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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.
ADVENTURING GEAR
Apothecary

Item Cost
(gp)

Antidote (basic, 2 doses) 250

Antidote (great, 2 doses) 1250

Bandage (3 straps) 2

Belladonna extract (2 50
doses)

Eyedrops (basic, 2 20
doses)

Eyedrops (great, 2 doses) 200

Gecko solution (3 doses) 20

Ghostroot powder (2 250


doses)

Gilded needle 1500

Ginkgo extract (2 doses) 25

Incense (2 sticks) 15

Mortar and pestle 4

Nazar powder 750

Ointment (2 doses) 50

Poppy tears 200

Resina draconis 1500

Wake tea (2 doses) 25

Wolfsbane (1 bunch) 10
Apothecary Descriptions Mortar and pestle: Tools to grind up to six
ounces of materials in order to mix them to
Antidote, basic: Medicine that neutralises
prepare concoctions.
poison effects from non-magical snakes,
insects, etc. Someone who has died from that Nazar powder: Powder made with blessed
kind of poisoning within two rounds can be stones that cancels a curse for 10 minutes.
revived. There is a 3-in-6 chance of success. Ointment: A viscous medicine made with
Antidote, great: Medicine that neutralises herbs, wax, oils and other substances. It
poison effects from magical snakes, insects, takes: 5 minutes to make effect and restores
etc. Someone who has died from that kind of 1d2 hit points of damage.
poisoning within two rounds can be revived. Poppy tears: An extract from the seeds of a
There is a 3-in-6 chance of success. certain plant to alleviate pain. Suspends the
Bandage: Straps of cloth to aid. Stop effects (but not death) of a disease for 1 day
bleeding. or cures an energy condition (overheat, frozen
and palsy). There is a 3-in-6 chance of
Belladonna extract: Remedy made from
success.
belladonna. Neutralises lycanthropy effects in
a character hit within 3 turns. There is a Resina draconis: Powder made with dragon
3-in-6 chance of success. blood. Neutralises contracted diseases. There
is a 4-in-6 chance of success within 1 day
Eyedrops, basic: Liquid solution to apply on
and 2-in-6 chances after.
eyes. Restores the sight of a character blinded
by Darkness or similar effects. There is a Wake tea: An infusion of green tea and
4-in-6 chance of success. spices. Once per day, a character may skip the
need to rest in the dungeon (one turn every
Eyedrops, great: Liquid solution with a
hour) without suffering penalty. Within 4
secret formula to apply on eyes. Restores the
hours after ingested (24 turns), a character
sight of a character blinded by Continual
may save versus spells against a Sleep spell
Darkness or similar effects. There is a 4-in-6
to resist the magical slumber.
chance of success.
Wolfsbane: This herb can be used to repel
Gecko solution: A liquid to apply on eyes.
lycanthropes. The creature must be hit with
Creatures with light sensitivity that suffer
the herb in melee combat.
penalty in bright light, daylight. The effect
lasts for 6 rounds.
Ghostroot powder: Powder made with
ghostroot that allows a character to turn the
undead for 10 minutes as a cleric of the same
level.
Gilded needle: A golden needle infused with
gorgon blood remedy that pierces through
stone. Restores a petrified character within
two rounds to life. There is a 3-in-6 chance
of success.
Ginkgo extract: Remedy made from ginkgo
biloba. Neutralises paralysing effects. There is
a 4-in-6 chance of success.
Incense: Aromatic sticks that release
fragrant smoke when burnt. When used with
a restorative spell or item, dice can be
rerolled once.
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

Hand cannon 120 75

Knuckles 6 20

Kusarigama 35 40

Sarissa 15 150

Scythe 8 100

Shuriken 2 10

Sickle 5 20

Silver sword 70 60

Slam ball 10 50

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
Sarissa: Very long spears to reach and hit referee’s discretion, human-like creatures of 2
enemies from a safe distance. On a hit: 1-in-3 HD or less from cultures without firearms
chance to break. may also be affected.
Scythe: Long agricultural tool to reap crops, Melee: Close quarters weapon (5’ or less).
but turned into a weapon. May reap other
Missile: Thrown or fired weapon (greater
things too.
than 5’ distance).The distances for short (+1
Shuriken: Sharped throwing weapons that's to hit), medium, and long (–1 to hit) range
usually easy to conceal. Made of metal and are shown in parentheses.
other materials in various shapes.
Powder reload: Requires 12 rounds to reload
Sickle: Curved blade to reap crops and herbs,
between shots.
but used as a weapon too. If a chain is
attached to its hilt, it becomes a kusarigama. Reach: Can make a melee attack farther than
5’.
Silver sword: A sword forged with silver.
Useful against lycanthropes and some other Return: On a missed attack, the weapon
types of creatures. 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 dangerous three-forked spear. Slow: The character acts last in each combat
round.
Whip: A 15’ long weapon made of braided
leather or chained metal. On a successful Two-handed: Requires both hands; the
attack, the attacker must decide to either character cannot use a shield.
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

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.
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▶ 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.
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● 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
Book of Plains Kings 700gp
a series is listed in square brackets.
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

Abalone 12,500gp
Woods
Black Ivory Coffee 1,700gp
▶ Found as: 10’ logs weighing 200 coins.
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 Aries 500gp
Panda Tea 1,150gp Taurus 1,000gp
Propolis 400gp Gemini 1,500gp
Pule Cheese 600gp Cancer 2,000gp
Saffron 10,000gp Leo 2,500gp
Wagawaga Beef 300gp Virgo 3,000gp
Yubayuba Melon 8,000gp 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 1d6 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 ▶ Short: The “plus” bonus to AC applies only
▶ Prevents gaze: The shield's magical to melee attacks.
reflective surface can be used to fight against ▶ Free hand: Attached to the arm, the wearer
monsters that use their gaze to harm (e.g. is able to use a secondary weapon or perform
petrify, kill). other tasks.
▶ Bouncing: On a save versus magic, there is
2-in-6 chance to reflect it back against the Shield +1, Warding
caster (with halved force if it’s magic that ▶ Magic resistance: +2 bonus to all saves
deals damage). versus magic.
▶ Magic missiles: Each missile requires a
Shield +1, Medusa ranged attack roll to hit the wearer.
▶ Petrification: Anyone who looks at the
shield will be turned to stone for 1d4 rounds Shield +2, Ligyron’s
(save versus petrify). ▶ Human martials: Are the only ones
▶ Magic resistance: +2 bonus to saves allowed to use it.
versus petrify. ▶ Ward: +2 bonus to all saving throws
against breath attacks and wands.
Shield +1, Mushroom ▶ Missile weapons damage: Is reduced by 1
▶ Delicatessen: The wearer can tear off a point per damage die rolled. (Each die inflicts
chunk of the shield. It has the properties of a a minimum of 1 hit point damage.)
Rations, Iron for 1 day. The shield loses its ▶ Attacking the heel: AC 0 [19]. May be
“plus” targeted by missile attacks. If hit, it deals
▶ Nutritious: When eating the chunk, there’s triple damage to the wearer (not
1-in-4 chance to restore 1 point of damage. cumulative with other Ligyron’s items).
▶ Chunk’s regrowth: In 1d6 turns. The
shield regains its “plus”. Shield +2, Dragon Turtle
▶ Immunity: Gas (e.g. chlorine, steam).
Shield +1, Night ▶ Hardened: Gain a +1 bonus against larger
▶ “Plus” bonus: During nighttime only. than human-sized creatures.

Shield +1, Providence Shield +2, Repulsion


▶ Divine magic: Usable by divine spell ▶ Creatures with less than 6HD: Are pushed
casters only. 10’ away if they make a melee attack roll
▶ Spell effects: On command, produces the against the wearer (save versus death to
effect of one of the following spells when the avoid).
wearer or an ally touches it: Remove Curse,
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.

Shield +1, Shiny Buckler


MISCELLANEOUS ITEMS
✪ Amphora of Mystic Water ✪ Magic Mushroom
✪ Bargain Tag ✪ Magma Boots
✪ Beryl Circlet ✪ Necklace of Body Double
✪ Blaze Regulator ✪ Number One Coin
✪ Boots of Mislead ✪ Opal Circlet
✪ Citrine Wristband ✪ Peach Wood Sword
✪ Cloak of Stiffness ✪ Pill of Hangover
✪ Cloak of the Mastermind ✪ Pillow of Invigoration
✪ Cobbled Wings Glider ✪ Quiver of Holding
✪ Dullstone ✪ Rabbit’s Foot Amulet
✪ Electric Eel Bracelet ✪ Robe of the Archpriest
✪ Eyes of the Accuracy ✪ Robe of the Magi
✪ Eyes of the Underdark ✪ Robe of the Priest
✪ Eyes of the Weakness Tracking ✪ Ruby Circlet
✪ Four Leaf Amulet ✪ Sapphire Circlet
✪ Frost Regulator ✪ Scabbard of Strengthening
✪ Galvanic Regulator ✪ Scarf of the Helping Hand
✪ Golden Hairpin ✪ Shoes of the Tiny Ones
✪ Goldfish Earring ✪ Silenus' Wineskin
✪ Golem’s Clay Ball ✪ Skullclamp
✪ Growstone ✪ Smouldering Ruby Egg
✪ Guts Headband ✪ Snowflake Boots
✪ Hermit Beans ✪ Spider Armlet
✪ Hourglass Amulet ✪ Tide Jewel
✪ Lesser Dark Magatama ✪ Topaz Circlet
✪ Lesser Light Magatama ✪ Weaven Silk Shirt
✪ Ligyron’s Greaves ✪ Weaven Web Shirt
✪ Ligyron’s Helmet ✪ 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 Citrine Wristband
A jewelled wristband empowered to prevent
▶ Save bonus: Gain a +2 bonus to all saving
poisoning.
throws versus lightning-based magical or
------------------------------------------------
breath attacks.
▶ Alert: Poisoned objects, foods and drinks,
▶ Lightning-based damage: Is reduced by 1
or venomous creatures are caused to glow.
point per damage die rolled. (Each die inflicts
▶ Protection: +2 bonus to all saving throws
a minimum of 1 hit point damage.)
against poison.
▶ Prevents poisoning: 2 times, then
shatters, with the wristband becoming utterly
useless.
Cloak of Stiffness Electric Eel Bracelet
A cursed cloak which paralyses who dons it. An eel-shaped bronze bracelet that wraps
------------------------------------------------ around its user’s arm. Its wearer feels always
▶ Handling: The cloak can be handled safely. energised.
▶ Doning: The wearer is instantly paralyzed, ------------------------------------------------
without a saving throw. As long as the cloak ▶ Electric Shock: Anyone within 5’ suffer 3d4
remains in place, the victim cannot move damage; Within 5’–10’ suffer 2d4 damage;
itself even by magic. Within 10’–15’ suffer 1d4 damage. (No attack
▶ Removing: Once donned, can only be roll or saving throw.)
removed by magic (e.g. Remove Curse). ▶ Electric shock frequency: May be used at
most once per hour.
Cloak of the Mastermind ▶ Electrical resilience: Half damage from
A deep-blue cloak from an outer world being. electrical attacks.
------------------------------------------------
▶ Mental defence: +2 bonus to all saving Eyes of Accuracy
throws against mental powers. A pair of crystal lenses that fit over the eyes,
▶ ESP: Can read thoughts of any within 20’. enhancing its wearer's accuracy.
Obstructed by a thin layer of lead or by rock ------------------------------------------------
of 2’ thick or greater. ▶ Sharp eyes: When making an attack, the
▶ Magic resistance: +2 bonus against wearer rolls two dice and chooses the better
mind-affecting magic. result.

Cobbled Wings Glider Eyes of the Underdark


Hang glider made of bamboo and a hundred A pair of crystal lenses that fit over the eyes
patches of silk that were sewn together. to grant the power to see through darkness.
------------------------------------------------ ------------------------------------------------
▶ Speed: The glider flies at 480’ (160’). ▶ Everseeing: Wearer is not affected by
▶ Passengers: An additional passenger may darkness spells and blinding effects.
be carried. When carrying two people, the ▶ Infravision: 30’.
glider’s speed is 300’ (100’).
▶ Attack: The one riding the glider can’t Eyes of the Weakness Tracking
attack or cast spells, but a passenger can. A pair of crystal lenses that fit over the eyes
▶ Duration: Can fly for up to 2 hours. showing a foe's weak point.
▶ Landing: 1-in-3 chance to rip apart and ------------------------------------------------
become unable to fly, but with its remains can ▶ Weak point: If a foe has some kind of
be easily remade via magical research. immunity, it will be negated if the wearer
rolls a natural 16 or higher on an attack roll.
Dullstone
A polished, roughly hewn piece of decorative Four-Leaf Amulet
stone (e.g. agate) which grants its owner with An emerald green and gold four-leaf clover
a slower evolution. brooch worn on clothing or armour.
------------------------------------------------ ------------------------------------------------
▶ XP modifier: The character has a -10% ▶ Lucky: Wearer gains a +1 bonus to all
penalty to its gain of XP. saving throws.
▶ Discarding the stone: The stone ▶ Distrust: -1 penalty to reaction
reappears, hidden somewhere on the rolls when encountering chaotic creatures.
character’s person, unless the curse is
removed by magic (e.g. Remove Curse).
Frost Regulator Golem’s Clay Ball
A silver device for arcane casters with an A 6” diameter mass of clay in a basket that
interest in cryomancy. Clip to a belt or on the moulds itself into a golem in order to help its
chest to use it. master.
------------------------------------------------ ------------------------------------------------
▶ Magical core: Once per day, the caster can ▶ Master: An arcane or divine spell caster
use a known cold-based spell of each level. only.
▶ Disrupted spells: Being cast via regulator Usage: The items may be used as follows:
deals 1d6 damage per spell level to the caster. ▶ Frequency: May only be used once per day.
▶ Chill inspiration: Probability of failure ▶ Before use: The mass of clay must be
becomes 10% and time of research is halved, prepared. This takes one round.
in any magical research related to cold. ▶ Morphed clay golem: The mass of clay
becomes a 8 HD golem to do its master’s
Galvanic Regulator
bidding.
A silver device for arcane casters with an
▶ Return to original form: After 3 turns, if
interest in electromancy. Clip to a belt or on
hp is reduced to 0 or if the golem is dispelled
the chest to use it.
by Dispel Magic or Dispel Evil.
------------------------------------------------
------------------------------------------------
▶ Magical core: Once per day, the caster can
Morphed Clay Golem
use a known lightning-based spell of each
8’ tall humanoid statues of morphed clay.
level.
------------------------------------------------
▶ Disrupted spells: Being cast via regulator
AC 4 [15], HD 8* (36hp), Att 1 × fist (1d10 +
deals 1d6 damage per spell level to the caster.
curse), THAC0 12 [+7], MV 60’ (20’), SV D8
▶ Shocking inspiration: Probability of
W9 P10 B10 S12 (8), ML 12, AL Neutral, XP
failure becomes 10% and time of research is
1,200, TT None
halved, in any magical research related to
------------------------------------------------
lightning.
▶ Weapon immunity: Only harmed by blunt
weapons.
Golden Hairpin
▶ Energy immunity: Unharmed by fire and
An extremely rare accessory worn in the hair
cold.
by spell casters.
▶ Curse: Damage inflicted can only be healed
------------------------------------------------
by a divine spell caster of 7th level or higher.
▶ Magic pool: Wearer becomes able to
memorise two additional spells of 1st, 2nd, Growstone
3rd and 4th spell levels. A polished, roughly hewn piece of decorative
▶ Resistance: Wearer gains a +2 bonus on stone (e.g. agate) which grants its owner with
saving throws against magical silence. a faster evolution.
------------------------------------------------
Goldfish Earring ▶ XP modifier: The character has a +10%
An accessory for one of the ears in the shape
bonus to its gain of XP.
of a small goldfish to filter listened
information.
------------------------------------------------
▶ Listening: The wearer gains the ability to
understand information in any language,
including coded messages. No ability to speak
unknown languages is conferred.
Guts Headband Lesser Light Magatama
A white cloth headband worn by resilient A piece of white stone to empower divine
ones. spell casters.
------------------------------------------------ ------------------------------------------------
▶ From the gusts: If the wearer's current hit ▶ Exclusive to: Divine spell casters.
points is 2 or more and would be killed by an ▶ Once per day: Wielder can rememorize a
attack, there’s a 1-in-4 chance to survive 1st or 2nd level spell.
with 1 hit point instead. ▶ After use: The magatama has 2-in-10
● Human martials: 2-in-4 chance to chances to crackle and become utterly
survive. useless.

Hermit Beans Ligyron’s Greaves


Green savoury beans that can only be Greaves from an ancient elite hero.
cultivated by immortal sages. 1d3 beans are ------------------------------------------------
usually found inside a small pouch. ▶ Human martials: Are the only ones
------------------------------------------------ allowed to use it.
▶ Wounds: A bean restores a person’s hit ▶ Movement: Movement rate is doubled.
points to its maximum. ▶ Attacks: The number of attacks per round
▶ Panacea: A bean cures any disease, poison the character can make is doubled.
and other conditions. ▶ Attacking the heel: AC 0 [19]. May be
▶ Nourishment: Sustains a person for 7 days targeted by missile attacks. If hit, it deals
(no need to eat or drink). triple damage to the wearer (not
cumulative with other Ligyron’s items).
Hourglass Amulet
An amulet with a small hourglass inside to Ligyron’s Helmet
improve speed reaction. Helmet 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 ▶ Ward: +2 bonus to all saving throws against
once per hour. spells, rods or staves.
▶ Magic damage: Is reduced by 1 point per
Lesser Dark Magatama damage die rolled. (Each die inflicts a
A piece of black stone to empower arcane minimum of 1 hit point damage.)
spell casters. ▶ Attacking the heel: AC 0 [19]. May be
------------------------------------------------ targeted by missile attacks. If hit, it deals
▶ Exclusive to: Arcane spell casters. triple damage to the wearer (not
▶ Once per day: Wielder can rememorize a cumulative with other Ligyron’s items).
1st or 2nd level spell.
▶ After use: The magatama has 2-in-10
chances to crackle and become utterly
useless.
Magic Mushroom Opal Circlet
Red magical mushroom which can change a Precious circlet made by dwarves. Grants the
person's size. 1d3 mushrooms are usually wearer protection against acid.
found together. ------------------------------------------------
------------------------------------------------ ▶ Normal acid: Unharmed by non-magical
▶ Bite: When a mushroom is bitten, a acid.
character doubles in size and gains the ▶ Save bonus: Gain a +2 bonus to all saving
following powers: throws versus acid-based magical or breath
1. Damage: The damage inflicted by the attacks.
character’s attacks is doubled. ▶ Acid-based damage: Is reduced by 1 point
2. Load: The amount of weight the character per damage die rolled. (Each die inflicts a
can carry is doubled. minimum of 1 hit point damage.)
▶ Original size: The character returns to
Peach Wood Sword
normal after 2 turns or if hit.
A wooden device to drive off evil influence.
Magma Boots ------------------------------------------------
Boots crafted in a living inferno. ▶ Divine spell casters: Using the sword
------------------------------------------------ grants the following powers:
▶ Magma and fiery surfaces: Walk without 1. Weapon: Against evil spirits, undead and
sinking or melting. demonkind may be used as a normal sword
+2. It’s treated as a blunt weapon.
Necklace of Body Double 2. Evil spirits, undead and demonkind hit:
A beautifully crafted necklace with small Instantly banished or destroyed. The monster
crystals to create a mirror image of its wearer may save versus spells (with a -2 penalty)
for 1 minute. to avoid banishment or destruction. If the
------------------------------------------------ monster’s save succeeds, it flees.
▶ Behaviour: The mirror image looks and 3. Dispel: Effects or spells from evil spirits,
behaves exactly as the wearer. undead or demonkind over a being or object
▶ Attacks on the wearer: Destroy one of the touched by the sword.
mirror images (even if the attack misses).
▶ Frequency: May be used at most once per
hour. Pill of Hangover
A small pouch with pills effective against
Number One Coin drunk numbness.
A golden coin of a unique beauty that brings ------------------------------------------------
fortune to its holder. ▶ Pouch contains: 2d6 pills.
------------------------------------------------ ▶ If consumed: Effects of alcoholic hangover
▶ Fortune bringer: Increases the chance of disappears.
finding coins among hoards (A-O) and group
treasures (U-V) by 10%. Pillow of Invigoration
A cushion which provides good dreams and
nice resting.
------------------------------------------------
▶ Doubles: Hit points restored with a night's
sleep.
▶ Halves: The time required to memorise new
spells.
Quiver of Holding A cheap version of the fabulous Robe of the
A apparently common quiver, created by a Archmagi.
war mage to magically contain a whole ------------------------------------------------
variety of weaponry. ▶ Robe’s alignment: When found, roll 1d20
------------------------------------------------ to determine the robe’s alignment: 1–9:
▶ Compartments: The quiver has three lawful, 10–15: neutral, 16–20: chaotic.
compartments to hold: ▶ Character’s alignment: Upon donning the
1. Ammunition (arrows, bolts): Up to 100. robe, an arcane spell caster whose alignment
2. Thrown weapons (javelins, daggers): Up differs from that of the robe suffers 3d3
to 50. damage and changes alignment to that of the
3. Main weapons (swords, bows): Up to 10. robe.
▶ Quick draw: Any weapon or ammunition as ▶ Arcane casters: Donning a robe grants the
if doing so from a regular quiver or scabbard. following powers:
▶ Weight: Up to 2,000 coins of weight can be a. Protection: AC 7 [12].
placed in the quiver. b. Saves: +1 bonus to all saving throws
▶ When full: The quiver weighs 100 coins. against magic.
c. Spell empowerment: When the character
Rabbit’s Foot Amulet casts charm, hold, or polymorph spells, the
The paw from a once lucky white rabbit worn target suffers a –2 penalty to the saving
on clothing or armour. throw.
------------------------------------------------
▶ Lucky: Wearer gains a +1 bonus to all Robe of the Priest
saving throws. A cheap version of the fabulous Robe of the
▶ Distrust: -1 penalty to reaction Archpriest.
rolls when encountering lawful creatures. ------------------------------------------------
▶ Robe’s alignment: When found, roll 1d20
Robe of the Archpriest to determine the robe’s alignment: 1–9:
A normal-looking robe which grants a variety lawful, 10–15: neutral, 16–20: chaotic.
of magical boons to a divine spell caster of ▶ Character’s alignment: Upon donning the
suitable alignment. robe, a divine spell caster whose alignment
------------------------------------------------ differs from that of the robe suffers 3d3
▶ Robe’s alignment: When found, roll 1d20 damage and changes alignment to that of the
to determine the robe’s alignment: 1–9: robe.
lawful, 10–15: neutral, 16–20: chaotic. ▶ Divine casters: Donning a robe grants the
▶ Character’s alignment: Upon donning the following powers:
robe, a divine spell caster whose alignment
a. Protection: AC 5 [14].
differs from that of the robe suffers 6d4
b. Saves: +1 bonus to all saving throws
damage and changes alignment to that of the
against magic..
robe.
c. Magic Emanation: Touch range spells
▶ Divine casters: Donning a robe grants the
affect up to one creature within 30’ around
following powers:
the caster instead.
a. Protection: AC 3 [16].
b. Saves: +1 bonus to all saves.
c. Magic Emanation: Touch range spells
affect up to 6 creatures within 30’ around the
caster instead.

Robe of the Magi


Ruby Circlet An apparently common pair of shoes to short
Precious circlet made by dwarves. Grants the people.
wearer protection against fire. ------------------------------------------------
------------------------------------------------ ▶ Fake height: Anyone wearing looks 1’
▶ Normal fire: Unharmed by non-magical taller. Some may look a little weird.
fire.
▶ Save bonus: Gain a +2 bonus to all saving Silenus’ Wineskin
throws versus fire-based magical or breath A skin full of sweet red wine of a bohemian
attacks. god.
▶ Fire-based damage: Is reduced by 1 point ------------------------------------------------
per damage die rolled. (Each die inflicts a ▶ Everflowing: The wine that’s inside never
minimum of 1 hit point damage.) ends.
▶ Any who drinks: More than 1 pint of the
Sapphire Circlet wine must save versus poison or gets drunk
Precious circlet made by dwarves. Grants the for 3d6 turns.
wearer protection against cold.
------------------------------------------------ Skullclamp
▶ Normal cold: Unharmed by non-magical Cursed headgear which suffocates the
cold. thoughts of its wearer.
▶ Save bonus: Gain a +2 bonus to all saving ------------------------------------------------
throws versus cold-based magical or breath ▶ Wearing: The headgear constricts and
attacks. attaches around the character’s head,
▶ Cold-based damage: Is reduced by 1 point inflicting 2 points of damage per round.
per damage die rolled. (Each die inflicts a ▶ Mind constriction: The character cannot
minimum of 1 hit point damage.) cast spells or concentrate. Character loses 1d4
points of INT permanently.
Scabbard of Strengthening ▶ Removing: The headgear can only be
A jet-black scabbard in golden details and removed with magic (e.g. Remove Curse).
ornated with gems that hones the potential of ▶ If the character dies: The headgear
bladed weapons. remains constricted in place until the corpse
------------------------------------------------ has rotted away (about 1 month).It then
▶ Adapts: To store any bladed weapon inside. loosens, ready for another victim.
▶ Enhancing scabbard: The first melee
attack that hits with a weapon that was stored Smouldering Ruby Egg
inside deals an additional damage. An ebony egg with glittering ruby-coloured
▶ Resheath: Takes 1 turn to enhance the veins. It’s said that when it finally hatches,
blade again. something impressive shall happen.
------------------------------------------------
Scarf of the Helping Hand ▶ The egg: Whenever the egg’s owner is
A long scarf with one of its ends in the shape harmed by an enemy, it will rock with the
of a hand. Helps its wearer to do lots of veins glowing brighter.
things. Stretchy and durable. ▶ The tenth time owner gets harmed: Roll
------------------------------------------------ 1d20:
▶ Useful hand: The magical knitted hand can
1-19: Nothing happens and the count resets.
perform various tasks (e.g. hold a torch, open
20: The egg hatches and bursts into 8d12
a door).
rubies (1,000 gp value each).
▶ Can’t: Attack or use magic items.
▶ Range: 20’
▶ Can hold: Up to 100 coins of weight.

Shoes of the Tiny Ones


Snowflake Boots Weaven Silk Shirt
White boots that are perfect for cold climates. Incredible shirt made of silk to protect the
------------------------------------------------ vulnerable.
▶ Snow surface: Walk without sinking or ------------------------------------------------
slowing. ▶ Cloth: If unarmoured, grants AC 6 [13] to
▶ Ice surface: Walk without breaking or the wearer.
sliding. ▶ Resilience: +1 AC bonus If wearer is
attacked by blunt attacks.
Spider Armlet
A crimson armlet in pearly white web pattern. Weaven Web Shirt
Allows a man to do some things a spider can. Incredible shirt made of web to protect the
------------------------------------------------ vulnerable.
▶ Web Launch: Cast Web, per the magic-user ------------------------------------------------
spell. ▶ Cloth: If unarmoured, grants AC 6 [13] to
▶ Web frequency: May not be used more the wearer.
than once per turn. ▶ Resilience: +1 AC bonus If wearer is
▶ Arachne symbol: +2 bonus to all saving attacked by blunt attacks.
throws against spiders, scorpions and driders.
Wind Guardian’s Sack
Tide Jewel A large sack to release the forces of gales.
A crystalline jewel to help sea travels. A gift Looks like a common bag full of grains or
from the sea dragon king. treasure.
------------------------------------------------ ------------------------------------------------
▶ Calm waters: Vessels are not affected by ▶ Gales: Roll 1d4 to release:
gales and storms during the travel.
1. Home Winds: Releases winds that send
▶ Miles per day in water: The number of
the ones who opened the sack back to their
miles a creature or vessel can travel in a day is
last resting place.
determined by dividing its base movement
2. Wind Geyser: A random 6 or less HD
rate by two.
creature is launched 100’ upward (save
▶ Wandering monsters:
versus death to halve the height’).
1. Frequency: At most once per day.
3. Enraged winds: 90’ long wind cone. 2’
2. Chance of encounters: 1-in-6 on oceans
wide at the mouth, 30’ wide at far end.
or rivers.
Creatures with less than 3HD swept are aside
3. Distance: Wandering monsters are always
(save versus death). 
encountered 4d6 × 10 yards away.
4. Tornado: 120’ tall, 40’ wide at top, 10’
wide at base. Moves at 240’ (80’). 3d12
Topaz Circlet
damage to all in path and then disappears.
Precious circlet made by dwarves. Grants the
Creatures with less than 5 HD are slain (save
wearer protection against gas.
versus death).
------------------------------------------------
▶ Normal gas: Unharmed by non-magical ▶ After release: The sack is ripped into
gas, steam, etc. shreds.
▶ 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.)
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 Grants the power to use a breath weapon like
a red dragon. a blue dragon.
------------------------------------------------ ------------------------------------------------
▶ Frequency of use: Up to 3 times. ▶ Frequency of use: Up to 3 times.
▶ Area: A cone of fire: 15’ wide at the far end, ▶ Area: A line of lightning: 5’ wide, 30’ long.
20’ 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 Lightning Resistance
Potion of Infravision Grants protection against lightning.
Drinking this potion grants infravision 60'. ------------------------------------------------
------------------------------------------------ ▶ Normal lightning: Unharmed by
▶ Small doses: At the referee’s discretion, a non-magical lightning.
potion of invisibility may be consumed in six ▶ Save bonus: Gain a +2 bonus to all saving
smaller doses, each with a reduced duration. throws versus lightning-based magical or
▶ Demihumans: Unaffected. breath attacks.
▶ Lightning-based damage: Is reduced by 1
Potion of Insomnia point per damage die rolled. (Each die inflicts
Prevents induced sleeping and magical a minimum of 1 hit point damage.)
numbness.
Potion of Love
Potion of Invulnerability Appears the same as any other potion.
Characters of a combat-focused, non-magic ------------------------------------------------
using class (e.g. dwarf, fighter, halfling) who ▶ Effect: Charms the drinker to become
drink this potion is granted invulnerability. infatuated for the first creature on sight.
------------------------------------------------ ▶ Sipping: Even a sip has the full effect.
▶ Unharmed by: Non-magical attacks from 4
HD or lower creatures. Potion of Macro-Healing
▶ Half damage from: Non-magical attacks Restores 6d6+6 hit points of damage. This
from 4+1 HD or higher creatures. cannot grant more hit points than the
▶ Resistance: +2 bonus to all saving throws. subject’s normal maximum.
------------------------------------------------
Potion of Life Persistence ▶ Small doses: At the referee’s discretion, a
Has one of two effects on the character who Potion of Macro-Healing may be consumed
drinks it: in six smaller doses, each one restoring 1d6+1
------------------------------------------------ hit points of damage.
▶ Prevents: Instant death and disintegration
effects. Potion of Madness
▶ Restores a character: From Instant death Appears the same as any other potion.
and disintegration effects. ------------------------------------------------
▶ Effect: Causes the drinker to fiercely attack
anyone in sight for 1d6 rounds.
▶ Sipping: Even a sip has the full effect.

Potion of Lightning Breath


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 1d3 hit points with each light rays, emanating from a point within
usage. 120’. Undead creatures within 40’ of the flash
▶ Usage limit: Is effective on any individual suffer 8d6 damage. Creatures viewing the
at most once 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 ------------------------------------------------
A pale staff for wizards with an interest in the ▶ Knockback hex: Causes 1 point of damage
dark arts. Made from the spine bones of a to a target. A damaged foe must save versus
black dragon, this staff may be used in melee. wands or fall prone, unable to attack until
------------------------------------------------ able to stand up again.
▶ Necromancy magic: Usable by arcane spell ▶ Range: 60'
casters with access to necromancy magic ▶ Usage limit: Is effective on any individual
only. at most once per one hour.
▶ Melee: Acts as a +2 staff. ▶ No charges: Does not use charges; may be
▶ Spells: Can cast: Animate Dead, Command used an unlimited number of times.
Undead, Hold Undead, Speak with Dead.

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
Wand for trickster mages.
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 ✪ Staff +1, +3 vs Undead
✪ Bow +1, Piercer ✪ Staff +3, Gold-Banded
✪ Chakram +2, Vorpal ✪ Trident +1, Reptiles Bane
✪ Club +2, Rock Baboon ✪ Trident +1, Stun
✪ Dagger +1, Darksteel ✪ Trident +2, Malevolent
✪ Dagger +1, Mind Break ✪ Trident +2, Steam
✪ Dagger +1, Petrifying ✪ Trident +3, Trine
✪ Dagger +2, Rondel ✪ War Hammer +1, Darksteel
✪ Knuckles +1, Wardbreak ✪ War Hammer +1, Quake
✪ Mace +1, Darksteel ✪ Whip +1, Bloody
✪ Polearm +1, Shield Cleaver ✪ Whip +1, Hair Tie
✪ Scythe +2, Deathtouch ✪ Whip +1, Viper
✪ Spear +1, Darksteel ✪ Whip +2, Charm
✪ Spear +1, Doorway ✪ Whip +2, Electro
✪ Spear +3, Holy Avenger ✪ Whip +2, Flaming
✪ Staff +1, Darksteel ✪ Whip +2, Freezing
✪ Staff +1, +3 vs Devil ✪ 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, Mindbreak
natural or magical means. Dagger effective against scholars.
------------------------------------------------
▶ If an arcane spell caster is hit: Must save
versus spells (at a -2 penalty) or become an
imbecile, unable to think clearly or cast spells
for 1d4 rounds.
Dagger +1, Petrifying Scythe +2, Deathtouch
Magical dagger to imprison foes. Has the power to reap the souls of
------------------------------------------------ living creatures.
▶ Petrification: Creature hit is turned to ------------------------------------------------
stone (save versus petrify). ▶ Death sentence: On a natural 13 or
▶ The dagger: Dissolves in contact and is higher attack roll, the target must save
lost. versus spells or have their soul reaped
▶ 1d4 hours after petrification: If touched (instant death). If the save succeeds, the
by someone, the creature returns to normal. scythe inflicts normal damage.
▶ Charges: The scythe can reap 2d6+1 souls
Knuckles +1, Wardbreak in total. Once this many souls have been
Punches through magic barriers. reaped, it becomes a normal magical scythe
------------------------------------------------ +2.
▶ Ward through: Anyone hit suffers a -2 ▶ Restrictions: Non-living creatures are
penalty on saves versus magic for 1d3 unaffected.
rounds.
Spear +1, Darksteel
Dagger +2, Rondel Beyond time forged spear.
Thin dagger to stab armoured foes. ------------------------------------------------
------------------------------------------------ ▶ Indestructible: Cannot be destroyed by
▶ Armour pierce: +2 bonus on attack rolls natural or magical means.
against enemies with AC 3 [16] or better.
Spear +1, Doorway
Mace +1, Darksteel A spear which warns of dangers.
Beyond time forged mace. ------------------------------------------------
------------------------------------------------ ▶ Alert: When the spear is pointed to a door
▶ Indestructible: Cannot be destroyed by or portal, it warns if there’s danger on the
natural or magical means. other side.
▶ Usage frequency: Up to three times per
Polearm +1, Shield Cleaver day.
A powerful crimson bardiche against shields.
------------------------------------------------ Spear +3, Holy Avenger
▶ On a hit: On a creature holding a shield, A holy spear which grants special bonuses to
the creature must save versus spells or its lawful divine spell casters.
shield will be destroyed. ------------------------------------------------
▶ Magic shields: Have a +1 bonus for each ▶ Save bonus: The wielder gains a +4 bonus
“plus” to avoid being destroyed. to saves against magic.
▶ Used against chaotic creatures: Inflicts
double damage.
▶ Touched by a non-lawful character: The
spear inflicts 1d6 damage per round to
neutral characters and 2d6 per round to
chaotic characters.
▶ Used by other lawful characters: The
sword functions as a +1 spear, without the
other advantages described above.
Staff +1, +3 vs Devil A trident used by fiends and their chaotic
A white staff effective against demonkind. followers.
------------------------------------------------ ------------------------------------------------
▶ Conduct: Usable by lawful characters only. ▶ Wicked ward: The wielder gains a +2
bonus to saves against magic from lawful
Staff +1, +3 vs Undead creatures.
A white staff effective against undeads. ▶ Used against lawful creatures: Inflicts
------------------------------------------------ double damage.
▶ Conduct: Usable by lawful characters only. ▶ Touched by a non-chaotic character: The
sword inflicts 1d6 damage per round to
Staff +1, Darksteel
neutral characters and 2d6 per round to
Beyond time forged staff.
chaotic characters.
------------------------------------------------
▶ Indestructible: Cannot be destroyed by
Trident +2, Steam
natural or magical means.
A trident with steam flowing in its points.
------------------------------------------------
Staff +3, Gold-Banded
▶ Minimum STR: Only characters of 16 STR
A marvellous staff, banded with gold at each
or higher can wield the trident.
tip. The staff has the power to grow and
▶ Steam: Character may fire a cloud of steam
shrink on command.
60’ long, 20’ wide, 20’ high. All caught in the
------------------------------------------------
area suffer 2d6 damage.
▶ Minimum STR: Only characters of 16 STR
▶ Underwater: The steam cannot be released
or higher can wield the staff.
underwater.
▶ Size: The staff can be any length between
▶ Frequency of steam: The hammer may
1” and 200’.
release the cloud of steam at most 1 time in
▶ Reach: The wielder can attack foes at up to
the space of 1 hour (6 turns).
the staff ’s length distant.
Trident +3, Trine
Trident +1, Reptiles Bane
A trident blessed by the power of fire, cold
A trident effective against reptiles.
and lightning.
------------------------------------------------
------------------------------------------------
▶ Used against reptiles: Acts as a +3 trident.
▶ Successful hits: The target may inflict an
▶ Morale affecting: Reptiles make morale
additional 1d6+1 damage of fire, cold or
checks with a -2 penalty.
lightning.
▶ ”Plus”: The trident loses one of its +1 each
Trident +1, Stun
time its power is used. The trident regain a
A trident enchanted with the power to
plus after 4 hours (24 turns)
paralyse foes.
▶ Restriction: The trident may inflict at
------------------------------------------------
most one additional damage from each
▶ Successful hits: The target must save
energy in a single day.
versus spells or be paralysed for 2d4 rounds.
This consumes one charge.
▶ Charges: 1d4+16.

Trident +2, Malevolent


War Hammer +1, Darksteel Whip +1, Viper
Beyond time forged hammer. A whip that magically injects venom into the
------------------------------------------------ victim when it strikes true.
▶ Indestructible: Cannot be destroyed by ------------------------------------------------
natural or magical means. ▶ Natural 20: If the wielder rolls an attack
roll of natural 20, the whip injects venom into
War Hammer +1, Quake the victim (save versus death or die
Hammer to create earth tremors. instantly).
------------------------------------------------
▶ Minimum STR: Only characters of 16 STR Whip +2, Charm
or higher can wield the hammer. A fuchsia whip created to bewitch.
▶ Quake: Character may hit the ground and ------------------------------------------------
any other creatures in 40’ suffers 3d8 damage ▶ Entangle: Target must save versus spells
and must save versus death or fall prone, or becomes charmed in the same way as the
unable to attack until able to stand up again. magic-user spell charm monster.
Creatures not touching the ground are ▶ Bring: Target must save versus spells or
unaffected. becomes charmed in the same way as the
▶ Password: Character may shout an agreed magic-user spell charm person.
word before the quake to let its allies jump ▶ Usage frequency: The whip's power may be
and avoid. used up to three times a week.
▶ Frequency of quake: The hammer may
quake the earth at most 1 time in the space of Whip +2, Electro
1 turn (i.e. 1 time per combat). Whip from a cloud spirit which releases
thundershock.
Whip +1, Bloody ------------------------------------------------
A crimson whip created to inflict vicious, ▶ Entangle: If the victim was entangled,
bleeding wounds. attacks received, suffers a 1 point of extra
------------------------------------------------ damage for 1 turn..
▶ Bleeding: After being hit, the target suffers ▶ Usage frequency: The power may be used
1 additional point of damage per round (up to twice per day.
a maximum of 10 rounds). ▶ Flying and aquatic creatures: Are
▶ Multiple wounds: Each deal additional automatically entangled.
damage per round.
▶ Stopping bleeding: Bandaging a wound Whip +2, Flaming
stops it bleeding and negates further damage. Whip from a wicked devil which releases fire.
▶ Healing: Damage from the sword cannot be ------------------------------------------------
healed by magic or regeneration. ▶ Entangle: If the victim was entangled,
▶ Restrictions: Constructs and creatures suffers 1d4 damage for each round for 1 turn.
without blood are unaffected by the sword’s ▶ Usage frequency: The power may be used
wounding effect. twice per day.
▶ Cold-based creatures: Are automatically
Whip +1, Hair Tie entangled.
An ornamental hair tie which can transform
into a magical whip.
------------------------------------------------
▶ Activating: The owner must simply grasp
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 +2, Freezing
Whip from a snow fairy which releases cold.
------------------------------------------------
▶ Entangle: If the victim was entangled, one
of its limbs will be frozen, preventing it from
using weapons, claws, etc for 1 turn.
▶ Usage frequency: The power may be used
twice per day.
▶ Fire-based creatures: Are automatically
entangled.

Whip +2, Vileslayer


A whip enchanted as a powerful bane
against undead, shadow and devil monsters.
------------------------------------------------
▶ Touched by a chaotic character: The
whip inflicts 4d4 damage.
▶ Used against undead, shadow or devil:
On a successful hit, the whip inflicts double
damage and has a chance of destroying the
monster (save versus death or be instantly
annihilated).
SPELLS
A variety of spells to expand the spells available.
▶ 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.
▶ New 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 Chant Animate Dead
Humble Pebbles ※ Death Recall ※ Cure Blindness
Pass Undead Drag from Death’s Door ↶ Blindness
Resist Acid Healing Splash ※ Death Ward
Resist Lightning Dispel Magic
Slow Poison Feign Death
Translate Speak with Dead
Tongues

4th LEVEL SPELLS 5th LEVEL SPELLS


● Blessed Guard ※ Cureall
↶ Blighted Guard Cure Critical Wounds
● Restore ↶ Cause Critical Wounds
↶ Energy Drain Heal
Lower Water Heavenly Grace Shield ※
Sacrificial Resurrection Part Water
Sunburst Truesight
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’
------------------------------------------------
Humble Pebbles
All creatures within range are protected from
Duration: Permanent
cold, as follows:
Range: Touch
------------------------------------------------ ▶ Normal acid: Unharmed by non-magical
Consecrate 1d6 sling stones to be used acid.
against a certain type of creature (e.g. ▶ Save bonus: Gain a +2 bonus to all saving
goblins, kobolds, undead). throws versus acid-based magical or breath
attacks
▶ Against the chosen creature: Gains the
▶ Acid-based damage: Is reduced by 1 point
following if used by the caster:
per damage die rolled. (Each die inflicts a
a. +1 on missile attack roll.
minimum of 1 hit point damage.)
b. +3 on damage roll.
c. Considered as a magical attack.
▶ Loses effectiveness: After 1 day.
2nd LEVEL SPELLS Healing Splash
Duration: Instant
Chant Range: Holy water throwing
Duration: Concentration ------------------------------------------------
Range: 30' Launches a vial of holy water over an ally to
------------------------------------------------ heal it.
This spell grants the caster to influence other
▶ Missile attack roll: Is not required if the
living creatures.
target is willing to be hit.
▶ Allies: Gain a +1 bonus to attack, damage, ▶ Heals: 1d4+1 hit points of damage in one
saving throws. living subject for two rounds, as the liquid
▶ Foes: Suffer a -1 penalty to attack, damage, drips off.
saving throws.
▶ Concentration: The Chant persists as long Resist Lightning
as the caster concentrates on the spell and Duration: 2 turns
does not move. Range: 30’
------------------------------------------------
Death Recall A single creature is bestowed with
Duration: 1 turn supernatural resistance to lightning, as
Range: Corpse touched follows:
------------------------------------------------
▶ Normal heat: Unharmed by non-magical
Upon casting this spell and touching the body
lightning or electricity.
of a creature which has died within the last 24
▶ Save bonus: Gain a +2 bonus to all saving
hours, the caster experiences a vision of the
throws versus lightning-based magical or
last 10 minutes of the creature’s life, ending
breath attacks
with its demise:
▶ Lightning-based damage: Is reduced by 1
▶ Trance: While witnessing the deceased point per damage die rolled. (Each die inflicts
creature’s last moments of life, the caster is in a minimum of 1 hit point damage.)
a trance state, unable to move or perceive
their surroundings.

Drag From Death’s Door


Duration: Instant
Range: Creature touched
------------------------------------------------
A subject killed by damage (i.e. not by poison,
disintegration, etc.) within the last 3 rounds
is dragged back from the brink of death.
▶ 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.
▶ Bargain: In return for cheating death, the
cleric suffers 1d6 damage and the subject
suffers a permanent loss of one point from a
random ability score.
Slow Poison 3rd LEVEL SPELLS
Duration: 1 hour per level
Range: The caster or a creature touched Animate Dead
------------------------------------------------ Duration: Permanent
Poisons affecting the subject are dramatically Range: 60’
slowed, giving the caster time to effect a full ------------------------------------------------
cure. Causes corpses or skeletons to rise as undead
Skeletons or Zombies.
▶ Poison effects: As long as the subject has
more than 1 hit point, the slowed poison ▶ Obedient: Created undead obey the caster’s
inflicts 1hp of damage per turn. If the subject commands.
is at 1hp, the poison inflicts no further ▶ Special abilities: They are unable to use
damage. any special abilities (including spell casting)
▶ Characters killed by poison: Can be that they possessed in life.
revived by this spell. Death must have ▶ Duration: The reanimating magic remains
occurred within one turn per level of the active until dispelled or until the undead are
caster. slain.
▶ Natural poisons: If the subject was Number: The spell animates up to 1 Hit Die
poisoned by a natural plant or animal, the of zombies or skeletons per level of the
caster has a 10% chance per level of knowing caster:
a herbal antidote that will fully neutralise the ▶ Skeletons: Have AC 7 [12] and HD equal to
poison. In the wilderness, gathering the herbs those the creature had in life.
for the antidote takes one turn. In a ▶ Zombies: Have AC 8 [11] and HD one
settlement, the herbs may be available for greater than the creature had in life.
purchase from a herbalist. ▶ Classed characters: If a PC or NPC with
▶ When the duration ends: The full effects levels in a class is reanimated by this spell,
of the poison occur. If the subject was revived the levels are not counted as HD. For
from death by this spell, they die once more. example, the reanimated corpse of a 5th level
fighter would have 2 HD (1 HD as a normal
Translate human, +1 for being reanimated as a zombie).
Duration: 3 turns
Range: The caster Cure Blindness
------------------------------------------------ Duration: Instant
The caster gains the ability to understand Range: Touch
written information in any language, except ------------------------------------------------
coded messages or symbols (e.g. on treasure Cure a subject of any forms of blindness.
maps). No ability to speak unknown
languages is conferred. ↶ Blindness
Causes permanent blindness upon a creature,
if it fails a save versus spells.
Death Ward Speak with Dead
Duration: 1 turn per level Duration: 1 turn per level
Range: 60’ Range: 10’
------------------------------------------------ ------------------------------------------------
A living subject is warded such that they do The caster may ask questions of a deceased
not die when reduced to 0 hit points, instead person, the spirit’s voice echoing out from
being able to survive and continue to act beyond the grave.
normally until they reach –10 hit points.. ▶ Remains: Some remnant of the person’s
▶ Death saves: The subject also gains a +2 physical body (e.g. bones) must be within
bonus to saving throws versus death or range.
poison. ▶ Time since death: It is only possible to
▶ Healing: Healing magic functions normally awaken the spirit of a person who died within
for a character under this ward. For example, a certain time frame, dependent on the
a character could be reduced to –8hp, then caster’s level (see table below).
receive a healing spell taking them up to ▶ Questions: The number which can be asked
–2hp, then drink a potion of healing taking depends on the caster’s level (see table
them up to 3hp. below). The spirit answers truthfully but
▶ Expiration: Once the spell expires, if the briefly, and only possesses knowledge it had
subject has 0 or less hit points, they die during life.
immediately. ▶ Speech: The spirit speaks with tongues it
knew in life.
Feign Death
Duration: 6 turns +1 per level Speak With Dead Limitations
Range: The caster or a creature touched
------------------------------------------------ Level Time Since Questions
Death
A willing subject falls into a cataleptic state,
indistinguishable from death.
6 or lower 7 days 2
▶ Hit Dice limit: The subject may not have
higher HD than the caster’s level. 7-8 7 months 3
▶ Senses: The subject retains their senses of
hearing and smell, but cannot see or feel. 9-10 7 years 4
▶ Damage: Any damage inflicted on the
subject is halved. 11-12 70 years 5
▶ Immunities: The subject is unaffected by
paralysis and energy drain. 13+ Unlimited 6
▶ Poison: The effects of any poison in the
subject’s system are suspended while the
Tongues
spell lasts. Once the duration ends, poison Duration: 2 turns
has its normal effect once more. Range: The caster
▶ Ending: The caster can end the spell at any ------------------------------------------------
time. The subject requires 1 round to awaken. The caster becomes able to speak the
language of any creature within a 15’ radius
area.
4th LEVEL SPELLS Restore
Duration: Permanent
Blessed Guard Range: Touch
Duration: 6 turns ------------------------------------------------
Range: 60’ This spell restores one experience level (or
------------------------------------------------ Hit Die) of a character.
May be used in one of two situations:
▶ Limit: Only one lost experience level may
1. Battle: Allies within a 10’ square area who be restored per character until its former level
are not yet in melee gain a +1 bonus to AC is achieved again.
and saving throws, and damage is reduced by ▶ The cleric: Loses one experience level, as if
1 point per damage die rolled. (Each die hit by a wight. The loss is not permanent.
inflicts a minimum of 1 hit point damage.) ▶ Rest for: 2d10 days to regain the lost
2. Ritual: Casting Blessed Guard may also experience level.
form part of rituals of warding or
consecration, at the referee’s discretion. ↶ Energy Drain
A successfully hit target permanently loses
↶ Blighted Guard one experience level (or Hit Die). This incurs
Incurs a -1 penalty to AC and saving throws, a loss of one Hit Die of hit points, as well as
and damage is increased by 1 point per all other benefits due to the drained level (e.g.
damage die rolled (Each die inflicts a spells, saving throws, etc.). Causes no
minimum of 2 hit points damage.) on experience level loss to the caster, but it is a
enemies within a 10’ square area. A save chaotic act, avoided by lawful clerics.
versus spells is allowed to resist the Blighted
Guard. Sacrificial Resurrection
Duration: Instant
Dispel Magic Range: 120’
Duration: Instant ------------------------------------------------
Range: 120’ By making a bargain with the powers of
------------------------------------------------ netherrealm, the caster can exchange one
Dispel Magic ends spell effects within a 20’ soul for another, bringing a dead creature
cube area. back to life in return for a sacrifice of equal
▶ Caster levels: Effects created by lower level magnitude.
casters are automatically dispelled. Effects ▶ Time limit: The caster can raise a person
created by higher level casters have a 5% that has been dead for no longer than four
chance per level difference of not being days per level of the caster above 6th. For
dispelled. example, a 9th level caster can revive a
▶ Magic items: Are unaffected. character that has been dead for twelve days
(three levels above 6th × four days).
Lower Water
▶ Ritual sacrifice: The spell is cast as a ritual
Duration: Instant1o turns
lasting 1 turn, during which a number of
Range: 240’
intelligent beings must be sacrificed, whose
------------------------------------------------
total Hit Dice equal that of the creature to be
This spell reduces the depth of a body of
resurrected.
water by half for the duration. An area of up
▶ Weakness: Returning from death is an
to 10,000 square feet may be affected.
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
Duration: 6 turns
Range: The caster or a creature touched
------------------------------------------------
This spell summons 1d6+1 guardians from
the heavenly realm. The guardians are faintly
visible, whirling around a creature, forming a
protective shield against magic.
▶ Spell reflection: When the protected
creature is targeted by a spell, one of the
guardians negates that spell. The guardian
perishes.
▶ Expiration: Once all guardians have
negated a spell, Heavenly Grace Shield ends.

Part Water
Duration: 6 turns
Range: 120’
------------------------------------------------
A body of water parts, revealing a pathway
across the bottom.
▶ Size: The path is 10’ wide and up to 120’
long.
▶ Dismissing: The caster may end the spell
any time they wish.

Truesight
Duration: 1 turn +1 round per level
Range: The caster
------------------------------------------------
The subject sees all things within 120’ as they
truly are.
▶ Secret doors: Are revealed.
▶ Alignments: Are revealed.
▶ Invisibility: Invisible objects and creatures
are perceived.
▶ Illusions: Are seen through.
▶ Enchantments: Enchanted objects and
creatures are made apparent.
DRUID SPELLS
1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS
Humble Pebbles ※ Booby Trap Climate Blade ※
Detect Magic Feign Death Cure Disease
Purify Water Goodberry ↶ Cause Disease
↶ Contaminate Water Transmute Metal to Wood Fire Mantle ※
Shillelagh 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
Sticks to Snakes Gaea’s Regeneration ※
↶ 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 it the item, but triggers
Range: 10’
the explosion.
------------------------------------------------
Poisoned, spoiled, or contaminated water is Feign Death
purified. . Duration: 6 turns +1 per level
▶ Drink: 6 quarts. Range: The caster or a creature touched
------------------------------------------------
↶ Contaminate Water A willing subject falls into a cataleptic state,
Causes a 6 quarts of drink to be spoiled, or indistinguishable from death.
contaminated.
▶ Hit Dice limit: The subject may not have
higher HD than the caster’s level.
Shillelagh
▶ Senses: The subject retains their senses of
Duration: 6 rounds +1 per level
hearing and smell, but cannot see or feel.
Range: Touch
▶ Damage: Any damage inflicted on the
------------------------------------------------
subject is halved.
The caster's club or staff is enchanted:
▶ Immunities: The subject is unaffected by
▶ Weapon: Treated as a magical: paralysis and energy drain.
1. Mace +2: Against human-sized or smaller ▶ Poison: The effects of any poison in the
creatures. subject’s system are suspended while the
2. Club or staff +1: Against greater than spell lasts. Once the duration ends, poison
human-sized creatures. has its normal effect once more.
▶ Ending: The caster can end the spell at any
time. The subject requires 1 round to awaken.
Goodberry 3rd LEVEL SPELLS
Range: Touch
Duration: 1 day +l per level Climate Blade
------------------------------------------------ Duration: 3 turns
Caster enchants 8 berries, where 2d4 of them Range: 60’
have magical effects when eaten: ------------------------------------------------
This spell wards the caster and all allies
1. Nourishment: Provides enough sustain for
within 10’ in an aura of fire:
a person for that day (no need to eat).
2. Healing: Restores 1 hit point of damage. ▶ Bonuses: Those warded gain a +1 bonus to
saving throws against fire.
▶ Identifying: Divine spell casters with
▶ Barkskin: When the spell is active, the
access to druidic magic can identify the
subject gains a +1 bonus to AC.
berries. A Detect Magic spell may also be
▶ Monsters with fewer than 4 HD within
used to identify the berries.
10': Suffer 2d6 damage.
▶ Frequency: A creature can eat up to 8
▶ Monsters with 4 or more HD within 10':
magical berries within a day.
Suffer 1d6 damage.

↶ Badberry (Reverse)
Cure Disease
Contaminates 8 berries. If ingested, poisons a Duration: Instant
creature, inflicting 1 point of damage per Range: 30’
berry eaten (no saving throw is required). ------------------------------------------------
This spell has two usages:
Transmute Metal to Wood
Duration: Permanent 1. Cure a subject of any disease: Including
Range: 120’ those of magical origin.
------------------------------------------------ 2. Kill Green slime: This monster is killed
This spell turns a metal object into wood. instantly.
▶ Transmutes: Up to 80 coins of weight per
↶ Cause Disease
level of the caster.
The victim must save versus spells or be
▶ Magic items: Have a 10% chance to be
afflicted with a horrid disease of withering:
affected by this spell.
▶ Death: Within 2d12 days.
▶ Attack penalty: -2 to attack rolls.
▶ Natural healing: Takes twice the usual
amount of time.
▶ Magical healing: Is utterly ineffective.
▶ Curing: This disease can be cured with a
casting of Cure Disease.
Drag From Death’s Door Litoform
Duration: Instant Duration: Permanent
Range: Creature touched Range: Touch
------------------------------------------------ ------------------------------------------------
A subject killed by damage (i.e. not by poison, Up to 1000 cubic feet of stone is rearranged as
disintegration, etc.) within the last 3 rounds the caster wishes.
is dragged back from the brink of death. ▶ Stone size: Up to a 5’ cube area.
▶ Weakness: Returning from death is an ▶ Examples of uses: Caster can make
ordeal. Until the subject gets two full weeks weapons, doors, sculptures out of stone.
of bed rest, they have 1 hit point, move at half
the normal rate, cannot carry heavy items, Thunder Mantle
and cannot attack, cast spells, or use other Duration: 1 turn +1 per level
class abilities. This period of weakness may Range: 10’ around the caster
not be shortened by any magical healing. ------------------------------------------------
▶ Bargain: In return for cheating death, the This spell wards the caster and all allies
cleric suffers 1d6 damage and the subject within 10’ in an aura of lightning:
suffers a permanent loss of one point from a ▶ Bonuses: Those warded gain a +1 bonus to
random ability score. saving throws against lightning.
▶ Barkskin: When the spell is active, the
Fire Mantle subject gains a +1 bonus to AC.
Duration: 1 turn +1 per level ▶ Monsters with fewer than 4 HD within
Range: 10’ around the caster 10': Suffer 2d6 damage.
------------------------------------------------ ▶ Monsters with 4 or more HD within 10':
This spell wards the caster and all allies Suffer 1d6 damage.
within 10’ in an aura of fire:
▶ Bonuses: Those warded gain a +1 bonus to
saving throws against fire.
▶ Barkskin: When the spell is active, the
subject gains a +1 bonus to AC.
▶ Monsters with fewer than 4 HD within
10': Suffer 2d6 damage.
▶ Monsters with 4 or more HD within 10':
Suffer 1d6 damage.

Neutralise Poison
Duration: Instant
Range: 10’ around the caster
------------------------------------------------
This spell wards the caster and all allies
within 10’ in an aura of lightning:
1. Characters: Neutralise the effects of
poison on a character. A character who has
died from poisoning can be revived, if
Neutralise Poison is cast within ten rounds.
2. Items: Remove poison from an item.
4th LEVEL SPELLS Hold Plant
Duration: 1 turn per level
Conjure Fire Elemental Range: 180’
Duration: Permanent (until dismissal or ------------------------------------------------
slain) This spell causes one or more plants to be
Range: 240’ paralysed if they fail a saving throw versus
------------------------------------------------ spells.
A 16 Hit Dice Fire Rlemental—a being formed
▶ Number of targets: Up to 1 Hit Die of
of pure elemental matter—is summoned from
plants per level of the caster may be targeted.
fire elemental plane to do the caster’s
▶ Affects: Normal or magical plants, fungi.
bidding.
Plant and fungi-based creatures that are
▶ Materials: The summons requires a large fantastical, or magically conjured, controlled,
volume of the appropriate element. or summoned are also affected.
▶ Concentration: Is required to command an
elemental. Sticks to Snakes
▶ Dismissing: While control over the Duration: 6 turns
elemental is maintained, the caster may Range: 120’
dismiss it at any time, sending it back to its ------------------------------------------------
plane of origin. 2d8 normal sticks are miraculously
▶ Disruption: If the caster moves at more transformed into snakes that follow the
than half speed or their concentration is caster’s orders.
disturbed, the command over the elemental
▶ Reversion: The snakes become sticks once
ends. It is, henceforth, a free-willed entity
more if killed or when the duration ends.
and will immediately try to kill the caster and
any who get in its way. Conjured Snakes
▶ Dispelling: A conjured elemental may be ------------------------------------------------
dispelled by Dispel Magic or Dispel Evil. AC 6 [13], HD 1 (4hp), Att 1 × bite (1d4),
Restrictions: The caster may summon at THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14
most one fire elemental in a single day. B15 S16 (1), ML 7, AL Neutral, XP 10 (13 if
poisonous)
Hallucinatory Forest ------------------------------------------------
Duration: Permanent ▶ Poison: There is a 50% chance of the
Range: 240’ snakes being poisonous.
------------------------------------------------ ▶ When killed: Revert back to sticks.
Hallucinatory Forest conjures an illusory
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.
5th LEVEL SPELLS Gaea’s Regeneration
Duration: 1 turn
Conjure Earth Elemental Range: Touch
Duration: Permanent (until dismissal or ------------------------------------------------
slain) Potentializes the healing of a living being.
Range: 240’
▶ Rate: Regains 1d3 hit points per round.
------------------------------------------------
▶ Severed limbs: Can be reattached if
A 16 Hit Dice Earth Rlemental—a being
severed in less than 1 hour. Takes 1 turn to
formed of pure elemental matter—is
reattach and heal.
summoned from earth elemental plane to do
▶ Fire or acid damage: Cannot be
the caster’s bidding.
regenerated.
▶ Materials: The summons requires a large
volume of the appropriate element. ↶ Gaea’s Decayment
▶ Concentration: Is required to command an Creature must save versus spells or loses 1d3
elemental. hit points per round and loses body parts for
▶ Dismissing: While control over the every 6 hit points lost this way (save versus
elemental is maintained, the caster may death to avoid). Some kinds of magic (e.g.
dismiss it at any time, sending it back to its Cure Disease or Remove Curse) stops
plane of origin. decaying.
▶ Disruption: If the caster moves at more
than half speed or their concentration is Insect Plague
disturbed, the command over the elemental Duration: Concentration (up to 1 day)
ends. It is, henceforth, a free-willed entity Range: 480’
and will immediately try to kill the caster and ------------------------------------------------
any who get in its way. Cast above ground, this spell conjures a 60’
▶ Dispelling: A conjured elemental may be diameter swarm of flying insects (Insect
dispelled by Dispel Magic or Dispel Evil. Swarm) with the following properties:
Restrictions: The caster may summon at ▶ Movement: 20’ per round. While the swarm
most one earth elemental in a single day. is within range, the caster is able to direct its
movements.
Cure Critical Wounds ▶ Vision: Within the area of the swarm is
Duration: Instant obscured.
Range: The caster or a creature touched ● Creatures of 2 HD or less: Are driven
------------------------------------------------ away, if caught within the swarm.
The caster’s touch heals 3d6+3 hit points of ● Concentration: If the caster moves or loses
damage in one living subject. This cannot concentration, the swarm dissipates, ending
raise the subject’s hit points above their the spell.
normal maximum.
Restrictions: The spell has no effect if cast
underground.
↶ Cause Critical Wounds
Inflicts 3d6+3 hit points of damage to a
touched creature. In combat, a melee attack
roll is required.
Return to Nature
Duration: Permanent
Range: 120’
------------------------------------------------
Artificial items and structures pointed by the
caster in a 30’ radius area crumble in rust and
moss, with branches, mushrooms and leaves
blooming through it.
▶ Magic items: Have a 75% chance to be
affected by this spell.
▶ Non-magical armours and weapons: Are
utterly ruined.
▶ On constructs and metallic creatures:
Suffer 1d6 damage per level of the caster,
with a successful save versus spells
indicating half damage.

Sacrificial Resurrection
Duration: Instant
Range: 120’
------------------------------------------------
By making a bargain with the powers of
netherrealm, the caster can exchange one
soul for another, bringing a dead creature
back to life in return for a sacrifice of equal
magnitude.
▶ Time limit: The caster can raise a person
that has been dead for no longer than four
days per level of the caster above 6th. For
example, a 7th. For example, a 10th level
caster can revive a character that has been
dead for twelve days (three levels above 7th ×
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.
ILLUSIONIST SPELLS
1st LEVEL SPELLS 2nd LEVEL SPELLS 3rd LEVEL SPELLS
Analyse ESP Haste
Beast of Burden Knock ↶ Slow
Message Levitate Clairvoyance
Wizard Hand Ray of Enfeeblement
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 Clairvoyance
------------------------------------------------ Duration: 12 turns
This enchantment allows the caster to move Range: 60’
up and down through the air: ------------------------------------------------
The caster gains the ability to see through the
▶ Vertical: Vertical movement as desired, at
eyes 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 visual perceptions of
Ray of Enfeeblement 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: Clairvoyance 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.
Haste
Wizard Lock
Duration: 3 turns
Duration: Permanent
Range: 240’
Range: 10’
------------------------------------------------
------------------------------------------------
Up to 24 creatures in a 30’ radius area are
A Wizard Lock spell magically locks a door,
enchanted to be able to move and act twice as
gate, similar portal, or any item that has a
quickly as normal:
lock. The magical lock is permanent but may
be bypassed as follows: ▶ Movement: Subjects’ maximum movement
rates are doubled.
▶ The caster: Can freely pass through any
▶ Attacks: Subjects may make double the
portals locked by their own spell.
normal number of attacks per round.
▶ A Knock spell: Allows passage.
▶ Spells: The number of spells a subject may
▶ Higher level casters: Magic-using
cast per round is not doubled.
characters 3 or more levels higher than the
▶ Magical devices: The use of devices such as
caster of wizard lock may pass.
wands is also not doubled.
▶ Temporary: Bypassing does not destroy a
Wizard Lock.
↶ Reversed: Slow
Can dispel an active Haste spell. Creatures
affected moves at half speed or attacks each
round. Spellcasting and use of magical
devices are not affected. The victim may save
versus spells to resist. Initiative always loses
(no roll).
4th LEVEL SPELLS Faithful Hound
Duration: 2 rounds +1 per level
Wizard Eye Range: 5’
Duration: 6 turns ------------------------------------------------
Range: 240’ Summons a phantom hound to serve as a
------------------------------------------------ watchdog to guard a passage, room, door, or
An invisible, magical eye is conjured that similar space or portal designated by the
allows the caster to see at a distance. caster:
▶ Movement: The eye can be directed to ▶ Unseen: The hound is invisible to any other
move within range at up to 120’ per turn. than its master. Cannot be attacked.
▶ Seeing through the eye: By concentrating, ▶ Detects: Invisible, ethereal, concealed or
the caster can see through the eye. any similar hard to find creature.
▶ Types of vision: The magical eye grants ▶ Barks if: Any suspect creature approaches
infravision to 60’ as well as normal vision. its guarded place.
▶ Barriers: Though invisible, the eye is ▶ Bites: Any intruders who enter its range,
tangible and cannot pass through solid dealing 3d6 damage. The bite is considered a
barriers. magical melee attack with THAC0 11 [+8].
▶ Size: The eye is as big as a normal human ▶ Dispelling: The hound may be dispelled by
eye. 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.

5th LEVEL SPELLS


Teleport
Duration: Instant Teleport Result
Range: 10’
------------------------------------------------ Knowledge Ground Too Too
of Dest. Level High Low
The caster or a chosen creature vanishes and
reappears at a location of the caster’s
Scant 01–50 51–75 76–00
choosing.
▶ Gear: The subject is teleported with all its Moderate 01–80 81–90 91–00
gear, up to its maximum load.
▶ Unwilling subjects: May save versus Exact 01–95 96–99 00
spells to prevent the teleportation.
▶ Destination: May be at any distance, but Ground level: The subject appears at the
must be known to the caster. The destination intended destination.
must be an open space at ground level. (It is Too high: The subject appears 1d10×10’
not possible to intentionally teleport the above the intended destination. If this causes
subject into mid-air or into solid matter.) the subject to appear inside solid matter, they
▶ Risk: There is a risk, when teleporting, of die instantly. Otherwise, the subject falls
accidentally arriving above or below ground from a height.
level. The chance of a successful teleportation
Too low: The subject appears below the
depends on the caster’s knowledge of the
surface of the ground and dies instantly.
destination (see below). Roll d% and consult
the table below. Knowledge of destination: The caster’s
knowledge of the destination is rated as
follows:
▶ Scant: A location that the caster has visited
once or twice, has seen by magical scrying, or
has heard of from descriptions.
▶ Moderate: A location that the caster has
visited often or has studied via scrying for
several weeks.
▶ Exact: A location that the caster has made a
detailed study of, in person.
MAGIC-USER SPELLS

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


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

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


Blazestorm Faithful Hound Summon Monster: Lv4
Dig Litoform
Fear Summon Monster: Lv3
Fire Charm
Frost Charm ※
Fumble
Hailstorm
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 Feather Fall
damage. Duration: 1 round per level
Range: 10’ per level
Burning Hands ------------------------------------------------
Duration: Instant A creature or object falls slowly like a feather.
Range: Touch
▶ Falling damage: 1 point of damage per 50’
------------------------------------------------
fallen.
Unleashes blazing energy when touching a
creature.
Frost Fingers
▶ Damage: 1d6+1 point of damage per level Duration: Instant
of the caster (no saving throw). Range: Touch
------------------------------------------------
Cold Scrunch
Unleashes freezing energy when touching a
Duration: Instant
creature.
Range: 60’
------------------------------------------------ ▶ Damage: 1d6+1 point of damage per level
Casts freezing energy in a 10’ radius sphere. of the caster (no saving throw).

▶ 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.
Jump Shocking Grasp
Range: The caster or a creature touched Duration: Instant
Duration: 1 turn Range: Touch
------------------------------------------------ ------------------------------------------------
This enchantment allows a creature to make Unleashes electric energy when touching a
an improved jump. creature.
▶ Leap: Up to 10’ high and 30’ horizontally. ▶ Damage: 1d6+1 point of damage per level
▶ Higher level casters: One more leap on of the caster (no saving throw).
4th level, two on 7th level, three on 10th
level and four on 13th level. Spark Crackle
Duration: Instant
Mending Range: 60’
Duration: Instant ------------------------------------------------
Range: The object touched Casts electric energy in a 10’ radius sphere.
------------------------------------------------ ▶ Damage: Creatures caught suffer 1d4
This spell has two usages: damage per four experience levels the caster
1. Fix: An adventure gear item or another has gained (5th, 9th,13th levels) with a
common object that’s broken. successful save versus spells indicating half
2. Polish: Cleans and makes an adventure damage.
gear item or another common object looks
like new. Spider Climb
Duration: The caster or a creature touched
Message Range: 1 round +1 per level
Range: 60’ +10' per level ------------------------------------------------
Duration: 1 round This enchantment allows a creature to move
------------------------------------------------ like a giant spider:
Caster can whisper a message to a pointed ▶ Climb: Can walk on walls and ceilings
target creature. surfaces: 120’ (40’).
▶ Message travels: In a straight line. ▶ Sticky fingers: The subject must have bare
▶ Messages shorter than 10 seconds: The hands and feet and cannot hold anything in
target creature may use the remaining time to its hands while climbing.
answer the caster. ▶ Spell casting: Not possible while climbing.
▶ Obstruction: Between the caster and the
target creature cancels the spell (e.g. pillar,
lead).

Run
Range: The caster or a creature touched
Duration: 6 hours
------------------------------------------------
A humanoid creature can move at twice its
movement rate.
▶ Rest: Afterwards, the creature must rest for
1d6 hours.
▶ Higher level casters: May affect more
creatures: One additional creature per three
experience levels the caster has gained (i.e.
two creatures at 3rd–4th level, three
creatures at 5th–6th level, etc.).
Unseen Servant 2nd LEVEL SPELLS
Duration: 6 turns +1 per level
Range: 30’ Electric Shield
------------------------------------------------ Duration: 1 turn +1 per level
This spell temporarily summons a non-visible Range: 10’ around the caster
humanoid to do the caster’s bidding.. ------------------------------------------------
This spell wards the caster and all allies
▶ Obedient: The servant obeys the caster’s
within 10’ in an aura of lightning:
commands.
▶ Servant cannot: Fight or hold more than ▶ Bonuses: Those warded gain a +1 bonus to
200 coins weight. saving throws against lightning.
▶ Shield: When the spell is active, caster
Servant gains a +1 bonus to AC.
------------------------------------------------ ▶ Monsters with fewer than 4 HD within
AC 9 [10], HD ½* (2hp), Att None, THAC0 20 10': Suffer 2d6 damage.
[-1], MV 120' (40'), SV D14 W15 P16 B17 S18 ▶ Monsters with 4 or more HD within 10':
(NH). ML 12, AL Neutral, XP 6, NA 1 (1), TT Suffer 1d6 damage.
None
------------------------------------------------ Fake Trap
▶ Invisible: Naturally invisible; cannot be Duration: Permanent (until triggered)
attacked in the first round; in subsequent Range: Touch
rounds, may be attacked at a –2 penalty to ------------------------------------------------
hit (locatable by faint shadows and air Sets an inoffensive trap to deceive certain
movement). foes.
▶ Deceives: Classes, abilities and items able
Wizard Hand to detect traps and dangers to believe that it’s
Duration: 6 turns a real trap.
Range: 30’ ▶ Chance of Detection: A 1-in-10 chance.
------------------------------------------------ ▶ Removal: If the removal of a Fake Trap
A floating hand to help its conjurer. fails, a hyena laugh bursts from the trap, but
▶ Useful: The magical hand can perform do not harm anyone.
various tasks (e.g. hold a torch, open a door).
▶ Can’t: Attack, use magic items or hold more Fire Shield
than 100 coins of weight. Duration: 1 turn +1 per level
▶ Within a day: The hand can be convoked Range: 10’ around the caster
and dismissed at will, but when its duration ------------------------------------------------
ends, it needs to be casted again. This spell wards the caster and all allies
within 10’ in an aura of fire:
▶ Bonuses: Those warded gain a +1 bonus to
saving throws against fire.
▶ Shield: When the spell is active, caster
gains a +1 bonus to AC.
▶ Monsters with fewer than 4 HD within
10': Suffer 2d6 damage.
▶ Monsters with 4 or more HD within 10':
Suffer 1d6 damage.
Flame Lash Magic Mouth [MU]
Duration: Instant Duration: Permanent until triggered
Range: 70’ Range: Touch
------------------------------------------------ ------------------------------------------------
Creates and wields two fire chain whips that The caster imbues an inanimate object with a
flail up to 6 creatures within range. message that is to be spoken out loud by a
▶ Damage: Creatures flailed by flame lash magical mouth when a certain trigger
suffer 1d8 damage for each level multiple of condition occurs.
three (3rd, 6th, 9th, 12th levels), with a ▶ The message: Must be in a language the
successful save versus spells indicating half caster speaks and may consist of up to 25
damage. words.
▶ Deep in flesh: 8 on a damage dice result ▶ The trigger condition: May be as broad or
gives a -1 penalty to a creature’s AC for 1 as specific as the caster wishes. It may include
turn. conditions on the enchanted object being
touched or on the presence of creatures
Frost Lash within 30’ of the object. The trigger condition
Duration: Instant may only take visual appearances into
Range: 70’ account (e.g. it cannot discern the alignment,
------------------------------------------------ class, level, etc. of creatures who pass by).
Creates and wields two ice chain whips that ▶ Once triggered: The mouth appears,
flail up to 6 creatures within range. animates, and speaks the predetermined
▶ Damage: Creatures flailed by frost lash message. The enchantment then ends.
suffer 1d8 damage for each level multiple of ▶ Casting spells: The triggered message
three (3rd, 6th, 9th, 12th levels), with a cannot cast spells.
successful save versus spells indicating half
damage. Minor Repairing
▶ Deep in flesh: 8 on a damage dice result Duration: Instant
gives a -1 penalty to a creature’s AC for 1 Range: Object or creature touched
turn. ------------------------------------------------
This spell has two usages:
Ice Shield 1. Healing a construct subject: Restores
Duration: 12 turns +1 per level 1d6+1 hit points of damage. This cannot raise
Range: 10’ around the caster the subject’s hit points above their normal
------------------------------------------------ maximum.
This spell wards the caster and all allies 2. Repair vehicles and objects: Repairs one
within 10’ in an aura of cold: hull point or 5hp of objects.
▶ Bonuses: Those warded gain a +1 bonus to
saving throws against cold.
▶ Shield: When the spell is active, caster
gains a +1 bonus to AC.
▶ Monsters with fewer than 4 HD within
10': Suffer 2d6 damage.
▶ Monsters with 4 or more HD within 10':
Suffer 1d6 damage.
Phantom Sword Rope Trick
Duration: 3 rounds per level Duration: 2 turns per level
Range: 80’ Range: Touch
------------------------------------------------ ------------------------------------------------
Caster summons a normal sword +1 to be A rope is enchanted to rise up into the air,
wielded by a mysterious force. enabling the caster and others to climb it and
▶ Concentration: Required to make the disappear into an imaginary space.
sword attack something within its range. If ▶ The rope: Rises up to its full length (or at
broken, the sword stops. most 30’) and hangs stiffly in the air,
▶ Attacks: Twice per round, using the caster’s magically tethered at the upper end.
THAC0. ▶ Climbing the rope: The rope may be
▶ Cannot: Move more than 80’ away from its climbed normally.
caster or stop attacking (but can be wielded ▶ Imaginary space: Human-sized (or
by an ally). smaller) creatures that climb to the top of the
▶ Within a day: The sword can be convoked rope disappear into the imaginary space
and dismissed at will, but when its duration beyond.
ends, it needs to be casted again. ▶ Capacity: The imaginary space can hold up
▶ Dispelling: The magical sword may be to six individuals.
dispelled by Dispel Magic or Dispel Evil. ▶ Hidden: Creatures inside the imaginary
space cannot be perceived or affected in any
Ray of Enfeeblement way by those on the outside, in real space.
Duration: 30' ▶ Pulling up the rope: The rope may be
Range: 1 round per level pulled up into the imaginary space, also
------------------------------------------------ disappearing.
Reduces the strength of a single creature. ▶ Malleability: The caster may command.
▶ Enfeeblement: Creature making an attack When the spell’s duration ends: The rope
gets a -2 penalty on attack and damage rolls. falls slack, the imaginary space disappears,
The victim may save versus spells to negate. and anyone inside the imaginary space
reappears in mid air.

Shatter
Duration: Permanent
Range: 60’
------------------------------------------------
A magical crushing blow to destroy a
non-magical and non-metallic object (crystal,
cloth, jugs, windows, etc) into pieces and
shreds.
▶ Limit: 200 coins of weight objects.
▶ Wielding: If the object is in the hands of a
creature, the creature may also save versus
spells to prevent the object being destroyed.
Shock Lash 3rd LEVEL SPELLS
Duration: Instant
Range: 70’ Booby Trap
------------------------------------------------ Duration: Permanent (until triggered)
Creates and wields two lightning chain whips Range: Touch
that flail up to 6 creatures within range. ------------------------------------------------
Affects any closable item (book, box, bottle,
▶ Damage: Creatures flailed by shock lash
chest, door, etc) to become a bomb that
suffer 1d8 damage for each level multiple of
bursts in a magical explosion when triggered.
three (3rd, 6th, 9th, 12th levels), with a
successful save versus spells indicating half ▶ Do not work: On an item already affected
damage. with Hold Portal or Wizard Lock spells (the
▶ Deep in flesh: 8 on a damage dice result same spells do not affect an item already
gives a -1 penalty to a creature’s AC for 1 affected with a Booby Trap Spell).
turn. ▶ Triggering: Any other creature than the
caster touching the affected item, causing a
Spellblade magical explosion in a 10' radius.
Duration: 3 turns ▶ Damage: Creatures caught in the blast
Range: 60’ suffer 1d4 damage per level of the caster, with
------------------------------------------------ a successful save versus spells indicating
Calls for the forces of frost, flame and half damage.
lightning to empower a bladed weapon. ▶ Enchanted item: Is not harmed by the
▶ Wild magic: Roll 1d6 to know the property magical explosion.
(1-2: Cold, 3-4: Fire, 5-6: Lightning) ▶ Detection and removal: There is a 50%
▶ Damage in melee: Bladed weapon deals an chance of being detected by any means.
additional 1d4 damage per odd level of the Failing to remove it triggers the Booby Trap.
wielder (save versus spells for half). Knock spell: Opens the item, but triggers the
▶ Bladed weapon: It is considered as a explosion.
magical weapon while empowered.
Tongues Cone of Cold
Duration: 1 round per level Duration: Instant
Range: The caster Range: 60’ long cone, 30’ wide at end
------------------------------------------------ ------------------------------------------------
The caster becomes able to speak the A cone of freezing energy from a point within
language of any creature within a 15’ radius range.
area. ▶ Damage: Creatures caught in the Cone of
Cold suffer 1d6 damage per level of the caster,
with a successful save versus spells
indicating half damage.
Feign Death Haste
Duration: 6 turns +1 per level Duration: 3 turns
Range: The caster or a creature touched Range: 240’
------------------------------------------------ ------------------------------------------------
A willing subject falls into a cataleptic state, Up to 24 creatures in a 30’ radius area are
indistinguishable from death. enchanted to be able to move and act twice as
▶ Hit Dice limit: The subject may not have quickly as normal:
higher HD than the caster’s level. ▶ Movement: Subjects’ maximum movement
▶ Senses: The subject retains their senses of rates are doubled.
hearing and smell, but cannot see or feel. ▶ Attacks: Subjects may make double the
▶ Damage: Any damage inflicted on the normal number of attacks per round.
subject is halved. ▶ Spells: The number of spells a subject may
▶ Immunities: The subject is unaffected by cast per round is not doubled.
paralysis and energy drain. ▶ Magical devices: The use of devices such as
▶ Poison: The effects of any poison in the wands is also not doubled.
subject’s system are suspended while the
spell lasts. Once the duration ends, poison ↶ Reversed: Slow
has its normal effect once more. Can dispel an active Haste spell. Creatures
▶ Ending: The caster can end the spell at any affected moves at half speed or attacks each
time. The subject requires 1 round to awaken. round. Spellcasting and use of magical
devices are not affected. The victim may save
Fool’s Gold versus spells to resist. Initiative always loses
Duration: 6 turns per level (no roll).
Range: 10’
------------------------------------------------ Suggestion [MU]
This spell has two usages: Duration: 4 turns +4 per level
Range: 30’
1. Copper, silver and electrum coins: Turns
------------------------------------------------
into gold pieces.
The caster utters a suggestion to influence
2. Low-value metals: Turns into solid gold.
the behaviour of a selected subject.
▶ Inspection: Creatures inspecting the gold
▶ Wording: The suggestion must take the
must save versus spells to detect if the gold
form of a short phrase (at most one or two
is real. Creatures with average or lower
sentences) suggesting a course of action to
intelligence gets a -2 penalty in the saving
the subject.
throw.
▶ Comprehension: A language that is
▶ Shock: If the gold is struck hard by an iron
understood by the subject must be used.
object, there is 10% chance it will revert to its
▶ Harmful suggestions: Suggestions that are
natural state.
obviously harmful to the subject cause the
▶ Restrictions: Arcane and divine spell spell to automatically fail.
casters 9th level or higher are not affected by ▶ Saving throw: A save versus spells is
this spell. allowed to resist the suggestion. If the save
fails, the subject will follow the caster’s
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.
Summon Monster: Level 1 4th LEVEL SPELLS
Duration: 1 round +1 per level (until
dismissed or slain) Blazestorm
Range: 5’ Duration: Instant
------------------------------------------------ Range: 120’
Summons monsters to do the caster’s ------------------------------------------------
bidding: Masses of fire that violently punishes any in a
30’ cube.
▶ 1st level monsters: Summons 2d4 1st level
monsters. ▶ Damage: Creatures caught in the
▶ Type of monsters: The referee should Blazestorm suffer 1d8 damage per level of the
randomly determine the type of monsters caster, with a successful save versus spells
which are summoned, for example using indicating half damage.
dungeon wandering monster tables. ▶ Cold-based creatures: Have a -4 penalty
▶ Arrival time: Summoned monsters arrive on the saving throw.
at the character’s location in 1d4 rounds. ▶ Fire-based creatures: Have a +2 bonus on
▶ Commanding: Monsters will attack the saving throw and suffer half damage.
enemies as directed or, if the character can
Dig
communicate with them, be given other
Duration: 1 round +1 per level
tasks.
Range: 30'
▶ Dismissing: The caster may dismiss it at
------------------------------------------------
any time, sending it back to its plane of
Enables the caster to excavate 125 cubic feet
origin.
of earth, sand, or mud per round.
▶ Pit size: A 5’ cube area.
▶ Digging waste: Scatters around the pit.
▶ Digging beyond 5’: There's a chance that
the pit will collapse in:
a. Earth: 10%
b. Sand: 30%
c. Mud: 55%
▶ Other creatures at the edge of the pit:
Must save versus spells or will fall into the
pit.

Fear
Duration: Instant
Range: 60’ cone, 30’ wide at end
------------------------------------------------
Conjures a cone of magical energy that
terrifies those within it.
▶ Effect: Creatures in the cone are struck with
terror and will flee from the caster at
maximum speed for one round per level of the
caster. (A save versus spells negates the
effect).
▶ Dropping items: Affected creatures have a
60% chance of immediately dropping
anything in their hands. The chance is
decreased by 5% for each level or Hit Die
above 1.
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. Spark Charm
▶ Attacking the charm: AC 7 [12], 1hp. If Duration: 2 rounds per level
reduced to 0hp, the charm ceases to function. Range: 30'
------------------------------------------------
Frost Charm An electric charm appears, exerting
Duration: 2 rounds per level fascination on those who gaze it.
Range: 30' ▶ Charm: Any 90' near creatures looking it
------------------------------------------------ must save versus spell or cannot make any
A freezing charm appears, exerting actions, gazing with obsession while the
fascination on those who gaze it. charm is active.
▶ Charm: Any 90' near creatures looking it ▶ Charmed creatures: Suffers a -2 penalty
must save versus spell or cannot make any on saving throws against mind-affecting
actions, gazing with obsession while the spells.
charm is active. ▶ Charm break: If the electric charm is
▶ Charmed creatures: Suffers a -2 penalty destroyed or if something obstructs the
on saving throws against mind-affecting charmed creature's vision.
spells. ▶ Attacking the charm: AC 7 [12], 1hp. If
▶ Charm break: If the freezing charm is reduced to 0hp, the charm ceases to function.
destroyed or if something obstructs the
charmed creature's vision.
▶ Attacking the charm: AC 7 [12], 1hp. If
reduced to 0hp, the charm ceases to function.

Fumble
Duration: 1 round per level
Range: 10' per level
------------------------------------------------
Up to 6 creatures suddenly become clumsy.
▶ Moving creatures: After moving, must
save versus spells or will trip and fall to the
ground, with a 50% chance of dropping held
items.
▶ Break: Fallen creatures suffer 1 point of
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

Monster Creation
Duration: —
Range: —
------------------------------------------------
▶ …: …

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 (3d3 points of damage for a full day of
wands on a successful save with a result of 5 resting).
above its saving throw value.
Consecutive Slash
Arcane Sleuth On an attack roll of 18 or higher: Roll an
If the Detect Magic spell is known, its effects additional damage dice divided by 2 rounded
are always active within the 10' range. up. STR 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: Missed melee attacks against the character
A hit creature able to bleed loses 1 hit point allows it to answer its aggressor with a melee
per round (up to a maximum of 6 rounds). attack if able at a -4 attack penalty.
Magical healing or bandaging negates further
damage. Defender Tactics
Weapons: Swords, axes and daggers. If the character is using a shield, melee attack
rolls made against allies 10’ near suffer a -2
Calm Spirit penalty.
If the character loses initiative and is
successfully attacked or fails a saving throw Device Maintainer
before their turn, the spell being cast has a After an uninterrupted night’s sleep, the rods,
3-in-6 chance to not disrupt. staves or wands that are in possession of the
character regain one charge (cannot regain
Channel Magic more charges than the number it had when
The character can cast a known spell using a found). It still not possible for characters to
memorised spell of a higher spell level. 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 choose the better result.
Weapons: Bows, crossbows. Locomotion
The character becomes immune to paralysing
Evil Vanquisher 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 it can see that are 5’ away its its lifetime.
normal reach at a -2 penalty.
Weapons: Spears, lances and polearms. Magic Scriber
The character can create scrolls at cost of 1
Footwork day per spell level and 100gp per spell level.
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 on a character. level). The character can move normally
Effective on any individual at most once per rather than declare a spell.
turn.
Noise Curiosity
Heart Casting The character has a 4-in-6 chance of hearing
The character can cast spells without noises when listening at doors.
speaking and if unable to see its target.
Panther Motion
Impose Presence The character can move and attack while
Whenever the character kills a creature, any hiding in shadows.
on the opposing side must do a morale check
if able. If the character kills with a single Piercing Thrust
attack, the morale check gains a +1 bonus. On an melee attack roll of 18 or higher:
Deals 1d2 additional damage. Victim's
Improved Chanter movement drops to half its maximum speed.
The character can move and cast spells in the Weapons: Spears, lances and polearms.
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 melee attack roll of 18 or higher: May
use the opportunity to throw sand upon
creature’s eyes. Creature must save versus
breath or be blinded for 1 round.

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
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.
character recovers via resting.
------------------------------------------------
Constitution modifiers ▶ Healing spells and staves according to
caster’s level: Per each d6 that would be
CON Restored hit points rolled, restores instead:

Spells and staves table


3 +0 hp

4-5 +0 hp Level Restore

6-8 +0 hp 2nd-3rd 1d6 hp

9-12 +1 hp 4th-6th 2d6 hp

13-15 +1 hp 7th-9th 3d6 hp

16-17 +2 hp 10th-12th 4d6 hp

18 +2 hp 13th or higher 5d6 hp

▶ Healing potions according to potion's


Healing Items with Monsters crafting: Roll a d20 to know the quality of the
Healing items are normally found randomly potion of healing. Per each d6 that would be
within treasure types. rolled, restores instead:
Option: Besides the treasure types,
humanoid or intelligent monsters Potions table
individually have 1-in-6 chance to bear a
healing item (e.g. potion of healing, ointment, d20 Quality Restore
antidote).
1-8 Poor 1d6 hp

9-14 Fair 2d6 hp

15-17 Good 3d6 hp

18-19 Amazing 4d6 hp

20 Excellent 5d6 hp
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 ✪ Corridor Monitor
✪ Axe Beak ✪ Knight, Gullygug
✪ Basilisk, Crowned ✪ Medusa, Head
✪ Behir ✪ 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 0 (1d12), 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, Crowned
points of damage per turn. Cure Disease 20’ long, serpentine lizards. Unintelligent,
changes the membrane back to normal skin. but highly magical. Dwell in caverns and
▶ Mucous cloud: While underwater, anyone twisted brambles.
within 5' from the aboleth must save versus ------------------------------------------------
poison or becomes able to breathe water, but AC 2 [17], HD 7+3** (38hp), Att 1 × bite (2d8
unable to breathe air, suffocating in 2d6 + petrification), 1 × gaze (petrification),
rounds. Cure Disease, soap or wine dissolves THAC0 12 [+7], MV 60’ (20’), SV D8 W9 P10
the mucous and returns a character back to B10 S12 (7), ML 10, AL Neutral, XP 1250, NA
normal. 1d3 (1d6), TT G
▶ Mental powers: May use each of the ------------------------------------------------
following powers three times per day: ▶ Petrifying touch: Anyone touched is
turned to stone (save vs petrify).
a. Illusion: Visual and audial. Concentration
▶ Petrifying gaze: Anyone meeting its gaze is
required. Remains until touched or dispelled.
turned to stone (save versus petrify). Unless
b. Mind enslave: A target within 30’ must
averting eyes or using a mirror, characters in
save versus spells or become a mind slave
melee are affected each round.
controlled telepathically. If the victim is more
▶ Averting eyes: –4 penalty to-hit; the
than a mile from the aboleth, a new save may
crowned basilisk gains a +3 bonus to attack.
be made each day. Remove Curse, Dispel
▶ Mirrors: Its reflection is harmless. Fighting
Magic or the aboleth's death releases the
by looking in a mirror incurs a –1 penalty to
victim.
attack. If a crowned basilisk sees its own
▶ Water breathing: The aboleth can bestow reflection (1-in-6 chance), it must save or be
the ability to breathe water for a creature for petrified.
1d3 hours.
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: Knight, Gullygug
20’ long, 5’ wide. All caught in the area suffer Tribal, frog-like humanoids that learnt
damage (save versus breath for half). chivalry. Dwell in damp, dark places.
▶ Energy immunity: Unharmed by electrical ------------------------------------------------
attacks. AC 2 [17], HD 4* (18hp), Att 1 × weapon (1d6
▶ Poison immunity: Unharmed by any form or by weapon) or 1 × bite (1d4 + 1)], THAC0
of poison. 16 [+3], MV 30’ (10’) / 150’ (50’) swimming,),
▶ Hate dragons: Attack on sight SV D10 W11 P12 B13 S14 (4), ML 10, AL
Neutral, XP 125, NA 1d6 (1d6), TT B
------------------------------------------------
▶ Surprise: On a 1–3, due to chameleon-like
skin.
▶ Sticky tongue: Attack up to 15’ away. On a
hit, a foe (up to dwarf size) is dragged to the
mouth and bitten.
▶ Hopping attack: Jump up to 30’ forwards
and gain +1 to attack. If wielding an
impaling weapon (e.g. spear), this counts as a
charge and inflicts double damage on a
successful hit.
Medusa, Head Snow Arcanist
Spawns of medusas that appear near their Highly intelligent silver-haired sorcerers
medusa matriarch. Often live in dark, dedicated to the arts of cryomancy. Dwells in
dungeon areas. cold regions.
------------------------------------------------ ------------------------------------------------
AC 6 [13], HD ½* (2hp), Att 1 × bite (1d2 + AC 6 [13], HD 4*** (19hp), Att 1 × staff (1d4 +
petrification), THAC0 19 [0], MV 120' (40') freezing), 1 × spell or diamond dust, THAC0
flying, SV D14 W15 P16 B17 S18 (NH), ML 6 16 [+3], MV 120' (40'),
(11 with medusa), AL Chaotic, XP 6, NA 4d10 SV D10 W11 P12 B13 S14 (4), ML 8,
(4d10), TT Q AL Neutral, XP 225, NA 1d4 (1d6), TT F
------------------------------------------------ ------------------------------------------------
▶ Flighty: Unless magically summoned or ▶ Diamond dust: Twice per day, conjures a
controlled, medusa heads check morale every cone of freezing energy, 20’ long and 15’ wide
round. at the far end. Creatures caught in the cone
▶ Hate the sun: -1 to-hit in full daylight. suffer 4d6 damage, with a successful save
▶ Petrification: Medusa head's bites have a versus spells indicating half damage.
weak petrifying effect that will turn someone ▶ Freezing: If staff hits or on a natural 1-4
to stone for 1d3 turns (save versus petrify). saving against diamond dust: Creature is
▶ Matriarch: For every 10 medusa heads, frozen for 6 days (save versus petrify to
there is a 2-in-10 chance of an medusa avoid). If the frozen creature suffers damage
accompanying them. 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.
OPTIONAL MONSTER BULLETS Guillotine Move
A melee attack roll of 18 or higher:
Boar Charge Human-sized or smaller creatures are
When not in melee. Requires a clear run of at decapitated (save versus death to avoid).
least 20 yards. Tusks or gore inflict double ▶ Suggested for: Giant insect-like monsters
damage. (e.g. Giant Tiger Beetle, Giant Mantis, Giant
▶ Suggested for: Boar-like monsters (e.g. Scorpion)
Boar, Wereboar, Devil Swine).
Iron Headbutt
Bribe and Toll A butt attack roll of 18 or higher: +1 damage
If the creature succeeds on a morale check, bonus per monster’s HD. Human-sized or
characters may bribe it to stop fighting smaller creatures must save versus death or
paying 100 gp per HD. 3-in-6 chance to fall prone, unable to attack until able to stand
accept. up again.
▶ Suggested monsters: Outlaw and ▶ Suggested for: Herd animals-like monsters
mercenary-like monsters (e.g. Pirate, (e.g. Goat, Elk, Caribou).
Brigand, Bandit).
Titanic Smash
Death Roll Once per day, a melee attack roll of 18 or
A bite attack roll of 18 or higher indicates higher: After damage roll, if the hit creature
that one of the target’s extremities is catched. is smaller and didn’t die, must save versus
The crocodile spins and the bitten death or its hp is reduced to only 1.
(determined randomly, e.g. 1–2: leg, 3–4: ▶ Suggested for: True giant monsters (e.g.
arm, 5–6: head) is severed (save versus Fire Giant, Storm Giant, Cloud Giant).
death to avoid).
▶ Suggested for: Crocodile-like monsters Wing Flurry
(e.g. Normal Crocodile, Large Crocodile, Twice per day, while the creature is in midair
Giant Crocodile). all within 60’ suffers 3d6 and are pushed 30’
away (save versus death for half damage and
Death Roulette push).
Once per day, name up to five opposing ▶ Suggested for: Large winged monsters (e.g.
creatures and itself. Give a number to each Griffon, Hippogriff, Roc).
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).

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