistcoat with lockpicks inside secret
------------------------------------------------ compartments that bestow an advantage to a
▶ Nourishment: Provides enough sustain for roguish character attempting to open locks.
a person for 1 day (no need to eat). ------------------------------------------------
▶ Produce: Up to four servings of nourishing ▶ Open locks: Roguish characters (e.g. a
gruel per day. thief) gains a +10% bonus to open locks. This
does not require thieves’ tools. The character
Tide Jewel can only try this skill once per lock. If the roll
A crystalline jewel to help sea travels. A gift fails, the character may not try the same lock
from the sea dragon king. again before gaining an experience level.
------------------------------------------------ ▶ Imperceptible: Only the wearer can detect
▶ Calm waters: Vessels are not affected by the concealed compartments.
gales and storms during the travel.
▶ Miles per day in water: The number of Weaven Silk Shirt
miles a creature or vessel can travel in a day is Incredible shirt made of silk to protect the
determined by dividing its base movement vulnerable.
rate by two. ------------------------------------------------
▶ Wandering monsters: ▶ Cloth: If unarmoured, grants AC 6 [13] to
1. Frequency: At most once per day. the wearer.
2. Chance of encounters: 1-in-6 on oceans ▶ Resilience: +1 AC bonus If wearer is
or rivers. attacked by blunt attacks.
3. Distance: Wandering monsters are always
encountered 4d6 × 10 yards away. Weaven Web Shirt
Incredible shirt made of web to protect the
Topaz Circlet vulnerable.
Precious circlet made by dwarves. Grants the ------------------------------------------------
wearer protection against gas. ▶ Cloth: If unarmoured, grants AC 6 [13] to
------------------------------------------------ the wearer.
▶ Normal gas: Unharmed by non-magical ▶ Resilience: +1 AC bonus If wearer is
gas, steam, etc. attacked by blunt attacks.
▶ Save bonus: Gain a +2 bonus to all saving
throws versus gas-based magical or breath
attacks.
▶ Gas-based damage: Is reduced by 1 point
per damage die rolled. (Each die inflicts a
minimum of 1 hit point damage.)
Wind Fan
A magical had fan that grants the ability to
cast the Gust of Wind spell.
------------------------------------------------
▶ Usage frequency: A wind fan may be used
safely at most once per day.
▶ After its first daily use: It has a cumulative
20% chance of being shredded to pieces,
becoming utterly useless.

Wind Guardian’s Sack


A large sack to release the forces of gales.
Looks like a common bag full of grains or
treasure.
------------------------------------------------
▶ Gales: Roll 1d4 to release:
1. Home Winds: Releases winds that send
the ones who opened the sack back to their
last resting place.
2. Wind Geyser: A random 6 or less HD
creature is launched 100’ upward (save
versus death to halve the height’).
3. Enraged winds: 90’ long wind cone. 2’
wide at the mouth, 30’ wide at far end.
Creatures with less than 3HD swept are aside
(save versus death). 
4. Tornado: 120’ tall, 40’ wide at top, 10’
wide at base. Moves at 240’ (80’). 3d12
damage to all in path and then disappears.
Creatures with less than 5 HD are slain (save
versus death).
▶ After release: The sack is ripped into
shreds.
POTIONS
✪ Potion of Absorption ✪ Potion of Lightning Breath
✪ Potion of Acid Breath ✪ Potion of Lightning Resistance
✪ Potion of Anti-Magic ✪ Potion of Love
✪ Potion of Antivenom ✪ Potion of Macro-Healing
✪ Potion of Arcane Comprehension ✪ Potion of Madness
✪ Potion of Blindness ✪ Potion of Mess
✪ Potion of Clarity ✪ Potion of Necrophagy
✪ Potion of Cold Breath ✪ Potion of Nutrition
✪ Potion of Cold Resistance ✪ Potion of Panacea
✪ Potion of Deterioration ✪ Potion of Paralysis
✪ Potion of Extra-Healing ✪ Potion of Petrification
✪ Potion of Fire Breath ✪ Potion of Poison Breath
✪ Potion of Infravision ✪ Potion of Silence
✪ Potion of Insomnia ✪ Potion of Silver Tongue
✪ Potion of Invulnerability ✪ Potion of Stonebreak
✪ Potion of Life Persistence ✪ Potion of Truth
✪ Potion of Weakness
Potion of Absorption Potion of Clarity
Grants protection against a kind of energy. Releases from mind-affecting spells.
------------------------------------------------ ------------------------------------------------
▶ Chooses the energy to be absorbed: Fire, ▶ Negates: Confusion and Feeblemind spells.
lightning, cold, gas or acid.
▶ Absorption: Character ignores 10 points of Potion of Cold Breath
damage per round. Grants the power to use a breath weapon like
a white dragon.
Potion of Acid Breath ------------------------------------------------
Grants the power to use a breath weapon like ▶ Frequency of use: Up to 3 times.
a black dragon. ▶ Area: A cone of cold: 15’ wide at the far
------------------------------------------------ end, 20’ long.
▶ Frequency of use: Up to 3 times. ▶ Damage: All caught in the area suffer
▶ Area: A line of acid: 5’ wide, 30’ long. damage equal to half the character’s current
▶ Damage: All caught in the area suffer hit points (rounded up). A save versus
damage equal to half the character’s current breath is allowed for half damage.
hit points (rounded up). A save versus
breath is allowed for half damage. Potion of Cold Resistance
Grants protection against cold.
Potion of Anti-Magic ------------------------------------------------
Dispels magic of a certain kind. ▶ Normal cold: Unharmed by non-magical
------------------------------------------------ cold.
▶ Negates: Charm, Geas and curses. ・Save bonus: Gain a +2 bonus to all saving
throws versus cold-based magical or breath
Potion of Antivenom attacks.
Has one of two effects on the character who ▶ Cold-based damage: Is reduced by 1 point
drinks it: per damage die rolled. (Each die inflicts a
------------------------------------------------ minimum of 1 hit point damage.)
▶ Prevents poisoning: For the potion's
duration. Potion of Deterioration
▶ Curing poisoning: Poisoning effects are Appears the same as any other potion.
negated. A character who has died from ------------------------------------------------
poisoning can be revived, if potion is drunk ▶ Effect: Destroys a character’s equipment in
within ten rounds. possession.
▶ Magic items in possession: Makes a save
Potion of Arcane Comprehension versus spells using the character’s saving
Grants two effects on the character who throw values to survive. Items that grant a
drinks it: bonus in combat (e.g. magical weapons and
------------------------------------------------ armour) apply this bonus to the saving throw.
▶ Understanding: This works in the same
way as the magic-user spell Read Magic. The Potion of Extra-Healing
standard potion duration applies. Restores 3d6+3 hit points of damage. This
▶ Scribe: Copy spells from a source to spell cannot grant more hit points than the
book without failure. subject’s normal maximum.
------------------------------------------------
Potion of Blindness ▶ Small doses: At the referee’s discretion, a
Appears the same as any other potion. Potion of Extra-Healing may be consumed in
------------------------------------------------ three smaller doses, each one restoring 1d6+1
▶ Effect: Causes blindness for the potion's hit points of damage.
duration, without a saving throw.
▶ Sipping: Even a sip has the full effect.
Potion of Fire Breath
Grants the power to use a breath weapon like Potion of Lightning Breath
a red dragon. Grants the power to use a breath weapon like
------------------------------------------------ a blue dragon.
▶ Frequency of use: Up to 3 times. ------------------------------------------------
▶ Area: A cone of fire: 15’ wide at the far end, ▶ Frequency of use: Up to 3 times.
20’ long. ▶ Area: A line of lightning: 5’ wide, 30’ long.
▶ Damage: All caught in the area suffer ▶ Damage: All caught in the area suffer
damage equal to half the character’s current damage equal to half the character’s current
hit points (rounded up). A save versus hit points (rounded up). A save versus
breath is allowed for half damage. breath is allowed for half damage.

Potion of Infravision Potion of Lightning Resistance


Drinking this potion grants infravision 60'. Grants protection against lightning.
------------------------------------------------ ------------------------------------------------
▶ Small doses: At the referee’s discretion, a ▶ Normal lightning: Unharmed by
potion of invisibility may be consumed in six non-magical lightning.
smaller doses, each with a reduced duration. ▶ Save bonus: Gain a +2 bonus to all saving
▶ Demihumans: Unaffected. throws versus lightning-based magical or
breath attacks.
Potion of Insomnia ▶ Lightning-based damage: Is reduced by 1
Prevents induced sleeping and magical point per damage die rolled. (Each die inflicts
numbness. a minimum of 1 hit point damage.)

Potion of Invulnerability Potion of Love


Characters of a combat-focused, non-magic Appears the same as any other potion.
using class (e.g. dwarf, fighter, halfling) who ------------------------------------------------
drink this potion is granted invulnerability. ▶ Effect: Charms the drinker to become
------------------------------------------------ infatuated for the first creature on sight.
▶ Unharmed by: Non-magical attacks from 4 ▶ Sipping: Even a sip has the full effect.
HD or lower creatures.
▶ Half damage from: Non-magical attacks Potion of Macro-Healing
from 4+1 HD or higher creatures. Restores 6d6+6 hit points of damage. This
▶ Resistance: +2 bonus to all saving throws. cannot grant more hit points than the
subject’s normal maximum.
Potion of Life Persistence ------------------------------------------------
Has one of two effects on the character who ▶ Small doses: At the referee’s discretion, a
drinks it: Potion of Macro-Healing may be consumed
------------------------------------------------ in six smaller doses, each one restoring 1d6+1
▶ Prevents: Instant death and disintegration hit points of damage.
effects.
▶ Restores a character: From Instant death Potion of Madness
and disintegration effects. Appears the same as any other potion.
------------------------------------------------
▶ Effect: Causes the drinker to fiercely attack
anyone in sight for 1d6 rounds.
▶ Sipping: Even a sip has the full effect.
Potion of Magic Resistance Potion of Poison Breath
Raises drinker’s ward. Grants the power to use a breath weapon like
------------------------------------------------ a green dragon.
▶ Effect: +4 bonus against all saving throws ------------------------------------------------
against magic. ▶ Frequency of use: Up to 3 times.
▶ Area: A cloud of poison gas: 10’ wide, 15’
Potion of Mess long.
Character’s mind becomes utterly confused.
------------------------------------------------ ▶ Damage: All caught in the area suffer
▶ Turmoil: Roll 1d4 to know the potion effect damage equal to half the character’s current
for its duration: hit points (rounded up). A save versus
1: Can’t do any actions. breath is allowed for half damage.
2: See allies as enemies.
3: Give away its weapon or magic items. Potion of Silence
4: Wander off at referee’s discretion. Appears the same as any other potion.
------------------------------------------------
▶ Sipping: Even a sip has the full effect.
▶ Effect: Causes muteness (conversation and
Potion of Necrophagy spell casting are impossible) for the potion's
Grants protection against unfit food and duration, without a saving throw.
drink. ▶ Sipping: Even a sip has the full effect.
------------------------------------------------
Potion of Silver Tongue
▶ Vulture habits: Poisoned, rotten, spoiled,
Grants the power to speak and understand
or contaminated food and drinks may be
any language within 60’.
consumed safely.
Potion of Stonebreak
Potion of Nutrition
Has one of two effects on the character who
Grants enough sustain for a week without
drinks it:
food or water.
------------------------------------------------
Potion of Panacea ▶ Prevents petrification: For the potion's
Cures the character of any disease. This works duration.
in the same way as the cleric spell Cure ▶ Curing petrification: Petrification effects
Disease. are negated.

Potion of Paralysis Potion of Truth


Appears the same as any other potion. The drinker becomes unable to lie.
------------------------------------------------
▶ Effect: Causes paralysis for the potion's Potion of Arcane Comprehension
duration, without a saving throw. This works in the same way as the magic-user
▶ Sipping: Even a sip has the full effect. spell Water Breathing.

Potion of Petrification Potion of Weakness


Appears the same as any other potion. Appears the same as any other potion.
------------------------------------------------ ------------------------------------------------
▶ Effect: Causes petrification (save vs ▶ Effect: Causes the one who drinks STR
petrify). being reduced to 3 for the potion's duration.
▶ Sipping: Even a sip has the full effect. ▶ Sipping: Even a sip has the full effect.
RINGS
✪ Ring of Alignment Changing ✪ Ring of Featherfall
✪ Ring of Arachnid ✪ Ring of Gaze Turning
✪ Ring of Bone ✪ Ring of Magic Resistance
✪ Ring of Cat's Eye ✪ Ring of Memory
✪ Ring of Clear Thought ✪ Ring of Rebirth
✪ Ring of Curse Solving ✪ Ring of Silence
✪ Ring of Dullness ✪ Ring of Stonebreak
✪ Ring of Wizardry
Ring of Alignment Changing Ring of Dullness
A cursed ring that shifts its wearer’s A cursed ring that weakens its wearer.
behaviour. ------------------------------------------------
------------------------------------------------ ▶ Effect: Within 6 rounds of putting the ring
▶ Effect: Causes the wearer’s alignment to on, the wearer’s WIS is reduced to 3.
change. The new alignment is determined at ▶ Removing: The ring cannot be removed,
random. once worn.
▶ Removing: The ring cannot be removed, ▶ Dispelling: The curse can be removed by
once worn. magic (e.g. Remove Curse), or (at the referee’s
▶ Dispelling: The curse can be removed by option) by performing a special quest.
magic (e.g. Remove Curse), or (at the referee’s
option) by performing a special quest. Ring of Featherfall
Grants protection against falling.
Ring of Arachnid ------------------------------------------------
Blessed by the spider queen. ▶ Falling damage: 1 point of damage per 30’
------------------------------------------------ fallen.
▶ Cling: Can walk on walls and ceilings.
▶ Immunity: To spider poison. Ring of Gaze Turning
▶ In webs: Cannot be entangled and moves at Gaze effects on the wearer of this ring are
full speed. reflected back onto the caster.
------------------------------------------------
Ring of Bone ▶ Charges: After 2d6 gaze effects are
Carved with a skeleton bone. reflected, the ring loses its power.
------------------------------------------------
▶ Negates: Energy drain from undead or Ring of Magic Resistance
spells. Raises the wearer's magical ward.
▶ Charges: After 2d6 energy drains are ------------------------------------------------
negated, the ring loses its power. ▶ Effect: +2 bonus against all saving throws
against magic.
Ring of Cat's Eye
Grants infravision to 60’. Ring of Memory
------------------------------------------------ Invaluable ring for spell casters.
▶ Demihumans: With infravision are not ------------------------------------------------
affected. ▶ Once per day: Spell caster can rememorize
a spell cast that day.
Ring of Clear Thought
Protects against mental harming. Ring of Rebirth
------------------------------------------------ A ring crafted by an immortal.
▶ Immune to: Mind-affecting spells (e.g. ------------------------------------------------
charm, hold, sleep). ▶ Prevents: Instant death and disintegration
effects.
Ring of Curse Solving ▶ If hp is reduced to 0 or less: Character
Wards the wearer against curses. returns to life with half its hit points. After
------------------------------------------------ this, the ring loses this power.
▶ Negates: A curse that would affect its
wearer.
▶ Charges: After 2d6 curses are negated, the
ring loses its power.
Ring of Silence
A cursed ring that silences its wearer.
------------------------------------------------
▶ Effect: Causes muteness (conversation and
spell casting are impossible).
▶ Removing: The ring cannot be 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.

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

d100 Spells doubled

01 -50 Doubles 1st level spells

51 -75 Doubles 2nd level spells

76-82 Doubles 3rd level spells

83-88 Doubles 1st, 2nd level spells

89-92 Doubles 4th level spells

93-95 Doubles 5th level spells

96-99 Doubles 1st, 2nd, 3rd


level spells

00 Doubles 4th, 5th level spells


RODS, STAVES, WANDS
✪ Rod of Assault ✪ Staff of Fury
✪ Rod of Durability ✪ Staff of the Necromancer
✪ Rod of Diplomacy ✪ Staff of Radiance
✪ Staff of Bird Catching ✪ Staff of the Wandering
✪ Staff of Conjuring Elementals ✪ Wand of Dueling
✪ Staff of Continual Healing ✪ Wand of Knockback
Rod of Assault Staff of Bird Catching
An enchanted sceptre that operates A magical staff against sky dwellers.
marvellous deeds in the tide of battle. ------------------------------------------------
------------------------------------------------ ▶ Divine magic: Usable by divine spell
▶ Inspiring wave: Grants a +2 bonus to casters only.
morale, AC, saving throws, attack and damage ▶ Catches: A flying creature the wielder can
rolls of party retainers within 200'. see:
▶ Effect duration: 1d6 rounds. Up to 3 HD: Expends one charge.
▶ Wielder: Cannot attack or cast damaging 3+ to 6 HD: Expends two charges.
spells while using the rod’s power. 6+ to 12 HD: Expends four charges.
▶ Usage frequency: Up to once per day. 12+ to 24 HD: Expends six charges.
24+ or higher HD: Expends ten charges.
Rod of Diplomacy ▶ Height: Up to 40' in the air is catched
A rod with red silk strap in its extremity, a
instantly. Higher than this must save versus
symbol of prestige and authority.
spells with a -2 penalty to avoid catching.
------------------------------------------------
▶ Catched creature: Is dragged down:
▶ Negotiation: Wielder gains a +3 bonus
when trying to parley with intelligent a. Move: Only at half speed.
creatures. b. Cannot go: More than 5' above the ground
▶ Once per day: Wielder can use a or 40' away from the staff wielder.
Suggestion spell in order to negotiate over c. Cannot harm: The staff wielder while
something. catched.
▶ Charges: The rod has 25 charges. ▶ Concentration: The catching persists as
long as the wielder concentrates and does not
Rod of Durability move.
Resist attempts of being bent or broken.
------------------------------------------------
▶ Useful to: Check for traps or to stop
crushing by ceilings and walls.
▶ Destruction: 10% chance of being
destroyed by magical ways.
▶ No charges: Does not use charges; may
be used an unlimited number of times.
Staff of Conjuring Elementals Staff of Fury
Has the power to summon a 8 HD Elemental An ebony with fuchsia details staff known for
from a random elemental plane to do the influencing its wielder’s power lust.
wielder’s bidding. ------------------------------------------------
------------------------------------------------ ▶ Arcane magic: Usable by arcane spell
▶ Summoned elemental: A random 8 HD casters only.
Elemental (Roll 1d4: 1: Air, 2: Earth, 3: Fire, ▶ Damage: From damage spells is increased
4: Water) is conjured to do the summoner’s by 1 point per damage die rolled. (Each die
bidding . inflicts a minimum of 2 hit points damage.)
▶ Concentration: Is required to command an ▶ Foes: Saving against spells empowered by
elemental. the staff suffer a -1 penalty.
▶ Dismissing: While control over the ▶ Backlash: When the last charge of the staff
elemental is maintained, the wielder may is consumed, unleashes 8d6 of damage
dismiss it at any time, sending it back to its against its user.
plane of origin.
▶ Disruption: If the wielder moves at more Staff of Radiance
than half speed or its concentration is A white staff encrusted with golden veins,
disturbed, the command over the elemental with three different light-bringing effects.
ends. It is, henceforth, a free-willed entity ------------------------------------------------
and will immediately try to kill the caster and ▶ Divine magic: Usable by lawful divine spell
any who get in its way. casters only.
▶ Dispelling: A conjured elemental may be ▶ In melee: Acts as a Staff +1, +3 vs
dispelled by Dispel Magic or Dispel Evil. Undead.
▶ No charges: Does not use charges; may be ▶ Light: Expending one charge conjures light
used an unlimited number of times. in a 15’ radius, lasting for 6 turns. The light
may be caused to emanate from a location or
Restrictions: The wielder may summon at
object within 120’.
most one elemental in a single day.
▶ Continual light: Expending 2 charges
Staff of Continual Healing conjures permanent light with a 30’ radius.
Has the power to heal those touched. The light may be caused to emanate from a
------------------------------------------------ location or object within 120’.
▶ Divine magic: Usable by divine spell ▶ Burst of sunlight: Expending 3 charges
casters only. conjures a momentary flash of blazing golden
▶ Effect: Heals 1d6+1 hit points with each light rays, emanating from a point within
usage. 120’. Undead creatures within 40’ of the flash
▶ Usage frequency: May be used up to once suffer 8d6 damage. Creatures viewing the
per hour. flash must save versus spells or be blinded
▶ No charges: Does not use charges; may be for 1 round.
used an unlimited number of times.
Staff of the Necromancer Wand for trickster mages.
A pale staff for wizards with an interest in the ------------------------------------------------
dark arts. Made from the spine bones of a ▶ Knockback hex: Causes 1 point of damage
black dragon, this staff may be used in melee. to a target. A damaged foe must save versus
------------------------------------------------ wands or fall prone, unable to attack until
▶ Necromancy magic: Usable by arcane spell able to stand up again.
casters with access to necromancy magic ▶ Range: 60'
only. ▶ Usage limit: Is effective on any individual
▶ Melee: Acts as a +2 staff. at most once per one hour.
▶ Spells: Can cast: Animate Dead, Command ▶ No charges: Does not use charges; may be
Undead, Hold Undead, Speak with Dead. used an unlimited number of times.

Staff of the Wandering Sage


Staff to let travelling spell casters go there
and back again.
------------------------------------------------
▶ Expends a charge to:
a. Foraging: Expend a charge to find enough
food for 1d6+2 human-sized beings.
b. Hunting: Let the group travel or rest that
day.
c. Losing direction: If the group would lose
direction, the referee may reroll.
▶ Expends two charges to:
a. Miles per day: Determined by dividing
base movement rate by three.
b. Forced march: Characters must rest for
half day.
c. Prevent: Monsters move to encircle the
party.

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.

Spear +1, Darksteel Staff +1, Light


Beyond time forged spear. ▶ On command: Produces light in a 30’
------------------------------------------------ radius.
▶ Indestructible: Cannot be destroyed by
Staff +3, Gold-Banded
natural or magical means.
A marvellous staff, banded with gold at each
Spear +1, Doorway tip. The staff has the power to grow and
A spear which warns of dangers. shrink on command.
------------------------------------------------ ------------------------------------------------
▶ Alert: When the spear is pointed to a door ▶ Minimum STR: Only characters of 16 STR
or portal, it warns if there’s danger on the or higher can wield the staff.
other side. ▶ Size: The staff can be any length between
▶ Usage frequency: Up to three times per 1” and 200’.
day. ▶ Reach: The wielder can attack foes at up to
the staff ’s length distant.
Spear +1, Light
▶ On command: Produces light in a 30’ Trident +1, Reptiles Bane
radius. A trident effective against reptiles.
------------------------------------------------
Spear +3, Holy Avenger ▶ Used against reptiles: Acts as a +3 trident.
A holy spear which grants special bonuses to ▶ Morale affecting: Reptiles make morale
lawful divine spell casters. checks with a -2 penalty.
------------------------------------------------
▶ Save bonus: The wielder gains a +4 bonus Trident +1, Stun
to saves against magic. A trident enchanted with the power to
▶ Used against chaotic creatures: Inflicts paralyse foes.
double damage. ------------------------------------------------
▶ Touched by a non-lawful character: The ▶ Successful hits: The target must save
spear inflicts 1d6 damage per round to versus spells or be paralysed for 2d4 rounds.
neutral characters and 2d6 per round to This consumes one charge.
chaotic characters. ▶ Charges: 1d4+16.
▶ Used by other lawful characters: The
sword functions as a +1 spear, without the
other advantages described above.
Trident +2, Malevolent War Hammer +1, Quake
A trident used by fiends and their chaotic Hammer to create earth tremors.
followers. ------------------------------------------------
------------------------------------------------ ▶ Minimum STR: Only characters of 16 STR
▶ Wicked ward: The wielder gains a +2 or higher can wield the hammer.
bonus to saves against magic from lawful ▶ Quake: Character may hit the ground and
creatures. any other creatures in 40’ suffers 3d8 damage
▶ Used against lawful creatures: Inflicts and must save versus death or fall prone,
double damage. unable to attack until able to stand up again.
▶ Touched by a non-chaotic character: The Creatures not touching the ground are
sword inflicts 1d6 damage per round to unaffected.
neutral characters and 2d6 per round to ▶ Password: Character may shout an agreed
chaotic characters. word before the quake to let its allies jump
and avoid.
Trident +2, Steam ▶ Frequency of quake: The hammer may
A trident with steam flowing in its points. quake the earth at most 1 time in the space of
------------------------------------------------ 1 turn (i.e. 1 time per combat).
▶ Minimum STR: Only characters of 16 STR
or higher can wield the trident. Whip +1, Bloody
▶ Steam: Character may fire a cloud of steam A crimson whip created to inflict vicious,
60’ long, 20’ wide, 20’ high. All caught in the bleeding wounds.
area suffer 2d6 damage. ------------------------------------------------
▶ Underwater: The steam cannot be released ▶ Bleeding: After being hit, the target suffers
underwater. 1 additional point of damage per round (up to
▶ Frequency of steam: The hammer may a maximum of 10 rounds).
release the cloud of steam at most 1 time in ▶ Multiple wounds: Each deal additional
the space of 1 hour (6 turns). damage per round.
▶ Stopping bleeding: Bandaging a wound
Trident +3, Trine stops it bleeding and negates further damage.
A trident blessed by the power of fire, cold ▶ Healing: Damage from the sword cannot be
and lightning. healed by magic or regeneration.
------------------------------------------------ ▶ Restrictions: Constructs and creatures
▶ Successful hits: The target may inflict an without blood are unaffected by the sword’s
additional 1d6+1 damage of fire, cold or wounding effect.
lightning.
▶ ”Plus”: The trident loses one of its +1 each Whip +1, Darksteel
time its power is used. The trident regain a Beyond time forged whip.
plus after 4 hours (24 turns) ------------------------------------------------
▶ Restriction: The trident may inflict at ▶ Indestructible: Cannot be destroyed by
most one additional damage from each natural or magical means.
energy in a single day.
Whip +1, Hair Tie
War Hammer +1, Darksteel An ornamental hair tie which can transform
Beyond time forged hammer. into a magical whip.
------------------------------------------------ ------------------------------------------------
▶ Indestructible: Cannot be destroyed by ▶ Activating: The owner must simply grasp
natural or magical means. the hair tie and will it to become a whip.
▶ Returning: After use, the whipmay be
returned to its hair tie form by touching it
and willing it to transform.
Whip +1, Viper
A whip that magically injects venom into the Whip +2, Freezing
victim when it strikes true. Whip from a snow fairy which releases cold.
------------------------------------------------ ------------------------------------------------
▶ Natural 20: If the wielder rolls an attack ▶ Entangle: If the victim was entangled, one
roll of natural 20, the whip injects venom into of its limbs will be frozen, preventing it from
the victim (save versus death or die using weapons, claws, etc for 1 turn.
instantly). ▶ Usage frequency: The power may be used
twice per day.
Whip +2, Blazing ▶ Fire-based creatures: Are automatically
Whip from a wicked devil which releases fire. entangled.
------------------------------------------------
▶ Entangle: If the victim was entangled, Whip +2, Vileslayer
suffers 1d4 damage for each round for 1 turn. A whip enchanted as a powerful bane
▶ Usage frequency: The power may be used against undead, shadow and devil monsters.
twice per day. ------------------------------------------------
▶ Cold-based creatures: Are automatically ▶ Touched by a chaotic character: The
entangled. whip inflicts 4d4 damage.
▶ Used against undead, shadow or devil:
Whip +2, Charm On a successful hit, the whip inflicts double
A fuchsia whip created to bewitch. damage and has a chance of destroying the
------------------------------------------------ monster (save versus death or be instantly
▶ Entangle: Target must save versus spells annihilated).
or becomes charmed in the same way as the
magic-user spell Charm Person.
▶ Bring: Target must save versus spells or
becomes charmed in the same way as the
magic-user spell charm person.
▶ Usage frequency: The whip's power may be
used up to three times a week.

Whip +2, Electro


Whip from a cloud spirit which releases
thundershock.
------------------------------------------------
▶ Entangle: If the victim was entangled,
attacks received, suffers a 1 point of extra
damage for 1 turn..
▶ Usage frequency: The power may be used
twice per day.
▶ Flying and aquatic creatures: Are
automatically entangled.
SPELLS
A variety of spells to expand the caster’s spell list.
▶ Adding: The spells below may be added normally at the spells available to arcane and divine spell
caster or be acquired through Magical Research.
▶ Origins: The majority of spells listed are from the first editions of Dungeons & Dragons with some
adaptations.
▶ Original spells: New spells crafted are specified with a ※ at the right side of the spell name.
▶ Reversed spells: Reversible spells are specified with a ↶ at the left side of the spell name.
▶ Abbreviations: C: Cleric, D: Druid, I: Illusionist, MU: Magic-User

CLERIC SPELLS

1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS


Aid Augury Animate Dead
Command Chant Cure Blindness
Humble Pebbles ※ Death Recall ※ ↶ Blindness
Pass Undead Drag from Death’s Door Death Ward
Resist Acid Healing Light ※ Dispel Magic
Sanctuary Resist Lightning Feign Death
Reveal Charm Glyph of Warding
Slow Poison Minor Heal ※
Strength Prayer
Translate Reflect Coat ※
Revitalising Dawn ※
Speak with Dead
Tongues

4th LEVEL SPELLS 5th LEVEL SPELLS


Blessed Guard ※ Cureall
↶ Blighted Guard Cure Critical Wounds
Detect Lie ↶ Cause Critical Wounds
Divination Heal
Exorcise Heavenly Grace Shield ※
Flame Strike Part Water
Lower Water Plane Shift
Restore Regenerate
↶ Energy Drain Truesight
Sacrificial Resurrection
Sunburst
1st LEVEL SPELLS Pass Undead
Duration: 1 turn per level
Aid Range: The caster or a creature touched
Duration: 6 turns ------------------------------------------------
Range: The caster or a creature touched The subject is rendered completely
------------------------------------------------ undetectable to undead.
A living subject touched gains bonus hit
▶ Detection: Undead with 6 or more HD may
points.
save versus spells to detect anyone
▶ Bonus hit points: Subject gains a protected by this spell. Undead with 9 or more
number of bonus hit points equal to 1d6+1. HD are never deceived by the spell.
▶ Any damage suffered: Is subtracted first ▶ Hostile actions: Taking hostile action
from the bonus hit points. against undead (e.g. attacking, casting
▶ When the duration ends: If any of the offensive spells) reveals the subject’s
bonus hit points remain, they disappear. presence, but only to the individuals which
▶ Higher level casters: May give more bonus were attacked.
hit points: an additional 1d6+1 per five
experience levels the caster has gained (i.e. Resist Acid
2d6+2 at 6th–10th level, 3d6+3 at 11th–15th Duration: 6 turns
level, etc.). Range: 30’
------------------------------------------------
Command All creatures within range are protected from
Duration: 1 round cold, as follows:
Range: 10’
▶ Normal acid: Unharmed by non-magical
------------------------------------------------
acid.
The caster issues a command of a single word
▶ Save bonus: Gain a +2 bonus to all saving
to a single human, demihuman, or
throws versus acid-based magical or breath
human-like monster, as follows:
attacks
▶ Commands: If they share a language, the ▶ Acid-based damage: Is reduced by 1 point
caster may give a command like "flee", "stop", per damage die rolled. (Each die inflicts a
etc, which they will obey. minimum of 1 hit point damage.)
▶ Suicidal commands: Causes the creature
to faint for the spell duration. Sanctuary
▶ INT 13+ and/or 6+ HD: May save versus Duration: 2 rounds +1 round per level
spells to avoid command. Range: The caster or a creature touched
Restrictions: Undead are not affected. ------------------------------------------------
The caster or another creature cannot be
Humble Pebbles directly attacked:
Duration: Permanent
▶ Attackers: Must save versus spells to
Range: Touch
become able to attack the protected creature.
------------------------------------------------
▶ Area attacks: Can still affect the target.
Consecrate 1d6 sling stones to be used
▶ Protected creature: If the subject attacks
against a certain type of creature (e.g.
or casts a harmful spell, the protection is
goblins, kobolds, undead).
broken, ending the spell.
▶ Against the chosen creature: Gains the
following if used by the caster:
a. +1 on missile attack roll.
b. +3 on damage roll.
c. Considered as a magical attack.
▶ Loses effectiveness: After 1 day.
2nd LEVEL SPELLS Drag From Death’s Door
Duration: Instant
Augury Range: Creature touched
Duration: 3 turns ------------------------------------------------
Range: The caster A subject killed by damage (i.e. not by poison,
------------------------------------------------ disintegration, etc.) within the last 3 rounds
Allows the caster to know if something in the is dragged back from the brink of death.
near future will bring good or bad results for
▶ Weakness: Returning from death is an
the spell duration.
ordeal. Until the subject gets two full weeks
▶ Questions: The caster may ask only one of bed rest, they have 1 hit point, move at half
question per casting. the normal rate, cannot carry heavy items,
▶ Chance of a correct answer: 70% + 1% per and cannot attack, cast spells, or use other
caster level. class abilities. This period of weakness may
not be shortened by any magical healing.
Chant
▶ Bargain: In return for cheating death, the
Duration: Concentration
cleric suffers 1d6 damage and the subject
Range: 30'
suffers a permanent loss of one point from a
------------------------------------------------
random ability score (if using the optional
This spell grants the caster to influence other
rule for returning from death).
living creatures.
▶ Allies: Gain a +1 bonus to attack, damage, Healing Light
saving throws. Duration: Instant
▶ Foes: Suffer a -1 penalty to attack, damage, Range: 60’
saving throws. ------------------------------------------------
▶ Concentration: The Chant persists as long The caster’s heals 1d6+1 hit points of
as the caster concentrates on the spell and damage in one living subject. This cannot
does not move. raise the subject’s hit points above their
normal maximum.
Death Recall
Duration: 1 turn Resist Lightning
Range: Corpse touched Duration: 2 turns
------------------------------------------------ Range: 30’
Upon casting this spell and touching the body ------------------------------------------------
of a creature which has died within the last 24 A single creature is bestowed with
hours, the caster experiences a vision of the supernatural resistance to lightning, as
last 10 minutes of the creature’s life, ending follows:
with its demise: ▶ Normal heat: Unharmed by non-magical
▶ Trance: While witnessing the deceased lightning or electricity.
creature’s last moments of life, the caster is in ▶ Save bonus: Gain a +2 bonus to all saving
a trance state, unable to move or perceive throws versus lightning-based magical or
their surroundings. breath attacks
▶ Lightning-based damage: Is reduced by 1
point per damage die rolled. (Each die inflicts
a minimum of 1 hit point damage.)
Reveal Charm Translate
Duration: 1 turn Duration: 3 turns
Range: 30’ Range: The caster
------------------------------------------------ ------------------------------------------------
Up to 10 creatures within range are caused to The caster gains the ability to understand
glow, to determine if they are under the written information in any language, except
influence of a charm spell. coded messages or symbols (e.g. on treasure
maps). No ability to speak unknown
Slow Poison languages is conferred.
Duration: 1 hour per level
Range: The caster or a creature touched
------------------------------------------------
Poisons affecting the subject are dramatically
slowed, giving the caster time to effect a full
cure.
▶ Poison effects: As long as the subject has
more than 1 hit point, the slowed poison
inflicts 1hp of damage per turn. If the subject
is at 1hp, the poison inflicts no further
damage.
▶ Characters killed by poison: Can be
revived by this spell. Death must have
occurred within one turn per level of the
caster.
▶ Natural poisons: If the subject was
poisoned by a natural plant or animal, the
caster has a 10% chance per level of knowing
a herbal antidote that will fully neutralise the
poison. In the wilderness, gathering the herbs
for the antidote takes one turn. In a
settlement, the herbs may be available for
purchase from a herbalist.
▶ When the duration ends: The full effects
of the poison occur. If the subject was revived
from death by this spell, they die once more.

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.

Cure Critical Wounds


Duration: Instant
Range: The caster or a creature touched
------------------------------------------------
The caster’s touch heals 3d6+3 hit points of
damage in one living subject. This cannot
raise the subject’s hit points above their
normal maximum.

↶ Cause Critical Wounds


Inflicts 3d6+3 hit points of damage to a
touched creature. In combat, a melee attack
roll is required.

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 ※

4th LEVEL SPELLS 5th LEVEL SPELLS


Conjure Fire Elemental Conjure Earth Elemental
Hallucinatory Forest Cure Critical Wounds
Hold Plant ↶ Cause Critical Wounds
Repel Vermin Gaea’s Regeneration ※
Sticks to Snakes ↶ Gaea’s Decayment ※
Insect Plague
Return to Nature ※
Sacrificial Resurrection
1st LEVEL SPELLS 2nd LEVEL SPELLS

Detect Magic Booby Trap


Duration: 2 turns Duration: Permanent (until triggered)
Range: 60’ Range: Touch
------------------------------------------------ ------------------------------------------------
Enchanted objects, areas, or creatures are Affects any closable item (book, box, bottle,
caused to glow. Both permanent and chest, door, etc) to become a bomb that burst
temporary enchantments are revealed. in a magical explosion when triggered.
▶ Do not work: On an item already affected
Humble Pebbles
with Hold Portal or Wizard Lock spells (the
Duration: Permanent
same spells do not affect an item already
Range: Touch
affected with a Booby Trap Spell).
------------------------------------------------
▶ Triggering: Any other creature than the
Consecrate 1d6 sling stones to be used
caster touching the affected item, causing a
against a certain type of creature (e.g.
magical explosion in a 5' radius sphere.
goblins, kobolds, undead).
▶ Damage: Creatures caught in the magical
▶ Against the chosen creature: Gains the explosion suffer 1d6 damage per level of the
following if used by the caster: caster, with a successful save versus spells
a. +1 on missile attack roll. indicating half damage.
b. +3 on damage roll. ▶ Enchanted item: Is not harmed by the
c. Considered as a magical attack. magical explosion.
▶ Loses effectiveness: After 1 day. ▶ Detection and removal: There is a 50%
chance of being detected by any means.
Purify Water Failing to remove it triggers the Booby Trap.
Duration: Permanent
Knock spell: Opens the item, but triggers the
Range: 10’
explosion.
------------------------------------------------
Poisoned, spoiled, or contaminated water is
purified. .
▶ Drink: 6 quarts.

↶ 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

4th LEVEL SPELLS 5th LEVEL SPELLS


Wizard Eye Faithful Hound
Feeblemind
Telekinesis
Teleport
1st LEVEL SPELLS 2nd LEVEL SPELLS

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

Knowledge Ground Too Too


of Dest. Level High Low

Scant 01–50 51–75 76–00

Moderate 01–80 81–90 91–00

Exact 01–95 96–99 00

Ground level: The subject appears at the


intended destination.
Too high: The subject appears 1d10×10’
above the intended destination. If this causes
the subject to appear inside solid matter, they
die instantly. Otherwise, the subject falls
from a height.
Too low: The subject appears below the
surface of the ground and dies instantly.
Knowledge of destination: The caster’s
knowledge of the destination is rated as
follows:
MAGIC-USER SPELLS

1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS


Analyse Amnesia Blink
Beast of Burden Electric Shield ※ Booby Trap
Burning Hands Ice Shield ※ Clairaudience
Cold Scrunch ※ Fake Trap Cone of Cold
Ember Flick ※ Fire Shield Explosive Runes
Erase Flame Lash ※ Feign Death
Feather Fall Frost Lash ※ Gust of Wind
Frost Fingers Magic Mouth Fool’s Gold
Jump Minor Repairing Haste
Mending Phantom Sword ↶ Slow
Message Ray of Enfeeblement Suggestion
Scribe Rope Trick Summon Monster: Lv1
Shocking Grasp Shatter Tiny Hut
Spark Crackle ※ Shock Lash ※
Spider Climb Spellblade ※
Summon Familiar Strength
Unseen Servant Tongues
Wizard Hand ※

4th LEVEL SPELLS 5th LEVEL SPELLS 6th LEVEL SPELLS


Arcane Window Faithful Hound Globe of Invulnerability
Blazestorm Litoform Summon Monster: Lv4
Dig Summon Monster: Lv3
Fear
Fire Charm
Frost Charm ※
Fumble
Hailstorm
Lesser Globe of Invulnerability
Spark Charm ※
Summon Monster: Lv2
Thunderstorm ※
1st LEVEL SPELLS Dancing Lights
Duration: 1 turn
Analyse Range: 40’ + 10’ per level
Duration: 1 round ------------------------------------------------
Range: Touch Lights under the caster’s control are conjured
------------------------------------------------ and may be directed to move anywhere within
The caster can handle an item to understand range. The caster may choose to conjure one
the enchantment on it. of the following types of light:
▶ Handling: Caster suffers consequences if 1. Torches: 1–4 lights that resemble torches
the item is cursed or boobytrapped. or lanterns, casting the appropriate volume of
▶ Chance of success: 15% +5% per caster light.
level to determine the magical characteristic 2. Spheres: 1–4 glowing spheres, resembling
of the item. will-o-the-wisps.
▶ Uncertainty: About exact information of 3. Humanoid: A single, glowing, humanoid
the item, but knowing the number of pluses form.
and an estimate of charges an item has.
Ember Flick
Beast of Burden Duration: Instant
Duration: 2 hours per level Range: 60’
Range: 30' ------------------------------------------------
------------------------------------------------ Casts blazing energy in a 10’ radius sphere.
Partially lightens weight placed upon a single
▶ Damage: Creatures caught suffer 1d4
mount.
damage per four experience levels the caster
▶ Mount's encumbrance and load of coins: has gained (5th, 9th,13th levels) with a
Are doubled. successful save versus spells indicating half
▶ Overloaded mount: At end of duration of damage.
the spell, cannot move and have a 50%
chance to fall and suffer 1d6 points of Erase
damage. Duration: Permanent
Range: 30’
Burning Hands ------------------------------------------------
Duration: Instant Removes magical or mundane writings from a
Range: Touch scroll, one or two pages of paper, parchment,
------------------------------------------------ or similar surfaces.
Unleashes blazing energy when touching a
▶ Cannot remove: Explosive Runes or Glyph
creature.
of Warding.
▶ Damage: 1d6+1 point of damage per level ▶ Success Probability:
of the caster (no saving throw). 1. For magical writings: 50% chance +2%
per level of the caster.
Cold Scrunch
2. For non-magical writings: 50% chance
Duration: Instant
+4% per level of the caster.
Range: 60’
------------------------------------------------ ▶ In hold: If the writing is in the hands of a
Casts freezing energy in a 10’ radius sphere. creature, the creature may also save versus
spells the effects of Erase spell.
▶ Damage: Creatures caught suffer 1d4
damage per four experience levels the caster
has gained (5th, 9th,13th levels) with a
successful save versus spells indicating half
damage.
Feather Fall Message
Duration: 1 round per level Range: 60’ +10' per level
Range: 10’ per level Duration: 1 round
------------------------------------------------ ------------------------------------------------
A creature or object falls slowly like a feather. Caster can whisper a message to a pointed
▶ Falling damage: 1 point of damage per 50’ target creature.
fallen. ▶ Message travels: In a straight line.
▶ Messages shorter than 10 seconds: The
Frost Fingers target creature may use the remaining time to
Duration: Instant answer the caster.
Range: Touch ▶ Obstruction: Between the caster and the
------------------------------------------------ target creature cancels the spell (e.g. pillar,
Unleashes freezing energy when touching a lead).
creature.
▶ Damage: 1d6+1 point of damage per level Run
of the caster (no saving throw). Range: The caster or a creature touched
Duration: 6 hours
Jump ------------------------------------------------
Range: The caster or a creature touched A humanoid creature can move at twice its
Duration: 1 turn movement rate.
------------------------------------------------ ▶ Rest: Afterwards, the creature must rest for
This enchantment allows a creature to make 1d6 hours.
an improved jump. ▶ Higher level casters: May affect more
▶ Leap: Up to 10’ high and 30’ horizontally. creatures: One additional creature per three
▶ Higher level casters: One more leap on experience levels the caster has gained (i.e.
4th level, two on 7th level, three on 10th two creatures at 3rd–4th level, three
level and four on 13th level. creatures at 5th–6th level, etc.).

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

3 Hawk Distance vision

4 Lizard Smell

5 Owl Hearing and


infravision

6 Raven Vision

7 Toad 180’ vision

8 Weasel Hearing, smell

Restriction: A new familiar cannot be


summoned for one year.
Unseen Servant 2nd LEVEL SPELLS
Duration: 6 turns +1 per level
Range: 30’ Amnesia
------------------------------------------------ Duration: Permanent
This spell temporarily summons a non-visible Range: 30’
humanoid to do the caster’s bidding.. ------------------------------------------------
This spell erases the memory of opponents.
▶ Obedient: The servant obeys the caster’s
commands. ▶ Erased memories: 1 round memories, with
▶ Servant cannot: Fight or hold more than an additional round for every level of the
200 coins weight. caster.
▶ Affect: Up to 4 beings within range.
Servant ▶ Scope: Affect only the target's memory and
------------------------------------------------ does not alter actual events or nullify other
AC 9 [10], HD ½* (2hp), Att None, THAC0 20 spell effects.
[-1], MV 120' (40'), SV D14 W15 P16 B17 S18 ▶ Saving Throw: Targeted beings have a save
(NH). ML 12, AL Neutral, XP 6, NA 1 (1), TT versus spells with a penalty to avoid memory
None erasing:
------------------------------------------------ a. -2 penalty: if only one creature is targeted.
▶ Invisible: Naturally invisible; cannot be b. -1 penalty: If 2 creatures are targeted.
attacked in the first round; in subsequent c. No penalty: If 3 or 4 creatures are
rounds, may be attacked at a –2 penalty to targeted.
hit (locatable by faint shadows and air ▶ Restoration: If a victim realises their
movement). memory has been altered, the spells Cureall
or Restore can restore the memory.
Wizard Hand
Duration: 6 turns Electric Shield
Range: 30’ Duration: 1 turn +1 per level
------------------------------------------------ Range: 10’ around the caster
A floating hand to help its conjurer. ------------------------------------------------
▶ Useful: The magical hand can perform This spell wards the caster and all allies
various tasks (e.g. hold a torch, open a door). within 10’ in an aura of lightning:
▶ Can’t: Attack, use magic items or hold more ▶ Bonuses: Those warded gain a +1 bonus to
than 100 coins of weight. saving throws against lightning.
▶ Within a day: The hand can be convoked ▶ Shield: When the spell is active, caster
and dismissed at will, but when its duration gains a +1 bonus to AC.
ends, it needs to be casted again. ▶ Monsters with fewer than 4 HD within
10': Suffer 2d6 damage.
▶ Monsters with 4 or more HD within 10':
Suffer 1d6 damage.
Fake Trap Frost Lash
Duration: Permanent (until triggered) Duration: Instant
Range: Touch Range: 70’
------------------------------------------------ ------------------------------------------------
Sets an inoffensive trap to deceive certain Creates and wields two ice chain whips that
foes. flail up to 6 creatures within range.
▶ Deceives: Classes, abilities and items able ▶ Damage: Creatures flailed by frost lash
to detect traps and dangers to believe that it’s suffer 1d8 damage for each level multiple of
a real trap. three (3rd, 6th, 9th, 12th levels), with a
▶ Chance of Detection: A 1-in-10 chance. successful save versus spells indicating half
▶ Removal: If the removal of a Fake Trap damage.
fails, a hyena laugh bursts from the trap, but ▶ Deep in flesh: 8 on a damage dice result
do not harm anyone. gives a -1 penalty to a creature’s AC for 1
turn.
Fire Shield
Duration: 1 turn +1 per level Ice Shield
Range: 10’ around the caster Duration: 12 turns +1 per level
------------------------------------------------ Range: 10’ around the caster
This spell wards the caster and all allies ------------------------------------------------
within 10’ in an aura of fire: This spell wards the caster and all allies
▶ Bonuses: Those warded gain a +1 bonus to within 10’ in an aura of cold:
saving throws against fire. ▶ Bonuses: Those warded gain a +1 bonus to
▶ Shield: When the spell is active, caster saving throws against cold.
gains a +1 bonus to AC. ▶ Shield: When the spell is active, caster
▶ Monsters with fewer than 4 HD within gains a +1 bonus to AC.
10': Suffer 2d6 damage. ▶ Monsters with fewer than 4 HD within
▶ Monsters with 4 or more HD within 10': 10': Suffer 2d6 damage.
Suffer 1d6 damage. ▶ Monsters with 4 or more HD within 10':
Suffer 1d6 damage.
Flame Lash
Duration: Instant
Range: 70’
------------------------------------------------
Creates and wields two fire chain whips that
flail up to 6 creatures within range.
▶ Damage: Creatures flailed by flame lash
suffer 1d8 damage for each level multiple of
three (3rd, 6th, 9th, 12th levels), with a
successful save versus spells indicating half
damage.
▶ Deep in flesh: 8 on a damage dice result
gives a -1 penalty to a creature’s AC for 1
turn.
Magic Mouth [MU] Phantom Sword
Duration: Permanent until triggered Duration: 3 rounds per level
Range: Touch Range: 80’
------------------------------------------------ ------------------------------------------------
The caster imbues an inanimate object with a Caster summons a normal sword +1 to be
message that is to be spoken out loud by a wielded by a mysterious force.
magical mouth when a certain trigger ▶ Concentration: Required to make the
condition occurs. sword attack something within its range. If
▶ The message: Must be in a language the broken, the sword stops.
caster speaks and may consist of up to 25 ▶ Attacks: Twice per round, using the caster’s
words. THAC0.
▶ The trigger condition: May be as broad or ▶ Cannot: Move more than 80’ away from its
as specific as the caster wishes. It may include caster or stop attacking (but can be wielded
conditions on the enchanted object being by an ally).
touched or on the presence of creatures ▶ Within a day: The sword can be convoked
within 30’ of the object. The trigger condition and dismissed at will, but when its duration
may only take visual appearances into ends, it needs to be casted again.
account (e.g. it cannot discern the alignment, ▶ Dispelling: The magical sword may be
class, level, etc. of creatures who pass by). dispelled by Dispel Magic or Dispel Evil.
▶ Once triggered: The mouth appears,
animates, and speaks the predetermined Ray of Enfeeblement
message. The enchantment then ends. Duration: 30'
▶ Casting spells: The triggered message Range: 1 round per level
cannot cast spells. ------------------------------------------------
Reduces the strength of a single creature.
Minor Repairing ▶ Enfeeblement: Creature making an attack
Duration: Instant gets a -2 penalty on attack and damage rolls.
Range: Object or creature touched The victim may save versus spells to negate.
------------------------------------------------
This spell has two usages:
1. Healing a construct subject: Restores
1d6+1 hit points of damage. This cannot raise
the subject’s hit points above their normal
maximum.
2. Repair vehicles and objects: Repairs one
hull point or 5hp of objects.
Rope Trick Shock Lash
Duration: 2 turns per level Duration: Instant
Range: Touch Range: 70’
------------------------------------------------ ------------------------------------------------
A rope is enchanted to rise up into the air, Creates and wields two lightning chain whips
enabling the caster and others to climb it and that flail up to 6 creatures within range.
disappear into an imaginary space. ▶ Damage: Creatures flailed by shock lash
▶ The rope: Rises up to its full length (or at suffer 1d8 damage for each level multiple of
most 30’) and hangs stiffly in the air, three (3rd, 6th, 9th, 12th levels), with a
magically tethered at the upper end. successful save versus spells indicating half
▶ Climbing the rope: The rope may be damage.
climbed normally. ▶ Deep in flesh: 8 on a damage dice result
▶ Imaginary space: Human-sized (or gives a -1 penalty to a creature’s AC for 1
smaller) creatures that climb to the top of the turn.
rope disappear into the imaginary space
beyond. Spellblade
▶ Capacity: The imaginary space can hold up Duration: 3 turns
to six individuals. Range: 60’
▶ Hidden: Creatures inside the imaginary ------------------------------------------------
space cannot be perceived or affected in any Calls for the forces of frost, flame and
way by those on the outside, in real space. lightning to empower a bladed weapon.
▶ Pulling up the rope: The rope may be ▶ Wild magic: Roll 1d6 to know the property
pulled up into the imaginary space, also (1-2: Cold, 3-4: Fire, 5-6: Lightning)
disappearing. ▶ Damage in melee: Bladed weapon deals an
▶ Malleability: The caster may command. additional 1d4 damage per odd level of the
When the spell’s duration ends: The rope wielder (save versus spells for half).
falls slack, the imaginary space disappears, ▶ Bladed weapon: It is considered as a
and anyone inside the imaginary space magical weapon while empowered.
reappears in mid air.
Strength
Shatter Duration: 6 turns per level
Duration: Permanent Range: Touch
Range: 60’ ------------------------------------------------
------------------------------------------------ Confers a temporary STR bonus, which varies
A magical crushing blow to destroy a depending on the affected creature’s class.
non-magical and non-metallic object (crystal, ▶ +1d4: Non-martial classes.
cloth, jugs, windows, etc) into pieces and ▶ +1d6: Semi-martial classes.
shreds. ▶ +1d8: Martial classes.
▶ Limit: 200 coins of weight objects. Character’s STR: Cannot go above 18.
▶ Wielding: If the object is in the hands of a
creature, the creature may also save versus Tongues
spells to prevent the object being destroyed. Duration: 1 round per level
Range: The caster
------------------------------------------------
The caster becomes able to speak the
language of any creature within a 15’ radius
area.
3rd LEVEL SPELLS Clairaudience
Duration: 12 turns
Blink Range: 60’
Duration: 1 round per level ------------------------------------------------
Range: The caster The caster gains the ability to hear through
------------------------------------------------ the ears of other living creatures.
Enables caster to blink in and out of
▶ Focus for 1 turn: To establish a connection
existence.
with a creature, the caster must focus their
▶ Blink: Caster reappears 10’ from its original concentration in one particular direction for
location, in a random direction relative to the one turn.
direction he is facing. ▶ After this turn: The auditory perceptions
▶ Roll 1d8 for direction: 1-forward, of one creature within range in that direction
2-forward right, 3-right, 4-backward right, are relayed to the caster.
5-backward, 6-backward left, 7-left, ▶ Switching: Once a connection is
8-forward left. established, the caster may choose to
▶ Obstruction: If the caster's original maintain it or to change to another subject.
location is blocked, the caster is shifted ▶ Obstructions: Clairaudience is obstructed
randomly within 10’ away. by a thin layer of lead or by rock of 2’ thick or
▶ Opponents: Cannot attack the caster when greater.
it has initiative, but area effect attacks affect
the caster if they occupy both locations. Cone of Cold
▶ Combat: Caster can blink and attack with Duration: Instant
hand weapons from the second round. Other Range: 60’ long cone, 30’ wide at end
actions have a 15-in-20 chance of failure. ------------------------------------------------
A cone of freezing energy from a point within
Booby Trap range.
Duration: Permanent (until triggered)
▶ Damage: Creatures caught in the Cone of
Range: Touch
Cold suffer 1d6 damage per level of the caster,
------------------------------------------------
with a successful save versus spells
Affects any closable item (book, box, bottle,
indicating half damage.
chest, door, etc) to become a bomb that
bursts in a magical explosion when triggered.
▶ Do not work: On an item already affected
with Hold Portal or Wizard Lock spells (the
same spells do not affect an item already
affected with a Booby Trap Spell).
▶ Triggering: Any other creature than the
caster touching the affected item, causing a
magical explosion in a 10' radius.
▶ Damage: Creatures caught in the blast
suffer 1d4 damage per level of the caster, with
a successful save versus spells indicating
half damage.
▶ Enchanted item: Is not harmed by the
magical explosion.
▶ Detection and removal: There is a 50%
chance of being detected by any means.
Failing to remove it triggers the Booby Trap.
Knock spell: Opens the item, but triggers the
explosion.
Explosive Runes Fool’s Gold
Duration: Permanent Duration: 6 turns per level
Range: Touch Range: 10’
------------------------------------------------ ------------------------------------------------
Caster traces mystic runes on a written object This spell has two usages:
(book, map, scroll, etc.) that detonate when 1. Copper, silver and electrum coins: Turns
read. into gold pieces.
▶ Damage: Detonation deals 6d6+6 points of 2. Low-value metals: Turns into solid gold.
damage in a 10' radius. Reader suffers full ▶ Inspection: Creatures inspecting the gold
damage without a saving throw and others in must save versus spells to detect if the gold
the area must save versus spells for half is real. Creatures with average or lower
damage. intelligence get a -2 penalty in the saving
▶ Object bearing the runes: Is obliterated, throw.
unless if cannot be harmed by fire. ▶ Shock: If the gold is struck hard by an iron
▶ Caster and specified beings: Can read the object, there is a 10% chance it will revert to
writing without triggering the runes. its natural state.
▶ Removal: Caster can remove the runes at
▶ Restrictions: Arcane and divine spell
will. Another creature can remove them with
casters 9th level or higher are not affected by
a successful Dispel Magic spell.
this spell.
▶ Detection: Magic-users have a 5% chance
per level to detect the runes and thieves have
Gust of Wind
a flat 5% chance.
Duration: 1 round
Feign Death Range: 10’ long and wide, +10’ long per
Duration: 6 turns +1 per level level
Range: The caster or a creature touched ------------------------------------------------
------------------------------------------------ Casts a severe blast of air originating from the
A willing subject falls into a cataleptic state, caster that affects all creatures in its path.
indistinguishable from death. ▶ Creatures caught in the blast of air:
▶ Hit Dice limit: The subject may not have a. Smaller flying creatures: Are blown 1d6 ×
higher HD than the caster’s level. 10’ away.
▶ Senses: The subject retains their senses of b. Human-sized creatures: Cannot move
hearing and smell, but cannot see or feel. forward against the force of the wind.
▶ Damage: Any damage inflicted on the c. Larger flying creatures: Have half their
subject is halved. movement speed.
▶ Immunities: The subject is unaffected by ▶ Unprotected flames (e.g. torches): Are
paralysis and energy drain. automatically extinguished.
▶ Poison: The effects of any poison in the ▶ Protected flames (e.g. lanterns): Are
subject’s system are suspended while the caused to dance wildly, with a 5% chance per
spell lasts. Once the duration ends, poison caster level to be extinguished.
has its normal effect once more. ▶ Gas, clouds and fog: Are neutralised,
▶ Ending: The caster can end the spell at any being dispersed away.
time. The subject requires 1 round to awaken.
Haste Summon Monster: Level 1
Duration: 3 turns Duration: 1 round +1 per level (until
Range: 240’ dismissed or slain)
------------------------------------------------ Range: 5’
Up to 24 creatures in a 30’ radius area are ------------------------------------------------
enchanted to be able to move and act twice as Summons monsters to do the caster’s
quickly as normal: bidding:
▶ Movement: Subjects’ maximum movement ▶ 1st level monsters: Summons 2d4 1st level
rates are doubled. monsters.
▶ Attacks: Subjects may make double the ▶ Type of monsters: The referee should
normal number of attacks per round. randomly determine the type of monsters
▶ Spells: The number of spells a subject may which are summoned, for example using
cast per round is not doubled. dungeon wandering monster tables.
▶ Magical devices: The use of devices such as ▶ Arrival time: Summoned monsters arrive
wands is also not doubled. at the character’s location in 1d4 rounds.
▶ Commanding: Monsters will attack
↶ Reversed: Slow enemies as directed or, if the character can
Can dispel an active Haste spell. Creatures communicate with them, be given other
affected moves at half speed or attacks each tasks.
round. Spellcasting and use of magical ▶ Dismissing: The caster may dismiss it at
devices are not affected. The victim may save any time, sending it back to its plane of
versus spells to resist. Initiative always loses origin.
(no roll).
Tiny Hut
Suggestion [MU] Duration: 6 turns per level
Duration: 4 turns +4 per level Range: 5’
Range: 30’ ------------------------------------------------
------------------------------------------------ Creates an unmoving, opaque 10' diameter
The caster utters a suggestion to influence sphere of force as a hut.
the behaviour of a selected subject.
▶ Capacity: Up to 6 human-sized creatures
▶ Wording: The suggestion must take the can be inside the hut with the caster.
form of a short phrase (at most one or two ▶ Access: Occupants can freely enter and exit
sentences) suggesting a course of action to the hut, but the spell ends if the caster leaves.
the subject. ▶ Interior temperature: 70°F.
▶ Comprehension: A language that is ▶ Protection: Provides shelter against rain,
understood by the subject must be used. dust, and sandstorms. Withstands wind up to
▶ Harmful suggestions: Suggestions that are 50 mph; stronger force destroys it.
obviously harmful to the subject cause the ▶ Transparency: Opaque outside,
spell to automatically fail. transparent inside. Occupants remain unseen
▶ Saving throw: A save versus spells is from outside.
allowed to resist the suggestion. If the save ▶ Missiles weapons and most spells: Pass
fails, the subject will follow the caster’s through without affecting the hut.
suggestion for up to the duration.
▶ Reasonable suggestions: A suggestion
that is worded in a way to make it sound very
reasonable incurs a –2 penalty to the saving
throw.
Restrictions: Undead are unaffected.
4th LEVEL SPELLS Dig
Duration: 1 round +1 per level
Arcane Window Range: 30'
Duration: 1 round per level ------------------------------------------------
Range: Touch Enables the caster to excavate 125 cubic feet
------------------------------------------------ of earth, sand, or mud per round.
Grants the ability to see through walls as if a
▶ Pit size: A 5’ cube area.
3 square window is present.
▶ Digging waste: Scatters around the pit.
▶ Wall Transition: Caster can see through ▶ Digging beyond 5’: There's a chance that
multiple walls, but switching between walls the pit will collapse in:
takes one round. a. Earth: 10%
▶ Visibility Option: Caster can choose to b. Sand: 30%
make the window visible to other creatures, c. Mud: 55%
limited to one wall at a time.
▶ Other creatures at the edge of the pit:
▶ One-Way Vision: Window allows vision
Must save versus spells or will fall into the
only from the caster's side.
pit.
▶ Material Penetration: Spell can penetrate
walls of different materials:
Fear
1. Up to 20 inches thick wood.
Duration: Instant
2. Up to 6 inches thick stone.
Range: 60’ cone, 30’ wide at end
3. Up to 4 inches thick metal.
------------------------------------------------
▶ Obstructions: Arcane Window is Conjures a cone of magical energy that
obstructed by a thin layer of lead or by terrifies those within it.
platinum or gold.
▶ Effect: Creatures in the cone are struck with
terror and will flee from the caster at
Blazestorm
maximum speed for one round per level of the
Duration: Instant
caster. (A save versus spells negates the
Range: 120’
effect).
------------------------------------------------
▶ Dropping items: Affected creatures have a
Masses of fire that violently punishes any in a
60% chance of immediately dropping
30’ cube.
anything in their hands. The chance is
▶ Damage: Creatures caught in the decreased by 5% for each level or Hit Die
Blazestorm suffer 1d8 damage per level of the above 1.
caster, with a successful save versus spells
indicating half damage.
▶ Cold-based creatures: Have a -4 penalty
on the saving throw.
▶ Fire-based creatures: Have a +2 bonus on
the saving throw and suffer half damage.
Fire Charm Hailstorm
Duration: 2 rounds per level Duration: Instant
Range: 30' Range: 120’
------------------------------------------------ ------------------------------------------------
A blazing charm appears, exerting fascination Solid ice crystals that violently punishes any
on those who gaze it. in a 30’ cube.
▶ Charm: Any 90' near creatures looking it ▶ Damage: Creatures caught in the
must save versus spell or cannot make any Hailstorm suffer 1d8 damage per level of the
actions, gazing with obsession while the caster, with a successful save versus spells
charm is active. indicating half damage.
▶ Charmed creatures: Suffers a -2 penalty ▶ Fire-based creatures: Have a -4 penalty
on saving throws against mind-affecting on the saving throw.
spells. ▶ Cold-based creatures: Have a +2 bonus on
▶ Charm break: If the blazing charm is the saving throw.
destroyed or if something obstructs the
charmed creature's vision. Lesser Globe of Invulnerability
▶ Attacking the charm: AC 7 [12], 1hp. If Duration: 1 round per level
reduced to 0hp, the charm ceases to function. Range: Globe
------------------------------------------------
Frost Charm Creates an immobile magical sphere with a
Duration: 2 rounds per level 10' diameter around the caster that nullifies
Range: 30' any spell effects of 3rd level or lower from
------------------------------------------------ entering the sphere.
A freezing charm appears, exerting ▶ Spells already in effect: Are unaffected.
fascination on those who gaze it. ▶ The caster: Can cast spells through the
▶ Charm: Any 90' near creatures looking it globe.
must save versus spell or cannot make any ▶ Area or effect: Of affected spells does not
actions, gazing with obsession while the include the area of the globe.
charm is active. ▶ Dispel Magic: Can dispel the globe.
▶ Charmed creatures: Suffers a -2 penalty
on saving throws against mind-affecting Spark Charm
spells. Duration: 2 rounds per level
▶ Charm break: If the freezing charm is Range: 30'
destroyed or if something obstructs the ------------------------------------------------
charmed creature's vision. An electric charm appears, exerting
▶ Attacking the charm: AC 7 [12], 1hp. If fascination on those who gaze it.
reduced to 0hp, the charm ceases to function. ▶ Charm: Any 90' near creatures looking it
must save versus spell or cannot make any
Fumble actions, gazing with obsession while the
Duration: 1 round per level charm is active.
Range: 10' per level ▶ Charmed creatures: Suffers a -2 penalty
------------------------------------------------ on saving throws against mind-affecting
Up to 6 creatures suddenly become clumsy. spells.
▶ Moving creatures: After moving, must ▶ Charm break: If the electric charm is
save versus spells or will trip and fall to the destroyed or if something obstructs the
ground, with a 50% chance of dropping held charmed creature's vision.
items. ▶ Attacking the charm: AC 7 [12], 1hp. If
▶ Break: Fallen creatures suffer 1 point of reduced to 0hp, the charm ceases to function.
damage and dropped held items with hp
suffer 1d3 damage.
Summon Monster: Level 2 Wizard Eye
Duration: 1 round +1 per level (until Duration: 6 turns
dismissed or slain) Range: 240’
Range: 5’ ------------------------------------------------
------------------------------------------------ An invisible, magical eye is conjured that
Summons monsters to do the caster’s allows the caster to see at a distance.
bidding: ▶ Movement: The eye can be directed to
▶ 2nd level monsters: Summons 1d6 2nd move within range at up to 120’ per turn.
level monsters. ▶ Seeing through the eye: By concentrating,
▶ Type of monsters: The referee should the caster can see through the eye.
randomly determine the type of monsters ▶ Types of vision: The magical eye grants
which are summoned, for example using infravision to 60’ as well as normal vision.
dungeon wandering monster tables. ▶ Barriers: Though invisible, the eye is
▶ Arrival time: Summoned monsters arrive tangible and cannot pass through solid
at the character’s location in 1d4 rounds. barriers.
▶ Commanding: Monsters will attack ▶ Size: The eye is as big as a normal human
enemies as directed or, if the character can eye.
communicate with them, be given other
tasks.
▶ Dismissing: The caster may dismiss it at
any time, sending it back to its plane of
origin.

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.

Summon Monster: Level 4


Duration: 1 round +1 per level (until
dismissed or slain)
Range: 5’
------------------------------------------------
Summons monsters to do the caster’s
bidding:
▶ 4th level monsters: Summons 1d3 4th
level monsters.
▶ Type of monsters: The referee should
randomly determine the type of monsters
which are summoned, for example using
dungeon wandering monster tables.
▶ Arrival time: Summoned monsters arrive
at the character’s location in 1d4 rounds.
▶ Commanding: Monsters will attack
enemies as directed or, if the character can
communicate with them, be given other
tasks.
▶ Dismissing: The caster may dismiss it at
any time, sending it back to its plane of
origin.
TECHS
▶ Usage: Specified classes.
▶ Progression by levels: At a certain level, a character can choose a tech:
Human martials: 1st, 5th, 8th and 12th levels.
Human non-martials: 1st, 6th and 10th levels.
Demihumans: 1st and 5th levels.
▶ Weapons: In the case of a tech using a weapon, it will be listed.

✪ Accurate Strike ✪ Impose Presence


✪ Antibody ✪ Improved Chant
✪ Arcane Literate ✪ Keen Infravision
✪ Arcane Measures ✪ Leader Magnetism
✪ Arcane Sleuth ✪ Locomotion
✪ Blade Juggler ✪ Lore Researcher
✪ Bloodlust Slash ✪ Lucky Appeal
✪ Calm Spirit ✪ Magic Scriber
✪ Channel Magic ✪ Magistrike
✪ Chtonic Whisper ✪ Noise Curiosity
✪ Clearhead ✪ Panther Motion
✪ Concoction of Rest ✪ Piercing Thrust
✪ Consecutive Slash ✪ Protector Manoeuvre
✪ Construction Cunning ✪ Ram Through
✪ Counter-Attack ✪ Return Fire
✪ Defender Tactics ✪ Roomtrap Cunning
✪ Device Maintainer ✪ Sand Throw
✪ Door Finder ✪ Shape Morph
✪ Double Shoot ✪ Sharp Shoot
✪ Evil Vanquisher ✪ Sharp Throw
✪ Fauna Speaker ✪ Side Steps
✪ Fierce Spear ✪ Smashing Strike
✪ Footwork ✪ Smooth Mind
✪ Graceful Touch ✪ Tiger Motion
✪ Heart Casting ✪ Wing Shooter
Techniques Descriptions
Chtonic Whisper
Accurate Strike A touched character that died within three
The character may roll 1d4 and add the result rounds may save vs death to return from the
to the attack roll. The d4 result is applied as a dead with 1 hit point and cannot return again
penalty to the damage roll. before gaining an experience level. Returned
character must offer half its possessions or
Antibody will lose its soul and be shredded to pieces.
The character becomes immune to poisoning
effects. Clearhead
The character becomes immune to charm
Arcane Literate effects.
If the Read Magic spell is known, its effects
are always active. Concoction of Rest
The character can mix herbs, fruits, roots, etc
Arcane Measures to make a magical concoction. Next time the
The “plus” bonuses from magic weapons are drinker rests, it restores 1d3 points of damage
ignored. Nullifies damage from spells and (1d6 points of damage for a full day of
wands on a successful save with a result of 5 resting). Can only be used once per day.
above its saving throw value.
Consecutive Slash
Arcane Sleuth On a natural attack of 18 or higher: Deals
If the Detect Magic spell is known, its effects an extra halved damage roll rounded up. STR
are always active within the 10' range. modifier doesn’t apply.
Weapons: Swords, axes and daggers.
Blade Juggler
Missile attacks with bladed weapons ignore Construction Cunning
partial cover. The character has a 4-in-6 chance of being
Weapons: Hand axes and daggers. able to detect new construction, sliding walls,
or sloping passages when searching.
Bloodlust Slash
On a maximum damage dice result or a Counter-Attack
natural 20: A hit creature able to bleed loses Missed melee attacks against the character
1 hit point per round (up to a maximum of 6 allows it to answer its aggressor with a melee
rounds). Magical healing or bandaging attack if able at a -4 attack penalty.
negates further damage.
Weapons: Swords, axes and daggers. Defender Tactics
If the character is using a shield, melee attack
Calm Spirit rolls made against allies 10’ near suffer a -2
If the character loses initiative and is penalty.
successfully attacked or fails a saving throw
before their turn, the spell being cast has a Device Maintainer
3-in-6 chance to not disrupt. After an uninterrupted night’s sleep, the rods,
staves or wands that are in possession of the
Channel Magic character regain one charge (cannot regain
The character can cast a known spell using a more charges than the number it had when
memorised spell of a higher spell level. found). It is still not possible for characters to
discover the number of charges in an item.
Door Finder Keen Infravision
The character has a 4-in-6 chance of locating The character has infravision to 90’.
secret or hidden doors when searching.
Leader Magnetism
Double Shoot The character’s maximum hirelings increase
The character may spend two arrows to roll by 2 and receive a +2 bonus to loyalty checks.
two damage dice and keep the better result.
Weapons: Bows, crossbows. Locomotion
The character becomes immune to any
Evil Vanquisher paralysing effects.
The character’s Turning the Undead ability
becomes able to affect malevolent beings of Lore Researcher
chaotic alignment (e.g. nightmares, The character’s Lore ability has a 4-in-6
rakshasas, shadows). chance of knowing lore pertaining to
monsters, magic items, or heroes of folktale
Fauna Speaker or legend. This ability may be used to identify
If the Speak with Animals spell is known, its the nature and powers of magic items.
effects are always active within the 10' range.
Lucky Appeal
Fierce Spear Once per day, the character may reroll a save
The character may do a melee attack against if it has already faced that challenge before in
creatures that are 5’ away its normal reach at its lifetime.
a -4 penalty.
Weapons: Spears, lances and polearms. Magic Scriber
If the character fails to create a scroll, can
Footwork reroll again the chance of failure.
The character may move 10’ farther than its
normal movement rate to make a melee Magistrike
attack. Character suffers no penalties on Using a staff or wand to aim, the character
withdrawals and retreats. can make a magical missile attack (5’–30’ /
31’–60’ / 61’–90’) that deals 1d2 magical
Graceful Touch damage (1d3 on 6th level and 1d4 on 12th
Restores 1 point of damage that was lost level). The character can move normally
within 1 hour (Up to 1d2 points on 6th level rather than declare a spell.
and up to 1d3 on 12th level). Effective on any
individual at most once per hour. Noise Curiosity
The character has a 4-in-6 chance of hearing
Heart Casting noises when listening at doors.
The character can cast spells without
speaking and if unable to see its target. Panther Motion
The character can move and attack while
Impose Presence hiding in shadows.
Whenever the character kills a creature, any
on the opposing side must do a morale check Piercing Thrust
if able. If the character kills with a single On a natural attack of 18 or higher: Deals
attack, the morale check gains a +1 bonus. 1d2 additional damage. Victim's movement
drops to half its maximum speed.
Improved Chanter Weapons: Spears, lances and polearms.
The character can move and cast spells in the
same round. Becomes able to cast spells even
though bound or unable to move its hands.
Protector Manoeuvre Smashing Strike
If an ally 10’ near is attacked: Character may On an melee attack roll of 18 or higher: Next
move and receive the attack in its place. weapon damage victim receives isn’t rolled,
Doesn’t count as retreat and the character it’s considered the maximum result.
cannot attack in its next turn. Weapons: Maces, hammers and clubs.

Ram Through Smooth Mind


On a maximum damage dice result or a +1 bonus to saving throws against mental
natural 20: A hit creature receives a -1 powers and mind-affecting magic.
penalty to AC for 1 turn. Feeblemind: No penalty on saving throw and
Weapons: Maces, hammers and clubs. on a fail, becomes unable to think clearly or
cast spells for 1d3 rounds only.
Return Fire
Missed missile attacks against the character Tiger Motion
allows it to answer its aggressor with a The character can move and attack while
missile attack at a -4 attack penalty if able. hiding in undergrowth.

Roomtrap Cunning Wing Shooter


The character has a 4-in-6 chance of On an attack roll of 18 or higher against flying
detecting non-magical room traps when creatures: Deals double damage.
searching. Weapons: Bows, crossbows.

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

Acrobat Bard Druid


● Accurate Strike ● Accurate Strike ● Calm Spirit
● Blade Juggler ● Channel Magic ● Channel Magic
● Bloodlust Slash ● Double Shot ● Chtonic Whisper
● Consecutive Slash ● Heart Casting ● Concoction of Resting
● Fierce Spear ● Leader Magnetism ● Device Maintainer
● Leader Magnetism ● Lore Researcher ● Fauna Speaker
● Panther Motion ● Lucky Appeal ● Graceful Touch
● Piercing Thrust ● Magic Scriber ● Heart Casting
● Return Fire ● Return Fire ● Improved Chanter
● Sand Throw ● Sharp Shoot ● Leader Magnetism
● Sharp Throw ● Side Steps ● Magic Scriber
● Side Steps ● Wing Shooter ● Shape Morph

Assassin Cleric Duergar


● Accurate Strike ● Calm Spirit ● Antibody
● Bloodlust Slash ● Channel Magic ● Construction Cunning
● Consecutive Slash ● Chtonic Whisper ● Impose Presence
● Double Shoot ● Device Maintainer ● Noise Curiosity
● Fierce Spear ● Evil Vanquish ● Ram Through
● Impose Presence ● Fauna Speaker ● Smashing Strike
● Panther Motion ● Graceful Touch
● Return Fire ● Heart Casting Dwarf
● Sand Throw ● Improved Chanter ● Antibody
● Sharp Throw ● Leader Magnetism ● Construction Cunning
● Side Steps ● Magic Scriber ● Keen Infravision
● Wing Shooter ● Smashing Strike ● Noise Curiosity
● Ram Through
Barbarian Drow ● Smashing Strike
● Accurate Strike ● Accurate Strike
● Door Finder Elf
● Bloodlust Slash
● Double Shot ● Accurate Strike
● Consecutive Slash
● Footwork ● Door Finder
● Counter-Attack
● Locomotion ● Double Shot
● Footwork
● Noise Curiosity ● Footwork
● Impose Presence
● Sharp Shoot ● Keen Infravision
● Leader Magnetism
● Wing Shooter ● Locomotion
● Ram Through
● Noise Curiosity
● Return Fire
● Sharp Shoot
● Smashing Strike
● Wing Shooter
● Tiger Motion
Fighter Illusionist Ranger
● Accurate Strike ● Arcane Literate ● Accurate Strike
● Bloodlust Slash ● Arcane Measures ● Consecutive Slash
● Consecutive Slash ● Arcane Sleuth ● Counter-Attack
● Counter-Attack ● Channel Magic ● Double Shot
● Defender Tactics ● Device Maintainer ● Leader Magnetism
● Double Shot ● Improved Chanter ● Return Firet
● Fierce Spear ● Leader Magnetism ● Sharp Shoot
● Footwork ● Magic Scriber ● Side Steps
● Impose Presence ● Smooth Mind ● Wing Shooter
● Leader Magnetism
● Piercing Thrust Knight Thief
● Protector Manoeuvre ● Accurate Strike ● Accurate Strike
● Ram Through ● Bloodlust Slash ● Blade Juggler
● Return Fire ● Consecutive Slash ● Consecutive Slash
● Sharp Shoot ● Counter-Attack ● Counter-Attack
● Sharp Throw ● Defender Tactics ● Leader Magnetism
● Smashing Strike ● Fierce Spear ● Panther Motion
● Wing Shooter ● Footwork ● Return Fire
● Impose Presence ● Sand Throw
Gnome ● Leader Magnetism ● Side Steps
● Clearhead ● Piercing Thrust
● Construction Cunning ● Protector Manoeuvre Svirfneblin
● Keen Infravision ● Ram Through ● Clearhead
● Noise Curiosity ● Smashing Strike ● Construction Cunning
● Side Steps ● Keen Infravision
Magic-User ● Noise Curiosity
Half-Elf ● Arcane Literate ● Side Steps
● Accurate Strike ● Arcane Measures
● Door Finder ● Arcane Sleuth
● Double Shot ● Calm Spirit
● Footwork ● Channel Magic
● Keen Infravision ● Device Maintainer
● Sharp Shoot ● Improved Chanter
● Wing Shooter ● Leader Magnetism
● Magic Scriber
Halfling ● Magistrike
● Accurate Strike ● Smooth Mind
● Clearhead
● Keen Infravision Paladin
● Lucky Appeal ● Counter-Attack
● Noise Curiosity ● Defender Tactics
● Sharp Shoot ● Evil Vanquish
● Sand Throw ● Fierce Spear
● Side Steps ● Footwork
● Impose Presence
Half-Orc ● Leader Magnetism
● Keen Infravision ● Piercing Thrust
● Panther Motion ● Protector Manoeuvre
● Sand Throw ● Ram Through
● Side Steps ● Smashing Strike
OPTIONS FOR HEALING
Healing Progression
The majority of magical healing (e.g. spells,
potions) rolls one or two d6.
Character’s Self-Regeneration
Option: Healing progresses according to the
Determines additional hit points the
crafting or caster’s level, if not using the
character recovers via resting.
additional healing items, potions, spells from
Constitution modifiers this document.
------------------------------------------------
CON Restored hit points ▶ Healing spells and staves according to
caster’s level: Per each d6 that would be
3-8 +0 hp rolled, restores instead:

9-15 +1 hp
Spells and staves table

16-18 +2 hp Level Restore

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

Up to 4 HD Antidote (great), 9-14 Fair 2d6 hp


leader monsters Potion of Healing,
etc 15-17 Good 3d6 hp

4+1 HD or Antidote (any), 18-19 Amazing 4d6 hp


higher monsters Potion of Healing,
etc
20 Excellent 5d6 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.

Leather Smaller than ▶ Conditions end with: Cure Disease spell or


human creatures after 3d6+3 turns.
▶ Energy immunity: If a creature has
Chainmail Human-sized or immunity to one of the energies related to a
smaller creatures condition, it cannot be affected by that
condition.
Plate mail Creatures of any size ▶ Referee only: Knows the number of turns a
character is affected by a condition and rolls
▶ Non-magical armours: Reduces the
the 1-in-X chances.
damage by 1 point per damage die rolled
depending on the source size. Nutritious Effects from Food
▶ Magic armour: Additionally reduces the Option: Consuming the daily ration or the
damage from magic spells (by 1 point per food found in the wilderness makes more
damage die rolled) and breath weapons (by 1 than normal sustain.
point for each HD of the monster). ------------------------------------------------
▶ After eating: Roll a d4 to know the
Elemental Protection from Druids nutritious effect:
The Protection from Fire and Lightning spell
from Druid spell list grants protection against Food effects table
fire or electric damage.
Option: Caster may choose to grant d4 Effect
protection against cold damage too. The spell
becomes Protection from Ice, Fire and 1 Recover 1 hit point
Lightning.
2 +1 bonus on the next attack
Blindness as Penalty roll
Option: Rather than a character becoming
unable to attack, it suffers a penalty. 3 +1 bonus to AC the next time
being attacked
------------------------------------------------
▶ Blinded creatures: Suffer a -4 penalty to
4 +1 bonus on the next saving
attack rolls and when making an attack roll,
throw
rolls two dice and choose the worst result.
▶ Creatures with good sense of smell:
Suffer a -4 penalty to attack rolls only.
Poison Counters Reversed Poison Spells
Option: Rather than instantly killing Option: Poison-related spells from Cleric and
characters, they gain poison counters. Druid spell lists may be reversed to harm.
------------------------------------------------ ------------------------------------------------
▶ A failed save vs poison: A character gets a ▶ Slow Poison:
poison counter. Reversed: Slow Effect Poison
▶ The 3rd poison counter: Kills a character. Has two usages:
▶ Removing stacked poison counters: By 1. A creature touched: Takes 1hp of damage
magic or items only (e,g. Neutralise Poison). per round. If the subject is at 1hp, the
creature must save versus poison to inflict
Potion Crafting per Batch
no further damage. In combat, a melee attack
Option: Some potions are easier to craft and
roll is required.
an alchemist can make a whole batch rather
2. Infuse an item, food, drink with poison:
than a single potion. The alchemist makes
Someone who ingest or touches it, takes 1hp
1d6+2 potions per batch.
of damage per round. If the subject is at 1hp,
------------------------------------------------
must save versus poison to inflict no further
▶ Examples of easy crafting potions:
damage.
Delusion, Healing, Heroism, Levitation,
Poison, Treasure Finding.
▶ Neutralise Poison and Protection from
Reversed Haste Spell Poison: Reversed: Produce Poison
Option: Haste spell from Magic-user spell list Has two usages:
may be reversed. 1. A creature touched: After 1d2 rounds
------------------------------------------------ takes 3 points of damage per level of the
Reversed: Slow caster (save versus poison for half). In
Up to 24 creatures in a 30’ radius area are combat, a melee attack roll is required.
enchanted: 2. Infuse an item, food, drink: Someone
▶ Initiative: Always loses (no roll). who ingest or touches it, must save versus
▶ Affected creatures: Moves at half speed poison or dies.
and can only attack every second round. The ▶ Infusing weapons: Works only for the first
victim may save versus spells to resist. time the weapon hits and lasts for 1 turn
▶ Not affected: Spellcasting and use of before stopping to work.
magical devices.
▶ Dispels: An active Haste spell and can be
dispelled too with Haste.
Rolling Character’s Hit Points Spell Points
A new Hit Die of the specified type should be An option for a spell caster to use its
rolled and the result added to the character’s resources wisely and freely.
maximum hit point total. ------------------------------------------------
Option: When a character gains a level of ▶ Total: A character spell points (Sp) is equal
experience and rolls to add a new hit die to its to its spells per day total sum multiplied by 2.
maximum hit points, if the roll is above the ▶ After an uninterrupted night’s sleep: A
specified number (see the table below), the character recovers all its spell points.
result is kept. If the roll is below the specified ▶ Cost: The value of Sp a spell spends
number, the result is disconsidered and the depends if its an arcane spell or a divine spell
specified number is considered as the result. as in the table below:

Hit die table Spell points cost

Hit die Specified number Spell Arcane Divine


level magic magic
d4 3
1st 2 sp 2 sp
d6 4
2nd 3 sp 3 sp
d8 5
3rd 5 sp 4 sp

Sleep Spell Effectiveness 4th 7 sp 6 sp


The Sleep spell from Magic-User spell list
cannot affect creatures with HD higher than 5th 9 sp 9 sp
4+1.
Option: A single creature with HD higher 6th 15 sp —
than 4+1 may be affected by Sleep spell:
------------------------------------------------ ▶ Re-memorize: If an effect would make a
▶ Resist: Higher than 4 +1 HD creatures must character re-memorize a spell (e.g. Pearl of
save versus spells to avoid sleeping. Power), it gains a number of Sp equal to that
▶ Killing: A single attack with a bladed spell level.
weapon does not kill a creature enchanted by ▶ Magic missile: If conjuring additional
the spell. If attacked the creature awakens missiles the spell costs 2 sp more to cast for
instead. each missile.

▶ Duration on creatures per HD:


a. 4+1 to 9 HD: Are affected for 1d2 turns.
b. 9+ or higher HD: Are affected for 1d4
rounds.
MONSTERS
✪ Aboleth ✪ Horse, Pony
✪ Axe Beak ✪ Knight, Gullygug
✪ Basilisk, Greater ✪ Lammasu
✪ Behir ✪ Medusa, Head
✪ Cat, Common ✪ Otter, Giant
✪ Corridor Monitor ✪ Owl, Giant
✪ Headless Knight ✪ Owl, Normal
✪ Heavy Fortress Wyrm ✪ Snow Arcanist
Aboleth Axe Beak
Evil, very intelligent, large amphibious Short-tempered large carnivores birds with a
creatures. Dwells in underground lakes and very sharp beak. Cannot fly, but are fine
caverns of the Underworld. Feed on the brains mounts. Dwells in hills and grasslands.
of humanoids. ------------------------------------------------
------------------------------------------------ AC 6 [13], HD 3+1 (14hp), Att 2 × claw (1d3),
AC 4 [15], HD 8*** (36hp), Att 1 × mental 1 × beak (2d4), THAC0 16 [+3], MV 180’ (60’),
power (see below) or 4 × tentacle (1d6 + SV D12 W13 P14 B15 S16 (3), ML 8, AL
disease), THAC0 12 [+7], MV 30’ (10’) / 180’ Neutral, XP 50, NA 1d6 (2d4), TT None
(60’) swimming, SV D8 W9 P10 B10 S12 (8), ------------------------------------------------
ML 10, AL Lawful, XP 2,300, NA 1d4 (1d4), ▶ Ill-tempered: Beak or kick creatures in
TT F their way, including owners.
------------------------------------------------ ▶ Charge: When not in melee. Requires a
▶ Disease: Any creature struck by its clear run of at least 20 yards. Rider’s lance
tentacles must save versus spells or its skin inflicts double damage.
will change into a membrane in 1d6+1 ▶ Carry loads: Up to 2,500 coins
rounds. Cure Disease stops the change. unencumbered; up to 5,000 at half speed.
▶ Membrane skin: The character must be
kept damp with cool water or will take 1d12 Basilisk, Greater
points of damage per turn. Cure Disease 15' long, serpentine lizards of low
changes the membrane back to normal skin. intelligence, but highly magical. Dwell in
▶ Mucous cloud: While underwater, anyone caverns and twisted brambles.
within 5' from the aboleth must save versus ------------------------------------------------
poison or becomes able to breathe water, but AC 2 [17], HD 10*** (45hp), Att 2 × claw (1d6
unable to breathe air, suffocating in 2d6 + poison), 1 × bite (2d8) or 1 × gaze
rounds. Cure Disease, soap or wine dissolves (petrification), THAC0 11 [+8], MV 60’ (20’),
the mucous and returns a character back to SV D6 W7 P8 B8 S10 (10), ML 11, AL Neutral,
normal. XP 3,000, NA 1d2 (1d2), TT H
▶ Mental powers: May use each of the ------------------------------------------------
following powers three times per day: ▶ Surprise: Characters surprised by a greater
basilisk meet its gaze.
a. Illusion: Visual and audial. Concentration
▶ Poisonous smoke: Breathe out a cloud of
required. Remains until touched or dispelled.
poisonous smoke. Characters within 5’ of
b. Mind enslave: A target within 30’ must
mouth at each round must save versus
save versus spells or become a mind slave
poison (with a +2 bonus) or die.
controlled telepathically. If the victim is more
▶ Poison: The greater basilisk’s bites are
than a mile from the aboleth, a new save may
venomous: save versus poison (with a +2
be made each day. Remove Curse, Dispel
bonus) or die.
Magic or the aboleth's death releases the
▶ Petrifying gaze: Anyone meeting a greater
victim.
basilisk’s gaze is turned to stone (save versus
▶ Water breathing: Can bestow the ability to petrify). Unless averting eyes or using a
breathe water upon an enslaved creature. mirror, characters in melee are affected each
Lasts for 1d3 hours, then must be refreshed. round.
▶ Averting eyes: -4 penalty to-hit; the
greater basilisk gains a +2 bonus to attack.
▶ Mirrors: The reflection of a greater basilisk
is harmless. Fighting by looking in a mirror
incurs a -1 penalty to attack. If a greater
basilisk sees its own reflection within 10'
(1-in-10 chance), it must save or be petrified.
Behir Corridor Monitor
Huge (40’ long) many-legged snake-like Constructs made with magic and metal by
monsters. Deep blue in colour, with scaly mage artificers. Non-intelligent, but helpful
plates. Dwells in caves and hills. to patrol inside dungeons.
------------------------------------------------ ------------------------------------------------
AC 4 [15], HD 12** (54hp), Att 1 × bite AC 4 [15], HD 3* (13hp), Att 1 × torch (1d4),
(2d4+constriction), 6 × talon (1d6) or 1 × THAC0 17 [+2], MV 90’ (30’), SV D12 W13
lightning bolt (12d6), THAC0 10 [+9], MV P14 B15 S16 (3), ML 12, AL Neutral, XP 50,
150’ (50’), SV D6 W7 P8 B8 S10 (12), ML 10, NA 1 (1), TT Torches
AL Neutral, XP 2,700, NA 1d2 (1d2), TT D ------------------------------------------------
------------------------------------------------ ▶ Warns: If it sees an intruder.
▶ Cling: Climb walls, trees, etc; 75’ (25’). ▶ Magic lantern: Inside its body, lit by a
▶ Constriction: When a bite attack is Continual Light spell. Casts light in a 30’
successful, the behir wraps around the victim radius.
and begins to squeeze, inflicting 1d4+1 ▶ Torches: 1d4 torches to help allies. May use
automatic damage immediately and on each the torches to attack intruders.
subsequent round. ▶ Detect invisible creatures: Within 60’.
▶ Swallow whole: A bite attack roll of 20, ▶ Spell immunity: Unaffected by sleep or
indicates that a human-sized (or smaller) charm spells.
victim is swallowed. Inside the behir’s belly: ▶ If captured: May be put under service of
suffer 2d4 damage per round (until the behir new masters if rebooted and reassembled by a
dies); may attack with sharp weapons at –4 mage artificer.
to hit; body digested in 6 turns after death.
▶ Lightning bolt: Every 10 rounds: Headless Knight
20’ long, 5’ wide. All caught in the area suffer Beheaded undead warriors created by dark
damage (save versus breath for half). powers. Dwell in haunted strongholds or in
▶ Energy immunity: Unharmed by electrical the service of their dark master.
attacks. ------------------------------------------------
▶ Poison immunity: Unharmed by any form AC 2 [17], HD 6** (27hp), Att 1 × magic sword
of poison. (1d8 + 1), THAC0 14 [+5], MV 120’ (40’), SV
▶ Hate dragons: Attack on sight D10 W11 P12 B13 S14 (6), ML 12, AL Chaotic,
XP 725, NA 1d4 (1d3), TT E
Cat, Common ------------------------------------------------
Small animals full of independence. Usually ▶ Undead: Make no noise, until they attack.
stay in cities, but can be found anywhere. Immune to effects that affect living creatures
------------------------------------------------ (e.g. poison). Immune to mind-affecting or
AC 6 [13], HD ½ (2hp), Att 2 × claw (1), 1 × mind-reading spells (e.g. charm, hold, sleep).
bite (1), THAC0 19 [0], MV 150’ (50’), SV D14 ▶ Aura of fear: Any who come within 5’ must
W15 P16 B17 S18 (NH), ML 5, AL Neutral, XP save versus spells or flee at maximum speed
5, NA 2d6 (2d6), TT None for 5 rounds, with a 50% chance of dropping
------------------------------------------------ held items.
▶ Surprise: On a 3–6. ▶ Horsemen: 20% of headless knights groups
▶ Climb: Trees at normal movement rate. encountered have war horses: ¼ of the group
▶ Domestic: Not usually encountered in the mounted on nightmares.
wild. Typically cost 5gp. ▶ Magic resistance: +1 bonus to all
▶ Inquisitive: May follow PCs out of saving throws against magic.
curiosity. ▶ Magic sword: Harms creatures which
are invulnerable to mundane attacks.
Heavy Fortress Dragon Knight, Gullygug
Gigantic dragon-like creature. Its body is Tribal, frog-like humanoids that learnt
covered in thick, iron-like scales, with a chivalry. Dwell in damp, dark places.
formidable protection. Dwells in settlements. ------------------------------------------------
------------------------------------------------ AC 2 [17], HD 4* (18hp), Att 1 × weapon (1d6
AC 0 [19], HD 10* (45hp), Att [2 × claw (1d6 + or by weapon) or 1 × bite (1d4 + 1)], THAC0
1), 1 × bite (3d8)] or breath, THAC0 11 [+8], 16 [+3], MV 30’ (10’) / 150’ (50’) swimming,),
MV 90’ (30’) / 240’ (80’) flying, SV D6 W7 P8 SV D10 W11 P12 B13 S14 (4), ML 10, AL
B8 S10 (10), ML 9, AL Chaotic, XP 1,600, NA Neutral, XP 125, NA 1d6 (1d6), TT B
1d3 (1d3), TT H ------------------------------------------------
------------------------------------------------ ▶ Surprise: On a 1–3, due to chameleon-like
▶ Breath weapon: 90’ long cone of fire. skin.
▶ Black-iron scales: Weapons damage is ▶ Sticky tongue: Attack up to 15’ away. On a
reduced by 1 point per damage die rolled. hit, a foe (up to dwarf size) is dragged to the
(Each die inflicts a minimum of 1 damage.) mouth and bitten.
▶ Sleeping: 20%. ▶ Hopping attack: Jump up to 30’ forwards
▶ Siege: When attacking a vehicle or vessel, and gain +1 to attack. If wielding an
inflicts one extra point of hull damage per impaling weapon (e.g. spear), this counts as a
five points of normal hit points of damage. charge and inflicts double damage on a
successful hit.
Horse, Pony
Lightly built horses bred to serve as mount to Lammasu
small riders. Can survive purely on grass, Large (7’ tall) monsters with bird-like
wherever available. wings, the body of a lion, and a human
------------------------------------------------ head. Aid and protect lawful individuals and
AC 7 [12], HD 1+1 (5hp), Att 2 × hoof (1d2), are friendly to all good creatures. Dwell in
THAC0 18 [+1], MV 120’ (40’), SV D12 W13 warm climes in ruins and wild areas.
P14 B15 S16 (1), ML 7, AL Neutral, XP 15, NA ------------------------------------------------
0 (0), TT None AC 6 [13], HD 7+1*** (36hp), Att 2 × claw
------------------------------------------------ (1d6), THAC0 12 [+7], MV 120’ (40’) / 240'
▶ Domestic: Not encountered in the wild. (80') flying, SV D6 W7 P8 B8 S10 (10), ML 10,
▶ Charge: When not in melee. Requires a AL Lawful, XP 50, NA 2d4 (2d4), TT F
clear run of at least 20 yards. Rider’s lance ------------------------------------------------
inflicts double damage. ▶ Invisibility: At will. Become visible
▶ Carry loads: Up to 2,000 coins when attacking or casting spells.
unencumbered; up to 4,000 at half speed. ▶ Protection aura: Anyone within 10’ are
affected per the Protection from Evil 10’
Radius spell effect.
▶ Spell casting: Cast spells as a 6th level
cleric (2 × 1st level spells, 2 × 2nd level, 1 ×
3rd level, 1 × 4th level).
▶ Mundane damage immunity: Can
only be harmed by magical attacks.
▶ Refresh: Healing spells cast by lammasu
heals the double amount of hit points.
Medusa, Head Mudman
Spawns of medusas that appear near their Non-intelligent human-shaped mud
medusa matriarch. Often live in dark, animated by magic from a mud pool. Lurk in
dungeon areas. swamps and marshes.
------------------------------------------------ ------------------------------------------------
AC 6 [13], HD ½* (2hp), Att 1 × bite (1d2 + AC 10 [9], HD 2** (9hp), Att 1 × mud throw or
petrification), THAC0 19 [0], MV 120' (40') 1 × suicidal throw THAC0 18 [+1], MV 30'
flying, SV D14 W15 P16 B17 S18 (NH), ML 6 (10'), SV D12 W13 P14 B15 S16 (2), ML 12, AL
(11 with medusa), AL Chaotic, XP 6, NA 4d10 Neutral, XP 30, NA 2d6 (2d6), TT None
(4d4), TT Q ------------------------------------------------
------------------------------------------------ ▶ Pool locked: Mudmen cannot leave their
▶ Flighty: Unless magically summoned or pool and attack any creature entering it.
controlled, medusa heads check morale every ▶ Mud throwing: Up to 50’. Slow down
round. victims' movement by 10’ for 1 turn.
▶ Hate the sun: -1 to-hit in full daylight. ▶ Suicidal throw: Mudman hurl itself to any
▶ Petrification: Medusa head's bites have a creature within 10’. On a hit, slow down
weak petrifying effect that will turn someone victims' movement by 40’ for 1 turn and the
to stone for 1d3 turns (save versus petrify). mudman dies. On a miss, nothing happens.
▶ Matriarch: For every 10 medusa heads, ▶ Mud immobilisation: If the movement
there is a 2-in-10 chance of an medusa rate reaches zero, mud hardens and the
accompanying them. victim suffers 1d8 damage per round.
▶ Restoring Movement: Hardened mud can
be broken to restore 10’ movement to
immobilised victims.
▶ Immunity: Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells (e.g.
charm, hold, sleep).
▶ Mundane damage immunity: Can only be
harmed by magical attacks.
▶ Mud to Rock: Mudman is killed instantly.
Otter, Giant Owl, Normal
Large, semi-intelligent and playful aquatic Small nocturnal birds of prey. Dwell in
mammals. Live in rivers and lakes. forests.
------------------------------------------------ ------------------------------------------------
AC 5 [14], HD 5 (22hp), Att 1 × bite (3d6), AC 8 [11], HD 1 (4hp), Att 2 × talon (1d2), 1 ×
THAC0 15 [+4], MV 90’ (30’) / 180’(60’) beak (1d2), THAC0 19 [0], MV 270' (90’)
swimming, SV D10 W11 P12 B13 S14 (5), ML flying, SV D12 W13 P14 B15 S16 (1), ML 7, AL
8, AL Neutral, XP 175, NA 1d4+1 (1d4+1), TT Neutral, XP 25, NA 1d2 (1d2), TT None
Pelt ------------------------------------------------
------------------------------------------------ ▶ Surprise: On a 1–5, due to its silent flying.
▶ Non-aggressive: But can fight if threatened ▶ Swoop: Can dive onto victims visible from
or if its lair is invaded. above. If the victim is surprised, the attack
▶ Love to play: Sliding and tag. may cause inflicts double damage. On an attack roll of 18
accidental damage to vehicles. or more, the victim can be carried away (if of
▶ Lair: Always contains 2 adults and 3 young appropriate size).
giant otters. ▶ Eggs: 1d6 eggs or chicks in 50% of nests.
▶ Pelt: Worth up to 1d4 × 1000gp intact. ▶ Trainable: Can be trained, if captured
when young.
Owl, Giant
9’ tall intelligent nocturnal birds of prey
feared for silent hunting skills. Dwell in
forests.
------------------------------------------------
AC 6 [13], HD 4 (18hp), Att 2 × talon (2d4), 1
× beak (1d4 + 1), THAC0 16 [+3], MV 30’ (10’)
/ 180' (60') flying, SV D10 W11 P12 B13 S14
(4), ML 8, AL Neutral, XP 75, NA 1d4+1
(1d4+1), TT M
------------------------------------------------
▶ Surprise: On a 1–4, due to its silent flying.
▶ Swoop: Can dive onto victims visible from
above. If the victim is surprised, the attack
inflicts double damage. On an attack roll of 18
or more, the victim can be carried away (if of
appropriate size).
▶ Eggs: 1d6 eggs or chicks in 25% of nests.
▶ Trainable: Can be trained, if captured
when young.
▶ Speech: Common, plus languages of owls.
Snow Arcanist
Highly intelligent silver-haired sorcerers
dedicated to the arts of cryomancy. Dwells in
cold regions.
------------------------------------------------
AC 6 [13], HD 4*** (19hp), Att 1 × staff (1d4 +
freezing), 1 × spell or diamond dust, THAC0
16 [+3], MV 120' (40'),
SV D10 W11 P12 B13 S14 (4), ML 8,
AL Neutral, XP 225, NA 1d4 (1d6), TT F
------------------------------------------------
▶ Diamond dust: Twice per day, conjures a
cone of freezing energy, 20’ long and 15’ wide
at the far end. Creatures caught in the cone
suffer 4d6 damage, with a successful save
versus spells indicating half damage.
▶ Freezing: If staff hits or on a natural 1-4
saving against diamond dust: Creature is
frozen for 6 days (save versus petrify to
avoid). If the frozen creature suffers damage
from a blunt weapon, the ice shatters, killing
it instantly.
▶ Spells: Can cast two spells of the following
list:
Charm Person, Cone of Cold, Control
Weather (Fog or Snow), ESP, Hailstorm,
Invisibility, Mirror Image, Phantasmal
Force, Sleep, Wall of Ice.
▶ Cold immunity: Unharmed by cold-based
attacks.
▶ Magic resistance: +2 bonus to savings
against magic.
▶ Distrust of fire: And those who wield it.
▶ Leader: 30% of groups are led by a 6HD
(26hp, AC 4 [15]) high snow arcanist. The
leader can use diamond dust three times per
day and cast four spells of the same spell list.
TRIBAL SPELL CASTERS
Tribal spell casters are found among the
3rd Level
following races of creatures:
1. Cure Blindness
2. Cure Disease (Cause Disease)
● Bugbear
3. Dispel Magic
● Deep one
4. Locate Object
● Ettin
5. Prayer
● Giant (hill, stone, fire, frost)
6. Remove Curse (Curse)
● Gnoll
● Goblin 4th Level
● Gullygug 1. Divination
● Hobgoblin 2. Exorcise
● Kobold 3. Neutralise Poison
● Lizard man 4. Sticks to Snakes
● Merman
● Neanderthal 3rd level shamans: Ettin, gullygug, ogre,
● Ogre troglodyte, troll.
● Orc 5th level shamans: Bugbear, deep one,
● Sahuagin gnoll, kobold, orc, sahuagin, snake person,
● Snake person triton.
● Triton 7th level shamans: Giant, goblin, hobgoblin,
● Troglodyte shaman.
● Troll
▶ Warlocks: Are tribal magic-users of 7th
These spell casters are divided into two types, level or under. Warlocks are able to cast the
shaman and warlocks. following spells:

▶ Shamans: Are tribal clerics of 7th level or 1st Level


under. Shamans are able to cast the following 1. Burning Hands
spells: 2. Light (Darkness)
3. Magic Missile
1st Level 4. Shield
1. Cure Light Wounds (Cause Lt. Wounds) 5. Spider Climb
2. Detect Evil 6. Ventriloquism
3. Detect Magic 2nd Level
4. Light (Darkness) 1. Invisibility
5. Protection from Evil 2. Levitate
6. Remove Fear (Cause Fear) 3. Web
2nd Level 4. Magic Mouth
1. Augury 5. Ray of Enfeeblement
2. Chant 6. Tongues
3. Detect Charm
4. Resist Fire 2nd level warlocks: Bugbear, gnoll, gullygug,
5. Snake Charm kobold, lizard man.
6. Speak with Animals 4th level warlocks: Goblin, hobgoblin,
neanderthal,.orc, triton.
OPTIONAL MONSTER BULLETS Guillotine Move
A melee attack roll of 18 or higher:
Human-sized or smaller creatures are
Boar Charge decapitated (save versus death to avoid).
When not in melee. Requires a clear run of at
▶ Suggested for: Giant insect-like monsters
least 20 yards. Tusks or gore inflict double
(e.g. Giant Tiger Beetle, Giant Mantis, Giant
damage.
Scorpion)
▶ Suggested for: Boar-like monsters (e.g.
Boar, Wereboar, Devil Swine). Iron Headbutt
A butt attack roll of 18 or higher: +1 damage
Bribe and Toll bonus per monster’s HD. Human-sized or
If the creature succeeds on a morale check,
smaller creatures must save versus death or
characters may bribe it to stop fighting
fall prone, unable to attack until able to stand
paying 100 gp per HD. 3-in-6 chance to
up again.
accept.
▶ Suggested for: Herd animals-like monsters
▶ Suggested monsters: Outlaw and
(e.g. Goat, Elk, Caribou).
mercenary-like monsters (e.g. Pirate,
Brigand, Bandit). Titanic Smash
Once per day, a melee attack roll of 18 or
Death Roll higher: After damage roll, if the hit creature
A bite attack roll of 18 or higher indicates
is smaller and didn’t die, must save versus
that one of the target’s extremities is catched.
death or its hp is reduced to only 1.
The crocodile spins and the bitten
▶ Suggested for: True giant monsters (e.g.
(determined randomly, e.g. 1–2: leg, 3–4:
Fire Giant, Storm Giant, Cloud Giant).
arm, 5–6: head) is severed (save versus
death to avoid). Wing Flurry
▶ Suggested for: Crocodile-like monsters Twice per day, while the creature is in midair
(e.g. Normal Crocodile, Large Crocodile, all within 60’ suffers 3d6 and are pushed 30’
Giant Crocodile). away (save versus death for half damage and
push).
Death Roulette ▶ Suggested for: Large winged monsters (e.g.
Once per day, name up to five opposing
Griffon, Hippogriff, Roc).
creatures and itself. Give a number to each
and roll a d6: The chosen creature must save
versus death or die.
▶ Suggested for: Demon-like monsters (e.g.
Rakshasa, Demonic Knight).

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).

You might also like