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NEW CLASSES!
NEW SPELLS!
NEW MAGIC ITEMS!
NEW TRAPS!
NEW MONSTERS!
NEW OPTIONAL RULES!
TECHNIQUES!
CLASSES
BLAZE-USER: A martial class that wields the power of flames.
LIZARD-MAN: A demi-human class with foraging and aquatic abilities.
MERCHANT: A semi-martial class that helps with resource management.
MINOTAUR: A demi-human class that means might and danger.
ODIST: A semi-martial musical class with clerical divine magic.
PRIEST: A non-martial class with more access to deities through rituals.
STRATEGIST: A martial class to coordinate its group to victory.
BLAZE-USER Sacred Fire
Requirements: Minimum WIS 9, The blaze-user maintains a lantern where
Minimum CHA 9 sacred fire is kept burning. In order to use its
Prime requisite: STR powers, the blaze-user must hold the lantern
Hit Dice: 1d6 with one of its hands. If the lantern is
Maximum level: 14 destroyed or lost, the blaze-user cannot use
Armour: Chainmail, no shields its powers for 1d12 days until a new lantern is
Weapons: One-handed melee weapons, blessed by a divine spell caster.
splash weapons
Languages: Alignment, Common Frequency of Use
Twice per day per level, a blaze-user may
activate one of the following powers:
Blaze-users are adventurers that pay homage
to the fire element. They research and 1. Burning oil: For 24 turns, a flask of
meditate about the fire aspects. Always burning oil ignites automatically when the
travelling and applying their ember powers container smashes and douses the target
with passion. with the oil.
2. Crimson blade: For 1 turn per level, a
Cold Mistrust sword is treated as a +1 Sword, Flaming. This
can only be used once per day.
The blaze-user suffers a -1 penalty to
reaction rolls when encountering cold-based 3. Fire dart: Make a missile ranged attack
creatures. (5’–10’ / 11’–30’ / 31’–50’) at a -2 penalty
against a target that deals 2d4 damage.
Combat 4. Fire shield: For 2 turns, produce a blazing
Blaze-users can use all one-handed melee protection that gives to the blaze-user a +2
weapons and splash weapons. They can use bonus to AC that deals 1d3 damage against a
chainmail, but no shields. creature that hits the blaze-user with a melee
attack.
Ember Secrets 5. Flame ignition: Flammable objects (e.g.
From 2nd level, a blaze-user has a 2-in-6 torches, bonfire) within 30’ of the blaze-user
chance of knowing about fire-related are set alight (with a creature, the creature
monsters, magic items, or legends. This may save versus breath to avoid).
ability may be used to identify the nature and 6. Flame suppression: Non-magical flames
powers of magic items related to fire. within 30’ of the blaze-user may be
extinguished (in the hands of a creature, the
Fire Affinity creature may save versus breath to avoid). A
potential fire source visible may be ignited.
The blaze-user gains a +1 bonus to reaction
rolls when encountering fire-based creatures. 7. Protection from fire: For 1 turn, 1 hit point
of damage of fire per level of the blaze-user.
Fire Blessing When all of the hit points of protection are
used up, the protection fades.
From 4th level, blaze-users have resistance
(half damage) to non-magical fire and +1 8. Revealing fire: For 1 turn, a single invisible
bonus to all saving throws versus fire-based object or creature is outlined with a lambent,
magical or breath attacks. On the 7th level, harmless fire.
the blaze-user gains resistance to fire-based
magical or breath attacks.
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
Combat Scales
A 1st level lizardman’s scaly skin grants a
Lizard men can use all types of weapons and
natural +1 bonus to Armour Class. This
can use leather armour, chainmail, and
increases to +2 at 4th level, +3 at 7th level,
shields.
and +4 at 10th level.
Foraging and Hunting Water Acting
A party with a lizard man succeeds at
In water, a lizard man can move at 120’ (40’)
foraging with a 2-in-6 chance and finds prey
and gain a +1 bonus to AC and saves if not
when hunting with a 5-in-6 chance.
wearing armour or shields made of metal
(e.g. chainmail).
Illiterate
Until 5th level a lizard man cannot read or Breathing: A 1st level lizard man can hold its
write, irrespective of INT score. breath in water for up to 3 turns (until it
Scrolls and maps: Lizard men cannot use needs to breathe air again). It can hold its
scrolls of any kind and cannot interpret maps breath for 6 turns upon reaching 4th level, for
(not suitable to map dungeons as well). 9 turns upon reaching 7th level, and for 12
turns upon reaching 10th level.
Level XP HD THAC0 D W P B S
1 0 1d8 19 [0] 12 13 14 15 16
Contratant
With their smooth talk and negotiation, they
gain a +1 bonus to the reaction of retainers,
mercenaries, and specialists during the hire.
Starting at 7th level, specialists hired by the
merchant double their productivity.
Merchant Level Progression Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d4 19 [0] 12 13 14 15 16
Level XP HD THAC0 D W P B S
1 0 1d8 19 [0] 12 13 14 15 16
Mounting
Due to its large size and behaviour,
minotaurs are unable to mount any animals.
PRIEST Rituals
Having studied their deity's rites for years,
Requirements: Minimum INT 9, priests can perform spells in ritual form if
Minimum WIS 9, Minimum CHA 9 they maintain concentration, not consuming
Prime requisite: WIS like the memorised spells of the day.
Hit Dice: 1d4 Preparation: When memorising the spells of
Maximum level: 14 the day, the priest may select one spell from
Armour: None each spell level available in order to perform
Weapons: Mace and staff as a ritual.
Languages: Alignment, Common Liturgical components: In addition to
having a holy symbol, the priest must
Priests are part of a religious organisation. concentrate on the spell and use 1 vial of holy
They exercise authority in communities and water for each spell level of the spell being
channel the power of a deity. Not inclined to cast as a ritual (the referee may designate
battle, but are very useful. other liturgical components as needed).
Time: The spell is cast within 1 round,but the
Combat priest remains praying for 1 turn. After a spell
has been cast this way, the priest cannot
Priests are unable to use shields or wear any
perform any other ritual for 5 turns.
kind of armour. Strict holy doctrine prevents
priest’s use of weapons that have a sharp, Restriction: Intelligent beings cannot benefit
cutting edge or stabbing point. They may use from a ritual if they do not follow the priest’s
the following weapons: mace, staff. deity or if they do not provide a proper
tribute (or sacrifice) to the deity.
Divine Magic
Holy symbol: A priest must carry a holy Turning the Undead
symbol. Priests can invoke the power of their deity to
repel undead monsters encountered. To turn
Deity disfavour: Priests must be faithful to
the undead, the player rolls 2d6. The referee
the tenets of their alignment, clergy, and
then consults the table opposite, comparing
religion. Priests who fall from favour with
the roll against the Hit Dice of the undead
their deity may incur penalties.
monsters targeted.
Magical research: A priest of any level may
spend time and money on magical research. Successful Turning
This allows them to create new spells or If the turning attempt succeeds, the player
other magical effects associated with their must roll 2d6 to determine the number of HD
deity. When a priest reaches 9th level, they affected (turned or destroyed).
are also able to create magic items.
Turned undead: Will leave the area, if
Spell casting: A priest may pray to receive possible, and will not harm or make contact
spells. The power and number of spells with the priest.
available to a priest are determined by the
Destroyed undead (result of D): Are
character’s experience level. Priests have the
instantly and permanently annihilated.
same spell selection as clerics).
Excess: Rolled Hit Dice that are not sufficient
Using magic items: As spell casters, priests
to affect a creature are wasted. However, at
can use magic scrolls of spells on their spell
least one undead creature will always be
list. They can also use items that may only be
affected on a successful turning.
used by divine spell casters (e.g. some magic
staves). Mixed groups: If turn undead is used against
a mixed group of undead monsters of
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 – – – –
Vow of Humility
Priests must donate 25% of all income to a
religious institution related to their god.
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 12 13 14 15 16
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 Hammer: Can be used for construction or as
a mallet with iron or wooden spikes. Holy
Backpack: Has two straps and can be worn symbol: A divine spell caster is required to
on the back, keeping the hands free. Holds up own a holy symbol of their deity, often worn
to 400 coins. as a necklace. Each religion has its own holy
symbol.
Barrel: A wooden barrel that holds 40
gallons (320 pints) of liquid. Holy symbol: Some divine spell casters are
required to own a holy symbol, often worn as
Bedroll: A heavy woollen blanket with a a necklace. The quality of a holy symbol may
small pillow. optionally alter its effectiveness when used
Bell: A 1” brass bell. by a character attempting to turn the undead.
Belt pouch: A leather pouch that holds A gold holy symbol grants a +1 bonus to the
up to 50 coins. 2d6 roll for the affected Hit Dice of undead
Block and tackle: Used for hauling or monsters. A wooden holy symbol incurs a –1
lifting heavy objects. Reduces the effective penalty to the 2d6 roll which determines the
weight by 75%. Requires 4 times as success of the turning attempt.
much rope. Holy water: Water that has been blessed by a
Box, iron: A solid iron casket. A large holy person. It is used in some religious
box can hold up to 800 coins; a small box rituals and inflicts damage on undead
can hold up to 250 coins. monsters. Holy water does not retain its
power if stored in any other container than
Bucket: Holds 5 gallons (40 pints). the special vials it is blessed in.
Caltrops: Small metal spikes sufficient Ink: A vial of black ink. Coloured ink
to cover a 5’ × 5’ area. Creatures moving costs double. Sufficient for about 50 pages
through the area have a 2-in-6 chance of of writing.
treading on a spike. Victims suffer a 50%
reduction of movement rate for 24 hours Iron spikes: May be used for wedging doors
(or until they receive magical healing). open or shut (see Dungeon Adventuring,
p108), as an anchor to attach a rope to, and
Candle: Casts dim light in a 5’ radius and many other purposes.
burns for 1 hour.
Ladder: Simple wooden construction.
Chain: A 10’ length of heavy, iron chain. Very encumbering.
Chalk: Useful for making markings on stone. Lantern: Can be closed to hide the light.
Chest, wooden: A large chest can hold Burns one oil flask every four hours (24
up to 1,000 coins; a small chest can hold turns). Casts light in a 30’ radius.
up to 300 coins. Lantern, bullseye: Casts light in a narrow
Chisel: Used with a hammer for chipping beam, 60’ long and 20’ wide at the end.
away stone. Can be closed to hide the light. Burns one
Cooking pots: Pots and pans for campfire oil flask every four hours (24 turns).
cooking. Lock: A basic iron lock with a key.
Crowbar: 2–3’ long and made of solid iron. Magnet: A piece of metal that produces a
Can be used for forcing doors and other magnetic field, attracting magnetic materials
objects open. such as iron and other metals.
Firewood: A bundle of dry wood. Burns Magnifying glass: Used for studying fine
for 8 hours. details.
Fishing rod and tackle: A rod, line, Manacles: Iron manacles with a chain.
hook, and bait box. Used for binding hands or feet.
Grappling hook: Has 3 or 4 prongs. Can be Marbles: A bag of colourful glass beads.
used for anchoring a rope. Mining pick: For breaking rock.
Mirror: Useful for looking around corners or Saw: A hand saw for cutting wood.
for reflecting a gaze attack. Scroll case: An oiled leather tube with a
Musical instrument: A stringed instrument cap. Not completely watertight.
(e.g. a lute or mandolin) or a wind Sledgehammer: A big heavy hammer for
instrument (e.g. a flute or pipe). The breaking rock.
listed price is for an instrument of basic
Soap: A bar with good fragrance used for
quality. Higher quality instruments can
cleaning. (1 gp)
cost up to 10 times as much.
Spade or shovel: For excavating earth.
Needle: Tiny pointed tool, used to fix clothes
and stitch bodies. (1 gp) Stakes and mallet: A wooden mallet and
three 18” long stakes. Valuable when
Oil flask: A flask of oil fuels a lantern for four
confronting vampires.
hours (24 turns). In addition to fuelling
lanterns, oil can be used as a weapon: Tent: Large enough for 2 adult humans.
● Throwing: An oil flask may be lit on fire Thieves’ tools: This kit contains all of the
and thrown. tools needed to pick locks.
● Pools: Oil that is poured on the ground and Tinder box: Used to light fires, including
lit covers a diameter of 3 feet and burns for 1 torches. Using a tinder box takes one round.
turn, inflicting damage on any character or There is a 2-in-6 chance of success per round.
monster moving through the pool.
Torch: A torch burns for 1 hour (6 turns),
● Immunity: Monsters that have a fire attack
clearly illuminating a 30’ radius. Torches may
(e.g. flaming breath) are not harmed by
also be used in combat.
burning oil.
● Immunity: Burning oil does not harm Trap, bear: An iron trap to be set (1 round)
monsters that have a natural flame attack. and hurt someone's foot. Creatures moving
through the area have a 2-in-6 chance of
Paper or parchment: Approximately
treading on a bear trap. Victims suffers 1d4
1’-square sheets.
damage and a 50% reduction of movement
Pole, 10’: A 2” thick wooden pole useful for rate for 24 hours (or until they receive
poking and prodding suspicious items in a magical healing). After use, bear traps have a
dungeon. 2-in-6 chance to break. (25 gp)
Quill: A large feather sharpened into a Twine: A wound ball of thin cord or
writing point. string. Can support up to 300 coins of
Rations, iron: Dried and preserved food to be weight.
carried on long voyages when securing fresh Umbrella: A tool that gives protection to a
food may be uncertain. person against rain and sunlight, made of
Rations, standard: Fresh, unpreserved food. leather or oiled paper, cloth. (12 gp)
Rope: Can hold the weight of approximately Vial: A glass vial that can hold up to half
three human-sized beings. a pint of liquid.
Rope: Can hold the weight of approximately
Waterskin: This container, made of hide, will
three human-sized beings.
hold 2 pints (1 quart) of fluid.
Sack, large: Can hold up to 600 coins. Sack,
Whistle: Useful for signalling or faking
small: Can hold up to 200 coins.
bird calls.
APOTHECARY
Apothecary (Common) Apothecary (High)
Incense (2 sticks) 15
Apothecary Encumbrance
If using the encumbrance rule, each item
purchased in the apothecary has 10 coins of
Mortar and pestle 4
weight.
Nazar powder (2 doses) 300
Apothecary Descriptions
Ointment (2 doses) 50 Antidote, basic: Medicine that neutralises
poison effects from non-magical sources.
Poppy tears (1 dose) 80 Someone who has died from that kind of
poisoning within a number of rounds can be
Resina draconis (1 dose) 400 revived. There is a 3-in-10 chance of success
within two rounds and a 1-in-10 chance
Wake tea (2 doses) 25 within three to five rounds.
Antidote, great: Medicine that neutralises
Wolfsbane (1 bunch) 10 poison effects from magical sources.
Someone who has died from that kind of
poisoning within a number of rounds can be
revived. There is a 3-in-10 chance of success
within two rounds and a 1-in-10 chance
within three to five rounds.
Bandage: Straps of cloth to aid. Stop
bleeding.
Belladonna extract: Remedy made from Poppy tears: An extract from the seeds of a
belladonna. Neutralises lycanthropy effects certain plant to alleviate pain. Suspends the
in a character hit within 3 turns. There is a effects (but not death) of a disease for 1 day or
2-in-10 chance of success. cures an energy condition (overheat, frozen
Eyedrops, basic: Liquid solution to apply on and palsy). There is a 4-in-10 chance of
eyes. Restores the sight of a character blinded success.
by Darkness or similar effects. There is a Potion of antivenom: Prevents poisoning for
5-in-10 chance of success. the potion's duration and poisoning effects
Eyedrops, great: Liquid solution with a are cured. A character who has died from
secret formula to apply on eyes. Restores the poisoning can be revived, if potion is drunk
sight of a character blinded by Continual within ten rounds.
Darkness or similar effects. There is a 3-in-10 Potion of extra-healing: Restores 3d6+3 hit
chance of success within two rounds of the points of damage. This cannot grant more hit
blindness and a 1-in-10 chance after. points than the subject’s normal maximum.
Gecko solution: A liquid to apply on eyes. At the referee’s discretion, it may be
Creatures with light sensitivity that suffer consumed in three smaller doses, each one
penalty in bright light, daylight. The effect restoring 1d6+1 hit points of damage.
lasts for 6 rounds. There is a 6-in-10 chance Potion of healing: Restores 1d6+1 hit points
of success. of damage. This cannot grant more hit points
Ghostroot powder: Powder made with than the subject’s normal maximum.
ghostroot that allows a character to turn the Potion of infravision: Drinking this potion
undead for 1 turn as a cleric of the same level. grants infravision 60'. At the referee’s
There is a 5-in-10 chance of success. discretion, a potion of invisibility may be
Gilded needle: A golden needle infused with consumed in six smaller doses, each with a
gorgon blood remedy that pierces through reduced duration.
stone. Restores a petrified character to life. Potion of stonebreak: Prevents petrification
There is a 3-in-10 chance of success within for the potion's duration. If poured over a
two rounds of the petrification and a 1-in-10 petrified character, restores it to life.
chance after. Resina draconis: Powder made with dragon
Ginkgo extract: Remedy made from ginkgo blood. Neutralises contracted diseases. There
biloba. Neutralises paralysing effects. There is is a 4-in-10 chance of success within 1 day.
a 4-in-10 chance of success. Sweet water: Purifies liquids when poured.
Incense: Aromatic sticks that release fragrant Salt or impure water: up to 100,000 cubic
smoke when burnt. When used with a feet; acid: up to 1,000 cubic feet; potions: one
restorative spell or item, roll the dice twice potion (rendered non-magical); poisoned
and keep the better result. liquid: up to 6 quarts.
Mortar and pestle: Tools to grind up to six Wake tea: An infusion of green tea and
ounces of materials in order to mix them to spices. Once per day, a character may skip the
prepare concoctions. need to rest in the dungeon (one turn every
Nazar powder: Powder made with blessed hour) without suffering penalty. Within 4
stones that cancels a curse for 1 turn. There is hours after ingested (24 turns), a character
a 4-in-10 chance of success. may save versus spells against a Sleep spell
to resist the magical slumber.
Ointment: A viscous medicine made with
herbs, wax, oils and other substances. It Wolfsbane: This herb can be used to repel
takes: 1 turn to make effect and restores 1 lycanthropes. The creature must be hit with
point of damage. A character can only benefit the herb in melee combat.
from 1 dose of ointment per 4 hours (24
turns)
TEMPLES AND SHRINES
Provides magical assistance inside their places and its surroundings at some cost.
▶ Located: In villages, small towns or settlements (Small) and cities or large towns or settlements
(Great).
▶ Runned by: A divine spellcaster (e.g. cleric). Referee rolls to determine its level according to the
shrine and to know the spells available to the caster.
▶ Availability: Temples / shrines have a certain variety of spells its divine spell casters are able to
offer. Great temples/shrines can offer more spell services alongside those offered in small
temples/shrines. The referee decides the spells available considering the level of the divine spell
caster running the temple / shrine.
▶ Divine spell caster level: Roll 1d4 + 2 for small temples/shrines and 1d8 + 6 for great temples /
shrines.
▶ Cost: The first number after a spell name is the price in gp cost in small temples / shrines (a zero
means the spell is not available). The second number is the price in gp cost in small temples / shrines.
Small Temples / Shrines
● Augury 1d10 × 30gp 1d10 × 50gp
● Bless 1d4 × 10gp 1d4 × 15gp
● Commune 1d12 × 200gp 1d12 × 350gp
● Control Weather 1d12 × 400gp 1d12 × 600gp
● Continual Light 1d8 × 25gp 1d8 × 50gp
● Cureall 1d12 × 200gp 1d12 × 450gp
● Cure Blindness 1d8 × 150gp 1d8 × 200gp
● Cure Critical Wounds 1d12 × 100gp 1d12 × 200gp
● Cure Disease 1d8 × 150gp 1d8 × 200gp
● Cure Light Wounds 1d4 × 50gp 1d4 × 125gp
● Cure Serious Wounds 1d10 × 75gp 1d10 × 150gp
● Death Recall 1d6 × 50gp 1d6 × 75gp
● Detect Evil 1d4 × 25gp 1d4 × 50gp
● Detect Magic 1d4 × 25gp 1d4 × 50gp
● Dispel Evil 1d12 × 200gp 1d12 × 300gp
● Dispel Magic 1d8 × 50gp 1d8 × 75gp
● Divination 1d10 × 150gp 1d10 × 250gp
● Exorcise 1d10 × 200gp 1d10 × 350gp
● Glyph of Warding 1d8 × 300gp 1d8 × 500gp
● Minor Heal 1d8 × 200gp 1d8 × 400gp
● Neutralise Poison 1d10 × 200gp 1d12 × 450gp
● Plane Shift 1d12 × 1,000gp 1d12 × 1,500gp
● Protection from Evil 1d4 × 25gp 1d4 × 50gp
● Purify Food and Water 1d4 × 40gp 1d4 × 60gp
● Raise Dead 1d12 × 750gp 1d12 × 1,000gp
● Regenerate 1d12 × 500gp 1d12 × 750gp
● Remove Curse 1d8 × 200gp 1d8 × 450gp
● Restore 1d10 × 250gp 1d10 × 500gp
● Sacrificial Resurrection 1d10 × 600gp 1d6 × 800gp
● Slow Poison 1d6 × 200gp 1d6 × 450gp
● Tongues 1d8 × 100gp 1d8 × 200gp
● True Seeing 1d12 × 150gp 1d12 × 250gp
WEAPONRY
Ammunition
Weapons
Cost
Cost Weight Items (gp)
Weapon (gp) (Coins)
Hand cannon kit (5 shots) 10
Boomerang 5 30
Chakram 4 30 Armours
Claws 6 20 Items AC Cost Weight
(gp) (gp)
Flail 8 35
Helmet — 10 40
Hand cannon 120 75
Shield, tower +2 20 200
Knuckles 6 20 bonus
Kusarigama 35 40
Tower shield: A great shield to improve
defence. Can only be used by martial
Racket 40 45 characters.
● Imposes: A -2 penalty to its wielder attack
Sarissa 15 150 rolls.
● Enemy missile attacks: Suffer a -1 penalty
Scythe 8 100 when targeting the wielder.
● Speed: Wielder suffers a -5’ penalty to its
Shuriken 1 10 movement rate at encounters (regardless of
using encumbrance rule).
Sickle 5 20
Helmet: A protective metal headgear for
Silver sword 70 60 characters able to wear chainmail or plate
mail.
Slam ball 10 50 ● Half damage: From bombing, falling room
traps and cave-ins.
● Attacks: From above (ceiling, jump, drop)
Trident 4 30
suffer a -2 penalty.
● Initiative: If the optional rule for
Unarmed 0 0 individual initiative is used, the wearer
suffers a -1 penalty to initiative roll.
Whip 10 50
Weapons Descriptions
Weapon Qualities
Boomerang: A V-shaped throwing stick with
aerodynamic properties, usually made of Blunt: May be used by clerics.
wood or bone. Brace: Bracing against the ground doubles
Chakram: A wheel-shaped throwing weapon damage against charging monsters.
made from metal. Its edges are very sharp. Bring: On a successful hit, may pull a
Claws: Razor-sharp claws made of bones or human-sized (or smaller) creature near to the
metal. wielder.
Flail: A sectioned mace-like weapon. Hand: If attack misses and if both hands are
Hand cannon: A two-handed gun with a armed with a weapon with the Hand quality,
barrel length of 30”–40”. When shot: 1-in-3 the wielder can make a second attack with a
chance to break. -2 penalty to attack and damage rolls.
Knuckles: Brass knuckles or straps of leather Entangle: On an attack roll of 18 or higher,
and metal to empower punches. the target must save versus paralysis or be
unable to move or act. A new save is allowed
Kusarigama: A sickle with a 10’ chain
each round to escape.
attached to its hilt. On a successful attack
with its chain, the attacker must decide to Loud: The first time in an encounter a
either bring the target or make it lose the weapon with this quality is fired, the noise
initiative. triggers a wandering monster check and
causes animals (except those trained for
Racket: A mace-like weapon that allows
battle) to make a morale check or flee. At the
divine spell casters to make a missile attack
referee’s discretion, human-like creatures of 2
with a wind mass.
HD or less from cultures without firearms
Pike: Very long spears (15’-18’) to reach may also be affected.
enemies from a safer distance. On a hit: 1-in-3
Melee: Close quarters weapon (5’ or less).
chance to break.
Missile: Thrown or fired weapon (greater
Scythe: Long agricultural tool to reap crops,
than 5’ distance).The distances for short (+1
but turned into a weapon. May reap other
to hit), medium, and long (–1 to hit) range are
things too.
shown in parentheses.
Shuriken: Throwing weapons in various
Powder reload: Requires 6 rounds to reload
shapes. Easy to conceal.
between shots.
Sickle: Curved blade to reap crops. If a chain
Reach: Can make a melee attack farther than
is attached, it becomes a kusarigama.
5’.
Slam ball: A melon-sized ball made of wood
Return: On a missed attack, the weapon
or other hard material.
returns to its owner’s hand.
Trident: A three-forked spear. Cannot be
Slam: On a successful hit, the target must
thrown.
save versus paralysis or loses initiative.
Unarmed: Attacks using nothing but bare
Slow: The character acts last in each combat
hands.
round.
Whip: A 10’ long weapon made of braided
Two-handed: Requires both hands; the
leather or chained metal. On a successful
character cannot use a shield.
attack, the attacker must decide to either
bring or entangle the target.
Weapon Combat Stats
Griffon Mule
Large, rapacious predators combining the Stubborn horse/donkey cross-breeds used as
features of an eagle (head, wings, front beasts of burden.
claws) and a lion. Prey on horses. ------------------------------------------------
------------------------------------------------ AC 7 [12], HD 2 (9hp), Att 1 × kick (1d4) or 1 ×
AC 5 [14], HD 7 (31hp), Att 2 × claw (1d4), 1 × bite (1d3), THAC0 18 [+1], MV 120’ (40’), SV
bite (2d4), THAC0 17 [+2], MV 120’ (40’) / D14 W15 P16 B17 S18 (NH), ML 8, AL Neutral,
360’ (120’) flying, SV D10 W11 P12 B13 S14 (4), XP 20
ML 8, AL Neutral, XP 450 ------------------------------------------------
------------------------------------------------ ▶ Tenacious: Can be taken underground, if
▶ Attack horses: Within 120’, unless a morale the referee allows it.
check is passed. ▶ Defensive: May attack if threatened, but
▶ Defend nest: Attack if it is approached. cannot be trained to attack on command.
Pegasus ------------------------------------------------
Semi-intelligent winged horses that are ▶ Cling: Can walk on walls and ceilings, but
wilful and timid. cannot climb slopes steeper than 60 degrees
------------------------------------------------ when mounted.
AC 6 [13], HD 2+2 (11hp), Att 2 × hoof (1d6 ×
kick, THAC0 17 [+2], MV 240’ (80’) / 480’ Wyvern, Riding
(160’) flying, SV D12 W13 P14 B15 S16 (2), ML Winged, two-legged, dragon-like monsters
8, AL Lawful, XP 25 bred for transport. Used to have a venomous
------------------------------------------------ stinger in their tail before domestication.
▶ Hate hippogriffs: Natural enemies. ------------------------------------------------
▶ Mount: Can carry a human-sized rider. It AC 4 [15], HD 6 (27hp), Att 1 × bite (1d8),
will serve only lawful characters. THAC0 14 [+5], MV 90’ (30’) / 240’ (80’)
flying, SV D10 W11 P12 B13 S14 (4), ML 10, AL
Neutral, XP 275, NA 0 (0), TT None
Hippogriff ------------------------------------------------
2 × claw (1d4), 1 × bite (1d6) ▶ Volatile: Will not allow creatures with less
Cost: 6,000gp than 6 HD to become their rider; may turn on
U: 72; 360’ (120’); 3,500 other people besides their rider.
E: 36; 180’ (60’); 7,000
Wyvern, War
Wyvern (riding)
Winged, two-legged, dragon-like monsters
1 × bite (1d8), 1 × sting (1d3)
bred for transport and warfare. Used to have
Cost: 5,000gp
a venomous stinger in their tail before
U: 36; 180’ (60’); 3,000
domestication.
E: 18; 90’ (30’); 6,000
------------------------------------------------
AC 3 [16], HD 6 (27hp), Att 1 × bite (2d6), 1 ×
Wyvern (war) sting (1d6), THAC0 14 [+5], MV 90’ (30’) /
1 × bite (2d8), 1 × sting (1d6) 210’ (70’) flying, SV D10 W11 P12 B13 S14 (4),
Cost: 10,000gp ML 10, AL Neutral, XP 275, NA 0 (0), TT
U: 48; 240’ (80’); 4,500 None
E: 24; 120’ (40’); 9,000 ------------------------------------------------
▶ Armour: Trained to wear armour.
Lizard, Footpad ▶ Volatile: Will not allow creatures with less
than 6 HD to become their rider; may turn on
8’ long, slate grey lizards with long legs and
other people besides their rider.
toes with round, sticky pads.
▶ Charge: In the first round of combat,
------------------------------------------------
Requires a clear flying of at least 20 yards.
AC 6 [13], HD 2+1 (10hp), Att 1 × bite (1d6),
Bite inflicts double damage. May not make
THAC0 17 [+2], MV 120’ (40’) / 60’ (20’)
sting when charging.
climbing, SV D12 W13 P14 B15 S16 (2), ML 7,
▶ Melee: When in melee, both rider and
AL Neutral, XP 25
wyvern can attack.
Animals of Burden
Footpad Lizard 200 24 [12] 120’ (40’) [60’ (20’)] 2,500 [5,000]
climbing 12 [6] 60’ (20’) [30’ (10’)]
Horse (war) 250 24 [12] 120’ (40’) [60’ (20’)] 4,000 [8,000]
Wyvern (riding) 12,000 36 [18] 90’ (30’) [45’ (15’)] 3,000 [6,000]
flying 72 [36] 180’ (60’) [90’ (30’)]
Wyvern (war) 25,000 36 [18] 90’ (30’) [45’ (15’)] 4,500 [9,000]
flying 72 [36] 240’ (80’) [120’ (60’)]
Cat, Common Crow/Raven, Normal
Small animals full of independence. Usually Small and intelligent nocturnal birds.
stay in cities, but can be found anywhere. ------------------------------------------------
------------------------------------------------ AC 8 [11], HD ½ (2hp), Att 1 × beak per flock
AC 6 [13], HD ½ (2hp), Att 2 × claw (1) or 1 × (1d6), THAC0 19 [0], MV 330' (110’) flying, SV
bite (1d2), THAC0 19 [0], MV 150’ (50’), SV D14 W15 P16 B17 S18 (NH), ML 7, AL Neutral,
D14 W15 P16 B17 S18 (NH), ML 5, AL Neutral, XP 25, NA 0 (3d10), TT None
XP 5, NA 2d6 (2d6), TT None ------------------------------------------------
------------------------------------------------ ▶ Defend nest; Mimicry: See main entry.
▶ Surprise: On a 3–6. ▶ Flock: Each group of 3–6 crows/ravens
▶ Climb: Trees at normal movement rate. attacks as a flock. Each flock makes a single
▶ Domestic: Not usually encountered in the attack roll against one creature.
wild. Typically cost 5gp. ▶ Engulf: The creature attacked must save
▶ Inquisitive: May follow PCs out of versus death or fall prone, unable to attack
curiosity. until able to stand up again.
Crow/Raven Owl
Nocturnal, intelligent, and scavenger birds Nocturnal birds of prey.
that are usually found in hills, plains, ▶ Swoop: Can dive onto victims visible from
settlements and ruins. Regarded as creatures above. If the victim is surprised, the attack
of ill-omen by superstitious folk. Peaceful, inflicts double damage. On an attack roll of 18
but attack if defending their nest or if or more, the victim can be carried away (if of
summoned and commanded by magic. appropriate size).
▶ Defend nest: Attack if it is approached. ▶ Trainable: Can be trained, if captured
▶ Mimicry: Can mimic the sound of any when young.
monster or animal.
▶ Trainable: Can be trained as guards. Owl, Giant
9’ tall intelligent nocturnal birds of prey
Crow/Raven, Giant feared for silent hunting skills. Dwell in
4’ tall intelligent nocturnal birds. forests.
------------------------------------------------ ------------------------------------------------
AC 7 [12], HD 2+2 (11hp), Att 1 × beak (1d6), AC 6 [13], HD 4 (18hp), Att 2 × talon (2d4), 1 ×
THAC0 17 [+2], MV 300' (100') flying, SV D12 beak (1d4 + 1), THAC0 16 [+3], MV 30’ (10’) /
W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 15, 180' (60') flying, SV D10 W11 P12 B13 S14 (4),
NA 0(2d8), TT M ML 8, AL Neutral, XP 75, NA 1d4+1 (1d4+1),
------------------------------------------------ TT M
▶ Defend nest; Mimicry: See main entry. ------------------------------------------------
▶ Surprise: On a 1–4, due to its silent flying.
▶ Eggs: 1d6 eggs or chicks in 25% of nests.
▶ Speech: Common, plus languages of owls.
Owl, Normal
Small nocturnal birds of prey. Dwell in
forests.
------------------------------------------------
AC 8 [11], HD 1 (4hp), Att 2 × talon (1d2), 1 ×
beak (1d2), THAC0 19 [0], MV 270' (90’)
flying, SV D12 W13 P14 B15 S16 (1), ML 7, AL
Neutral, XP 25, NA 1d2 (1d2), TT None
------------------------------------------------
▶ Surprise: On a 1–5, due to its silent flying.
▶ Eggs: 1d6 eggs or chicks in 50% of nests.
CRESTS
A symbol of prestige among certain creatures. Helps to interact with monsters when an encounter
occurs.
6 Jungle
Armour +1, Zombie
▶ Initiative: Always lose (no roll). 7 Lake, River
▶ Living dead: Immune to effects that affect
living creatures (e.g. poison). Immune to
8 Ocean, Sea
mind-affecting or mind-reading spells (e.g.
charm, hold, sleep).
9 Settled
10 Swamp
Druidic Vest
Eyes of the Underdark Golden Hairpin
A pair of crystal lenses that fit over the eyes to An extremely rare accessory worn in the hair
grant the power to see through darkness. by spell casters.
------------------------------------------------ ------------------------------------------------
▶ Everseeing: Wearer is not affected by ▶ Magic pool: Wearer becomes able to
darkness spells and blinding effects. memorise two additional spells of 1st, 2nd,
▶ Infravision: 30’. 3rd and 4th spell levels.
▶ Resistance: Wearer gains a +2 bonus on
Eyes of the Weakness Tracking saving throws against silence.
A pair of crystal lenses that fit over the eyes
showing a foe's weak point. Goldfish Earring
------------------------------------------------ An accessory for one of the ears in the shape
▶ Weak point: If a foe has some kind of of a small goldfish to filter listened
immunity, it will be negated if the wearer information.
rolls a natural 16 or higher on an attack roll. ------------------------------------------------
▶ Listening: The wearer gains the ability to
Four-Leaf Clover understand information in any language,
An emerald green and gold four-leaf clover including coded messages. No ability to
brooch worn on clothing or armour. speak unknown languages is conferred.
------------------------------------------------
▶ Lucky: Wearer gains a +1 bonus to all
saving throws.
▶ Distrust: -1 penalty to reaction
rolls when encountering fairies and Sylvan
creatures (e.g. dryads, treants).
Gauntlets of Rust
A pair of soft leather gloves which bestow the
power to rust metal.
------------------------------------------------
▶ Rusting: Up to a human-sized metal
touched (e.g. weapons, armour) crumbles to
rust. In combat, a melee attack roll is
required.
▶ Magic items: Have a 10% chance per
“plus”, to be unaffected on each successful
hit. Each time a magic item is affected, it
loses one “plus”.
▶ Against metallic monsters: Inflicts 1d8+6
damage.
▶ Usage frequency: Up to once per day.
Ghost Lantern
A spooky lantern with a mysterious light that
never fades away.
------------------------------------------------
▶ Light: Cast in a 30’ radius. Do not require
oil.
▶ Will-o’-the-wisp: Once per day, the holder
can release a Will-o’-the-Wisp from the
lantern to help for up to 1 turn.
Golem’s Clay Ball A white cloth headband worn by resilient
A 6” diameter mass of clay in a basket that ones.
moulds itself into a golem in order to help its ------------------------------------------------
master. ▶ From the guts: If the wearer's current hit
------------------------------------------------ points is 2 or more and would be killed by an
▶ Master: An arcane or divine spell caster attack, there’s a 1-in-4 chance to survive
only. with 1 hit point instead.
● Human martials: 2-in-4 chance to
Usage: The items may be used as follows: survive.
▶ Frequency: May only be used once per day.
▶ Before use: The mass of clay must be Hat of Disguise
prepared. This takes one round. On command, it changes its wearer's
▶ Morphed clay golem: The mass of clay appearance as per the illusionist's Glamour
becomes a 8 HD golem to do its master’s spell.
bidding. ------------------------------------------------
▶ Return to original form: After 3 turns, if ▶ Duration: Wearer's appearance returns to
hp is reduced to 0 or if the golem is dispelled normal when commanded again.
by Dispel Magic or Dispel Evil.
------------------------------------------------ Hat of the Dunces
Morphed Clay Golem A cursed hat that weakens the wearer's
8’ tall humanoid statues of morphed clay. intellect.
------------------------------------------------ ------------------------------------------------
AC 4 [15], HD 8* (36hp), Att 1 × fist (1d10 + ▶ Effect: Within 6 rounds of putting the hat
curse), THAC0 12 [+7], MV 60’ (20’), SV D8 on, the wearer’s INT is reduced to 3.
W9 P10 B10 S12 (8), ML 12, AL Neutral, XP ▶ Wearer: Becomes an imbecile, unable to
1,200, TT None think clearly or cast spells.
------------------------------------------------ ▶ Removing: The hat cannot be removed,
▶ Weapon immunity: Only harmed by blunt once worn.
weapons. ▶ Dispelling: The curse can be removed by
▶ Energy immunity: Unharmed by fire and magic (e.g. Remove Curse), or (at the
cold. referee’s option) by performing a special
▶ Curse: Damage inflicted can only be healed quest.
by a divine spell caster of 7th level or higher.
Healer’s Headdress
Growstone A finely crafted headdress adorned with
A polished, roughly hewn piece of decorative symbols of healing and restoration. Woven
stone (e.g. agate) which grants its owner with from enchanted threads.
a faster evolution. ------------------------------------------------
------------------------------------------------ ▶ Divine magic: Usable by divine spell
▶ XP modifier: The character has a +10% casters only.
bonus to its gain of XP. ▶ Healing: Has one of the following effects:
a. Cure setious wounds: 2d6+2 hit points.
b. Cure disease
▶ Usage frequency: Each function can be
used up to twice per day. A single subject can
only be affected once per day.
Guts Headband
Helm of the Pilferer Hovering Egg Pod
A special helm for roguish dungeon delvers. A pod (4’ tall) that resembles a halved egg
------------------------------------------------ shell with two levers and a chair inside. Acts
▶ Traps: Reveals the location of any traps as a hovering vehicle.
within 20’ ------------------------------------------------
▶ Secret doors: Reveals the location of any ▶ Levers:
secret door within 20’. 1. Move: Up to 180’ (60') on
▶ Treasure: Reveals the location of any forward/backward/left/right.
treasure within 20’. 2. Levitation control: Up to 5’ and no less
▶ Concentration: The wearer must than 1’ above a surface.
concentrate to use the helm’s powers.
▶ Combat stats: The pod is treated as a
▶ Usage frequency: The helm may be used
vehicle with AC 5 [14] and 9 hull points.
up to once per turn.
▶ Crew: Up to 1 human-sized person can fit
inside the pod.
Helm of Underwater Action ▶ Attacking: Not possible with melee or
A special helm to dive and explore waters. missile weapons, except with a crossbow, oil,
------------------------------------------------ or holy water.
▶ Underwater Sight: The lenses of the ▶ Max load: Up to 3,000 coins
helmet allows its wearer to see five times unencumbered; up to 6,000 at half speed.
further underwater than humans and
demi-humans would normally see.
▶ Underwater Breathing: On command, Kangaroo Pouch
creates a magical air bubble around the A leather pouch that can be strapped around
wearer's head, enabling normal breathing the waist to magically hold weight.
underwater. ------------------------------------------------
▶ Bubble duration: Bubble persists until ▶ Weight: Up to 600 coins of weight can be
commanded to cease. placed in the pouch.
▶ When full: The pouch weighs 10 coins.
Hermit Beans ▶ While worn: Is undetectable, except by
detect spells (e.g. Detect Invisible, True
Green savoury beans that can only be
Seeing, etc.).
cultivated by immortal sages. 1d3 beans are
usually found inside a small pouch.
------------------------------------------------ Lantern of Revealing
▶ Wounds: A bean restores a person’s hit A hooded lantern with a unique ability to
points to its maximum. expose invisible objects and creatures in a 25'
▶ Panacea: A bean cures any disease, poison radius.
and other conditions. ------------------------------------------------
▶ Nourishment: Sustains a person for 7 days ▶ Invisibility: Is negated while the lantern's
(no need to eat or drink). light, but the invisibility itself is not removed.
▶ Oil: Consumed normally (24 turns).
Hourglass Amulet
An amulet with a small hourglass inside to Lesser Dark Magatama
improve speed reaction. A piece of black stone to empower arcane
------------------------------------------------ spell casters.
▶ Initiative: The wielder always acts first in ------------------------------------------------
the round, as if they had won initiative. ▶ Exclusive to: Arcane spell casters.
▶ Usage frequency: May be used at most ▶ Once per day: Wielder can rememorize a
once per hour. 1st or 2nd level spell.
▶ After use: The magatama has 2-in-10
chances to crackle and become utterly
useless.
Lesser Light Magatama Magic Mushroom
A piece of white stone to empower divine Red magical mushroom which can change a
spell casters. person's size. 1d3 mushrooms are usually
------------------------------------------------ found together.
▶ Exclusive to: Divine spell casters. ------------------------------------------------
▶ Once per day: Wielder can rememorize a ▶ Bite: When a mushroom is bitten, a
1st or 2nd level spell. character doubles in size and gains the
▶ After use: The magatama has 2-in-10 following powers:
chances to crackle and become utterly 1. Damage: The damage inflicted by the
useless. character’s attacks is doubled.
2. Load: The amount of weight the character
Ligyron’s Greaves can carry is doubled.
Greaves from an ancient elite hero. ▶ Original size: The character returns to
------------------------------------------------ normal after 2 turns or if hit.
▶ Human martials: Are the only ones
allowed to use it. Magma Boots
▶ Movement: Movement rate is doubled. Boots crafted in a living inferno.
▶ Attacks: The number of attacks per round ------------------------------------------------
the character can make is doubled. ▶ Magma and fiery surfaces: Walk without
▶ Attacking the heel: AC 0 [19]. May be sinking or melting.
targeted by missile attacks. If hit, it deals ▶ Normal heat: Unharmed by non-magical
triple damage to the wearer (not heat or fire.
cumulative with other Ligyron’s items). ▶ Save bonus: Gain a +1 bonus to saving
throws versus fire-based effects (e.g. magic or
Ligyron’s Helmet breath attacks).
Helmet from an ancient elite hero.
------------------------------------------------ Mantle of Faith
▶ Human martials: Are the only ones An overgarment to be worn over clothing or
allowed to use it. armour, providing protection to a divine spell
▶ Ward: +2 bonus to all saving throws caster from foes of opposed alignment.
against spells, rods or staves. ------------------------------------------------
▶ Magic damage: Is reduced by 1 point per ▶ Damage: From a creature of opposed
damage die rolled. (Each die inflicts a alignment is reduced by 1 point per damage
minimum of 1 hit point damage.) die rolled. (Each die inflicts a minimum of 1
▶ Attacking the heel: AC 0 [19]. May be hit point damage.)
targeted by missile attacks. If hit, it deals ▶ Neutral characters: Do not benefit from
triple damage to the wearer (not the mantle's power.
cumulative with other Ligyron’s items).
Necklace of Body Double
Mage’s Bracers A beautifully crafted necklace with small
Enchanted wrist-guards which grants crystals to create a mirror image of its wearer
empowerment to an arcane spell caster. for 1 minute.
------------------------------------------------ ------------------------------------------------
▶ Spell doubling: When casting a spell of 1st, ▶ Behaviour: The mirror image looks and
2nd or 3rd level: there is a 1-in-6 chance of behaves exactly as the wearer.
the caster being able to copy that spell. ▶ Attacks on the wearer: Destroy one of the
▶ AC granted: The bracers grant an AC of 7 mirror images (even if the attack misses).
[12]. (The AC granted by each pair of bracers ▶ Frequency: May be used at most once per
is fixed.) hour.
▶ Wearing along with armour: The bracers
grant no benefit.
Necklace of Glittering Oil of Fiery Burning
A silver necklace with translucent crystals A flask of thin oil which ignites with ease. 1d4
that emits a flash of light to hinder vision. flasks are usually found together.
------------------------------------------------ ------------------------------------------------
▶ On command: Emits light at one creature ▶ Ignites: Upon exposure to air.
within 30’ to partially blind it for 6 rounds ▶ Splash weapon: Can be thrown as a splash
(save versus spells or -4 to attacks). weapon (e.g. burning oil, holy water) and
▶ Creatures with a gaze attack: Cannot use breaks spreading into a 10’ diameter pool and
its gaze for one round. affects all within the area; burns for up to 1
▶ Undead creatures: Are unaffected. day.
▶ Usage frequency: May be used up to once ▶ Inflicts: 4d8 damage when broken or
per turn. exploded (save versus spells for half) and
2d8 damage on the following round (save
Necklace of Protection versus spells for half). A target successfully
A fabulous jewelled necklace that grants a hit by the oil as a splash weapon may not
measure of protection to anyone who wears it make a saving throw.
------------------------------------------------ ▶ If flask is opened: Deals 1d8 damage to
▶ Saving throws: A +1 bonus to all saves. holder and will explode if not closed again
▶ Saving throws: A +1 bonus to all saves. within 1 round. There is a 4-in-6 chance of
success.
Needle of Death
A platinum needle that carries a curse to kill Oil of Nauseating Stench
anyone who uses it A flask of thin oil which has the power to
------------------------------------------------ make characters have a horribly stench. 2d4
▶ Activating: The needle’s curse is activated flasks are usually found together.
when a character holds it and speaks the ------------------------------------------------
command word engraved on the needle. ▶ Applying: The oil must be rubbed onto the
▶ When activated: Tears through leather, character to be affected. A flask is sufficient
cloth, and flesh, inflicting 2 points of damage for one human-sized character and their gear.
per round, as it works its way in. ▶ Nauseating stench: Oil on the skin has a
▶ Removing: Once the curse is active, the smell that sickens humans and demihumans:
character cannot remove the needle. Can only save versus poison or suffer –2 to hit, while
be removed with magic (e.g. Remove Curse). in melee with the user.
▶ Duration: 8 hours.
Needle of Repair
A platinum needle that, on command, repairs Opal Circlet
any torn or damaged cloth, leather, or metal Precious circlet made by dwarves. Grants the
item. wearer protection against acid.
------------------------------------------------ ------------------------------------------------
▶ Sewing: Takes one turn. ▶ Normal acid: Unharmed by non-magical
▶ Restriction: At the referee’s discretion, may acid.
not affect certain magic items. ▶ Save bonus: Gain a +2 bonus to all saving
throws versus acid-based magical or breath
attacks.
Number One Coin ▶ Acid-based damage: Is reduced by 1 point
A golden coin of a unique beauty that brings per damage die rolled. (Each die inflicts a
fortune to its holder. minimum of 1 hit point damage.)
------------------------------------------------
▶ Fortune bringer: Increases the chance of
finding coins among hoards (A-O) and
group treasures (U-V) by 10%.
Orb of Storms Pearls of Ebbing and Rising Tide
An 8" glass sphere that grants its bearer A pair of magical pearls that causes waters to
control over a heavy storm (240 yards around recede or to rise while the holder
the bearer). concentrates in them.
------------------------------------------------
------------------------------------------------
Usage: The orb may be used as follows:
▶ Ebbing tide: On command, each round
▶ Frequency: The orb power may only be thereafter that the character concentrates, all
used once per month. waters within 60’ recede at the rate of 5’ per
▶ Before use: The orb must be prepared. This round.
takes one turn. ▶ Rising tide: On command, each round
▶ Activation: Once prepared, activating the thereafter that the character concentrates, all
orb takes one round. The waters within 60’ rise at the rate of 5’ per
▶ Concentration: The storm persists for up round.
to 10 rounds as long as the bearer ▶ Concentration: Is required to maintain the
concentrates on the orb and does not move. waters rising or receding. If the wielder loses
▶ Heavy Storm: concentration, the waters instantly rush back
1st Round: Thunder deafens anyone under to their normal banks or depths.
the cloud for 1d4 × turns (save versus spells
to avoid). Penny of Luck
2nd Round: Acid rain inflicts 1d6 damage on A magical copper piece with a horse's head
victims (No saving throw). on one side and a horse's tail on the other.
3rd Round: Lightning strikes up to six ------------------------------------------------
targets, dealing 6d6 damage (save versus ▶ Flip of luck: Once per day, the owner may
spells for half damage). Each target can be flip the coin to receive a bonus or a penalty
hit by one bolt only. depending of the result:
4th Round: Hailstones deal 5d6 points of ▶ Heads: A +4 bonus to AC for 1 turn.
damage to targets (No saving throw). ▶ Tails: A -4 penalty to AC for 1 turn.
5th-10th Rounds: Violent rain and wind
gusts limit visibility to 5'. Victims suffer a -4
penalty to melee attacks.
Pill of Hangover
A small pouch with pills effective against
▶ Protection: The orb's owner and allies drunk numbness.
within 5' are completely unharmed by the ------------------------------------------------
heavy storm. ▶ Pouch contains: 2d6 pills.
▶ Inside the storm area: Missile attacks and ▶ If consumed: Alcoholic hangover and
spell casting becomes impossible. numbness disappear.
Scarab of Golems
A small, scarab-shaped brooch which grants
the power to detect and fight golems.
------------------------------------------------ ------------------------------------------------
▶ Detect: Causes golems within 60’ to be ▶ Everflowing: The wine that’s inside never
haloed in a fiery glow. ends.
▶ Hidden enemies: Even enemies that are ▶ Any who drinks: More than 1 pint of the
concealed or invisible are affected. wine must save versus poison or gets drunk
▶ Owner: Ignores golem's mundane damage for 3d6 turns.
immunity.
Skullclamp
Scarf of the Helping Hand Cursed headgear which suffocates the
A long scarf with one of its ends in the shape thoughts of its wearer.
of a hand. Helps its wearer to do lots of ------------------------------------------------
things. Stretchy and durable. ▶ Wearing: The headgear constricts and
------------------------------------------------ attaches around the character’s head,
▶ Useful hand: The magical knitted hand can inflicting 2 points of damage per round.
perform various tasks (e.g. hold a torch, open ▶ Mind constriction: The character cannot
a door). cast spells or concentrate. Character loses 1d4
▶ Can’t: Attack or use magic items. points of INT permanently.
▶ Range: 20’ ▶ Removing: The headgear can only be
▶ Can hold: Up to 100 coins of weight. removed with magic (e.g. Remove Curse).
▶ If the character dies: The headgear
Shadow Cloak remains constricted in place until the corpse
A black cloak which bestows a remarkable has rotted away (about 1 month).It then
ability to move in the shadows. loosens, ready for another victim.
------------------------------------------------
▶ Hide in shadows: The wearer may hide in Slippers of Spider Climbing
shadows, with a 25% chance of success (or a Footwear that grants the wearer the ability to
+25% bonus if already able to hide in climb any surface and move across ceilings at
shadows). a rate of 20'.
------------------------------------------------
▶ Infravision: 60’, while hiding in shadows. ▶ Versatile Climbing: Wearer is able to climb
▶ Shadow warp: Up to 3 times per day: the surfaces and move upside down across
cloak enables the wearer to warp from one ceilings.
shadow to another up to 360’ away. ▶ Hands-Free Climbing: The wearer is able
▶ Wearing with armour: If the character to move without using their hands.
uses a shield, or wears armour heavier ▶ Surface: The slippers become useless if the
than leather, the cloak has no effect. surface is hazardous for normal walking (e.g.
▶ If wearer is harmed by magical fire: Must ice, grease, etc).
save versus spells. If the save ▶ Usage Frequency: The slippers can be used
for up to 1 turn per day.
fails, the cloak is destroyed.
Silenus’ Wineskin
A skin full of sweet red wine of a bohemian
god.
Smouldering Ruby Egg Stone of Alarm
An ebony egg with glittering ruby-coloured A 3" square stone cube that attaches itself to
veins. It’s said that when it finally hatches, an object to warn its owner of intruders.
something impressive shall happen. ------------------------------------------------
------------------------------------------------ ▶ Activation: Its command word must be
▶ The egg: Whenever the egg’s owner is spoken.
harmed by an enemy, it will rock with the ▶ Alarm trigger: If anyone touches the object
veins glowing brighter. without speaking the command word, the
▶ The tenth time owner gets harmed: Roll stone emits a loud alarm for one round.
1d10: ▶ Audible Range: The alarm sound can be
1-9: Nothing happens and the count resets. heard up to a quarter mile away.
10: The egg hatches and bursts into 8d12
rubies (1,000 gp value each). Stone Horse
A life-sized statue war horse brought to life
Sovereign Glue with a command word.
An adhesive substance with exceptional ------------------------------------------------
bonding capabilities, creating permanent ▶ Sustenance: No need for rest or food.
connections between any objects it binds. ▶ Carry loads: Up to 10,000 coins
------------------------------------------------ (unaffected by encumbrance).
▶ Glue Quantity: A vial contains 1d6+1 doses ▶ Repair: By feeding it gems: 1 hp restored
of glue. per 50 gp worth of gems.
▶ Coverage: Each dose of glue coats up to 1 ▶ Destruction: At 0 hp shatters into
square feet of surface. worthless dust and rock, beyond repair.
▶ Once applied: The bond requires one ------------------------------------------------
round to set, allowing the items to be Stone Horse
separated before it becomes permanent. ------------------------------------------------
▶ Permanent: After the bond has set, cannot AC 0 [19], HD 4+4 (22hp), Att 2 × hoof (1d6),
be undone unless dissolved with universal THAC0 15 [+4], MV 120’ (40’), SV D10 W11
solvent or using a wish. P12 B13 S14 (4), ML 12, AL Neutral, XP 125, TT
None
Spider Armlet ------------------------------------------------
A crimson armlet in pearly white web ▶ Blend in with stone: May be overlooked or
pattern. Allows a man to do some things a mistaken for inanimate statues.
spider can. ▶ Spell immunity: Unaffected by sleep or
------------------------------------------------ charm spells.
▶ Web Launch: Cast Web, per the magic-user ▶ Charge: When not in melee. Requires a
spell. clear run of at least 20 yards. Rider’s lance
▶ Web frequency: May not be used more inflicts double damage. The stone horse
than once per turn. cannot attack when charging.
▶ Arachne symbol: +2 bonus to all saving ▶ Melee: When in melee, both rider and
throws against spiders, scorpions and stone horse can attack.
driders.
Sustaining Spoon
A miraculous utensil, when placed in an
empty bowl, fills the bowl with a bland but
nourishing gruel.
------------------------------------------------
▶ Nourishment: Provides enough sustain for
a person for 1 day (no need to eat).
▶ Produce: Up to four servings of nourishing
gruel per day.
Topaz Circlet Weaven Web Shirt
Precious circlet made by dwarves. Grants the Incredible shirt made of web to protect the
wearer protection against gas. vulnerable.
------------------------------------------------ ------------------------------------------------
▶ Normal gas: Unharmed by non-magical ▶ Cloth: If unarmoured, grants AC 6 [13] to
gas, steam, etc. the wearer.
▶ Save bonus: Gain a +2 bonus to all saving ▶ Resilience: +1 AC bonus If wearer is
throws versus gas-based magical or breath attacked by blunt attacks.
attacks.
▶ Gas-based damage: Is reduced by 1 point Wind Fan
per damage die rolled. (Each die inflicts a A magical had fan that grants the ability to
minimum of 1 hit point damage.) cast the Gust of Wind spell.
------------------------------------------------
Universal Solvent ▶ Usage frequency: A wind fan may be used
A powerful substance capable of breaking safely at most once per day.
bonds between glued or rusted items. ▶ After its first daily use: It has a cumulative
------------------------------------------------ 20% chance of being shredded to pieces,
▶ Versatility: The solvent can unstick any becoming utterly useless.
objects joined by glue or rust, regardless of
the adhesive's strength. Wind Guardian’s Sack
▶ Sovereign Glue: Universal solvent can A large sack to release the forces of gales.
dissolve even the bonds created by sovereign Looks like a common bag full of grains or
glue. treasure.
▶ Container Appearance: Universal solvent ------------------------------------------------
is always stored in a distinctive blue and ▶ Gales: Roll 1d4 to release:
yellow container.
1. Home Winds: Releases winds that send
the ones who opened the sack back to their
Vest of Escape last resting place.
A silk waistcoat with lockpicks inside secret 2. Wind Geyser: A random 6 or less HD
compartments that bestow an advantage to a creature is launched 100’ upward (save
roguish character attempting to open locks. versus death to halve the height’).
------------------------------------------------ 3. Enraged winds: 90’ long wind cone. 2’
▶ Open locks: Roguish characters (e.g. a wide at the mouth, 30’ wide at far end.
thief) gains a +10% bonus to open locks. This Creatures with less than 3HD swept are aside
does not require thieves’ tools. The character (save versus death).
can only try this skill once per lock. If the roll 4. Tornado: 120’ tall, 40’ wide at top, 10’
fails, the character may not try the same lock wide at base. Moves at 240’ (80’). 3d12
again before gaining an experience level. damage to all in path and then disappears.
▶ Imperceptible: Only the wearer can detect Creatures with less than 5 HD are slain (save
the concealed compartments. versus death).
▶ After release: The sack is ripped into
Weaven Silk Shirt shreds.
Incredible shirt made of silk to protect the
vulnerable.
------------------------------------------------
▶ Cloth: If unarmoured, grants AC 6 [13] to
the wearer.
▶ Resilience: +1 AC bonus If wearer is
attacked by blunt attacks.
POTIONS
Potion of Anti-Missile
Grants complete immunity to small,
non-magical missiles (e.g. no protection is
granted against hurled boulders or
enchanted missiles).
Potion of Cold Breath Potion of Fear Breath
Grants the power to use a breath weapon like Grants the power to use a fear breath
a white dragon. weapon.
------------------------------------------------ ------------------------------------------------
▶ Frequency of use: Up to 3 times. ▶ Frequency of use: Up to 3 times.
▶ Area: A cone of cold: 15’ wide at the far end, ▶ Area: A cloud of fear gas: 10’ wide, 15’ long.
20’ long. All caught in the area must save versus
▶ Damage: All caught in the area suffer breath or flee for 1 turn.
damage equal to half the character’s current
hit points (rounded up). A save versus Potion of Fire Breath
breath is allowed for half damage. Grants the power to use a breath weapon like
a red dragon.
Potion of Cold Resistance ------------------------------------------------
Grants protection against cold. ▶ Frequency of use: Up to 3 times.
------------------------------------------------ ▶ Area: A cone of fire: 15’ wide at the far end,
▶ Normal cold: Unharmed by non-magical 20’ long.
cold. ▶ Damage: All caught in the area suffer
▶ Save bonus: Gain a +2 bonus to all saving damage equal to half the character’s current
throws versus cold-based magical or breath hit points (rounded up). A save versus
attacks. breath is allowed for half damage.
▶ Cold-based damage: Is reduced by 1 point
per damage die rolled. (Each die inflicts a Potion of Gas Resistance
minimum of 1 hit point damage.) Grants protection against gas, steam.
------------------------------------------------
Potion of Deterioration ▶ Normal gas: Unharmed by non-magical
Appears the same as any other potion. gas, steam, etc.
------------------------------------------------ ▶ Save bonus: Gain a +2 bonus to all saving
▶ Effect: Destroys a character’s equipment in throws versus gas-based magical or breath
possession. attacks.
▶ Magic items in possession: Makes a save ▶ Gas-based damage: Is reduced by 1 point
versus spells using the character’s saving per damage die rolled. (Each die inflicts a
throw values to survive. Items that grant a minimum of 1 hit point damage.)
bonus in combat (e.g. magical weapons and
armour) apply this bonus to the saving Potion of Immunity
throw. Characters of a combat-focused, non-magic
using class (e.g. dwarf, fighter, halfling) who
Potion of Extra-Healing drink this potion are granted immunity
Restores 3d6+3 hit points of damage. This against physical attacks (e.g. weapons, bites).
cannot grant more hit points than the ------------------------------------------------
subject’s normal maximum. ▶ Unharmed by: Physical attacks from 4 HD
------------------------------------------------ or lower creatures.
▶ Small doses: At the referee’s discretion, a ▶ Half damage from: Physical attacks from
Potion of Extra-Healing may be consumed in 4+1 HD or higher creatures.
three smaller doses, each one restoring 1d6+1 ▶ Usage frequency: If a character consumes
hit points of damage. more than one potion of immunity in the
space of a month, will suffer double damage
from physical attacks.
Potion of Infravision Potion of Macro-Healing
Drinking this potion grants infravision 60'. Restores 6d6+6 hit points of damage. This
------------------------------------------------ cannot grant more hit points than the
▶ Small doses: At the referee’s discretion, a subject’s normal maximum.
potion of invisibility may be consumed in six ------------------------------------------------
smaller doses, each with a reduced duration. ▶ Small doses: At the referee’s discretion, a
▶ Demihumans: Unaffected. Potion of Macro-Healing may be consumed
in six smaller doses, each one restoring 1d6+1
Potion of Insomnia hit points of damage.
Prevents induced sleeping and magical
numbness. Potion of Madness
Appears the same as any other potion.
Potion of Life Persistence ------------------------------------------------
Has one of two effects on the character who ▶ Effect: Causes the drinker to fiercely attack
drinks it: anyone in sight for 1d6 rounds.
------------------------------------------------ ▶ Sipping: Even a sip has the full effect.
▶ Prevents: Instant death and disintegration
effects. Potion of Magic Resistance
▶ Restores a character: From Instant death Raises drinker’s ward.
and disintegration effects. ------------------------------------------------
▶ Effect: +4 bonus against all saving throws
Potion of Lightning Breath against magic.
Grants the power to use a breath weapon like
a blue dragon. Potion of Mess
------------------------------------------------ Character’s mind becomes utterly confused.
▶ Frequency of use: Up to 3 times. ------------------------------------------------
▶ Area: A line of lightning: 5’ wide, 30’ long. ▶ Turmoil: Roll 1d4 to know the potion effect
▶ Damage: All caught in the area suffer for its duration:
damage equal to half the character’s current 1: Can’t do any actions.
hit points (rounded up). A save versus 2: See allies as enemies.
breath is allowed for half damage. 3: Give away its weapon or magic items.
4: Wander off at referee’s discretion.
Potion of Lightning Resistance ▶ Sipping: Even a sip has the full effect.
Grants protection against lightning.
------------------------------------------------ Potion of Necrophagy
▶ Normal lightning: Unharmed by
Grants protection against unfit food and
non-magical lightning.
drink.
▶ Save bonus: Gain a +2 bonus to all saving
------------------------------------------------
throws versus lightning-based magical or
▶ Vulture habits: Poisoned, rotten, spoiled,
breath attacks.
or contaminated food and drinks may be
▶ Lightning-based damage: Is reduced by 1
consumed safely.
point per damage die rolled. (Each die inflicts
a minimum of 1 hit point damage.)
Potion of Nutrition
Grants enough sustain for a week without
food or water.
Potion of Panacea
Cures the character of any disease. This
works in the same way as the cleric spell Cure
Disease.
Potion of Paralysing Breath Potion of Silence
Grants the power to use a paralysing breath Appears the same as any other potion.
weapon. ------------------------------------------------
------------------------------------------------ ▶ Effect: Causes muteness (conversation and
▶ Frequency of use: Up to 3 times. spell casting are impossible) for the potion's
▶ Area: A cloud of paralysing gas: 10’ wide, 15’ duration, without a saving throw.
long. All caught in the area must save versus ▶ Sipping: Even a sip has the full effect.
breath or be paralysed for 6 turns. Potion of Silver Tongue
Grants the power to speak and understand
Potion of Paralysis any language within 60’.
Appears the same as any other potion.
------------------------------------------------ Potion of Sleep Breath
▶ Effect: Causes paralysis for the potion's Grants the power to use a sleep breath
duration, without a saving throw. weapon.
▶ Sipping: Even a sip has the full effect. ------------------------------------------------
▶ Frequency of use: Up to 3 times.
Potion of Petrification ▶ Area: A cone of sleep gas: 15’ wide at the far
Appears the same as any other potion. end, 20’ long. All caught in the area must
------------------------------------------------ save versus breath or fall asleep for 2d4
▶ Effect: Causes petrification (save vs turns.
petrify).
▶ Sipping: Even a sip has the full effect. Potion of Slow Breath
Grants the power to use a slow breath
Potion of Poisonous Breath weapon.
Grants the power to use a breath weapon like ------------------------------------------------
a green dragon. ▶ Frequency of use: Up to 3 times.
------------------------------------------------ ▶ Area: A cloud of slow gas: 10’ wide, 15’ long.
▶ Frequency of use: Up to 3 times. All caught in the area must save versus
▶ Area: A cloud of poison gas: 10’ wide, 15’ breath or move at half speed and act every
long. 2nd round for 6 rounds.
▶ Damage: All caught in the area suffer
damage equal to half the character’s current Potion of Stonebreak
hit points (rounded up). A save versus Has one of two effects on the character who
breath is allowed for half damage. drinks it:
Ring of Wizardry
Rod of Assault
An enchanted sceptre that operates
marvellous deeds in the tide of battle.
------------------------------------------------
▶ Inspiring wave: Grants a +2 bonus to
morale, AC, saving throws, attack and
damage rolls of party retainers within 200'.
▶ Effect duration: 1d6 rounds.
▶ Wielder: Cannot attack or cast damaging
spells while using the rod’s power.
▶ Usage frequency: Up to once per day.
Rod of Diplomacy
A rod with red silk strap in its extremity, a
symbol of prestige and authority.
------------------------------------------------
▶ Negotiation: Wielder gains a +3 bonus
when trying to parley with intelligent
creatures.
▶ Once per day: Wielder can use a
Suggestion spell in order to negotiate over
something.
▶ Charges: The rod has 25 charges.
Rod of the Wyrm Rod of Weaponry
A magical rod that has the power to A 2’ length of metal rod which has the power
transform into a dragon, on command. to divide itself into a set of weapons.
------------------------------------------------ ------------------------------------------------
▶ Dragon type: Determined by the alignment ▶ Usage restriction: Only usable by
of the wielder: gold dragon (lawful non-spell casting martial characters (e.g.
characters), blue dragon (neutral characters), fighters).
black dragon (chaotic characters). ▶ In combat: The rod attacks as a +2 magic
▶ In combat: The rod attacks as a +2 magic item, doing 1d6 damage.
item, doing 1d8 damage. ▶ Divide: A command word causes the rod to
▶ Dragon form: Once per day, the wielder grow and divide itself into two rods of 2’
may transform the rod into a dragon to serve length. Each rod attacks as a +1 magic item,
for 6 turns. The dragon cannot cast spells, doing 1d6 damage.
and uses its breath once per day. ▶ Reassembling: Connecting the two divided
▶ Returning: By speaking the command rods and speaking the command word, the
word, the rod’s wielder may transform the rods return to its original form.
dragon back into a rod. (At this point, it is ▶ No charges: Does not use charges; may be
healed of any damage it has suffered.) used an unlimited number of times.
▶ If the dragon is killed: It does not return to
its rod form, becoming non-magical. Staff of Aqua Blessing
A magical staff with the blessings of a water
Gold Dragon goddess.
AC –2 [21], HD 6* (28hp), Att [2 × claw (1d4), ------------------------------------------------
1 × bite (2d8)] or breath, THAC0 14 [+5], MV ▶ Divine magic: Usable by divine spell
90’ (30’) / 240’ (80’) flying, SV D10 W11 P12 casters only.
▶ While holding the staff: The wielder can
B13 S14 (6), ML 12, AL Neutral, XP 500
breathe water.
------------------------------------------------ ▶ Bless: Up to three times per day as a ritual.
▶ Breath weapon: 90’ long cone of fire or Allies within a 10’ square area who are not yet
cloud of chlorine gas. in melee gain a +1 bonus to attack rolls and a
+1 bonus to saving throws for 6 turns.
Blue Dragon ▶ Control: A body of water of an area of up to
AC 0 [19], HD 6* (28hp), Att [2 × claw (1d4), 1 10,000 square feet within 240’ for 6 turns.
This expends 2 charges.
× bite (2d8)] or breath, THAC0 14 [+5], MV
▶ Spells: Can cast: Purify Water (up to 36
90’ (30’) / 240’ (80’) flying, SV D10 W11 P12 quarts), Create Water (up to 50 gallons).
B13 S14 (6), ML 12, AL Neutral, XP 500 ▶ When all charges are expended: The
------------------------------------------------▶ Control and Spells no longer function.
Breath weapon: 100’ long line of lightning.
Black Dragon
AC 2 [17], HD 6* (28hp), Att [2 × claw (1d4), 1
× bite (2d8)] or breath, THAC0 14 [+5], MV
90’ (30’) / 240’ (80’) flying, SV D10 W11 P12
B13 S14 (6), ML 12, AL Chaotic, XP 500
------------------------------------------------
▶ Breath weapon: 60’ long line of acid.
Staff of Bird Catching Staff of Extra-Healing
A magical staff against sky dwellers. Has the power to heal those touched.
------------------------------------------------ ------------------------------------------------
▶ Divine magic: Usable by divine spell ▶ Divine magic: Usable by divine spell
casters only. casters only.
▶ Catches: A flying creature the wielder can ▶ Healing: Each usage has one of the
see: following effects:
Up to 3 HD: Expends one charge. 1. Cure light wounds: 1d6+1 hit points.
3+ to 6 HD: Expends two charges.
6+ to 12 HD: Expends four charges. 2. Cure critical wounds: 3d6+3 hit points.
12+ to 24 HD: Expends six charges. ▶ Usage limit: Only one function can be used
24+ or higher HD: Expends ten charges. per day. Is effective on any individual at most
▶ Height: Up to 40' in the air is catched three times per day if using Cure Light
instantly. Higher than this must save versus Wounds or at most once per day if using Cure
spells with a -2 penalty to avoid catching. Critical Wounds.
▶ Catched creature: Is dragged down,
▶ No charges: Does not use charges; may be
moving only at half speed and no more than
5' above the ground or 40' away from the used an unlimited number of times.
staff wielder; cannot harm the staff wielder.
▶ Concentration: The catching persists as Staff of Fury
long as the wielder concentrates and does not An ebony with fuchsia details staff known for
move. influencing its wielder’s power lust.
------------------------------------------------
Staff of Conjuring Elementals ▶ Arcane magic: Usable by arcane spell
Has the power to summon a 8 HD Elemental casters only.
from a random elemental plane to do the ▶ Damage: From damage spells is increased
wielder’s bidding. by 1 point per damage die rolled. (Each die
------------------------------------------------ inflicts a minimum of 2 hit points damage.)
▶ Summoned elemental: A random 8 HD ▶ Foes: Saving against spells empowered by
Elemental (Roll 1d4: 1: Air, 2: Earth, 3: Fire, 4: the staff suffer a -1 penalty.
Water) is conjured to do the summoner’s ▶ Backlash: When the last charge of the staff
bidding . is consumed, unleashes 8d6 of damage
▶ Concentration: Is required to command an against its user.
elemental.
▶ Dismissing: While control over the Staff of Lesser Healing
elemental is maintained, the wielder may Has the power to heal those touched.
dismiss it at any time, sending it back to its ------------------------------------------------
plane of origin. ▶ Divine magic: Usable by divine spell
▶ Disruption: If the wielder moves at more casters only.
than half speed or its concentration is ▶ Effect: Heals 1 hit point with each usage.
disturbed, the command over the elemental ▶ Usage frequency: May be used up to once
ends. It is, henceforth, a free-willed entity per 6 turns.
and will immediately try to kill the caster and
any who get in its way. ▶ No charges: Does not use charges; may be
▶ Dispelling: A conjured elemental may be used an unlimited number of times.
dispelled by Dispel Magic or Dispel Evil.
▶ No charges: Does not use charges; may be
used an unlimited number of times.
Restrictions: The wielder may summon at
most one elemental in a single day.
Staff of Radiance Wand of the Element: Earth
A white staff encrusted with golden veins, A magical staff with power over the earth
with three different light-bringing effects. element.
------------------------------------------------ ------------------------------------------------
▶ Divine magic: Usable by lawful divine spell ▶ Arcane magic: Usable by arcane spell
casters only. casters only.
▶ In melee: Acts as a Staff +1, +3 vs Undead. ▶ In melee: Treated as a staff with a +1 magic
▶ Light: Expending one charge conjures light bonus to attack and damage rolls.
in a 15’ radius, lasting for 6 turns. The light
may be caused to emanate from a location or ▶ Save bonus: The wielder gains a +4 bonus
object within 120’. against stone-based attacks.
▶ Continual light: Expending 2 charges ▶ Protection: The wielder cannot be harmed
conjures permanent light with a 30’ radius. by earth elementals (unless attacking the
The light may be caused to emanate from a elemental in melee).
location or object within 120’. ▶ Stone rain: Conjures a hail of stones to all
▶ Burst of sunlight: Expending 3 charges
in a 10’ radius area up to 60’ away. Creatures
conjures a momentary flash of blazing golden
light rays, emanating from a point within caught in the area suffer 8d6 damage (save
120’. Undead creatures within 40’ of the flash versus spells for half damage).
suffer 8d6 damage. Creatures viewing the ▶ Wall of stone: Conjures a 1,000 cubic feet
flash must save versus spells or be blinded in volume, of whatever shape the caster
for 1 round. desires. Must rest upon a solid surface and
may not be evoked so that it appears where
Wand of the Element: Air objects are.
A magical staff with power over the air
element.
------------------------------------------------ Wand of the Element: Fire
▶ Arcane magic: Usable by arcane spell A magical staff with power over the fire
casters only. element.
▶ In melee: Treated as a staff with a +1 magic ------------------------------------------------
bonus to attack and damage rolls. ▶ Arcane magic: Usable by arcane spell
▶ Save bonus: The wielder gains a +4 bonus casters only.
against lightning-based attacks. ▶ In melee: Treated as a staff with a +1 magic
▶ Protection: The wielder cannot be harmed bonus to attack and damage rolls.
by air elementals (unless attacking the ▶ Save bonus: The wielder gains a +4 bonus
elemental in melee). against fire based attacks.
▶ Lightning bolt: Conjures a line of electrical ▶ Protection: The wielder cannot be harmed
energy 60’ long, 5’ wide, up to 180’ away. by fire elementals (unless attacking the
Creatures caught in the line suffer 8d6 elemental in melee).
damage (save versus spells for half damage). ▶ Fireball: Conjures a streak of flames to all
▶ Wall of fog: Conjures a fog to fill an up to in a 20’ radius area up to 240’ away.
80’ cube area, lasting for 12 turns. The fog Creatures caught in the line suffer 8d6
blocks normal vision and infravision. damage (save versus spells for half damage).
▶ Wall of fire: Conjures a wall of flames up to
1,200 sq ft, lasting 12 turns. Blocks creatures
with less than 4 HD. Creatures with 4+ HD
can break through but suffer 1d6 damage.
Wand of the Element: Water A black staff with the blessings of a spider
A magical staff with power over the water goddess.
------------------------------------------------
element.
▶ Divine magic: Usable by demihuman
------------------------------------------------ divine spell casters only.
▶ Arcane magic: Usable by arcane spell ▶ Spider climb: By expending one charge, it
casters only. allows a creature to walk on walls and
▶ In melee: Treated as a staff with a +1 magic ceilings surfaces: 120’ (40’) like a giant
bonus to attack and damage rolls. spider. The subject must have bare hands and
▶ Save bonus: The wielder gains a +4 bonus feet and cannot cast spells or hold anything
against cold-based attacks. in its hands while climbing.
▶ Web: By expending one charge, conjures a
▶ Protection: The wielder cannot be harmed
many-layered mass of strong, sticky threads,
by water elementals (unless attacking the blocking a 10’ cube area for 24 turns.
elemental in melee). Creatures caught in webs become entangled
▶ Cone of cold: Conjures a cone of freezing and unable to move. Breaking free depends
energy, 60’ long and 30’ wide at the far end. on Strength: 2d4 turns for strength in the
Creatures caught in the cone suffer 8d6 normal human range; 4 rounds for strength
damage (save versus spells for half damage). above 18; 2 rounds for creatures with giant
strength. The webs can be destroyed by fire in
▶ Wall of ice: Conjures a wall of ice up to two rounds. All creatures in a flaming web
1,200 sq ft, lasting 12 turns. Blocks creatures suffer 1d6 points of damage.
with less than 4 HD. Creatures with 4+ HD ▶ Spider summon: Once per week the
can break through but suffer 1d6 damage. wielder can summon 1 Giant Spider to aid.
This expends 2 charges.
Staff of the Necromancer
A pale staff for wizards with an interest in the Staff of the Wandering Sage
dark arts. Made from the spine bones of a Staff to let travelling spell casters go there
black dragon, this staff may be used in melee. and back again.
------------------------------------------------ ------------------------------------------------
▶ Necromancy magic: Usable by arcane spell ▶ Pathfinding: If the group would lose
casters with access to necromancy magic direction, the referee may reroll.
only. ▶ Expends a charge to:
▶ Melee: Acts as a +2 staff. a. Foraging: Expend a charge to find enough
▶ Spells: Can cast: Animate Dead, Command food for 1d6+2 human-sized beings.
Undead, Hold Undead, Speak with Dead. b. Hunting: Let the group travel or rest that
day.
▶ 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: If using the Magistrike
optional rule for magic-users and illusionists,
the magistrike gains the following powers
when aiming with this wand:
a. A +2 bonus: To attack rolls.
b. Ignores: Mundane damage immunity.
▶ Otherwise: Can cast Magic Missile once
per day. (Illusionists cannot use this way).
▶ No charges: Does not use charges; may be
used an unlimited number of times.
Wand of Knockback
Wand for trickster mage
------------------------------------------------
▶ Knockback hex: A creature must save
versus wands or fall prone, unable to attack
until able to stand up again. Creatures larger
than ogres are unaffected.
▶ Range: 60’
▶ Usage frequency: May be used up to once
per turn.
▶ No charges: Does not use charges; may be
used an unlimited number of times.
SWORDS
✪ Short Sword +1, Shotel ✪ Sword +1, Planes
✪ Sword -1, Black Snake (Cursed) ✪ Sword +1, Shooting Star
✪ Sword -2, Leech (Cursed) ✪ Sword +1, Tar
✪ Sword +1, Acala ✪ Sword +1, Treasure
✪ Sword +1, Darksteel ✪ Sword +2, Blessed Winds
✪ Sword +1, Dawnbringer ✪ Sword +3, Heretic Defiler
✪ Sword +1, Day ✪ Sword +3, Safe
✪ Sword +1, Drilling ✪ Two-Handed Sword -1, Dryhand (Cursed)
✪ Sword +1, Explosive ✪ Two-Handed Sword +1, Alastor
✪ Sword +1, Gorgon ✪ Two-Handed Sword +1, Horseslayer
✪ Sword +1, Maguro ✪ Two-Handed Sword +1, Vampiric
✪ Sword +1, Night ✪ Two-Handed Sword +2, Arc Lightning
Short Sword +1, Shotel Sword +1, Darksteel
Sickle-like curved sword from southern Beyond time forged sword.
lands. ------------------------------------------------
------------------------------------------------ ▶ Indestructible: Can’t be destroyed by
▶ Can be thrown: As a missile weapon natural or magical means.
(5’–10’ / 11’–20’ / 21’–30’).
▶ Grasscutter: Grants +1 bonus on attack Sword +1, Dawnbringer
rolls against treants (or other plant-based Sword to cut through the dreadful darkness.
creatures). ------------------------------------------------
▶ Druids: Are allowed to use it. ▶ Casts light: In 30’ radius as bright as
daylight, on command.
Sword -1, Black Snake (Cursed) ▶ Dusk vanish: Grants +3 bonus vs undead,
A sword that magically injects venom into devils and shadows.
both wielder and victim. ▶ Dawn time: On an attack roll of 18 or
------------------------------------------------ higher has two effects:
▶ Venom: On a successful hit, the sword 1. Against undead, devils and shadows of 4
injects venom into the victim and wielder HD or less: Save versus death or be
(save versus poison with a –1 penalty or die fulminated.
instantly). 2. Other creatures: Save versus spells or it's
▶ Creatures with 5 or more HD: Are blinded by 1d4 turns. Blinded creatures
unaffected. cannot attack.
▶ 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.
▶ Reversed spells: If a spell can be reversed, the name of the reversed version is noted in parentheses.
CLERIC SPELLS
4th LEVEL SPELLS
1st LEVEL SPELLS ✪ Blessed Guard (Blighted Guard)
✪ Aid ✪ Create Water
✪ Command ✪ Cure Serious Wounds (Cause Sr.
✪ Magic Stone Wounds)
✪ Pass Undead ✪ Detect Lie
✪ Resist Acid ✪ Divination
✪ Sanctuary ✪ Exorcise
✪ Flame Strike
2nd LEVEL SPELLS ✪ Lower Water
✪ Augury ✪ Neutralise Poison
✪ Chant ✪ Protection from Evil 10’ Radius
✪ Death Recall ✪ Sacrificial Resurrection
✪ Drag from Death’s Door ✪ Speak with Plants
✪ Healing Light ✪ Sticks to Snakes
✪ Resist Gas ✪ Sunburst
✪ Resist Lightning
✪ Reveal Charm 5th LEVEL SPELLS
✪ Slow Poison ✪ Cureall
✪ Strength ✪ Cure Critical Wounds (Cause Crit.
✪ Translate Wounds)
✪ Heavenly Grace Shield
3rd LEVEL SPELLS ✪ Plane Shift
✪ Animate Dead ✪ Regenerate
✪ Cure Blindness (Blindness) ✪ Restore (Energy Drain)
✪ Death Ward ✪ Speak with Monsters (Babble)
✪ Dispel Magic ✪ Truesight
✪ Feign Death ✪ Word of Recall
✪ Glyph of Warding
✪ Minor Heal
✪ Prayer
✪ Reflect Coat
✪ Revitalising Dawn
✪ Speak with Dead
✪ Tongues
✪ Water Walk
1st LEVEL SPELLS Pass Undead
Duration: 1 turn per level
Range: The caster or a creature touched
Aid ------------------------------------------------
Duration: 6 turns The subject is rendered completely
Range: The caster or a creature touched 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 protected
by this spell. Undead with 9 or more HD are
▶ Bonus hit points: Subject gains a never deceived by the spell.
number of bonus hit points equal to 1d6+1. ▶ Hostile actions: Taking hostile action
▶ Any damage suffered: Is subtracted first against undead (e.g. attacking, casting
from the bonus hit points. offensive spells) reveals the subject’s
▶ When the duration ends: If any of the presence, but only to the individuals which
bonus hit points remain, they disappear. were attacked.
▶ Higher level casters: May give more bonus
hit points: an additional 1d6+1 per five Resist Acid
experience levels the caster has gained (i.e.
2d6+2 at 6th–10th level, 3d6+3 at 11th–15th Duration: 6 turns
level, etc.). Range: 30’
▶ Ritual: Casting Aid may also form part of ------------------------------------------------
rituals of warding, at the referee’s discretion. All creatures within range are protected from
cold, as follows:
Command ▶ Normal acid: Unharmed by non-magical
Duration: 1 round acid.
Range: 10’ ▶ Save bonus: Gain a +2 bonus to all saving
------------------------------------------------ throws versus acid-based magical or breath
The caster issues a command of a single word attacks
to a single human, demihuman, or ▶ Acid-based damage: Is reduced by 1 point
human-like monster, as follows: per damage die rolled. (Each die inflicts a
minimum of 1 hit point damage.)
▶ Commands: If they share a language, the
caster may give a command like "flee", Resist Gas
"stop", etc, which they will obey.
▶ Suicidal commands: Causes the creature Duration: 6 turns
to faint for the spell duration. Range: 30’
▶ INT 13+ and/or 6+ HD: May save versus ------------------------------------------------
spells to avoid command. All creatures within range are protected from
gas or steam, as follows:
Restrictions: Undead are not affected.
▶ Normal gas: Unharmed by non-magical
Magic Stone gas or steam.
Duration: 1 day or until used ▶ Save bonus: Gain a +2 bonus to all saving
Range: Touch throws versus gas or steam-based magical or
------------------------------------------------ breath attacks
Enchant a sling stone witn magic. ▶ Gas or steam-based damage: Is reduced by
1 point per damage die rolled. (Each die
▶ Ranged attack: The sling stone can be inflicts a minimum of 1 hit point damage.)
thrown as a missile by the caster or any allies.
▶ Acts as: A magical sling stone +1 (1d4+1).
Sanctuary 2nd LEVEL SPELLS
Duration: 2 rounds +1 round per level
Range: The caster or a creature touched
------------------------------------------------ Augury
The caster or another creature cannot be Duration: 3 turns
directly attacked: Range: The caster
------------------------------------------------
▶ Attackers: Must save versus spells to Allows the caster to know if something in the
become able to attack the protected creature. near future will bring good or bad results for
▶ Area attacks: Can still affect the target. the spell duration.
▶ Protected creature: If the subject attacks
or casts a harmful spell, the protection is ▶ Questions: The caster may ask only one
broken, ending the spell. question per casting.
▶ Chance of a correct answer: 70% + 1% per
caster level.
Chant
Duration: Concentration
Range: 30'
------------------------------------------------
This spell grants the caster to influence other
living creatures.
Death Recall
Duration: 1 turn
Range: Corpse touched
------------------------------------------------
Upon casting this spell and touching the
body of a creature which has died within the
last 24 hours, the caster experiences a vision
of the last 10 minutes of the creature’s life,
ending with its demise:
Cure Blindness
Duration: Instant
Range: Touch
------------------------------------------------
Cure a subject of any forms of blindness.
↶ Blindness
Causes permanent blindness upon a creature,
if it fails a save versus spells.
Death Ward Feign Death
Duration: 1 turn per level Duration: 6 turns +1 per level
Range: 60’ Range: The caster or a creature touched
------------------------------------------------ ------------------------------------------------
A living subject is warded such that they do A willing subject falls into a cataleptic state,
not die when reduced to 0 hit points, instead indistinguishable from death.
being able to survive and continue to act
normally until they reach –10 hit points.. ▶ Hit Dice limit: The subject may not have
higher HD than the caster’s level.
▶ Death saves: The subject also gains a +2 ▶ Senses: The subject retains their senses of
bonus to saving throws versus death or hearing and smell, but cannot see or feel.
poison. ▶ Damage: Any damage inflicted on the
▶ Healing: Healing magic functions normally subject is halved.
for a character under this ward. For example, ▶ Immunities: The subject is unaffected by
a character could be reduced to –8hp, then paralysis and energy drain.
receive a healing spell taking them up to ▶ Poison: The effects of any poison in the
–2hp, then drink a potion of healing taking subject’s system are suspended while the
them up to 3hp. spell lasts. Once the duration ends, poison
▶ Expiration: Once the spell expires, if the has its normal effect once more.
subject has 0 or less hit points, they die ▶ Ending: The caster can end the spell at any
immediately. time. The subject requires 1 round to awaken.
↶ Blighted Guard
Incurs a -1 penalty to AC and saving throws,
and damage received is increased by 1 point
per damage die rolled (Each die inflicts a
minimum of 2 hit points damage.) on
enemies within a 10’ square area. A save
versus spells is allowed to resist the Blighted
Guard.
Detect Lie
Duration: 1 round per level
Range: 30’
------------------------------------------------
Grants the ability to distinguish truth from
lies in words heard.
Divination
Duration: 1 turn
Range: Caster
------------------------------------------------
Caster gathers information about a location.
↶ Babble
Creatures within 60' cannot be understood
by any creature for 1 turn per level of the
caster, if they fail on a save versus spells (at a
-2 penalty).
Word of Recall
Duration: Instant
Range: The caster
------------------------------------------------
The caster and its belongings (not creatures)
vanish and reappear at its established home.
↶ Contaminate Water
Causes a 6 quarts of drink to be spoiled, or
contaminated.
Shillelagh
Duration: 6 rounds +1 per level
Range: Touch
------------------------------------------------
The caster's club or staff is enchanted:
Goodberry
3rd LEVEL SPELLS Drag From Death’s Door
Duration: Instant
Range: Creature touched
Climate Blade ------------------------------------------------
Duration: 3 turns A subject killed by damage (i.e. not by poison,
Range: 60’ disintegration, etc.) within the last 3 rounds
------------------------------------------------ is dragged back from the brink of death.
This spell wards the caster and all allies
within 10’ in an aura of fire: ▶ Weakness: Returning from death is an
ordeal. Until the subject gets two full weeks
▶ Bonuses: Those warded gain a +1 bonus to of bed rest, they have 1 hit point, move at half
saving throws against fire. the normal rate, cannot carry heavy items,
▶ Barkskin: When the spell is active, the and cannot attack, cast spells, or use other
subject gains a +1 bonus to AC. class abilities. This period of weakness may
▶ Monsters with fewer than 4 HD within not be shortened by any magical healing.
10': Suffer 2d6 damage. ▶ Bargain: In return for cheating death, the
▶ Monsters with 4 or more HD within 10': cleric suffers 1d6 damage and the subject
Suffer 1d6 damage. suffers a permanent loss of one point from a
random ability score (if using the optional
Cure Disease rule for returning from death).
Duration: Instant
Range: 30’ Fire Mantle
------------------------------------------------ Duration: 1 turn +1 per level
This spell has two usages: Range: 10’ around the caster
------------------------------------------------
1. Cure a subject of any disease: Including This spell wards the caster and all allies
those of magical origin. within 10’ in an aura of fire:
2. Kill Green slime: This monster is killed
instantly. ▶ Bonuses: Those warded gain a +1 bonus to
saving throws against fire.
↶ Cause Disease ▶ Barkskin: When the spell is active, the
The victim must save versus spells or be subject gains a +1 bonus to AC.
afflicted with a horrid disease of withering: ▶ Monsters with fewer than 4 HD within
10': Suffer 2d6 damage.
▶ Death: Within 2d12 days. ▶ Monsters with 4 or more HD within 10':
▶ Attack penalty: -2 to attack rolls. Suffer 1d6 damage.
▶ 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.
Insect Swarm Thunder Mantle
Duration: 1 round per level Duration: 1 turn +1 per level
Range: 30’ Range: 10’ around the caster
------------------------------------------------ ------------------------------------------------
Engulfs a victim with biting, pinching, and This spell wards the caster and all allies
stinging insects. within 10’ in an aura of lightning:
▶ 50% chance: Of a flying or crawling swarm ▶ Bonuses: Those warded gain a +1 bonus to
that inflicts 2 points of damage per round. saving throws against lightning.
▶ Victim: Can only try to get rid of the ▶ Barkskin: When the spell is active, the
swarm. subject gains a +1 bonus to AC.
▶ Caster: Can direct the swarm to attack ▶ Monsters with fewer than 4 HD within
different opponents. Insects take one round 10': Suffer 2d6 damage.
to disengage and move to another opponent. ▶ Monsters with 4 or more HD within 10':
▶ Movement: Flying insects move at 180' Suffer 1d6 damage.
(60') and crawling insects move at 120' (40').
Neutralise Poison
Duration: Instant
Range: 10’ around the caster
------------------------------------------------
This spell wards the caster and all allies
within 10’ in an aura of lightning:
Litoform
Duration: Permanent
Range: Touch
------------------------------------------------
Up to 1000 cubic feet of stone is rearranged
as the caster wishes.
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.
Ray of Enfeeblement
Duration: 30'
Range: 1 round per level
------------------------------------------------
Reduces the strength of a single creature.
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.
▶ 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
not possible to intentionally teleport the Too high: The subject appears 1d10×10’
subject into mid-air or into solid matter.) above the intended destination. If this causes
▶ Risk: There is a risk, when teleporting, of the subject to appear inside solid matter, they
accidentally arriving above or below ground die instantly. Otherwise, the subject falls
level. The chance of a successful teleportation from a height.
depends on the caster’s knowledge of the Too low: The subject appears below the
destination (see below). Roll d% and consult surface of the ground and dies instantly.
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 3rd LEVEL SPELLS
✪ Blink
✪ Alarm
✪ Booby Trap
✪ Armour
✪ Clairvoyance
✪ Beast of Burden
✪ Cone of Cold
✪ Burning Hands
✪ Explosive Runes
✪ Cold Scrunch
✪ Feign Death
✪ Ember Flick ✪ Fool’s Gold
✪ Erase ✪ Haste (Slow)
✪ Feather Fall ✪ Suggestion
✪ Frost Fingers ✪ Summon Monster: Lv1
✪ Grease ✪ Tiny Hut
✪ Identify
✪ Jump
✪ Mending 4th LEVEL SPELLS
✪ Message ✪ Arcane Window
✪ Scribe ✪ Blazestorm
✪ Shocking Grasp ✪ Dig
✪ Spark Crackle ✪ Fear
✪ Spider Climb ✪ Fire Charm
✪ Summon Familiar ✪ Frost Charm
✪ Unseen Servant ✪ Fumble
✪ Wizard Hand ✪ Ice Storm
✪ Lesser Globe of Invulnerability
✪ Spark Charm
2nd LEVEL SPELLS ✪ Summon Monster: Lv2
✪ Acid Arrow
✪ Thunderstorm
✪ Amnesia
✪ Electric Shield
✪ Fake Trap 5th LEVEL SPELLS
✪ Fire Shield ✪ Faithful Hound
✪ Flame Lash ✪ Interposing Hand
✪ Frost Lash ✪ Litoform
✪ Gust of Wind ✪ Summon Monster: Lv3
✪ Ice Shield
✪ Minor Repairing 6th LEVEL SPELLS
✪ Misty Step ✪ Forceful Hand
✪ Phantom Sword ✪ Chain Lightning
✪ Ray of Enfeeblement ✪ Globe of Invulnerability
✪ Rope Trick ✪ Summon Monster: Lv4
✪ Shatter ✪ Wall of Iron
✪ Shock Lash
✪ Spellblade
✪ Strength
✪ Tongues
✪ Uncontrollable Laughter
✪ Zephyr
1st LEVEL SPELLS Beast of Burden
Duration: 2 hours per level
Range: 30'
Alarm ------------------------------------------------
Duration: 2d6 turns +1 per level Partially lightens weight placed upon a single
Range: 10’ mount.
------------------------------------------------
This spell enables the caster to set a reactive ▶ Mount's encumbrance and load of coins:
field within a designated area, detecting Are doubled.
living creatures larger than a rat's size. ▶ Overloaded mount: At end of duration of
the spell, cannot move and have a 50%
▶ Activation: Any creature exceeding half a chance to fall and suffer 1d6 points of
cubic foot in volume or 30 coins of weight damage.
will trigger the spell upon entering, touching,
or contacting the area. Burning Hands
▶ Applicable areas: The spell covers areas
like portals, floor sections, stairs, etc. Duration: Instant
▶ Auditory alert: Once triggered, the spell Range: Touch
generates a loud ringing audible within a 60' ------------------------------------------------
radius (adjusted for obstacles: -10' for doors, Unleashes blazing energy when touching a
-20' for substantial walls). The sound lasts creature.
for 1 round.
▶ Restrictions: Undead do not activate the ▶ Damage: 1d6 damage and 1 point of
spell. Invisible beings, flying or levitating damage per level of the caster (no saving
creatures trigger the alarm. throw).
▶ Damage: 1d6 damage and 1 point of ▶ Cost: Rare herbs and materials worth
damage per level of the caster (no saving 100gp, consumed during a ritual.
throw). ▶ Summon: Referee determines the
probability of a creature responding to the
spell and the type of creature summoned.
Spark Crackle ▶ Familiar Abilities: Caster can sense
Duration: Instant through its familiar and can communicate
Range: 60’ with it.
------------------------------------------------ ▶ Behaviour: Familiar is loyal and follows
Casts electric energy in a 5’ radius sphere. orders until death.
▶ Intelligence: Higher than ordinary
▶ Damage: Creatures caught suffer 1d6 animals.
damage per four experience levels the caster ▶ HP: Familiar grants additional hit points to
has gained (5th, 9th,13th levels) with a the caster when within 120’. If the familiar is
successful save versus spells indicating half slain, the caster loses the familiar's
damage. maximum hit points from their own current
hit points.
Spider Climb
Duration: The caster or a creature touched
Range: 1 round +1 per level Familiars table
------------------------------------------------
This enchantment allows a creature to move d8 Familiar Improved senses
like a giant spider:
1 Bat Hearing
▶ Climb: Can walk on walls and ceilings
surfaces: 120’ (40’). 2 Cat Hearing and
▶ Sticky fingers: The subject must have bare infravision
hands and feet and cannot hold anything in
its hands while climbing. 3 Hawk Distance vision
▶ Spell casting: Not possible while climbing.
4 Lizard Smell
6 Raven Vision
Summon Familiar
Unseen Servant 2nd LEVEL SPELLS
Duration: 6 turns +1 per level
Range: 30’
------------------------------------------------ Acid Arrow
This spell temporarily summons a Duration: Instant
non-visible humanoid to do the caster’s Range: 30'
bidding.. ------------------------------------------------
Conjures a magical arrow that's shot as a
▶ Obedient: The servant obeys the caster’s fighter of the same level of the caster.
commands.
▶ Servant cannot: Fight or hold more than ▶ Arrow: Acts as a +1 arrow.
200 coins weight. ▶ Acid: On hit, releases acid dealing 2d6
damage (save versus spells for half).
Servant ▶ Higher level casters: Acid inflicts 1d6
damage per round per three experience levels
------------------------------------------------
the caster has gained (i.e. 1 round at 4th–6th
AC 9 [10], HD ½* (2hp), Att None, THAC0 20
level, 2 rounds at 7th–9th level, etc.) until
[-1], MV 120' (40'), SV D14 W15 P16 B17 S18
(NH). ML 12, AL Neutral, XP 6, NA 1 (1), TT washed off or the victim dies.
None
------------------------------------------------ Amnesia
▶ Invisible: Naturally invisible; cannot be Duration: Permanent
attacked in the first round; in subsequent Range: 30’
rounds, may be attacked at a –2 penalty to ------------------------------------------------
hit (locatable by faint shadows and air This spell erases the memory of opponents.
movement).
▶ Erased memories: 1 round memories, with
Wizard Hand an additional round for every level of the
Duration: 6 turns caster.
Range: 30’ ▶ Affect: Up to 4 beings within range.
------------------------------------------------ ▶ Scope: Affect only the target's memory and
A floating hand to help its conjurer. does not alter actual events or nullify other
spell effects.
▶ Saving Throw: Targeted beings have a save
▶ Useful: The magical hand can perform
various tasks (e.g. hold a torch, open a door). versus spells with a penalty to avoid memory
▶ Can’t: Attack, use magic items or hold more erasing:
than 100 coins of weight. a. -2 penalty: if only one creature is targeted.
▶ Within a day: The hand can be convoked b. -1 penalty: If 2 creatures are targeted.
and dismissed at will, but when its duration c. No penalty: If 3 or 4 creatures are targeted.
ends, it needs to be casted again. ▶ Restoration: If a victim realises their
memory has been altered, the spells Cureall
or Restore can restore the memory.
Electric Shield Flame Lash
Duration: 1 turn +1 per level Duration: Instant
Range: 10’ around the caster Range: 60’
------------------------------------------------ ------------------------------------------------
This spell wards the caster and all allies Creates and wields two fire chain whips that
within 10’ in an aura of lightning: flail up to 2 creatures within range.
▶ Bonuses: Those warded gain a +1 bonus to ▶ Damage: Creatures flailed suffer 1d6
saving throws against lightning. damage for each level multiple of three (3rd,
▶ Shield: When the spell is active, caster 6th, 9th, 12th levels), with a successful save
gains a +1 bonus to AC. versus spells indicating half damage.
▶ Monsters with fewer than 4 HD within ▶ Deep in flesh: 6 on a damage dice result
10': Suffer 2d6 damage. gives a -1 penalty to a creature’s AC for 1
▶ Monsters with 4 or more HD within 10': turn.
Suffer 1d6 damage.
Frost Lash
Fake Trap Duration: Instant
Duration: Permanent (until triggered) Range: 60’
Range: Touch ------------------------------------------------
------------------------------------------------ Creates and wields two ice chain whips that
Sets an inoffensive trap to deceive certain flail up to 2 creatures within range.
foes.
▶ Damage: Creatures flailed suffer 1d6
▶ Deceives: Classes, abilities and items able damage for each level multiple of three (3rd,
to detect traps and dangers to believe that it’s 6th, 9th, 12th levels), with a successful save
a real trap. versus spells indicating half damage.
▶ Chance of Detection: A 1-in-10 chance. ▶ Deep in flesh: 6 on a damage dice result
▶ Removal: If the removal of a Fake Trap gives a -1 penalty to a creature’s AC for 1
fails, a hyena laugh bursts from the trap, but turn.
do not harm anyone.
Gust of Wind
Fire Shield Duration: 1 round
Duration: 1 turn +1 per level Range: 10’ long and wide, +10’ long per
Range: 10’ around the caster level
------------------------------------------------ ------------------------------------------------
This spell wards the caster and all allies Casts a severe blast of air originating from the
within 10’ in an aura of fire: caster that affects all creatures in its path.
▶ Bonuses: Those warded gain a +1 bonus to ▶ Creatures caught in the blast of air:
saving throws against fire. a. Smaller flying creatures: Are blown 1d6 ×
▶ Shield: When the spell is active, caster 10’ away.
gains a +1 bonus to AC. b. Human-sized creatures: Cannot move
▶ Monsters with fewer than 4 HD within forward against the force of the wind.
10': Suffer 2d6 damage. c. Larger flying creatures: Have half their
▶ Monsters with 4 or more HD within 10': movement speed.
Suffer 1d6 damage. ▶ Unprotected flames (e.g. torches): Are
automatically extinguished.
▶ Protected flames (e.g. lanterns): Are
caused to dance wildly, with a 5% chance per
caster level to be extinguished.
▶ Gas, clouds and fog: Are neutralised, being
dispersed away.
Ice Shield Minor Repairing
Duration: 12 turns +1 per level Duration: Instant
Range: 10’ around the caster Range: Object or creature touched
------------------------------------------------ ------------------------------------------------
This spell wards the caster and all allies This spell has two usages:
within 10’ in an aura of cold:
1. Healing a construct subject: Restores
▶ Bonuses: Those warded gain a +1 bonus to 1d6+1 hit points of damage. This cannot raise
saving throws against cold. the subject’s hit points above their normal
▶ Shield: When the spell is active, caster maximum.
gains a +1 bonus to AC. 2. Repair vehicles and objects: Repairs one
▶ Monsters with fewer than 4 HD within hull point or 5hp of objects.
10': Suffer 2d6 damage.
▶ Monsters with 4 or more HD within 10': Misty Step
Suffer 1d6 damage. Duration: 1 day (until caster is attacked)
Range: 80’
Magic Mouth ------------------------------------------------
Duration: Permanent until triggered If the caster is attacked (e.g. weapon, claws, a
Range: Touch damaging spell), it may instantly transfer
------------------------------------------------ itself to another location up to 30’ distant.
The caster imbues an inanimate object with a
message that is to be spoken out loud by a ▶ Occupied destination: The spell has no
magical mouth when a certain trigger effect if the destination is occupied by a solid
condition occurs. object.
Uncontrollable Laughter
Duration: 1 round (see below)
Range: 50’
------------------------------------------------
Caster induces uncontrollable laughter in a
target.
Tiny Hut
4th LEVEL SPELLS Dig
Duration: 1 round +1 per level
Range: 30'
Arcane Window ------------------------------------------------
Duration: 1 round per level Enables the caster to excavate 125 cubic feet
Range: Touch of earth, sand, or mud per round.
------------------------------------------------
Grants the ability to see through walls as if a ▶ Pit size: A 5’ cube area.
3 square window is present. ▶ Digging waste: Scatters around the pit.
▶ Digging beyond 5’: There's a chance that
▶ Wall Transition: Caster can see through the pit will collapse in:
multiple walls, but switching between walls
a. Earth: 10%
takes one round.
b. Sand: 30%
▶ Visibility Option: Caster can choose to
c. Mud: 55%
make the window visible to other creatures,
limited to one wall at a time. ▶ Other creatures at the edge of the pit:
▶ One-Way Vision: Window allows vision Must save versus spells or will fall into the
only from the caster's side. pit.
▶ Material Penetration: Spell can penetrate
walls of different materials: Fear
1. Up to 20 inches thick wood. Duration: Instant
2. Up to 6 inches thick stone. Range: 60’ cone, 30’ wide at end
3. Up to 4 inches thick metal. ------------------------------------------------
▶ Obstructions: Arcane Window is Conjures a cone of magical energy that
obstructed by a thin layer of lead or by terrifies those within it.
platinum or gold.
▶ Effect: Creatures in the cone are struck
Blazestorm with terror and will flee from the caster at
maximum speed for one round per level of
Duration: 2 rounds
the caster. (A save versus spells negates the
Range: 120’
effect).
------------------------------------------------
▶ Dropping items: Affected creatures have a
Masses of fire that violently punishes any in a
60% chance of immediately dropping
20’ cube.
anything in their hands. The chance is
decreased by 5% for each level or Hit Die
▶ Damage: Creatures caught in the
above 1.
Blazestorm suffer 1d6 damage per level of the
caster, with a successful save versus spells
indicating half damage.
▶ Cold-based creatures: Have a -4 penalty
on the saving throw.
▶ Fire-based creatures: Are unharmed.
Fire Charm Fumble
Duration: 2 rounds per level Duration: 1 round per level
Range: 30' Range: 10' per level
------------------------------------------------ ------------------------------------------------
A blazing charm appears, exerting fascination Up to 6 creatures suddenly become clumsy.
on those who gaze at it.
▶ Moving creatures: After moving, must
▶ Charm: Any 90' near creatures looking it save versus spells or will trip and fall to the
must save versus spell or cannot make any ground, with a 50% chance of dropping held
actions, gazing with obsession while the items.
charm is active. ▶ Break: Fallen creatures suffer 1 point of
▶ Charmed creatures: Suffers a -2 penalty damage and dropped held items with hp
on saving throws against mind-affecting suffer 1d3 damage.
spells.
▶ Charm break: If the blazing charm is Ice Storm
destroyed or if something obstructs the Duration: 1 round
charmed creature's vision. Range: 120’
▶ Attacking the charm: AC 7 [12], 1hp. If ------------------------------------------------
reduced to 0hp, the charm ceases to function. Conjure hail and freezing energy in a 20’
cube.
Frost Charm
Duration: 2 rounds per level ▶ Damage: The storm inflicts 1d6 points of
Range: 30' damage per level of the caster to every
------------------------------------------------ creature in the area (save versus spells for
A freezing charm appears, exerting half damage).
fascination on those who gaze at it. ▶ Freezes the ground: Creatures walking
through the area have their movement
▶ Charm: Any 90' near creatures looking it halved and have a 50% chance to fall prone,
must save versus spell or cannot make any unable to attack until able to stand up again.
actions, gazing with obsession while the ▶ Fire-based creatures: Have a -4 penalty
charm is active. on the saving throw.
▶ Charmed creatures: Suffers a -2 penalty
on saving throws against mind-affecting
spells.
Lesser Globe of Invulnerability
▶ Charm break: If the freezing charm is Duration: 1 round per level
destroyed or if something obstructs the Range: Globe
charmed creature's vision. ------------------------------------------------
▶ Attacking the charm: AC 7 [12], 1hp. If Creates an immobile magical sphere with a
reduced to 0hp, the charm ceases to function. 10' diameter around the caster that nullifies
any spell effects of 3rd level or lower from
entering the sphere.
Interposing Hand
Duration: 1 round per level
Range: 10' per level
------------------------------------------------
Conjures a large magical hand between caster
and a target.
Litoform
Duration: Permanent
Range: Touch
------------------------------------------------
Up to 1000 cubic feet of stone is rearranged
as the caster wishes.
Great Repairing
Duration: Instant
Range: Object or creature touched
------------------------------------------------
This spell has two usages:
Interposing Hand
6th LEVEL SPELLS
Duration: 1 round per level Wall of Iron
Range: 10' per level Range: 120’
------------------------------------------------
Duration: Permanent
Conjures a large magical hand between caster
and a target. ------------------------------------------------
A wall of solid iron appears.
▶ Size: The hand's dimensions are from
human-sized to giant-sized, chosen by the ▶ Size: The wall may be of whatever shape
caster. the caster desires and is of 1,000 cubic feet in
▶ Durability: The hand's AC and hit points volume. (For example, a 2’ thick wall, 50’
are equal to the caster's AC and hit points. long and 10’ high.)
▶ Force: Against a creature depending of its
▶ Location: The wall must be supported (e.g.
weight in coins:
by the ground) and cannot be created in an
a. Less than 5,000 coins: Are completely
pushed away from the caster. area occupied by objects.
b. 5,000 to 20,000 coins: Movement is ▶ Topple: The wall can be made to topple
reduced to no more than 10' per round. over enemies, dealing 10d6 damage and
c. 20,000 to 80,000 coins: Movement is shattering.
reduced to half its normal rate.
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
OPTIONS FOR HEALING Healing Progression
The majority of magical healing (e.g. spells,
potions) rolls one or two d6.
Character’s Self-Regeneration ------------------------------------------------
Determines additional hit points the Option: Healing progresses according to the
character recovers via resting. crafting or caster’s level, if not using the
Constitution modifiers additional healing items, potions, spells from
this document.
CON Restored hit points ▶ Healing spells and staves according to
caster’s level: Per each d6 that would be
3-8 +0 hp rolled, restores instead:
2nd-3rd 1d6 hp
Healing Items with Monsters
Healing items are normally found randomly 4th-8th 2d6 hp
within treasure types.
------------------------------------------------ 9th or higher 3d6 hp
Option: Besides the treasure types,
humanoid or intelligent monsters
individually have 1-in-6 chance to bear a ▶ Healing potions according to potion's
healing item (e.g. potion of healing, ointment, crafting: Roll a d20 to know the quality of
antidote). the potion of healing. Per each d6 that would
be rolled, restores instead:
Healing items with monsters
Potions table
Monster Item
d20 Quality Restore
Up to 4 HD Antidote (basic),
monsters Ointment, etc 1-8 Poor 1d6 hp
1st 2 sp 2 sp
2nd 3 sp 3 sp
3rd 5 sp 4 sp
4th 7 sp 6 sp
5th 9 sp 9 sp
6th 15 sp —
Crow/Raven, Normal
Small and intelligent nocturnal birds.
------------------------------------------------
AC 8 [11], HD ½ (2hp), Att 1 × beak per flock
(1d6), THAC0 19 [0], MV 330' (110’) flying, SV
D14 W15 P16 B17 S18 (NH), ML 7, AL Neutral,
XP 25, NA 0 (3d10), TT None
------------------------------------------------
▶ Defend nest; Mimicry: See main entry.
▶ Flock: Each group of 3–6 crows/ravens
attacks as a flock. Each flock makes a single
attack roll against one creature.
▶ Engulf: The creature attacked must save
versus death or fall prone, unable to attack
until able to stand up again.
Dragon Blue Dragon
A proud, ancient race of gigantic, Favour open plains and deserts.
carnivorous, winged reptiles. There are many
subspecies of dragon, many of which are Blue Dragon, Whelp
distinguished by the colour of their scales. All ------------------------------------------------
dragons are egg-layers and hoard treasure in AC 4 [17], HD 3* (13hp), Att [2 × claw (1d3),
their lairs, far from areas of human 1 × bite (1d10)] or breath, THAC0 18 [+1], MV
civilisation. 90’ (30’) / 180’ (60’) flying, SV D12 W13 P14
B15 S16 (3), ML 7, AL Neutral, XP 50, NA 1d8
Black Dragon (1d8), TT H [¼]
Dwell in swamps and marshes. ------------------------------------------------
▶ Breath weapon: 30’ long line of lightning.
Black Dragon, Whelp Once per day.
------------------------------------------------ ▶ Sleeping: 20%.
AC 6 [13], HD 1* (4hp), Att [2 × claw (1d2),
1 × bite (1d6)] or breath, THAC0 18 [+1], MV Blue Dragon, Young
90’ (30’) / 180’ (60’) flying, SV D12 W13 P14 ------------------------------------------------
B15 S16 (1), ML 6, AL Chaotic, XP 13, NA 1d8 AC 2 [17], HD 6** (27hp), Att [2 × claw (1d4),
(1d8), TT H [¼] 1 × bite (1d10)] or breath, THAC0 14 [+5], MV
------------------------------------------------ 90’ (30’) / 210’ (70’) flying, SV D10 W11 P12
▶ Breath weapon: 10’ long line of acid. Once B13 S14 (6), ML 8, AL Neutral, XP 725, NA 1d6
per day. (1d6), TT H [½]
▶ Sleeping: 40%. ------------------------------------------------
▶ Breath weapon: 60’ long line of lightning.
Black Dragon, Young Twice per day.
------------------------------------------------ ▶ Language and spells: 30%; 4 × 1st level, 2 ×
AC 4 [15], HD 4** (18hp), Att [2 × claw (1d4), 2nd level.
1 × bite (1d10)] or breath, THAC0 16 [+3], MV ▶ Sleeping: 20%.
90’ (30’) / 210’ (70’) flying, SV D10 W11 P12
B13 S14 (4), ML 7, AL Chaotic, XP 1,750, NA Blue Dragon, Old
1d6 (1d6), TT H [½] ------------------------------------------------
------------------------------------------------ AC -1 [20], HD 12** (54hp), Att [2 × claw
▶ Breath weapon: 30’ long line of acid. Twice (2d6), 1 × bite (4d10)] or breath, THAC0 11
per day. [+8], MV 90’ (30’) / 240’ (80’) flying, SV D6
▶ Language and spells: 10%; 2 × 1st level. W7 P8 B8 S10 (12), ML 10, AL Neutral, XP
▶ Sleeping: 40%. 2,700, NA 1d2 (1d2), TT H × 2
------------------------------------------------
Black Dragon, Old ▶ Breath weapon: 100’ long line of lightning.
------------------------------------------------ Three times per turn.
AC 1 [18], HD 10** (45hp), Att [2 × claw (2d4), ▶ Language and spells: 50%; 4 × 1st level, 4 ×
1 × bite (3d10)] or breath, THAC0 11 [+8], MV 2nd level, 2 × 3rd level.
90’ (30’) / 240’ (80’) flying, SV D6 W7 P8 B8 ▶ Sleeping: 20%.
S10 (10), ML 9, AL Chaotic, XP 2,300, NA 1d2
(1d2), TT H × 2
------------------------------------------------
▶ Breath weapon: 60’ long line of acid. Three
times per turn.
▶ Language and spells: 30%; 4 × 1st level, 2 ×
2nd level.
▶ Sleeping: 40%.
Brass Dragon Bronze Dragon
Dwell in deserts and sandy regions. Dwell near great lakes and seas
Owl, Normal
Small nocturnal birds of prey. Dwell in
forests.
------------------------------------------------
AC 8 [11], HD 1 (4hp), Att 2 × talon (1d2), 1 ×
beak (1d2), THAC0 19 [0], MV 270' (90’)
flying, SV D12 W13 P14 B15 S16 (1), ML 7, AL
Neutral, XP 25, NA 1d2 (1d2), TT None
------------------------------------------------
▶ Surprise: On a 1–5, due to its silent flying.
▶ Eggs: 1d6 eggs or chicks in 50% of nests.
Snow Arcanist Stingy Monster
Highly intelligent silver-haired sorcerers Greedy, Intelligent monsters with a chest in
dedicated to the arts of cryomancy. Dwells in place of legs. Dwell in dungeons, ruins and
cold regions. tomb complexes.
------------------------------------------------ ------------------------------------------------
AC 6 [13], HD 4*** (19hp), Att 1 × staff (1d4 + AC 3 [16], HD 5 (22hp), Att 2 × claw (1d6),
freezing), 1 × spell or diamond dust, THAC0 THACO 15 [+4], MV 60’ (20’), SV D10 W11 P12
16 [+3], MV 120' (40'), SV D10 W11 P12 B13 S14 B13 S14 (5), ML 12, AL Chaotic, XP 175, NA 1
(4), ML 8, AL Neutral, XP 225, NA 1d4 (1d6), (0), TT V × 2 + 500gp
TT F ------------------------------------------------
------------------------------------------------ ▶ Surprise: On a 1–5, due to its upper half
▶ Diamond dust: Twice per day, conjures a body being concealed inside the chest.
cone of freezing energy, 20’ long and 15’ wide ▶ Attack if touched: Remain motionless,
at the far end. Creatures caught in the cone only attack if touched, projecting the upper
suffer 4d6 damage, with a successful save half of its body out of the chest.
versus spells indicating half damage. ▶ Light sensitivity: Suffer a –2 penalty to AC
▶ Freezing: If staff hits or on a natural 1-4 when in bright light (daylight, Continual
saving against diamond dust: Creature is Light).
frozen for 6 days (save versus petrify to ▶ Grab: If a victim is hit by both claws in the
avoid). If the frozen creature suffers damage same round, they are trapped and suffer 2d6
from a blunt weapon, the ice shatters, killing automatic damage each round. The victim
it instantly. can only escape if the stingy monster is slain.
▶ Spells: Can cast two spells of the following ▶ Hate: Halflings and roguish classes (e.g.
list: Charm Person, Cone of Cold, Control thief, acrobat). Attacks with a +2 bonus.
Weather (Fog or Snow), ESP, Ice Storm, ▶ Treasure: Hidden inside the chest.
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.
Vampires ▶ Vulnerabilities:
Greatly feared undead monsters that live by a. Garlic: Odour repels: save vs poison (at –2
drinking the blood of mortals. Dwell in ruins, for minions and at –1 for lesser vampires) or
tombs, and deserted locales. unable to attack this round.
b. Holy symbols: If presented, will keep a
▶ Undead: Make no noise, until they attack.
vampire at bay (40’ minion / 20’ lesser). May
Immune to effects that affect living creatures
attack wielder from another direction.
(e.g. poison). Immune to mind-affecting or
c. Running water: Cannot cross (in any
mind-reading spells (e.g. charm, hold, sleep).
form), except by a bridge or carried inside a
▶ Charming gaze: . Save versus spells (at –1
coffin.
for lesser vampires) or be charmed: move
d. Mirrors: Avoid; do not cast a reflection.
towards the vampire (resisting those who try
e. Continual light: Partly blinded by the
to prevent it); defend the vampire; obey the
light from this spell (–4 to attacks).
vampire’s commands (if understood); unable
▶ Destroying:
to cast spells or use magic items; unable to
f. Sunlight: Save versus death (at –2 for
harm the vampire. Killing the vampire breaks
minions and at –1 for lesser vampires) each
the charm. Once per day (minions) or three
round or be disintegrated.
times per day (lesser).
g. Stake through the heart: Permanently
▶ Coffins: Must rest in a coffin during
kills.
the day or lose 2d6hp (only regenerated by
h. Immersion in water: For 6 rounds
resting a full day). Cannot rest in a blessed
permanently kills.
coffin. Always keep multiple coffins in hidden
i. Destroying coffins: Permanently killed if
locations.
all hit points lost when unable to rest (see
coffins).
Vampire, Lesser AC 6 [13], HD 1 to 3** (4 / 9 / 13hp), Att 1 ×
AC 4 [15], HD 4 to 6** (18 / 22 / 27hp), Att 1 × touch (1d6 + blood drain) or 1 × gaze (charm),
touch (1d8 + energy drain) or 1 × gaze THAC0 19 [0] / 18 [+1] / 17 [+2], MV 120’
(charm), THAC0 16 [+3] / 15 [+4] / 14 [+5], (40’), SV D12 W13 P14 B15 S16 (1 to 3), ML 8,
MV 120’ (40’), SV D10 W11 P12 B13 S14 (4 to AL Chaotic, XP 16 / 30 / 65, NA 1d8 (2d8), TT
6), ML 10, AL Chaotic, XP 175 / 425 / 725, NA C
1d6 (1d10), TT E ------------------------------------------------
------------------------------------------------ ▶ Weapon damage reduction: Half damage
▶ Mundane weapon immunity: Only from non-silver or non-magical weapons.
harmed by silver weapons or magic. ▶ Blood drain: A vampire may drain blood
▶ Energy drain: A successfully touched target from a victim: 1d4 hit points automatic
permanently loses one experience level (or damage per round. A victim killed by blood
Hit Dice). This incurs a loss of one Hit Dice of drain becomes undead (possibly a vampire)
hit points, as well as all other benefits due to after 24 hours (save versus spells).
the drained levels (e.g. spells, saving throws, ▶ Regeneration: A damaged vampire gains
etc.). A character’s XP is reduced to the lowest 1hp at the start of each round, as long as it is
amount for the new level. A person drained of alive.
all levels becomes a vampire in 3 days. ▶ At 0hp: Change into bat form; flee to coffin.
▶ Regeneration: A damaged vampire gains ▶ Change form: At will; takes 1 round:
2hp at the start of each round, as long as it is a. Humanoid: Standard form.
alive. b. Bat: Att None, MV 9’ (3’) / 120’ (40’) flying.
▶ At 0hp: Change into giant bat; flee to AC, HD, morale, saves as vampire.
coffin. ▶ Summon beasts: In human form only.
▶ Change form: At will; takes 1 round: Creatures from the surrounding area: 1d4 × 10
a. Humanoid: Standard form. rats, 1d4 × 10 bats.
b. Dire wolf: Att 1 × bite (2d4), MV 150’ (50’).
AC, HD, morale, saves as vampire.
c. Giant bat: Att 1 × bite (1d4), MV 30’ (10’) /
180’ (60’) flying. AC, HD, morale, saves as
vampire.
▶ Summon beasts: In human form only.
Creatures from the surrounding area: 1d4 × 10
rats, 1d2 giant rats, 1d4 × 10 bats, 1d giant bat,
1 dire wolf or 1d4 wolves.
Wyvern, Riding
Vampire, Minion
Winged, two-legged, dragon-like monsters
bred for transport and warfare. Used to have
a venomous stinger in their tail before
domestication.
------------------------------------------------
AC 4 [15], HD 6 (27hp), Att 1 × bite (2d6),
THAC0 14 [+5], MV 90’ (30’) / 210’ (70’)
flying, SV D10 W11 P12 B13 S14 (4), ML 10, AL
Neutral, XP 275, NA 0 (0), TT None
------------------------------------------------
▶ Armour: Typically wear an armour made of
leather and plates of metal. AC reduced to 6
[13], and has a movement rate of 240’ (80’) if
unarmoured.
▶ Volatile: Will not allow creatures with less
than 6 HD to become their rider; may turn on
other people besides their rider.
▶ Charge: When not in melee. Requires a
clear run of at least 20 yards. Rider’s lance
inflicts double damage.
▶ Melee: When in melee, both rider and
wyvern can attack.
▶ Domestic: Not encountered in the wild.
Typically cost 12,500gp.
▶ Max load: Carry up to 4,500 coins
unencumbered; up to 9,000 at half speed.
TRIBAL SPELL CASTERS
Tribal spell casters are found among the
3rd Level
following races of creatures: 1. Cure Blindness
2. Cure Disease (Cause Disease)
● Bugbear 3. Dispel Magic
● Deep one 4. Locate Object
● Ettin 5. Prayer
● Giant (hill, stone, fire, frost) 6. Remove Curse (Curse)
● Gnoll
● Goblin 4th Level
● Gullygug 1. Divination
● Hobgoblin 2. Exorcise
● Kobold 3. Neutralise Poison
● Lizard man 4. Sticks to Snakes
● Merman
● Neanderthal 3rd level shamans: Ettin, gullygug, ogre,
● Ogre troglodyte, troll.
● Orc 5th level shamans: Bugbear, deep one, gnoll,
● Sahuagin kobold, orc, sahuagin, snake person, triton.
● Snake person 7th level shamans: Giant, goblin, hobgoblin,
● Triton shaman.
● Troglodyte
● Troll ▶ Warlocks: Are tribal magic-users of 7th
level or under. Warlocks are able to cast the
These spell casters are divided into two types, following spells:
shaman and warlocks.
1st Level
▶ Shamans: Are tribal clerics of 7th level or 1. Burning Hands
under. Shamans are able to cast the following 2. Light (Darkness)
spells: 3. Magic Missile
4. Shield
1st Level 5. Spider Climb
1. Cure Light Wounds (Cause Lt. Wounds) 6. Ventriloquism
2. Detect Evil
3. Detect Magic 2nd Level
4. Light (Darkness) 1. Invisibility
5. Protection from Evil 2. Levitate
6. Remove Fear (Cause Fear) 3. Web
4. Magic Mouth
2nd Level 5. Ray of Enfeeblement
1. Augury 6. Tongues
2. Chant
3. Detect Charm 2nd level warlocks: Bugbear, gnoll,
4. Resist Fire gullygug, kobold, lizard man.
5. Snake Charm 4th level warlocks: Goblin, hobgoblin,
6. Speak with Animals neanderthal,.orc, triton.
MONSTER BULLETS (optional) Guillotine Move
A melee attack roll of 18 or higher:
Human-sized or smaller creatures are
Boar Charge decapitated (save versus death to avoid).
When not in melee. Requires a clear run of at ▶ Suggested for: Giant insect-like monsters
least 20 yards. Tusks or gore inflict double (e.g. Giant Tiger Beetle, Giant Mantis, Giant
damage. Scorpion)
▶ Suggested for: Boar-like monsters (e.g.
Boar, Wereboar, Devil Swine). Iron Headbutt
A butt attack roll of 18 or higher: +1 damage
Bribe and Toll bonus per monster’s HD. Human-sized or
If the creature succeeds on a morale check, smaller creatures must save versus death or
characters may bribe it to stop fighting fall prone, unable to attack until able to stand
paying 100 gp per HD. 3-in-6 chance to up again.
accept. ▶ Suggested for: Herd animals-like monsters
▶ Suggested monsters: Outlaw and (e.g. Goat, Elk, Caribou).
mercenary-like monsters (e.g. Pirate,
Brigand, Bandit). Titanic Smash
Once per day, a melee attack roll of 18 or
Death Roll higher: After damage roll, if the hit creature is
A bite attack roll of 18 or higher indicates that smaller and didn’t die, must save versus
one of the target’s extremities is catched. The death or its hp is reduced to only 1.
crocodile spins and the bitten (determined ▶ Suggested for: True giant monsters (e.g.
randomly, e.g. 1–2: leg, 3–4: arm, 5–6: head) is Fire Giant, Storm Giant, Cloud Giant).
severed (save versus death to avoid).
▶ Suggested for: Crocodile-like monsters Wing Flurry
(e.g. Normal Crocodile, Large Crocodile,
Giant Crocodile). Twice per day, while the creature is in midair
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).
TRAPS Colour Blind Flash
Creatures cannot identify colours for 12 turns.
A variety of traps to be distributed in the [TC: 5-in-6]
dungeons. ▶ Eye protection: Creatures with their eyes
covered may save versus breath to avoid.
▶ Divided: By dungeon levels.
▶ Triggering chance: Traps have a chance ( Cone of Cold
generally a x-in-6 chance) of triggering when A.device releases freezing energy per the
someone makes something (e.g. press a Wand of Cold dealing 6d6 damage (save
pressure plate, rip a tripwire, etc). versus wands for half).
Discriminated in a bracket [TC: x-in-6] [TC: 3-in-6]
Ring of Destruction
A vicious steel wheel that wraps itself around
a target's body and releases a strong
destructive energy, dealing 1d8 damage for
each level of its victim.
[TC: 4-in-6]
▶ Creatures within 20’ of the victim: Must
save versus breath for half damage.
Silence Hex
Creatures are silenced. Conversation and
spell casting are impossible for 12 turns.
(save versus spells to avoid).
[TC: 4-in-6]
Slow Hex
Creatures move at half speed and act every
2nd round during encounters for 12 turns.
(save versus spells to avoid).
[TC: 4-in-6]