Professional Documents
Culture Documents
OSE Extended A5 v013
OSE Extended A5 v013
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 12 13 14 15 16
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d4 19 [0] 13 14 13 16 15
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d4 19 [0] 9 10 12 14 12 1 - - - -
Vow of Humility
Priests must donate 25% of all income to a
religious institution related to their god.
Quill 1 — 0
Rations, iron 1 — 0
Rations, standard 1 — 0
Rope (50’) 1 — 0
Sack (large) 2 — 0
Sack (small) 1 — 0
Saw 1 — 0
Scroll case 1 — 0
Sledgehammer 5 — 0
Soap 1 — 0
Tent 20 — 0
Thieves’ tools 25 — 0
Torches (6) 1 — 0
Trap, bear 25 — 0
Umbrella 12 — 0
Vial (glass) 1 — 0
Waterskin) 1 — 0
Whistle 1 — 0
Wine (2 pints) 1 — 0
Adventuring Gear Descriptions
Backpack: Has two straps and can be worn Grappling hook: Has 3 or 4 prongs. Can be
on the back, keeping the hands free. Holds up used for anchoring a rope.
to 400 coins. Hammer: Can be used for construction or as
Barrel: A wooden barrel that holds 40 a mallet with iron or wooden spikes. Holy
gallons (320 pints) of liquid. symbol: A divine spell caster is required to
Bedroll: A heavy woollen blanket with a own a holy symbol of their deity, often worn
small pillow. as a necklace. Each religion has its own holy
symbol.
Bell: A 1” brass bell.
Holy symbol: Some divine spell casters are
Belt pouch: A leather pouch that holds
required to own a holy symbol, often worn as
up to 50 coins.
a necklace. The quality of a holy symbol may
Block and tackle: Used for hauling or optionally alter its effectiveness when used by
lifting heavy objects. Reduces the effective a character attempting to turn the undead. A
weight by 75%. Requires 4 times as gold holy symbol grants a +1 bonus to the
much rope. 2d6 roll for the affected Hit Dice of undead
Box, iron: A solid iron casket. A large monsters. A wooden holy symbol incurs a –1
box can hold up to 800 coins; a small box penalty to the 2d6 roll which determines the
can hold up to 250 coins. success of the turning attempt.
Bucket: Holds 5 gallons (40 pints). Holy water: Water that has been blessed by a
Caltrops: Small metal spikes sufficient holy person. It is used in some religious
to cover a 5’ × 5’ area. Creatures moving rituals and inflicts damage on undead
through the area have a 2-in-6 chance of monsters. Holy water does not retain its
treading on a spike. Victims suffer a 50% power if stored in any other container than
reduction of movement rate for 24 hours the special vials it is blessed in.
(or until they receive magical healing). Ink: A vial of black ink. Coloured ink
Candle: Casts dim light in a 5’ radius and costs double. Sufficient for about 50 pages
burns for 1 hour. of writing.
Chain: A 10’ length of heavy, iron chain. Iron spikes: May be used for wedging doors
open or shut (see Dungeon Adventuring,
Chalk: Useful for making markings on stone. p108), as an anchor to attach a rope to, and
Chest, wooden: A large chest can hold many other purposes.
up to 1,000 coins; a small chest can hold Ladder: Simple wooden construction.
up to 300 coins. Very encumbering.
Chisel: Used with a hammer for chipping Lantern: Can be closed to hide the light.
away stone. Burns one oil flask every four hours (24
Cooking pots: Pots and pans for campfire turns). Casts light in a 30’ radius.
cooking. Lantern, bullseye: Casts light in a narrow
Crowbar: 2–3’ long and made of solid iron. beam, 60’ long and 20’ wide at the end.
Can be used for forcing doors and other Can be closed to hide the light. Burns one
objects open. oil flask every four hours (24 turns).
Firewood: A bundle of dry wood. Burns Lock: A basic iron lock with a key.
for 8 hours. Magnet: A piece of metal that produces a
Fishing rod and tackle: A rod, line, magnetic field, attracting magnetic materials
hook, and bait box. such as iron and other metals. (5 gp)
Magnifying glass: Used for studying fine Rope: Can hold the weight of approximately
details. three human-sized beings.
Manacles: Iron manacles with a chain. Sack, large: Can hold up to 600 coins. Sack,
Used for binding hands or feet. small: Can hold up to 200 coins.
Marbles: A bag of colourful glass beads. Saw: A hand saw for cutting wood.
Mining pick: For breaking rock. Scroll case: An oiled leather tube with a
Mirror: Useful for looking around corners or cap. Not completely watertight.
for reflecting a gaze attack. Sledgehammer: A big heavy hammer for
Musical instrument: A stringed instrument breaking rock.
(e.g. a lute or mandolin) or a wind Soap: A bar with good fragrance used for
instrument (e.g. a flute or pipe). The cleaning. (1 gp)
listed price is for an instrument of basic Spade or shovel: For excavating earth.
quality. Higher quality instruments can
Stakes and mallet: A wooden mallet and
cost up to 10 times as much.
three 18” long stakes. Valuable when
Needle: Tiny pointed tool, used to fix clothes confronting vampires.
and stitch bodies. (1 gp)
Tent: Large enough for 2 adult humans.
Oil flask: A flask of oil fuels a lantern for four
Thieves’ tools: This kit contains all of the
hours (24 turns). In addition to fuelling
tools needed to pick locks.
lanterns, oil can be used as a weapon:
● Throwing: An oil flask may be lit on fire Tinder box: Used to light fires, including
and thrown. torches. Using a tinder box takes one round.
● Pools: Oil that is poured on the ground and There is a 2-in-6 chance of success per round.
lit covers a diameter of 3 feet and burns for 1 Torch: A torch burns for 1 hour (6 turns),
turn, inflicting damage on any character or clearly illuminating a 30’ radius. Torches may
monster moving through the pool. also be used in combat.
● Immunity: Monsters that have a fire attack
Trap, bear: An iron trap to be set (1 round)
(e.g. flaming breath) are not harmed by
and hurt someone's foot. Creatures moving
burning oil..
through the area have a 2-in-6 chance of
● Immunity: Burning oil does not harm
treading on a bear trap. Victims suffers 1d4
monsters that have a natural flame attack.
damage and a 50% reduction of movement
Paper or parchment: Approximately rate for 24 hours (or until they receive
1’-square sheets. magical healing). After use, bear traps have a
Pole, 10’: A 2” thick wooden pole useful for 2-in-6 chance to break . (25 gp)
poking and prodding suspicious items in a Twine: A wound ball of thin cord or
dungeon. string. Can support up to 300 coins of weight.
Quill: A large feather sharpened into a Umbrella: A tool that gives protection to a
writing point. person against rain and sunlight, made of
Rations, iron: Dried and preserved food to be leather or oiled paper, cloth. (12 gp)
carried on long voyages when securing fresh Vial: A glass vial that can hold up to half
food may be uncertain. a pint of liquid.
Rations, standard: Fresh, unpreserved food. Waterskin: This container, made of hide, will
Rope: Can hold the weight of approximately hold 2 pints (1 quart) of fluid.
three human-sized beings.
Whistle: Useful for signalling or faking
bird calls.
ADVENTURING GEAR
Apothecary
Item Cost
(gp)
Bandage (3 straps) 2
Belladonna extract (2 50
doses)
Eyedrops (basic, 2 20
doses)
Incense (2 sticks) 15
Ointment (2 doses) 50
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
Boomerang 5 30 Pouch 5
Chakram 4 30
Pouch: Enough balls, powder, wadding, and
Claws 6 20 cord for 20 shots.
Flail 8 35
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
Hand cannon 1d12 Loud, Missile (5’–70’ / 71’–140’ / 141’–210’), Powder reload,
Slow, Two-handed
● Bizarre Crest: Eyes of terror and of the deep. ● Marvellous Crest: Djinnis and efreetis.
● Devil Crest: Rakshasas and demonkind. ● Merfolk Crest: Mermen, sahuagins and
● Dwarven Crest: Dwarves and duergars. tritons.
● Elvish Crest: Elves and drows. ● Morphing Crest: Dopplegängers and
● Fey Crest: Nixies, pixies and sprites. mutoids.
● Gnomish Crest: Gnomes and svirfneblins. ● Raider Crest: Gnolls, kobolds and
● Goblinoid Crest: Goblins, hobgoblins and troglodytes.
bugbears. ● Royal Crest: Humans.
● Hag Crest: Hags, medusas and lamias. ● Savage Crest: Neanderthals and orcs.
● Herpeto Crest: Lizardmen, gullygugs and ● Shorty Crest: Halflings, brownies and
snake people. leprechauns.
● Hoof Crest: Centaurs, minotaurs and satyrs. ● Sylvan Crest: Dryads and treants.
● Hulk Crest: Ogres and trolls. ● Titanic Crest: Cyclops, giants and titans.
● Knowledge Crest: Sphinxes and mind ● Undead Crest: Ghosts, lichs and vampires.
lashers. ● Weird Crest: Dark creepers, homunculus and
● Lycan Crest: Lycanthropes. mycelians.
● Wyrm Crest: Dragons.
Monster Statues
Small statues of monsters produced by a master sculptor throughout his lifetime. The statues are 1’
tall and made of bronze.
--------------------------------------------------------------------------------------------------------
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).
Ring of Stonebreak
A golden ring against flesh to stone.
------------------------------------------------
▶ Prevents: Petrifying effects.
Ring of Wizardry
Doubles the number of spells a magic-user
can memorise in a day.
------------------------------------------------
▶ At the beginning of the day: Roll a d100:
Ring of Wizardry
Wand of Dueling
Wand for duelist mages.
------------------------------------------------
▶ Magistrike: Has the following powers when
aiming with this wand:
a. Ranged attack roll: +2 bonus.
b. Half cover: Ignores.
▶ No charges: Does not use charges; may be
used an unlimited number of times.
Wand of Knockback
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.
CLERIC SPELLS
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 ※
↶ 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
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.
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: —
------------------------------------------------
▶ …: …
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
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.
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).