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OLD-SCHOOL

ESSENTIALS

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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

2 2,750 2d6 19 [0] 12 13 14 15 16

3 5,500 3d6 19 [0] 12 13 14 15 16

4 12,000 4d6 17 [+2] 10 11 12 13 14

5 24,000 5d6 17 [+2] 10 11 12 13 14

6 45,000 6d6 17 [+2] 10 11 12 13 14

7 95,000 7d6 14 [+5] 8 9 10 11 12

8 175,000 8d6 14 [+5] 8 9 10 11 12

9 350,000 9d6 14 [+5] 8 9 10 11 12

10 500,000 9d6+2* 12 [+7] 6 7 8 9 10

11 650,000 9d6+4* 12 [+7] 6 7 8 9 10

12 800,000 9d6+6* 12 [+7] 6 7 8 9 10

13 950,000 9d6+8* 10 [+9] 4 5 6 5 8

14 1.100,000 9d6+10* 10 [+9] 4 5 6 5 8

* Modifiers from CON no longer apply.

Weather and Environment


Blaze-users are affected by weather and After Reaching 9th Level
environment as following: A blaze-user becomes a fire lord and may
High humidity: There's a 1-in-6 chance that construct a stronghold in the middle of the
the sacred fire powers will fail. The desert, blending in with the scorching sands,
blaze-user suffers a -1 penalty to attack rolls. or hidden in a volcanic or mountain area and
Under rain: The sacred fire powers cannot be control the surrounding lands. Whatever
used and the blaze-user suffers a -1 penalty material it is made of, the construction costs
to AC and attack rolls. as much as similar work in igneous stone,
due to the exquisite quality of firecraft
Dry humidity: A +1 bonus to AC. involved.
Volcanic areas: A +1 bonus to AC and the
holy lantern can light up to 9 torches within
an hour.
LIZARD MAN Man-eater
Lizard men have difficulty gaining the trust of
Demihuman Class humans and demihumans, due to usually
kidnapping them to consume their flesh. A
Requirements: Minimum CON 9,
lizard man suffers a -1 penalty to reaction
minimum STR 9
rolls when encountering humans and
Prime requisite: CON and STR
demihumans that do not eat humanoid flesh.
Hit Dice: 1d8
Retainers in a lizard man’s employ have their
Maximum level: 10
loyalty score reduced by one. (This does not
Armour: Leather, chainmail, shields
apply to retainers who are also has a taste for
Weapons: Any
human flesh)
Languages: Alignment, Common
Reptile-Affecting Magic
Lizard men are tribal, aquatic humanoids Lizard men are affected by magic that
with reptilian heads and tails. Feared for specifically targets reptiles (e.g. a sword +1,
being man-eaters, they live near aquatic +3 vs reptiles).
areas and dungeons.
Rustic Weapons
Prime requisites: A lizard man with at least
If wielding weapons that generally cost 3gp
13 CON and STR gains a 5% bonus to
or less (e.g clubs, spears, javelin), the lizard
experience. A lizard man with a STR of at
man gains a +1 bonus to attack and damage
least 16 and a CON of at least 13 receives a
rolls using this type of weapon.
+10% XP bonus.

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.

After Reaching 9th Level


A lizard man has the option of creating a
stronghold that will form the basis of a new
community of lizard men. Lizard men
communities can be located either near some
dungeons or in the wilderness (typically a
swamp or river area).
Lizard Man Level Progression Saving Throws

Level XP HD THAC0 D W P B S

1 0 1d8 19 [0] 12 13 14 15 16

2 2,500 2d8 19 [0] 12 13 14 15 16

3 5,000 3d8 19 [0] 12 13 14 15 16

4 10,000 4d8 17 [+2] 10 11 12 13 14

5 20,000 5d8 17 [+2] 10 11 12 13 14

6 40,000 6d8 17 [+2] 10 11 12 13 14

7 80,000 7d8 14 [+5] 8 9 10 11 12

8 160,000 8d8 14 [+5] 8 9 10 11 12

9 300,000 9d8 14 [+5] 8 9 10 11 12

10 500,000 9d8+2* 12 [+7] 6 7 8 9 10

* Modifiers from CON no longer apply.


MERCHANT Identification of Treasure
From 4th level, a merchant has a 2-in-6
Requirements: Minimum CHA 9, chance of knowing about treasure found.
Minimum CON 9 This ability may be used to identify the
Prime requisite: CHA nature and powers of magic items and the
Hit Dice: 1d4 value of other treasure (gems, goods, etc).
Maximum level: 14
Armour: Leather, no shields Smuggler
Weapons: One-handed melee weapons While trading and talking with NPCs, there is
Languages: Alignment, Common a 5% chance that they have a magic item and
try to sell it to the merchant. The item in the
NPC's possession is rolled according to the
Merchants are members of trade guilds who Magic Item Type roll table below. Separate
are always looking for wealth and probabilities are listed in the table for Basic
opportunities for their businesses. They are and Expert level merchants (i.e. merchants of
organised in caravans, bazaars, commercial 1st to 3rd level and merchants of 4th level or
warehouses and other smaller or larger higher).
structures. Merchants do not enjoy combat Basic probabilities are listed in the B column,
and do not have magical abilities, but they and the Expert probabilities in the X column.
can contribute to the success of a campaign. The stipulated price of the magic item is set
by the referee and if the merchant has enough
Bargain and Profit money, he can purchase the item.
Due to their trading skills, merchants are able
to buy and sell items, information, and other
things for cheaper and more expensive than Magic Item Type
the stipulated price, respectively. As they
become more known and experienced, they B: d% X: d% Type of Item
get prices that are more advantageous to
them. 01–10 01–10 Armour or Shield
A 1st level merchant gains 10% discounts on
item purchases and 10% profit when selling 11–15 11–15 Misc. Item
goods. It becomes 20% upon reaching 3th
level, 30% upon reaching 6th level, 40% upon 16–40 16–35 Potion
reaching 9th level, and 50% upon reaching
12th level. 41–45 36–40 Ring

Combat 46–50 41–45 Rod / Staff / Wand


Merchants can use leather, but do not have
the training required to use plate mail or 51–70 46–75 Scroll or Map
shields. They can use all one-handed melee
weapons, but cannot use missile weapons 71–90 76–95 Sword
due to shifting attention from their
belongings. 91–00 96–00 Weapon

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

2 2,000 2d4 19 [0] 12 13 14 15 16

3 4,000 3d4 19 [0] 12 13 14 15 16

4 8,000 4d4 19 [0] 12 13 14 15 16

5 16,000 5d4 17 [+2] 10 11 12 13 14

6 32,000 6d4 17 [+2] 10 11 12 13 14

7 64,000 7d4 17 [+2] 10 11 12 13 14

8 120,000 8d4 17 [+2] 10 11 12 13 14

9 240,000 9d4 14 [+5] 8 9 10 10 12

10 360,000 9d4+2* 14 [+5] 8 9 10 10 12

11 480,000 9d4+4* 14 [+5] 8 9 10 10 12

12 600,000 9d4+6* 14 [+5] 8 9 10 10 12

13 720,000 9d4+8* 12 [+7] 6 7 8 8 10

14 840,000 9d4+10* 12 [+7] 6 7 8 8 10

* Modifiers from CON no longer apply.

Transport After Reaching 9th Level


Merchants are used to transport goods to A merchant can establish or build a trading
distant places, and this benefits its vehicles post. Once a trading post is established, the
and animals. merchant now attracts 2d6 merchants and 4
Maximum load: Animals and vehicles 1st level fighters for each merchant. These
owned by a merchant have a max load 20% merchants can work in the trading post
higher than normal. The capacity increases to negotiating treasures from all corners of the
40% upon reaching 5th level and 60% upon world and can also compose caravans in
reaching 10th level. search of new routes for the merchant.
Difficult terrain: Starting at 5th level, when
travelling through difficult terrain (e.g.
desert, mountains, swamp), a merchant’s
vehicles can travel out of maintained roads at
half speed.
MINOTAUR Cursed Heirloom
Aggressive: Minotaurs are immune to all
Demihuman Class supernatural fear effects and are compelled
to attack and pursue weaker foes until they
Requirements: Minimum CON 9,
are out of sight.
minimum STR 9
Prime requisite: CON and STR Beguilement: Minotaurs suffer a -2 penalty
Hit Dice: 1d8 to saving throws against hold spells, charms,
Maximum level: 10 mind control, hypnotism, suggestion, etc.
Armour: Any appropriate to size, They also have a -1 penalty to saving throws
including shields against illusion.
Weapons: Any Rage: Once per day, if the minotaur drops to
Languages: Alignment, Common half or less of its maximum hit points, it will
be stricken by rage to attack indiscriminately
any within 20’. The rage causes a +1 to attack,
Minotaurs are tall, brutish, bull-headed men a +2 to damage rolls, and a –3 AC penalty.
with a craving for human flesh. Feared for The rage ends if the minotaur dies, has slain a
being man-eaters, they live in grasslands, and creature, or after 1 turn.
near mazes and dungeons.

Prime requisites: A minotaur with at least 13 Detect Construction Tricks


CON and STR gains a 5% bonus to experience. As maze and labyrinth dwellers, minotaurs
A lizard man with a STR of at least 16 and a have a 2-in 6 chance of being able to detect
CON of at least 13 receives a +10% XP bonus. new construction, sliding walls, or sloping
passages when searching.
Charging into Melee (Optional Rule)
If using the optional rule for charging into Heavy Weapons
melee, instead of a weapon attack, the If wielding two-handed melee weapons (e.g.
minotaur can make a gore attack (1d6 battle axes, polearms), the minotaur gains a
damage) against human-sized or smaller +1 bonus to attack and damage rolls using
creatures. Gore will inflict double damage. this type of weapon.
Double grip: If wielding two-handed melee
Combat weapons with both hands, the minotaur
Minotaurs can use all types of weapons and gains a +2 bonus to attack and damage rolls
armour, but it must be tailored to their large using this type of weapon.
size.
Two-handed melee weapons: A minotaur Illiterate
can wield any two-handed melee weapon, Until 10th level a minotaur cannot read or
such as a battle axe, with only one hand. write, irrespective of INT score.
Scrolls and maps: Minotaurs cannot use
scrolls of any kind and cannot interpret maps
(not suitable to map dungeons as well).
Minotaur Level Progression Saving Throws

Level XP HD THAC0 D W P B S

1 0 1d8 19 [0] 12 13 14 15 16

2 2,750 2d8 19 [0] 12 13 14 15 16

3 5,500 3d8 19 [0] 12 13 14 15 16

4 12,000 4d8 17 [+2] 10 11 12 13 14

5 24,000 5d8 17 [+2] 10 11 12 13 14

6 45,000 6d8 17 [+2] 10 11 12 13 14

7 95,000 7d8 14 [+5] 8 9 10 11 12

8 175,000 8d8 14 [+5] 8 9 10 11 12

9 350,000 9d8 14 [+5] 8 9 10 11 12

10 500,000 9d8+3* 12 [+7] 6 7 8 9 10

* Modifiers from CON no longer apply.

Man-eater After Reaching 9th Level


Minotaur have difficulty gaining the trust of A minotaur has the option of creating a
humans and demihumans, due to usually stronghold near a maze that will form the
consuming their flesh. A minotaur suffers a basis of a new community of 2d6 minotaurs.
-2 penalty to reaction rolls when Minotaur communities can be located either
encountering humans and demihumans that near mazes and labyrinths or in the
do not eat humanoid flesh. wilderness (typically a grassland area).
Retainers in a minotaur’s employ have their
loyalty score reduced by two. (This does not
apply to retainers who are also has a taste for
human flesh)

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 – – – –

2 2,500 2d4 19 [0] 9 10 12 14 12 2 – – – –

3 5,000 3d4 19 [0] 9 10 12 14 12 2 1 – – –

4 10,000 4d4 19 [0] 9 10 12 14 12 2 2 – – –

5 20,000 5d4 19 [0] 9 10 12 14 12 2 2 1 1 –

6 40,000 6d4 17 [+2] 6 7 9 11 9 2 2 2 1 1

7 80,000 7d4 17 [+2] 6 7 9 11 9 3 3 2 2 1

8 150,000 8d4 17 [+2] 6 7 9 11 9 3 3 3 2 2

9 300,000 9d4 17 [+2] 6 7 9 11 9 4 4 3 3 2

10 450,000 9d4+1* 17 [+2] 6 7 9 11 9 4 4 4 3 3

11 600,000 9d4+2* 14 [+5] 3 5 7 8 7 5 5 4 4 3

12 750,000 9d4+3* 14 [+5] 3 5 7 8 7 5 5 5 4 4

13 900,000 9d4+4* 14 [+5] 3 5 7 8 7 6 5 5 5 4

14 1,050,000 9d4+5* 14 [+5] 3 5 7 8 7 6 6 5 5 5

* Modifiers from CON no longer apply.

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

After Reaching 9th Level


A priest may establish or build an abbey. So
long as the priest is currently in favour with
their god, an abbey may be bought or built at
half the normal price, due to divine
intervention. Once an abbey is established,
the priest will attract followers (5d6 × 10
clerics of level 1–2 and 1d4 × 5 priests of level
1–2) to learn the holy doctrine.
STRATEGIST Command
A strategist can employ one of the following:
Requirements: Minimum CHA 9, Advice: Once per round of combat, the
Minimum INT 9, Minimum WIS 9 strategist may give advice to an allied PC. If
Prime requisite: INT the advice is followed, the PC is benefited in
Hit Dice: 1d6
Maximum level: 14 some way (e.g. a monster suffers a penalty to
Armour: Leather, chainmail, no shields its AC, etc).
Weapons: One-handed clubs Close formation: For 2 rounds of combat,
Languages: Alignment, Common companions gain a +1 bonus to attack rolls if
at least one of its allies are within 5’. From 3rd
Strategists are martial characters that level, the bonus also affects the PCs’ AC. From
dedicate themselves to the ways of war. They 5th level, the bonus also affects the PCs’
do not take part directly in combat attacking, saving throws. May be used once per turn.
but coordinating its companions and
employing deception with its particular Evasion: The group may attempt an evasion
abilities. after combat has begun if it has an escape
route available. May be used once per day.
Authority Flank attack: If two or more companions are
Strategists have a +2 bonus to its maximum encircling a foe, each one gains a +4 bonus to
number of retainers, loyalty and morale.
hit that foe. May be used once per turn.
From 3rd level, after an adventure, the
strategist does not suffer penalties to loyalty Rain of arrows: The strategist orders its
when hiring retainers if its previous companions not in melee to fire (e.g. arrows,
adventure was a success. bolts, stones) against any foes within a 20’
radius, granting a +4 bonus to hit. May be
Awareness used once per turn.
Creatures that surprises characters with a roll
Recruit: An intelligent character or monster
above 2, surprises with a roll reduced by 1
reduced to 0 hit points due to subdual
(e.g. Caryatid Columns surprises the PCs on
damage must save versus spells or change
a 1–3 rather than 1–4). From 4th level, once
sides until the end of an encounter in order to
per day, the group with a strategist may only
not get killed.
be surprised on a roll of 1.
Wall of fog: For 1 turn, fills a 10’ cube area
Combat around the strategist. The fog blocks normal
Strategists can use leather armour or chain- vision and infravision. Strong winds can clear
mail but do not have the training required to the fog before its normal dissipation. From
use plate mail or shields. They cannot use 4th level, the fog fills a 20’ cube area and
weapons other than one-handed clubs (e.g. from 7th level fills a 40’ cube area. May be
clubs, fans, batons, rods) that are used by the used once per day.
strategist to command. Withdrawal and retreat: For 1 round,
Coordinator: Strategists cannot make companions within a 30’ radius can move
attacks unless its companions are backwards at their full encounter movement
incapacitated or against a subject that rate and can retreat from melee without
attacked the strategist. penalties and negates the enemies bonus to
hit. May be used once per turn.
Strategist Level Progression Saving Throws

Level XP HD THAC0 D W P B S

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

2 2,750 2d6 19 [0] 12 13 14 15 16

3 5,500 3d6 19 [0] 12 13 14 15 16

4 12,000 4d6 17 [+2] 10 11 12 13 14

5 24,000 5d6 17 [+2] 10 11 12 13 14

6 45,000 6d6 17 [+2] 10 11 12 13 14

7 95,000 7d6 14 [+5] 8 9 10 11 12

8 175,000 8d6 14 [+5] 8 9 10 11 12

9 350,000 9d6 14 [+5] 8 9 10 11 12

10 500,000 9d6+2* 12 [+7] 6 7 8 9 10

11 650,000 9d6+4* 12 [+7] 6 7 8 9 10

12 800,000 9d6+6* 12 [+7] 6 7 8 9 10

13 950,000 9d6+8* 10 [+9] 4 5 6 5 8

14 1,100,000 9d6+10* 10 [+9] 4 5 6 5 8

* Modifiers from CON no longer apply.

Perfectionism Strength of Will


If an adventure joined had flaws in some way Fear: Strategists and companions within 30’
at its end, the strategist will be absent from of the strategist gain a +2 bonus on saving
further adventures while honing its throws against fear effects, and retainers and
strategies. The time absent varies from 1 week mercenaries under the strategist’s command
to 6 months of game time per flaw and can be within 60’ gain a +2 bonus to loyalty or
stacked. morale.
Examples of flaws: Death of companions,
debanding of retainers, loss of treasure or Career
vehicles, invasion of a building being A strategist of 4th level or higher may serve
defended. under a leader or king's lair or stronghold,
coordinating its forces and helping with its
Single Commander defences. After reaching the 10th level a
A group is not allowed to have more than one strategist can establish a school to teach the
strategist (even when the strategist is arts of war. 1d6 apprentices of levels 1–3 will
absent). Retainers cannot be strategists. come to study under the strategist.
ADVENTURING GEAR ADVENTURING GEAR
Adventuring Gear Adventuring Gear

Item Cost (gp) Item Cost (gp)

Backpack 5 Holy symbol (gold) 100

Barrel 1 Holy symbol (silver) 25

Bedroll 2 Holy symbol (wooden) 5

Bell (miniature) 1 Holy water (vial) 25

Belt pouch 1 Ink (vial) 1

Block and tackle 5 Iron spikes (12) 1

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

Box (iron, small) 10 Lantern 10

Bucket 1 Lantern, bullseye 20

Caltrop (bad of 20) 1 Lock 1

Candle (10) 1 Magnet 5

Chain (10’) 30 Magnifying glass 3

Chalk (10 sticks) 1 Manacles 1

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

Chest (wooden. small) 1 Mining pick 3

Chisel 1 Mirror (hand-sized, steel) 1

Cooking pots 3 Musical instrument (string) 20

Crowbar 10 Musical instrument (wind) 5

Firewood (bundle) 1 Needle 1

Fishing rod and tackle 4 Oil (1 flask) 1

Grappling hook 25 Paper (2 sheets) 1

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


Adventuring Gear Adventuring Gear

Item Cost (gp) Item Cost (gp)

Quill 1 — 0

Rations, iron 1 — 0

Rations, standard 1 — 0

Rope (50’) 1 — 0

Sack (large) 2 — 0

Sack (small) 1 — 0

Saw 1 — 0

Scroll case 1 — 0

Sledgehammer 5 — 0

Soap 1 — 0

Spade and shovel 2 — 0

Stakes (3) and mallet 3 3 — 0

Tent 20 — 0

Thieves’ tools 25 — 0

Tinder box (flint & steel) 3 — 0

Torches (6) 1 — 0

Trap, bear 25 — 0

Twine (100’ ball) 1 — 0

Umbrella 12 — 0

Vial (glass) 1 — 0

Waterskin) 1 — 0

Whistle 1 — 0

Wine (2 pints) 1 — 0
Adventuring Gear Descriptions 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)

Item Cost Item Cost


(gp) (gp)

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

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

Bandage (3 straps) 3 Potion of healing 400

Belladonna extract (2 doses) 50 Potion of infravision 1000

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

Eyedrops (great, 1 dose) 125 Sweet water 250

Gecko solution (3 doses) 30


▶ Common apothecary: In villages, small
towns or settlements. Have a limited supply,
Ghostroot powder (2 doses) 250 affordable but not so reliable.
▶ High apothecary: In cities and large towns
Gilded needle (1 needle) 275 or settlements. Alongside with the supply of a
basic apothecary, sell potions too.
Ginkgo extract (2 doses) 50

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

Weapon Damage Qualities

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

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

Claws 1d4 Hand, Melee

Flail 1d6 Blunt, Melee

Hand cannon 1d10 Loud, Missile (5’–70’ / 71’–140’ / 141’–210’), Powder


reload, Slow, Two-handed

Knuckles 1d3 Hand, Blunt, Melee

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


1d2 (chain)

Pike 1d10 Brace, Melee, Reach (15'), Slow, Two-handed

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


Two-handed

Scythe 1d10 Melee, Slow, Two-handed

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

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

Silver sword 1d8 Melee

Slam ball 1d3 Blunt, Missile (5’–10’ / 11’–30’ / 31’–50’), Slam

Trident 1d6 Brace, Melee, Missile

Unarmed 1d2 Hand, Melee

Whip 1d4 Bring, Melee, Entangle, Reach (10’)


ANIMALS OF BURDEN

✪ Armour -1, Poisonous (Cursed) ✪ Platemail +1, Draconic


✪ Armour +1, Adamantite ✪ Platemail +1, Evil Eye
✪ Armour +1, Anti-Blunt ✪ Platemail +1, Remorhaz
✪ Armour +1, Anti-Edge ✪ Platemail +1, Reflection
✪ Armour +1, Bio ✪ Platemail +2, Angelic
✪ Armour +1, Blaze ✪ Platemail +2, Demonic
✪ Armour +1, Chaotic ✪ Platemail +3, Behemoth
✪ Armour +1, Darksteel ✪ Shield +1, +3 vs Missiles
✪ Armour +1, Day ✪ Shield +1, Boiled Leather
✪ Armour +1, Disguise ✪ Shield +1, Boomerang
✪ Armour +1, Frost ✪ Shield +1, Bulette
✪ Armour +1, Gorgon ✪ Shield +1, Darksteel
✪ Armour +1, Lawful ✪ Shield +1, Day
✪ Armour +1, Night ✪ Shield +1, Healing
✪ Armour +1, Plume ✪ Shield +1, Light
✪ Armour +1, Spark ✪ Shield +1, Lokapala
✪ Armour +1, Temperature Control ✪ Shield +1, Medusa
✪ Armour +1, Trine ✪ Shield +1, Mirror
✪ Armour +1, Troll ✪ Shield +1, Missile Attracter
✪ Armour +1, Zombie ✪ Shield +1, Mushroom
✪ Armour +2, Environment ✪ Shield +1, Night
✪ Armour +2, Pegasus ✪ Shield +1, Providence
✪ Armour +2, Phoenix ✪ Shield +1, Sentinel
✪ Armour +3, Ligyron ✪ Shield +1, Shiny Buckler
✪ Leather +1, Boiled ✪ Shield +1, Warding
✪ Leather +2, Hell Hound ✪ Shield +2, Ligyron’s
✪ Leather +2, Thunder Beast ✪ Shield +2, Draconic
✪ Leather +2, Winter Wolf ✪ Shield +2, Dragon Turtle
✪ Leather +3, Draconic ✪ Shield +2, Repulsion
Axe Beak Horse, Draft
Short-tempered large carnivores birds with a Draft Horse Bred for great strength and
very sharp beak. Cannot fly, but are fine endurance. Used to pull vehicles and ploughs
mounts. Dwells in hills and grasslands. or as beasts of burden.
------------------------------------------------ ------------------------------------------------
AC 6 [13], HD 3+1 (14hp), Att 2 × claw (1d3), 1 AC 7 [12], HD 3 (13hp), Att None, THAC0 17
× beak (2d4), THAC0 16 [+3], MV 180’ (60’), [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16
SV D12 W13 P14 B15 S16 (3), ML 8, AL Neutral, (2), ML 6, AL Neutral, XP 35
XP 50 ------------------------------------------------
------------------------------------------------ ▶ Non-combatants: Flee, if attacked.
▶ Ill-tempered: May beak or kick creatures in
their way. Horse, Pony
Small horses bred to serve as mount to small
Camel riders. Can survive purely on grass, wherever
Irascible animals that are adapted to life in available.
dry climates. Often used for transportation in ------------------------------------------------
deserts. AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4),
------------------------------------------------ THAC0 18 [+1], MV 210’ (70’), SV D12 W13
AC 7 [12], HD 2 (9hp), Att 1 × bite (1), 2 × hoof P14 B15 S16 (1), ML 7, AL Neutral, XP 20
(1d4), THAC0 18 [+1], MV 150’ (50’), SV D12
W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20 Horse, Riding
------------------------------------------------ Lightly built horses adapted to run at high
▶ Ill-tempered: Bite or kick creatures in their speed. Can survive purely on grass, wherever
way, including owners. available.
▶ Water: After drinking well, can survive 2 ------------------------------------------------
weeks without water. AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4),
▶ Desert travel: Move at full speed through THAC0 18 [+1], MV 240’ (80’), SV D12 W13
broken lands and deserts. P14 B15 S16 (1), ML 7, AL Neutral, XP 20

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

Animal Cost Miles per Movement Max Load


(gp) Day Rate (Coins)

Axe Beak 50 36 [72] 180’ (60’) [90’ (30’)] 2,500 [5,000]

Camel 100 30 [15] 150’ (50’) [75’ (25’)] 3,000 [6,000]

Footpad Lizard 200 24 [12] 120’ (40’) [60’ (20’)] 2,500 [5,000]
climbing 12 [6] 60’ (20’) [30’ (10’)]

Griffon 17,500 24 [12] 120’ (40’) [60’ (20’)] 3,000 [6,000]


flying 72 [36] 360’ (120’) [180’ (60’)]

Hippogriff 10,000 36 [18] 180’ (60’) [90’ (30’)] 3,000 [6,000]


flying 72 [36] 360’ (120’) [180’ (60’)]

Horse (draft) 40 18 [9] 90’ (30’) [45’ (15’)] 4,500 [9,000]

Horse (pony) 35 42 [21] 210’ (70’) [105’ (35’)] 2,000 [4,000]

Horse (riding) 75 48 [24] 240’ (80’) [120’ (40’)] 3,000 [6,000]

Horse (war) 250 24 [12] 120’ (40’) [60’ (20’)] 4,000 [8,000]

Mule 30 24 [12] 120’ (40’) [60’ (20’)] 2,000 [4,000]

Pegasus 6,000 48 [24] 240’ (80’) [120’ (40’)] 3,000 [6,000]


flying 96 [48] 480’ (160’) [240’ (80’)]

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.

▶ +1 bonus: To modify monsters reaction rolls and morale checks:


● Bizarre Crest: Eyes of terror and of the deep. ● Marvellous Crest: Djinnis and efreetis.
● Devil Crest: Rakshasas and demonkind. ● Merfolk Crest: Mermen, sahuagins and
● Dwarven Crest: Dwarves and duergars. tritons.
● Elvish Crest: Elves and drows. ● Morphing Crest: Dopplegängers and
● Fey Crest: Nixies, pixies and sprites. mutoids.
● Gnomish Crest: Gnomes and svirfneblins. ● Raider Crest: Gnolls, kobolds and
● Goblinoid Crest: Goblins, hobgoblins and troglodytes.
bugbears. ● Royal Crest: Humans.
● Hag Crest: Hags, medusas and lamias. ● Savage Crest: Neanderthals and orcs.
● Herpeto Crest: Lizardmen, gullygugs and ● Shorty Crest: Halflings, brownies and
snake people. leprechauns.
● Hoof Crest: Centaurs, minotaurs and satyrs. ● Sylvan Crest: Dryads and treants.
● Hulk Crest: Ogres and trolls. ● Titanic Crest: Cyclops, giants and titans.
● Knowledge Crest: Sphinxes and mind ● Undead Crest: Ghosts, lichs and vampires.
lashers. ● Weird Crest: Dark creepers, homunculus and
● Lycan Crest: Lycanthropes. mycelians.
● Wyrm Crest: Dragons.
MONSTER STATUES
Small statues of monsters produced by a master sculptor throughout his lifetime. The statues are 1’
tall and made of bronze.

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


● Basilisk 1,800gp ● Giant, Hill 2,400gp ● Remorhaz 3,600g
● Black Pudding 1,500gp ● Giant, Stone 2,700gp ● Roc 1,800gp
● Blink Dog 1,200gp ● Giant, Storm 4,500gp ● Roper 3,600gp
● Bugbear 900gp ● Gnoll 600gp ● Rust Monster 900gp
● Bulette 2,700gp ● Gnome 300gp ● Sahuagin 600gp
● Carcass Crawler 600gp ● Goblin 300gp ● Satyr 3,000gp
● Catoblepas 1,200gp ● Golem, Clay 1,500gp ● Skeleton 300gp
● Centaur 1,200gp ● Golem, Iron 2,700gp ● Snake Person 1,800gp
● Chimera 2,700gp ● Golem, Stone 2,100gp ● Sphinx 4,500gp
● Cockatrice 1,500gp ● Gorgon 2,400gp ● Svirfneblin 300gp
● Couatl 2,700gp ● Green Slime 300gp ● Tarrasque 5,400gp
● Cyclops 3,900gp ● Griffon 1,200gp ● Treant 2,400gp
● Demonic Knight 3,000gp ● Halfling 300gp ● Troll 1,800gp
● Djinni 4,200gp ● Harpy 900gp ● Unicorn 2,400gp
● Dragon, Black 2,100gp ● Hellhound 1,200gp ● Vampire 2,700gp
● Dragon, Blue 2,700gp ● Hippocampus 1,200gp ● Warp Beast 1,800gp
● Dragon, Brass 2,100gp ● Hippogriff 600gp ● Winter Wolf 1,800gp
● Dragon, Bronze 2,700gp ● Hobgoblin 300gp ● Wyvern 1,200gp
● Dragon, Copper 2,400gp ● Homunculus 2,700gp ● Xorn 2,100gp
● Dragon, Gold 3,300gp ● Hook Beast 1,500gp ● Yeti 1,200g
● Dragon, Green 2,400gp ● Hydra 3,000gp ● Zombie 300gp
● Dragon, Red 3,000gp ● Kobold 300gp
● Dragon, Sea 2,400gp ● Lamia 2,700gp
● Dragon, Silver 3,000gp ● Lich 4,200gp
● Dragon, White 1,800gp ● Lizard Man 600gp
● Dragon Turtle 4,500gp ● Manticore 1,800gp
● Drider 1,800gp ● Medusa 1,200gp
● Drow 300gp ● Merman 300gp
● Dryad 1,200gp ● Mimic 1,500gp
● Duergar 300gp ● Mind Lasher 2,400gp
● Dwarf 300gp ● Minotaur 1,800gp
● Efreeti 4,500gp ● Mycelian 300gp
● Elf 300gp ● Neanderthal 600gp
● Ettin 3,000gp ● Nightmare 1,800gp
● Eye of Terror 3,300gp ● Ogre 1,200gp
● Flail Snail 600gp ● Orc 300gp
● Gargoyle 2,400gp ● Owl Bear 900gp
● Gelatinous Cube 600gp ● Pegasus 600gp
● Ghost 3,000gp ● Peryton 1,200gp
● Ghoul 600gp ● Phoenix 6,000gp
● Giant, Cloud 3,600gp ● Pixie 300gp
● Giant, Fire 3,300gp ● Purple Worm 2,400gp
Books Pictures Series
▶ Found individually: The amount of pieces in
a series is listed in square brackets.
Book of Plains Kings 700gp
Book of the Sunk City 2,000gp
Classic of Mountains and Seas 4,400gp Birds of Paradise [6] 1,200gp
Epic of Gil 3,200gp Constellation Weaving [88] 400gp
Love Song of Night and Day 3,500gp Four Seasons [4] 5,000gp
Myriad Leaves Anthology 5,000gp Gods of Fortune [7] 450gp
Netherworld Lord’s Notepad 4,900gp Hunt of the Unicorn [7] 1,100gp
Records of the Grand Historian 1,200gp Immortal Mountain [36] 2,000gp
Rulu’s Cyclopaedia 1,000gp Realms of Being [6] 3,000gp
Timapum’s Will 200gp Star of Destiny: Earthly [72] 250gp
Turtle Dragon Chronicles 2,100gp Star of Destiny: Heavenly [36] 500gp
Sunflowers [12] 3,750gp
Water Lilies [250] 600gp
Foodstuff
Woods
Abalone 12,500gp ▶ Found as: 10’ logs weighing 200 coins.
Black Ivory Coffee 1,700gp
Black Summer Truffle 1,300gp
Black Watermelon 6,000gp Agarwood 10,000gp
Bluefin Tuna 1,000gp Bubinga 1,600gp
Bottarga 250gp Ebony 1,000gp
Casu Marzu Cheese 200gp Koa 3,000gp
Caviar 500gp Leopardwood 500gp
Civet Coffee 1,500gp Mahogany 800gp
Clove 3,000gp Purpleheart 400gp
Crystal Apple 500gp Rosewood 1,250gp
Foie Gras 250gp Sandalwood 2,000gp
Ghee 30gp Teak 1,200gp
Gilded Goose Egg 1,500gp
Jamón Ham 350gp
Matsutake Mushroom 1,000gp Zodiac Signs
Nutmeg 800gp ▶ Found as: 2” golden pendants.
Opulence Cream 1,000gp
Panda Tea 1,150gp Aries 500gp
Propolis 400gp Taurus 1,000gp
Pule Cheese 600gp Gemini 1,500gp
Saffron 10,000gp Cancer 2,000gp
Wagawaga Beef 300gp Leo 2,500gp
Yuba Yuba Melon 8,000gp Virgo 3,000gp
Libra 3,500gp
Scorpio 4,000gp
Sagittarius 4,500gp
Capricorn 5,000gp
Aquarius 5,500gp
Pisces 6,000gp
Ophiuchus 7,000gp
ARMOUR AND SHIELDS

✪ Armour -1, Poisonous (Cursed) ✪ Platemail +1, Draconic


✪ Armour +1, Adamantite ✪ Platemail +1, Evil Eye
✪ Armour +1, Anti-Blunt ✪ Platemail +1, Remorhaz
✪ Armour +1, Anti-Edge ✪ Platemail +1, Reflection
✪ Armour +1, Bio ✪ Platemail +2, Angelic
✪ Armour +1, Blaze ✪ Platemail +2, Demonic
✪ Armour +1, Chaotic ✪ Platemail +3, Behemoth
✪ Armour +1, Darksteel ✪ Shield +1, +3 vs Missiles
✪ Armour +1, Day ✪ Shield +1, Boiled Leather
✪ Armour +1, Disguise ✪ Shield +1, Boomerang
✪ Armour +1, Frost ✪ Shield +1, Bulette
✪ Armour +1, Gorgon ✪ Shield +1, Darksteel
✪ Armour +1, Lawful ✪ Shield +1, Day
✪ Armour +1, Night ✪ Shield +1, Healing
✪ Armour +1, Plume ✪ Shield +1, Light
✪ Armour +1, Spark ✪ Shield +1, Lokapala
✪ Armour +1, Temperature Control ✪ Shield +1, Medusa
✪ Armour +1, Trine ✪ Shield +1, Mirror
✪ Armour +1, Troll ✪ Shield +1, Missile Attracter
✪ Armour +1, Zombie ✪ Shield +1, Mushroom
✪ Armour +2, Environment ✪ Shield +1, Night
✪ Armour +2, Pegasus ✪ Shield +1, Providence
✪ Armour +2, Phoenix ✪ Shield +1, Sentinel
✪ Armour +3, Ligyron ✪ Shield +1, Shiny Buckler
✪ Leather +1, Boiled ✪ Shield +1, Warding
✪ Leather +2, Hell Hound ✪ Shield +2, Ligyron’s
✪ Leather +2, Thunder Beast ✪ Shield +2, Draconic
✪ Leather +2, Winter Wolf ✪ Shield +2, Dragon Turtle
✪ Leather +3, Draconic ✪ Shield +2, Repulsion
Armour -1, Poisonous (Cursed) ▶ Indestructible: Can’t be destroyed by
▶ Handling: The armour can be handled natural or magical means.
safely. ▶ Armour type: Chainmail and plate mail.
▶ Poisoning: The armour instantly slays
anyone who dons it. Armour +1, Day
▶ Reviving the victim: As long as the armour ▶ “Plus” bonus: During daytime only.
remains donned, the victim cannot be
restored to life.
Armour +1, Disguise
▶ Shifting: Armour and clothes assume the
Armour +1, Adamantite appearance of the garment its wearer desires.
▶ Reinforced: A critical hit becomes a normal
hit (if using critical hit as optional rule).
▶ Armour type: Chainmail and plate mail.
Armour +1, Frost
▶ Energy immunity: Unharmed by
non-magical cold.
Armour +1, Anti-Blunt ▶ Resistance: Half damage from cold.
▶ Blunt type: Chosen randomly (e.g.
weapons, natural weapons, etc.).
▶ Against specific type: Acts as a +3 armour
Armour +1, Gorgon
and halves damage. ▶ Immunity: Petrifying effects.
▶ Against other blunt attacks: Acts as a +3 ▶ Armour type: Chainmail and plate mail.
armour.
Armour +1, Lawful
Armour +1, Anti-Edge ▶ Against chaotic: Acts as a +3 armour.
▶ Edge type: Chosen randomly (e.g. ▶ Ward: Grants a +1 bonus to saving throws
weapons, natural weapons, etc.). against chaotic creatures.
▶ Against specific type: Acts as a +3 armour ▶ Alignment: Can only be worn by lawful
and halves damage. characters.
▶ Against other edged attacks: Acts as a +3
armour. Armour +1, Night
▶ “Plus” bonus: During nighttime only.
Armour +1, Bio
▶ Resistance: Half damage from non-magical Armour +1, Plume
gas and acid. ▶ Encumbrance: As an unarmoured person.
▶ Grind: Automatic damage per round from ▶ Falling: 1 point of damage per 20’ fallen.
acid becomes 1.
Armour +1, Spark
Armour +1, Blaze ▶ Energy immunity: Unharmed by
▶ Energy immunity: Unharmed by non-magical lightning.
non-magical fire. ▶ Resistance: Half damage from lightning.
▶ Resistance: Half damage from fire.
Armour +1, Temperature Control
Armour +1, Chaotic ▶ Refreshing: Wearer is unharmed by the
▶ Against lawful: Acts as a +3 armour. coldest or hottest of natural environments
▶ Ward: Grants a +1 bonus to saving throws (e.g. down to arctic cold or up to desert heat.)
against lawful creatures. ▶ Control: The wearer can adjust how it feels
▶ Alignment: Can only be worn by chaotic the temperature at will.
characters. ▶ Fire and cold: The armour does not grant
any protection against fire or cold attacks.

Armour +1, Darksteel


Armour +1, Trine Armour +2, Environment
▶ Energy immunity: Unharmed by ▶ “Plus” bonus: In a certain environment
non-magical fire, cold and lightning. only.
▶ Resistance: Half damage from magical fire, ▶ When the armour is found: Roll 1d10 to
cold and lightning. know in which environment the armour
grants a bonus:
Armour +1, Troll Armour +2, Environment
▶ Regeneration: After being damaged, start
regaining 1hp per round. Severed limbs d10 Environment
reattach.
▶ Severed limbs: Will also regrow after 1
1 Barren, Hills, Mountains
hour (no matter the size of the limb). The
armour becomes a normal armour +1 for 1d6
2 City
months.
▶ Fire and acid: Cannot regenerate and
receives double damage from these sources. 3 Clear, Grasslands
▶ Limit: The armour can only regenerate up
to 15hp per day. 4 Desert
▶ Death: The armour does not function if the
wearer is reduced to 0 or less hit points. 5 Forest

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

Armour +2, Pegasus


▶ Command word: Upon speaking a
command word, a pair of pegasus wings (20’
wingspan) spreads from the armour’s back,
allowing the wearer to fly for a limited
period.
▶ Movement rate: 180’ (60’) for up to 6
rounds, or 120’ (40’) for up to 9 rounds.
▶ Load: The character can fly with up to their
normal maximum load.
▶ While flying: Wearer gains a +1 bonus on
AC and saving throws versus energy rays,
cones, and bolts (lighting, cold, etc.).
▶ Rest: Following a flight, the character must
lay down and rest for 1 turn per round of
flight.
▶ Usage frequency: Up to twice per day.
Armour +2, Phoenix Leather +2, Winter Wolf
▶ Fiery aura: Enemy creatures within 20’ ▶ Normal cold: Unharmed by non-magical
suffer 1d4 damage per round. Fire is of such cold or freezing temperatures.
intensity that magical protection from fire is ▶ Save bonus: Gain a +1 bonus to saving
ineffective. throws versus cold-based effects (e.g. magic
▶ Fire immunity: Unharmed by magical and or breath attacks).
non-magical fire.
▶ If armour is destroyed: Burn into ashes Leather +3, Draconic
and return attached to its wearer's body after ▶ Dragon scales: Grants a +2 bonus to saving
1 round. throws against dragon breath.
▶ Death: Wearer disappears in a 20’ radius ▶ Dragon type: Chosen randomly (e.g. red
ball of ash and fire, inflicting equal to 1d10 × dragons, white dragons, etc.).
wearer's hit dice (save versus breath for ▶ Dragon breath damage: Of the specific
half). Fire is of such intensity that magical dragon type is reduced by 1 point for each HD
protection from fire is ineffective. of the dragon.
▶ Resurrection: 1 round after death, wearer
returns to life from its ashes with up to 45hp.
Armour then vanishes and reappears in a
Platemail +1, Draconic
random place of the world after 1 year. ▶ Dragon scales: Grants a +2 bonus to saving
throws against dragon breath.
▶ Dragon type: Chosen randomly (e.g. red
Armour +3, Ligyron dragons, white dragons, etc.).
▶ Human martials: Are the only ones ▶ Dragon breath damage: Of the specific
allowed to use it. dragon type is reduced by 1 point for each HD
▶ Ward: +2 bonus to all saving throws of the dragon.
against poison or death and paralysis or
petrification.
▶ Melee weapons damage: Is reduced by 1
Platemail +1, Evil Eye
point per damage die rolled. (Each die inflicts ▶ Anti-magic ray: The central eye in the
a minimum of 1 hit point damage.) armour’s chest dispels magic up to 60’ in
▶ Attacking the heel: AC 0 [19]. May be front. Spell casting fails and ongoing spells
targeted by missile attacks. If hit, it deals and magic items are temporarily disabled.
triple damage to the wearer (not ▶ Attacking the armour’s central eye: AC 2
cumulative with other Ligyron’s items). [17], 20 hp. If reduced to 0 hp, the anti-magic
ray ceases to function and the armour
becomes a normal plate mail +1.
Leather +1, Boiled
▶ Hardness: Gain +1 bonus to AC against
arrows and crossbow bolts attacks.
Platemail +1, Reflection
▶ Gaze: Reflects a gaze attack as a mirror, but
the wearer does not suffer penalty to its
Leather +2, Hell Hound attacks.
▶ Normal cold: Unharmed by non-magical ▶ Bouncing: On a save versus magic, there is
heat or fire. 1-in-6 chance to reflect it back against the
▶ Save bonus: Gain a +1 bonus to saving caster (with halved force if it’s magic that
throws versus fire-based effects (e.g. magic or deals damage).
breath attacks). ▶ Light spells: Reflects back to its casters
(must make a saving throw in the place of the
Leather +2, Thunder Beast armour wearer or be blinded).
▶ Normal cold: Unharmed by non-magical
lightning and storms.
▶ Save bonus: Gain a +1 bonus to saving
throws versus lightning-based effects (e.g.
magic or breath attacks).
Platemail +1, Remorhaz Shield +1, Boomerang
▶ Melt weapons: A weapon that hits has a ▶ Warrior shield: Usable by martials only.
1-in-4 chance of contacting the red hot back ▶ Can be thrown: As a missile weapon with a
and instantly melting. Magical weapons are ranged attack.
unaffected. ▶ Range: 5’–10’ / 11’–20’ / 21’–30’.
▶ Returns: To the wearer after the attack.
Platemail +2, Angelic ▶ Damage: 1d6.
▶ Doning: If a demihuman or non-lawful
creature dons it, it suffers 6d8 damage each Shield +1, Bulette
round. ▶ Able to burrow: 30’ (10’).
▶ Bless aura: Allies within 10' gain a +1 ▶ Cover: Partial cover against missile attacks.
bonus to morale checks and attack rolls.
▶ Against chaotic creatures: Acts as a +3 Shield +1, Darksteel
platemail. ▶ Indestructible: Can’t be destroyed by
▶ Against strictly chaotic creatures: Acts as natural or magical means.
a +3 platemail and halves damage from
wicked hearted beings (e.g. shades, zombies).
▶ Ward: Grants a +1 bonus to saving throws
Shield +1, Day
against chaotic creatures. ▶ “Plus” bonus: During daytime only.

Platemail +2, Demonic Shield +1, Healing


▶ Doning: If a demihuman or non-chaotic ▶ Divine magic: Usable by divine spell
creature dons it, it suffers 6d8 damage each casters only.
round. ▶ Heals: On command, 1d6+1 hit points or
▶ Blight aura: Enemies within 10’ suffer a -1 paralysing effects when the wearer or an ally
penalty to morale checks and attack rolls. touches it.
▶ Against lawful creatures: Acts as a +3 ▶ Usage limit: Is effective on any individual
platemail. at most once per day.
▶ Against strictly lawful creatures: Acts as a
+3 platemail and halves damage from Shield +1, Light
virtuous hearted beings (e.g. unicorns, ▶ On command: Produces light in a 30’
pegasi). radius.
▶ Ward: Grants a +1 bonus to saving throws
against lawful creatures. Shield +1, Lokapala
▶ Warrior shield: Usable by martials only.
Platemail +3, Behemoth ▶ Charging: Every time its wearer is attacked
▶ Semi mundane immunity: Non-magical by an enemy, a red pattern appears on the
attacks are halved. shield. The shield is fully charged when the
▶ Movement rate: Always 30’ (10’). eighth pattern appears.
▶ Rejection: After one hour, it detaches from ▶ Retribution wave: Releases a 100’ long line
the wearer’s body and cannot be donned of energy, 5’ wide. All caught in the area
until the next day. suffer damage equal to 1d8 per HD of its
wearer.
Shield +1, +3 vs Missiles ▶ After wave: Shield’s patterns vanish and it
▶ +3 plus: Against missile attacks only. becomes a normal magic shield +1 for one
week.
Shield +1, Boiled Leather
▶ Hardness: +1 bonus to AC against arrows
and crossbow bolts attacks.
Shield +1, Medusa ▶ Alert: Wearer's side is only surprised if they
▶ Petrification: Anyone who looks at the roll 1.
shield will be turned to stone for 1d4 rounds ▶ Initiative: +1 bonus.
(save versus petrify).
▶ Magic resistance: +2 bonus to saves Shield +1, Shiny Buckler
versus petrify. ▶ Short: The “plus” bonus to AC applies only
to melee attacks.
Shield +1, Mirror ▶ Free hand: Attached to the arm, the wearer
▶ Gaze: Reflects a gaze attack as a mirror, but is able to use a secondary weapon or perform
the wearer does not suffer penalty to its other tasks.
attacks.
▶ Bouncing: On a save versus magic, there is Shield +1, Warding
1-in-6 chance to reflect it back against the ▶ Magic resistance: +2 bonus to all saves
caster (with halved force if it’s magic that versus magic.
deals damage). ▶ Magic missiles: Each missile requires a
▶ Light spells: Always reflects back to its ranged attack roll to hit the wearer.
casters (must make a saving throw in the
place of the armour wearer or be blinded). Shield +2, Draconic
▶ Dragon scales: Grants a +2 bonus to saving
Shield +1, Missile Attraction throws against dragon breath.
▶ Curse: Attracts any missile attacks if the ▶ Dragon type: Chosen randomly (e.g. red
wearer is within range. dragons, white dragons, etc.).
▶ Removing: Once the curse is active, the ▶ Dragon breath damage: Of the specific
character cannot remove the shield. The dragon type is reduced by 1 point for each HD
curse can only be removed by magic (e.g. of the dragon.
Remove Curse).
Shield +2, Ligyron’s
Shield +1, Mushroom ▶ Human martials: Are the only ones
▶ Delicatessen: The wearer can tear off a allowed to use it.
chunk of the shield. It has the properties of a ▶ Ward: +2 bonus to all saving throws
Rations, Iron for 1 day. The shield loses its against breath attacks and wands.
“plus” ▶ Missile weapons damage: Is reduced by 1
▶ Nutritious: When eating the chunk, there’s point per damage die rolled. (Each die inflicts
1-in-4 chance to restore 1 point of damage. a minimum of 1 hit point damage.)
▶ Chunk’s regrowth: In 1d6 turns. The shield ▶ Attacking the heel: AC 0 [19]. May be
regains its “plus”. targeted by missile attacks. If hit, it deals
triple damage to the wearer (not
cumulative with other Ligyron’s items).
Shield +1, Night
▶ “Plus” bonus: During nighttime only.
Shield +2, Dragon Turtle
▶ Immunity: Cloud non-damage effects (e.g.
Shield +1, Providence copper dragon’s cloud of slow gas).
▶ Divine magic: Usable by divine spell ▶ Hardened: Gain a +1 bonus against larger
casters only. than human-sized creatures.
▶ Spell effects: On command, produces the
effect of one of the following spells when the
wearer or an ally touches it: Remove Curse, Shield +2, Repulsion
Cure Disease, or Neutralise Poison. ▶ Creatures with less than 6HD: Are pushed
▶ Usage limit: Is effective on any individual 10’ away if they make a melee attack roll
at most once per day. against the wearer (save versus death to
avoid).
Shield +1, Sentinel
MISCELLANEOUS ITEMS
✪ Amphora of Mystic Water ✪ Hat of Disguise
✪ Amulet of Charming Resistance ✪ Hat of the Dunces
✪ Amulet of Protection from Sleep ✪ Healer’s Headdress
✪ Amulet of Shield ✪ Helm of the Prowler
✪ Amulet of the Planes ✪ Helm of Underwater Action
✪ Armband of Death ✪ Hermit Beans
✪ Armband of Healing ✪ Hourglass Amulet
✪ Armband of Strength ✪ Hovering Egg Pod
✪ Armband of Variable Strength ✪ Kangaroo Pouch
✪ Balance of Conversion ✪ Lantern of Revealing
✪ Balance of Judgment ✪ Lesser Dark Magatama
✪ Balance of Power ✪ Lesser Light Magatama
✪ Banneret of The Tiger ✪ Ligyron’s Greaves
✪ Bargain Tag ✪ Ligyron’s Helmet
✪ Beryl Circlet ✪ Mage’s Bracers
✪ Arcane Regulator: Blaze ✪ Magic Mushroom
✪ Arcane Regulator: Frost ✪ Magma Boots
✪ Arcane Regulator: Galvanic ✪ Mantle of Faith
✪ Blink Cloak ✪ Necklace of Body Double
✪ Boots of Cloudwalking ✪ Necklace of Glittering
✪ Boots of Stomping ✪ Necklace of Protection
✪ Boots of Striding ✪ Needle of Death
✪ Boots of Teleportation ✪ Needle of Repair
✪ Boots of Tracks ✪ Number One Coin
✪ Boots of the Winterlands ✪ Opal Circlet
✪ Broom of Cursed Flight ✪ Oil of Nauseating Stench
✪ Cape of the Mountebank ✪ Oil of Fiery Burning
✪ Cat Slippers ✪ Orb of Storms
✪ Chitinous Cloak ✪ Peach Wood Sword
✪ Circlet of Blasting ✪ Pearls of the Ebbing and Rising Tides
✪ Citrine Wristband ✪ Penny of Luck
✪ Cloak of Arachnida ✪ Pill of Hangover
✪ Cloak of Stiffness ✪ Pillow of Invigoration
✪ Cloak of the Mastermind ✪ Quiver of Holding
✪ Cobbled Wings Glider ✪ Rabbit’s Foot
✪ Dimensional Shackles ✪ Ring Gates
✪ Druidic Vest ✪ Rival Armbands
✪ Dullstone ✪ Robe of Bone Tokens
✪ Electric Eel Bracelet ✪ Robe of Stars
✪ Eyes of the Accuracy ✪ Robe of the Archpriest
✪ Eyes of the Underdark ✪ Robe of the Magi
✪ Eyes of the Weakness Tracking ✪ Robe of the Priest
✪ Four Leaf Amulet ✪ Robe of Vermin
✪ Gauntlets of Rust ✪ Ruby Circlet
✪ Ghost Lantern ✪ Saddle of the Cavalier
✪ Golden Hairpin ✪ Sapphire Circlet
✪ Goldfish Earring ✪ Scabbard of Blade Eating
✪ Golem’s Clay Ball ✪ Scabbard of Keen Edges
✪ Growstone ✪ Scabbard of Strengthening
✪ Guts Headband ✪ Scarab of Golems
✪ Scarf of the Helping Hand
✪ Shadow Cloak
✪ Shoes of the Tiny Ones
✪ Silenus' Wineskin
✪ Skullclamp
✪ Slippers of Spider Climbing
✪ Smouldering Ruby Egg
✪ Sovereign Glue
✪ Spider Armlet
✪ Stone Alarm
✪ Stone Horse
✪ Sustaining Spoon
✪ Tide Jewel
✪ Topaz Circlet
✪ Universal Solvent
✪ Vest of Escape
✪ Weaven Silk Shirt
✪ Weaven Web Shirt
✪ Wind Fan
✪ Wind Guardian’s Sack
Amphora of Mystic Water Amulet of the Planes
An amphora filled with a dose of water to An amulet that allows its wearer to travel
release a warrior’s potential. between planes per the Plane Shift cleric
------------------------------------------------ spell.
▶ Water: Have different effects depending on ------------------------------------------------
the character drinking. ▶ Compass: For the first 1d6 uses, there is a
▶ Non-human martials and non-martials: 20% chance that the wearer will be
Are instantly killed. transported to a random plane of existence.
▶ If a human martial drinks the water: ▶ Usage frequency: May be used at most
Must save versus death (at a -10 penalty) or once per day.
dies. If the character saves successfully, gains
the following powers: Arcane Regulator: Blaze
a. Combat ability: The character attacks as a A silver device for arcane casters with an
21 Hit Dice monster. interest in pyromancy. Clip to a belt or on the
b. Damage: Inflicts two additional dice of chest to use it.
damage. ------------------------------------------------
c. Magic piercer: Hit monsters that can only ▶ Magical core: Once per day, can use a
be harmed by magic. known fire-based spell of each level.
d. Protection: +1 bonus to all saving throws. ▶ Disrupted spells: Being cast via regulator
deals 1d6 damage per spell level to the caster.
Amulet of Charming Resistance ▶ Fiery inspiration: Chance of failure
An amulet of brass that provides protection becomes 10% and time of research is halved,
from charming effects. in any magical research related to fire.
------------------------------------------------
▶ Protection: The amulet grants a +4 bonus Arcane Regulator: Frost
on saving throws against charming (e.g. song A silver device for arcane casters with an
of harpies, Charm Person). interest in cryomancy. Clip to a belt or on the
chest to use it.
Amulet of Protection from Sleep ------------------------------------------------
An amulet of silver that protects its wearer ▶ Magical core: Once per day, the caster can
from falling asleep by outer influences. use a known cold-based spell of each level.
------------------------------------------------ ▶ Disrupted spells: Being cast via regulator
▶ Protection: The amulet grants a +4 bonus deals 1d6 damage per spell level to the caster.
on saving throws against sleeping (e.g. gaze ▶ Chill inspiration: Probability of failure
of jackalwere, sleep gas). becomes 10% and time of research is halved,
▶ Sleep: The wearer is allowed to make a save in any magical research related to cold.
versus spells to avoid falling under magical
slumber. Arcane Regulator: Galvanic
A silver device for arcane casters with an
Amulet of Shield interest in electromancy. Clip to a belt or on
A small amulet of stone that creates an the chest to use it.
invisible field of force that protects its wearer. ------------------------------------------------
------------------------------------------------ ▶ Magical core: Once per day, the caster can
▶ Command word: Activates the amulet. use a known lightning-based spell of each
▶ Expending a charge: The wearer’s AC level.
becomes 2 [17] against missile attacks and 4 ▶ Disrupted spells: Being cast via regulator
[15] against other attacks. deals 1d6 damage per spell level to the caster.
▶ Charges: 1d6+18 charges. ▶ Shocking inspiration: Probability of
failure becomes 10% and time of research is
halved, in any magical research related to
lightning.
Armband of Death Balance of Conversion
A cursed armband engraved with two snakes A metal weighing device with the power to
and a staff to kill a divine spell caster. compact value on command.
------------------------------------------------ ------------------------------------------------
▶ Once worn: The two snakes of the ▶ Using: If coins are placed on the right tray,
armband bite the wearer for 1d4 automatic they will vanish and be converted into a gem
damage per round each. For each bite, the of equal value (in gp) on the left tray.
wearer must save versus poison or die. ▶ Reverse: If gems are placed on the right
▶ Removing: Once the curse is active, tray, they will vanish and be converted into
the character cannot remove the armband.
coins of equal value (in gp) on the left tray.
The curse can only be removed with magic ▶ Each tray: Holds up to 1,000 coins of
(e.g. Remove Curse). weight.
▶ Usage frequency: The balance’s power
Armband of Healing may be used at most once per turn.
A blessed armband engraved with two snakes
and a staff that improves the healing powers
of a divine spell caster.
Balance of Judgment
------------------------------------------------ A metal weighing device with the power to
▶ Maximised healing: Any variable reveal the alignment of a creature.
qualities of healing spells cast by the wearer ------------------------------------------------
▶ Using: If a non-neutral creature touches the
have their maximum value. (e.g. Cure Light
right tray, a coin appears on the left tray:
Wounds heals the maximum: 7hp).
▶ Usage frequency: The armband’s power 1. Chaotic: A copper piece appears.
may be used at most 3 times a day. 2. Lawful: An electrum piece appears.
▶ The coin: Disappears after one round.
Armband of Strength ▶ Usage frequency: The balance’s power
A character who wears this armband has a may be used at most 3 times a day.
Strength score of 18 for 1 turn on command.
------------------------------------------------
▶ Melee attacks: +3 bonus to attack and Balance of Power
damage rolls, in melee. A metal weighing device with the power to
▶ Unarmed attacks: Deal 1d2+3 damage. raise a character’s ability score.
▶ Usage frequency: The armband’s power ------------------------------------------------
may be used at most 3 times a day. ▶ Empower: When a gem of at least 1,000gp
value is placed on the right tray, the gem is
Armband of Variable Strength destroyed and one of a character's ability
A cursed armband that weakens the wearer. scores is raised to 18 for 1 day.
------------------------------------------------
▶ Choosing: The ability score to be raised is
▶ Effect: Once the armband is worn, the
wearer’s STR is reduced to 3. decided by the character holding the balance.
▶ Variation: The STR rises by 1 per turn, until ▶ Usage frequency: The balance may be used
18 is reached, and is reduced to 3 again on the at most once per day.
following turn.
▶ Removing: Once the curse is active, the
character cannot remove the armband. The
curse can only be removed with magic (e.g.
Remove Curse).
Banneret of the Tiger Boots of Cloudwalking
A red and white banneret to be held on the Grants the power to walk on the surface of
back of a warrior. any clouds and gases, without sinking.
------------------------------------------------ ------------------------------------------------
▶ Value of arms: At the beginning of a ▶ Levitate: During storms, winds, and inside
combat, the holder rolls a d4 and gains the gas: the wearer can move vertically up to 20’
one of the following for 3 rounds: per round.
1. Swift as the wind: A +1 on attack rolls.
2. Quiet as the forest: A +1 on saves. Boots of Stomping
3. Daring as the fire: A +1 on damage rolls. Cursed boots which cause the wearer’s
4. Immovable as the mountain: A +1 on AC. footsteps to produce a great noise.
▶ Warlord: The bonus becomes a +2 at ------------------------------------------------
7th-12th level, and a +3 at 13th level or higher. ▶ Moving: The curse takes effect when the
Restriction: Only human martial characters character attempts to move more than half its
can benefit from the effects of the banneret. movement rate.
▶ Stomping: Can be heard up to 120’ away.
▶ Removing: Once the curse is active, the
Bargain Tag character cannot remove the boots. The curse
A small shining plate in rainbow patterns can only be removed with magic (e.g. Remove
acknowledged among merchants and Curse).
specialists.
------------------------------------------------ Boots of Striding
▶ Bargain: 2-in-10 chance to get a discount
of 50% when buying or paying for services The wearer is able to move 120’ (40’)—
(e.g. adventure gear, weapons, fees). regardless of the weight being carried.
------------------------------------------------
▶ Encumbrance: If using the optional rules
Beryl Circlet for encumbrance, the wearer will not have its
Precious circlet made by dwarves. Grants the movement rate reduced.
wearer protection against lightning.
------------------------------------------------
▶ Normal lightning: Unharmed by Boots of Teleportation
non-magical lightning Magical boots that allow its wearer to
▶ Save bonus: Gain a +2 bonus to all saving teleport itself, per the Teleport magic-user
throws versus lightning-based magical or spell.
breath attacks. ------------------------------------------------
▶ Lightning-based damage: Is reduced by 1 ▶ Usage frequency: May be used at most
point per damage die rolled. (Each die inflicts three times a day.
a minimum of 1 hit point damage.)
Boots of Tracks
Blink Cloak Magical boots to someone that wishes not to
A sparking cloak that allows its wearer to be found.
perform short teleportations. ------------------------------------------------
------------------------------------------------ ▶ False footsteps: The boots leave tracks of
▶ Blink: In combat, teleport close to an any size or shape its wearer wants.
enemy, attack, then reappear 1d4 × 10’ away. ▶ Vanishing footsteps: The boots leave no
If they have initiative, can blink away tracks if the wearer wants.
without the opponent being able to
counter-attack.
▶ Evasion: If in serious danger, the wearer’s
side movement rate is doubled while fleeing.
Boots of the Winterlands Chitinous Cloak
White boots that are perfect for cold climates. A cloak crafted from the chitin carcass of a
------------------------------------------------ burrowing insect.
▶ Snow surface: Walk without sinking or ------------------------------------------------
slowing. ▶ Burrow: Wearer can move through soft
▶ Ice surface: Walk without breaking or earth at 60’ (20’).
sliding. ▶ Protection: The wearer gains a +1 bonus to
▶ Normal cold: Unharmed by non-magical AC and all saving throws.
freezing temperatures. ▶ Wearing with armour: If the character
▶ Save bonus: Gain a +1 bonus to saving uses a shield, or wears armour heavier
throws versus cold-based effects (e.g. magic than leather, the cloak has no effect.
or breath attacks).
Circlet of Blasting
Broom of Cursed Flight A golden headband with a small gem at its
A cursed broom that appears to be a common centre.
broom of flying. ------------------------------------------------
------------------------------------------------ ▶ Blasting: Once per day, the wearer can
▶ Curse: Activates if one or more creatures try release a 60' line of light from the circlet's
to ride the broom, flying up to 50' high or gem, dealing 3d6 points of damage.
ceiling height. ▶ Power gem: Removing the gem drains the
▶ After reaching the height limit: The circlet from its magical properties.
broom falls down, causing its riders to
plummet to the ground, resulting in falling Citrine Wristband
damage. A jewelled wristband empowered to prevent
▶ After fall: The broom becomes poisoning.
non-magical. ------------------------------------------------
▶ Alert: Poisoned objects, foods and drinks,
Cape of the Mountebank or venomous creatures are caused to glow.
A brightly red coloured cape with a magical ▶ Protection: +2 bonus to all saving throws
ability to make its wearer disappear in a against poison.
cloud of smoke and reappear in another ▶ Prevents poisoning: 2 times, then shatters,
location. with the wristband becoming utterly useless.
------------------------------------------------
▶ Teleportation: Once per day, wearer can Cloak of Arachnida
teleport itself to a known location within A black silk garment woven with spider
360’ web-like patterns. It provides the wearer
▶ Location: Cannot be occupied by a solid with various magical abilities related to
object. spiders.
------------------------------------------------
Cat Slippers ▶ Web Immunity: The wearer becomes
Slippers with cat motifs for roguish immune to being trapped by both mundane
characters. and magical webs.
------------------------------------------------ ▶ Web Movement: The wearer can move at
▶ Light steps: The wearer steps makes no half speed through any webbed area.
noise and do not trigger pressure traps (e.g. ▶ Web Launch: Once per day, can cast Web,
pit traps). per the magic-user spell.
▶ Cat's landing: Ignore falling damage from ▶ Spider Climb: The cloak grants the ability
up to 50’ fallen. to climb, as per the Spider Climb magic-user
▶ Wearing with armour: If the character spell.
uses a shield, or wears armour heavier ▶ Poison Resistance: The wearer gains a +2
than leather, the slippers have no effect. bonus on all saves against spider poisons.
Cloak of Stiffness
A cursed cloak which paralyses who dons it. A lightweight garment with woodland
------------------------------------------------ patterns to divine spell casters able to change
▶ Handling: The cloak can be handled safely. their shape.
▶ Doning: The wearer is instantly paralyzed, ------------------------------------------------
without a saving throw. As long as the cloak ▶ Druidic magic: Usable by divine spell
remains in place, the victim cannot move casters with access to druidic magic only.
itself even by magic. ▶ Shape Change: Grants to its wearer the
▶ Removing: Once donned, can only be ability to change into the form of a reptile,
removed by magic (e.g. Remove Curse). bird, and mammal an additional time per
day.
Cloak of the Mastermind
A deep-blue cloak from an outer world being. Dullstone
------------------------------------------------ A polished, roughly hewn piece of decorative
▶ Mental defence: +2 bonus to all saving stone (e.g. agate) which grants its owner with
throws against mental powers. a slower evolution.
▶ ESP: Can read thoughts of any within 20’. ------------------------------------------------
Obstructed by a thin layer of lead or by rock ▶ XP modifier: The character has a -10%
of 2’ thick or greater. penalty to its gain of XP.
▶ Magic resistance: +2 bonus against ▶ Discarding the stone: The stone reappears,
mind-affecting magic. hidden somewhere on the character’s person,
unless the curse is removed by magic (e.g.
Cobbled Wings Glider Remove Curse).
Hang glider made of bamboo and a hundred
patches of silk that were sewn together. Electric Eel Bracelet
------------------------------------------------ An eel-shaped bronze bracelet that wraps
▶ Speed: The glider flies at 480’ (160’). around its user’s arm. Its wearer feels always
▶ Passengers: An additional passenger may energised.
be carried. When carrying two people, the ------------------------------------------------
glider’s speed is 300’ (100’). ▶ Electric Shock: Anyone within 5’ suffer
▶ Attack: The one riding the glider can’t 3d4 damage; Within 5’–10’ suffer 2d4
attack or cast spells, but a passenger can. damage; Within 10’–15’ suffer 1d4 damage.
▶ Duration: Can fly for up to 2 hours. (No attack roll or saving throw.)
▶ Landing: 1-in-3 chance to rip apart and ▶ Electric shock frequency: May be used at
become unable to fly, but with its remains most 3 times per day.
can be easily remade via magical research. ▶ Normal lightning: Unharmed by
non-magical lightning.
Dimensional Shackles
Sturdy shackles forged of cold iron with gold Eyes of Accuracy
runes. A pair of crystal lenses that fit over the eyes,
------------------------------------------------ enhancing its wearer's accuracy.
▶ Binding: A restrained creature is bound to ------------------------------------------------
the material plane until the shackles are ▶ Sharp eyes: When making an attack, the
removed. wearer rolls two dice and chooses the better
▶ Magic restriction: Creature is unable to result.
use any spells or magical abilities regardless
of other abilities or conditions.
▶ Adjustable Size: The shackles can resize to
fit any creature.

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.

Peach Wood Sword Pillow of Invigoration


A wooden device to drive off evil influence. A cushion which provides good dreams and
------------------------------------------------ nice resting.
▶ Divine spell casters: Using the sword ------------------------------------------------
grants the following powers: ▶ Doubles: Hit points restored with a night's
1. Weapon: Against evil spirits, undead and sleep.
demonkind may be used as a normal sword ▶ Halves: The time required to memorise new
+2. It’s treated as a blunt weapon. spells.
2. Evil spirits, undead and demonkind hit:
Instantly banished or destroyed. The monster
may save versus spells (with a -2 penalty)
to avoid banishment or destruction. If the
monster’s save succeeds, it flees.
3. Dispel: Effects or spells from evil spirits,
undead or demonkind over a being or object
touched by the sword.
Quiver of Holding
A apparently common quiver, created by a
war mage to magically contain a whole
variety of weaponry.
------------------------------------------------
▶ Compartments: The quiver has three
compartments to hold:
1. Ammunition (arrows, bolts): Up to 100.
2. Thrown weapons (javelins, daggers): Up
to 50.
3. Main weapons (swords, bows): Up to 10.
▶ Quick draw: Any weapon or ammunition
as if doing so from a regular quiver or
scabbard.
▶ Weight: Up to 2,000 coins of weight can be
placed in the quiver.
▶ When full: The quiver weighs 100 coins.
Rabbit’s Foot Rival Armbands
The paw from a once lucky white rabbit worn A pair of armbands to make two unlikely
on clothing or armour. partners stand together.
------------------------------------------------ ------------------------------------------------
▶ Lucky: Wearer gains a +1 bonus to all ▶ Alignments: In order to work, one of the
saving throws. wearers must be lawful and the other one
▶ Distrust: -1 penalty to reaction must be chaotic.
rolls when encountering herbivore creatures. ▶ Pain share: If one of the wearers would
suffer damage, both wearers suffer half that
Steering Wheel of Safety damage instead.
An enchanted ship’s wheel that aids in ▶ Within 5' of each other: The wearers save
aquatic travels. using the better saving throw value between
------------------------------------------------ them.
▶ Wind blowing: Vessels are not affected by
gales and storms during the travel. Robe of Bone Tokens
▶ Miles per day in water: The number of A plain-looking robe with the power to
miles a creature or vessel can travel in a day is conjure undead monsters out of thin air
determined by dividing its base movement ------------------------------------------------
rate by two. ▶ Arcane spell casters: After donning the
▶ Wandering monsters: robe, they notice a series of tokens sewn into
1. Frequency: At most once per day. it, shaped like bones.
2. Chance of encounters: 1-in-6 on oceans ▶ Other characters: Cannot perceive or use
or rivers. the powers of this robe.
3. Distance: Wandering monsters are always ▶ Removing a token: Takes 1 round. The
encountered 4d6 × 10 yards away. token permanently turns into the
corresponding undead monster.
Ring Gates ▶ Types of undead monster: The robe has
the following tokens when found:
Paired 18” diameter iron rings that enable
teleportation between them when placed a. 2 goblin skeletons
within 100 miles of each other. b. 2 goblin zombies
------------------------------------------------ c. 2 human skeletons
▶ Instantaneous: Anything that enters d. 2 human zombies
through one ring will immediately emerge e. 2 wolf skeletons
from the other ring. f. 2 wolf zombies
▶ Attacks, messages, and spells: Can also
pass through.
▶ Capacity: Up to 1,000 coins of weight can
pass through each day.
▶ Exception: Things partially pushed
through and then retracted (e.g. a hand) will
not be counted towards the daily limit.
▶ Identification: Both the entry and exit
sides of the rings are clearly marked for easy
identification.
/
Robe of Stars Robe of the Magi
Dark-coloured robe embroidered with 6 A cheap version of the fabulous Robe of the
silver or white stars. Archmagi.
------------------------------------------------ ------------------------------------------------
▶ Astral plane: Once per day, the wearer can ▶ Robe’s alignment: When found, roll 1d20
go to the astral plane, becoming intangible. to determine the robe’s alignment: 1–9:
Cannot make any action until come back lawful, 10–15: neutral, 16–20: chaotic.
from the astral plane. ▶ Character’s alignment: Upon donning the
▶ Saving throw: Grants a +1 bonus to all robe, an arcane spell caster whose alignment
saves. differs from that of the robe suffers 3d3
▶ Shooting stars: Each star can be used to damage and changes alignment to that of the
conjure a missile that unerringly hits a foe robe.
within 150’, inflicting 1d6+1 damage. Each ▶ Arcane casters: Donning a robe grants the
star disappears after use. following powers:
▶ Stars per round: Up to 2 stars may be a. Protection: AC 7 [12].
expended in a single round. b. Saves: +1 bonus to all saving throws
▶ When the last star is spent: The robe loses against magic.
its powers. c. Spell empowerment: When the character
casts charm, hold, or polymorph spells, the
Robe of the Archpriest target suffers a –2 penalty to the saving
A normal-looking robe which grants a variety throw.
of magical boons to a divine spell caster of
suitable alignment. Robe of the Priest
------------------------------------------------ A cheap version of the fabulous Robe of the
▶ Robe’s alignment: When found, roll 1d20 Archpriest.
to determine the robe’s alignment: 1–10: ------------------------------------------------
lawful, 11–20: chaotic. ▶ Robe’s alignment: When found, roll 1d20
▶ Character’s alignment: Upon donning the to determine the robe’s alignment: 1–9:
robe, a divine spell caster whose alignment lawful, 10–15: neutral, 16–20: chaotic.
differs from that of the robe suffers 6d4 ▶ Character’s alignment: Upon donning the
damage and changes alignment to that of the robe, a divine spell caster whose alignment
robe. differs from that of the robe suffers 3d3
▶ Divine casters: Donning a robe grants the damage and changes alignment to that of the
following powers: robe.
a. Protection: AC 3 [16]. ▶ Divine casters: Donning a robe grants the
b. Saves: +1 bonus to all saves. following powers:
c. Magic Emanation: Touch range spells a. Protection: AC 5 [14].
affect up to 6 creatures within 30’ around the b. Saves: +1 bonus to all saving throws
caster instead. against magic..
c. Magic Emanation: Touch range spells
affect up to one creature within 30’ around
the caster instead.
Robe of Vermins Sapphire Circlet
A normal-looking, but cursed robe infested Precious circlet made by dwarves. Grants the
with pests. wearer protection against cold.
------------------------------------------------ ------------------------------------------------
▶ When initially worn: The robe grants a +1 ▶ Normal cold: Unharmed by non-magical
bonus to all saving throws. cold.
▶ Combat: Once the wearer is in combat ▶ Save bonus: Gain a +2 bonus to all saving
situation, the robe’s curse activates. throws versus cold-based magical or breath
▶ Vermin curse: The robe infested with attacks.
pests, bites its wearer, hindering its actions ▶ Cold-based damage: Is reduced by 1 point
by the following: per damage die rolled. (Each die inflicts a
a. Initiative: Wearer always acts last in the minimum of 1 hit point damage.)
round, as if they had lost
initiative. Scabbard of Blade Eating
b. Disrupting: Whenever casting a spell, Cursed scabbard that ruins a bladed weapon.
wearer's spell has a 50% of chance of being ------------------------------------------------
disrupted and fails. ▶ Adapts: To store any bladed weapon inside.
▶ Removing: Once donned, can only be ▶ Blade destroyer: Destroys a bladed
removed by magic (e.g. Remove Curse). weapon stored inside. If the weapon is
magical may save versus spells with its
Ruby Circlet “plus” as bonus to avoid destruction.
▶ Stuck: If the weapon saves successfully,
Precious circlet made by dwarves. Grants the
cannot be removed unless removed by magic
wearer protection against fire.
(e.g. Remove Curse).
------------------------------------------------
▶ Normal fire: Unharmed by non-magical
fire. Scabbard of Keen Edges
▶ Save bonus: Gain a +2 bonus to all saving A magical scabbard that sharps bladed
throws versus fire-based magical or breath weapons.
attacks. ------------------------------------------------
▶ Fire-based damage: Is reduced by 1 point ▶ Adapts: To store any bladed weapon inside.
per damage die rolled. (Each die inflicts a ▶ Sharpening: Up to 3 times per day, the
minimum of 1 hit point damage.) scabbard empowers the weapon within,
granting it a +2 bonus to both attack rolls
Saddle of the Cavalier and damage for 10 combat rounds.
▶ Sure hit: While under the enchantment,
Marvellous armour made for mounts.
the weapon will always hit on an unmodified
------------------------------------------------
attack roll of 19 or 20.
▶ Attack rolls: Against the mount suffer a –2
penalty.
▶ Savings: A +1 bonus to all mount’s saves. Scabbard of Strengthening
▶ Rider: Cannot be forced to dismount A magical scabbard that hones the potential
against its will. of bladed weapons.
------------------------------------------------
▶ Adapts: To store any bladed weapon inside.
▶ Enhancing: In combat, the first melee
attack with a weapon that was stored inside
deals an additional dice of damage.
▶ Resheath: Takes 6 turns to enhance the nn
n blade again.

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.

Shoes of the Tiny Ones


An apparently common pair of shoes to short
people.
------------------------------------------------
▶ Fake height: Anyone wearing looks 1’ taller.
Some may look a little weird.

Silenus’ Wineskin
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

✪ Philter of Love ✪ Potion of Lightning Breath


✪ Potion of Absorption ✪ Potion of Lightning Resistance
✪ Potion of Acid Breath ✪ Potion of Macro-Healing
✪ Potion of Acid Resistance ✪ Potion of Madness
✪ Potion of Anti-Magic ✪ Potion of Mess
✪ Potion of Anti-Missile ✪ Potion of Necrophagy
✪ Potion of Antivenom ✪ Potion of Nutrition
✪ Potion of Arcane Comprehension ✪ Potion of Panacea
✪ Potion of Blindness ✪ Potion of Paralysing Breath
✪ Potion of Clarity ✪ Potion of Paralysis
✪ Potion of Climbing ✪ Potion of Petrification
✪ Potion of Cold Breath ✪ Potion of Poisonous Breath
✪ Potion of Cold Resistance ✪ Potion of Repulsion Breath
✪ Potion of Deterioration ✪ Potion of Silence
✪ Potion of Extra-Healing ✪ Potion of Silver Tongue
✪ Potion of Fear Breath ✪ Potion of Sleep Breath
✪ Potion of Fire Breath ✪ Potion of Slow Breath
✪ Potion of Gas Resistance ✪ Potion of Stonebreak
✪ Potion of Immunity ✪ Potion of Truth
✪ Potion of Infravision ✪ Potion of Unbreathing
✪ Potion of Insomnia ✪ Potion of Water Breathing
✪ Potion of Life Persistence ✪ Potion of Weakness
Philter of Love Potion of Antivenom
Appears the same as any other potion. Has one of two effects on the character who
------------------------------------------------ drinks it:
▶ Effect: Charms the drinker to become ------------------------------------------------
infatuated for the first creature on sight. ▶ Prevents poisoning: For the potion's
▶ Sipping: Even a sip has the full effect. duration.
▶ Curing poisoning: Poisoning effects are
Potion of Absorption negated. A character who has died from
Grants protection against a kind of energy. poisoning can be revived, if potion is drunk
------------------------------------------------ within ten rounds.
▶ Chooses the energy to be absorbed: Fire,
lightning, cold, gas or acid. Potion of Arcane Comprehension
▶ Absorption: Character ignores 10 points of Grants two effects on the character who
damage per round. drinks it:
------------------------------------------------
Potion of Acid Breath ▶ Understanding: This works in the same
Grants the power to use a breath weapon like way as the magic-user spell Read Magic. The
a black dragon. standard potion duration applies.
------------------------------------------------ ▶ Scribe: Copy spells from a source to spell
▶ Frequency of use: Up to 3 times. book without failure.
▶ Area: A line of acid: 5’ wide, 30’ long.
▶ Damage: All caught in the area suffer Potion of Blindness
damage equal to half the character’s current Appears the same as any other potion.
hit points (rounded up). A save versus ------------------------------------------------
breath is allowed for half damage. ▶ Effect: Causes blindness for the potion's
duration, without a saving throw.
Potion of Acid Resistance ▶ Sipping: Even a sip has the full effect.
Grants protection against acid.
------------------------------------------------ Potion of Clarity
▶ Normal acid: Unharmed by non-magical Releases from mind-affecting spells.
acid. ------------------------------------------------
▶ Save bonus: Gain a +2 bonus to all saving ▶ Negates: Confusion and Feeblemind spells.
throws versus acid-based magical or breath
attacks. Potion of Climbing
▶ Acid-based damage: Is reduced by 1 point Grants the power to move like a giant spider.
per damage die rolled. (Each die inflicts a ------------------------------------------------
minimum of 1 hit point damage.) ▶ Climb: Can walk on walls and ceilings
surfaces: 120’ (40’).
Potion of Anti-Magic ▶ Sticky fingers: The subject must have bare
Dispels magic of a certain kind. hands and feet and cannot hold anything in
------------------------------------------------ its hands while climbing.
▶ Negates: Charm, Geas and curses. ▶ Spell casting: Not possible while climbing.

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:

Potion of Repulsion Breath ▶ Prevents petrification: For the potion's


Grants the power to use a repulsion breath duration.
weapon. ▶ Curing petrification: Petrification effects
------------------------------------------------ are negated.
▶ Frequency of use: Up to 3 times.
▶ Area: A cloud of repulsion gas: 10’ wide, 15’ Potion of Truth
long. All caught in the area must save versus The drinker becomes unable to lie.
breath or be pushed up to 40’ away per
round for 6 rounds). Potion of Unbreathing
Grants the power to survive without
breathing for 1 day.
------------------------------------------------
▶ Water or vacuum: The wearer can survive
underwater, in a vacuum, or any other airless
environment.
Potion of Weakness
Appears the same as any other potion.
------------------------------------------------
▶ Effect: Causes the one who drinks STR
being reduced to 3 for the potion's duration.
▶ Sipping: Even a sip has the full effect.
RINGS

✪ Ring of Alignment Changing ✪ Ring of Magic Resistance


✪ Ring of Arachnid ✪ Ring of Memory
✪ Ring of Bone ✪ Ring of Rebirth
✪ Ring of Chameleon Power ✪ Ring of Salving
✪ Ring of Cat's Eye ✪ Ring of Shooting Stars
✪ Ring of Clear Thought ✪ Ring of Silence
✪ Ring of Curse Solving ✪ Ring of Stonebreak
✪ Ring of Dullness ✪ Ring of the Ram
✪ Ring of Featherfall ✪ Ring of Vampiric Regeneration
✪ Ring of Gaze Turning ✪ Ring of Wizardry
Ring of Alignment Changing Ring of Cat's Eye
A cursed ring that shifts its wearer’s Grants infravision to 60’.
behaviour. ------------------------------------------------
------------------------------------------------ ▶ Demihumans: With infravision are not
▶ Effect: Causes the wearer’s alignment to affected.
change. The new alignment is determined at
random. Ring of Clear Thought
▶ Removing: The ring cannot be removed, Protects against mental harming.
once worn. ------------------------------------------------
▶ Dispelling: The curse can be removed by ▶ Immune to: Mind-affecting spells (e.g.
magic (e.g. Remove Curse), or (at the charm, hold, sleep).
referee’s option) by performing a special
quest. Ring of Curse Solving
Wards the wearer against curses.
Ring of Arachnid ------------------------------------------------
Blessed by the spider queen. ▶ Negates: A curse that would affect its
------------------------------------------------ wearer.
▶ Cling: Can walk on walls and ceilings. ▶ Charges: After 2d6 curses are negated, the
▶ Immunity: To spider poison. ring loses its power.
▶ In webs: Cannot be entangled and moves
at full speed. Ring of Dullness
A cursed ring that weakens its wearer.
Ring of Bone ------------------------------------------------
Carved with a skeleton bone. ▶ Effect: Within 6 rounds of putting the ring
------------------------------------------------ on, the wearer’s WIS is reduced to 3.
▶ Negates: Energy drain from undead or ▶ Removing: The ring cannot be removed,
spells. once worn.
▶ Charges: After 2d6 energy drains are ▶ Dispelling: The curse can be removed by
negated, the ring loses its power. magic (e.g. Remove Curse), or (at the
referee’s option) by performing a special
Ring of Chameleon Power quest.
A ring that grants its wearer the ability the
powers of disguise and camouflage. Ring of Featherfall
------------------------------------------------ Grants protection against falling.
▶ Camouflage: The character can blend into ------------------------------------------------
natural environments (e.g. rock walls, ▶ Falling damage: 1 point of damage per 30’
undergrowth). fallen.
▶ Disguise: When among creatures of
another type, the character can choose to Ring of Gaze Turning
appear as one of them. The other type of
Gaze effects on the wearer of this ring are
creature may not be larger than twice the
reflected back onto the caster.
character’s normal size or smaller than half
------------------------------------------------
their normal size.
▶ Charges: After 2d6 gaze effects are
▶ Spotting the character: Observers of high
reflected, the ring loses its power.
intelligence (e.g. INT 15 or more) or with 10 or
more Hit Dice have a 1-in-6 chance per turn
of spotting the character. Ring of Magic Resistance
▶ Allies: Can see the character normally Raises the wearer's magical ward.
------------------------------------------------
▶ Effect: +2 bonus against all saving throws
against magic.
Ring of Memory Ring of Silence
Invaluable ring for spell casters. A cursed ring that silences its wearer.
------------------------------------------------ ------------------------------------------------
▶ Once per day: Spell caster can rememorize ▶ Effect: Causes muteness (conversation and
a spell cast that day. spell casting are impossible).
▶ Removing: The ring cannot be removed,
Ring of Rebirth once worn.
A ring crafted by an immortal sage. ▶ Dispelling: The curse can be removed by
------------------------------------------------ magic (e.g. Remove Curse), or (at the
▶ Prevents: Instant death and disintegration referee’s option) by performing a special
effects. quest.
▶ If hp is reduced to 0 or less: Character
returns to life with half its hit points. After Ring of Stonebreak
this, the ring loses this power. A golden ring against flesh to stone.
------------------------------------------------
Ring of Salving ▶ Prevents: Petrifying effects.
Grants a boon to the restorative capabilities
of a divine spell caster. Ring of the Ram
------------------------------------------------ Ornate metal ring with a ram or goat head
▶ Healing: Restores 1 additional point of design that summons ram-like force.
damage per die rolled. (e.g. Cure Light ------------------------------------------------
Wounds heals 1d6+2). ▶ Melee: Expending 1 charge, inflicts 2d6
▶ Higher level casters: If the wearer is a damage on a successful hit; 2 charges, inflicts
divine spell caster of 5th level or higher, 3d6 damage.
restores 2 additional points of damage per die ▶ Open stuck door: With a 5-in-6 chance of
rolled instead. success. Expends 1 charge.
▶ Blow: Expending one charge, a creature
Ring of Shooting Stars within 30' will be knocked off (save versus
A glittering ring , functioning only in relative spells to avoid). Expends 2 charges.
darkness. ▶ Charges: The ring has 3d10 charges,
------------------------------------------------
▶ Once per hour: 1d4 glowing spheres Ring of Vampiric Regeneration
resembling will-o-the-wisps may be The wearer heals itself half the damage dealt
conjured under the ring wearer’s control. to foes.
▶ Spheres: May be directed to move
------------------------------------------------
anywhere within 60’ range and last for 1 turn.
▶ Melee: In order to heal, the damage must
The ring has two powers that can be used up be dealt by weapons in melee (no missiles or
to once per day:
spells).
1. Ball lightning: Creatures touched by the ▶ Restriction: The wearer cannot drain
glowing spheres suffer 1d6 damage per
sphere (save versus spells for half damage). against undead and construct creatures.
2. Shooting stars: A flurry of stars shoots
towards an area up to 60’ distant within a 10’
diameter sphere. Creatures suffer 3d6
damage, with a successful save versus spells
indicating half damage.
Ring of Wizardry
Doubles the number of spells a magic-user
can memorise in a day.
------------------------------------------------
▶ At the beginning of the day: Roll a d100:

Ring of Wizardry

d100 Spells doubled

01 -50 Doubles 1st level spells

51 -75 Doubles 2nd level spells

76-82 Doubles 3rd level spells

83-88 Doubles 1st, 2nd level spells

89-92 Doubles 4th level spells

93-95 Doubles 5th level spells

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


level spells

00 Doubles 4th, 5th level spells


RODS, STAVES, WANDS

✪ Rod of Architecture ✪ Staff of Radiance


✪ Rod of Assault ✪ Staff of the Element: Air
✪ Rod of Durability ✪ Staff of the Element: Earth
✪ Rod of Diplomacy ✪ Staff of the Element: Fire
✪ Rod of theWyrm ✪ Staff of the Element: Water
✪ Rod of Weaponry ✪ Staff of the Necromancer
✪ Staff of Aqua Blessing ✪ Staff of the Spider Queen
✪ Staff of Bird Catching ✪ Staff of the Wandering
✪ Staff of Conjuring Elementals ✪ Wand of Disarming
✪ Staff of Extra-Healing ✪ Wand of Dueling
✪ Staff of Fury ✪ Wand of Knockback
✪ Staff of Lesser Healing ✪ Wand of Dueling
✪ Wand of Size Alteration
Rod of Architecture Rod of Durability
An ivory sceptre for exploration inside Resist attempts of being bent or broken.
dungeons. ------------------------------------------------
------------------------------------------------ ▶ Useful to: Check for traps or to stop
▶ While holding the rod: The wielder have a crushing by ceilings and walls.
2-in-6 chance of being able to detect new ▶ Destruction: 10% chance of being
construction, sliding walls, or sloping destroyed by magical ways.
passages when searching. ▶ No charges: Does not use charges; may
▶ Knock: Causes locked, barred, secured, or be used an unlimited number of times.
stuck doors, gates, chests, and so forth to
open. Magically held doors may be opened at
the referee’s discretion. Expends 1 charge.
▶ Lock: Magically locks a door, gate, similar
portal, or any item that has a lock. The
wielder can freely pass through any portals
locked by the rod. Creatures with 6 HD or
more can open the held portal with one
round of effort. Expends 1 charge.
▶ Pass-wall: A 5’ diameter hole is opened by 1
turn in solid rock or stone, forming a
passageway up to 10’ deep. Expends 2
charges.

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.

Staff of Spider Queen


Wand of Disarming Wand of Size Alteration
A wand to push away items held by foes. By expending a charge, the wielder of the
------------------------------------------------ wand or another creature within 10’ changes
▶ Disarming weapon wielders: A foe drops a grows or shrinks, as selected by the wielder.
weapon up to 10’ away from its wielder (save ------------------------------------------------
versus wands to avoid). ▶ Enlarge: A character doubles in size: its
▶ Disarming magic devices: A foe drops a melee attacks deal double damage and its
magic device (e.g. wand, books, rings) up to ability to carry weight is increased by 1,000
10’ away from its wielder (save versus coins.
wands with a -2 penalty to avoid). ▶ Diminution: A character shrinks to 6” high:
▶ Disarming other items: A foe drops a becomes unable to harm creatures larger
non-weapon or non-magic item (e.g. lantern, than 1’ tall, it can slip through narrow spaces
torch, sack) up to 10’ away from its wielder and only has a 10% chance of being spotted if
(save versus wands with a -4 penalty to remains motionless.
avoid). ▶ Subjects: Are affected for 1 turn. An
▶ Roll 1d8 for direction: At the referee’s unwilling subject may make a saving throw
discretion: 1-forward, 2-forward right, versus wands to negate the effect.
3-right, 4-backward right, 5-backward,
6-backward left, 7-left, 8-forward left.

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.

Sword -2, Leech Sword +1, Day


Makes its wielder see, in despair, the final A daytime magic sword.
blow coming with any hope soon vanishing. ------------------------------------------------
------------------------------------------------ ▶ “Plus” bonus: During daytime only.
▶ Melee combat: The curse activates when
the character is in melee. Sword +1, Drilling
▶ Drain: 1d6 hit points damage per round,
but leaving only 1 hit point at last. Deadly to burrowing and stone-based
▶ If the victim's hit points is 1: CA 9 [10]. creatures (e.g. bulettes, basilisks, etc.).
▶ Removing: Once the curse is active, the ------------------------------------------------
character cannot remove the sword. The ▶ Used against burrowing creatures: Acts
curse can only be removed by magic (e.g. as a +3 sword.
Remove Curse). ▶ Used against stone-based creatures: Acts
as a +3 sword and inflicts double damage.
Sword +1, Acala Sword +1, Explosive
An orange shiny blade wielded by a Wisdom
A sword empowered by an impulsive and
King.
chaotic spirit.
------------------------------------------------
------------------------------------------------
▶ Wiseful: Wielder gain the following:
▶ Explosion: On a successful hit, the wielder
a. +1 bonus: On saving throws against
may unleash a 30’ radius explosive energy
mind-affecting magic.
that inflicts 2 points of damage per HD of the
b. Wisdom modifier: May be added to attack
wielder. The wielder of the sword also suffers
and damage rolls.
this damage.
▶ Mind purifier: The wielder is unaffected by ▶ Chaotic characters: Are the only ones able
fear, charm and other mind-based effects. If a to unleash the explosion.
creature is touched with the sword's point ▶ Non-magic items held: May be affected or
will be released of the same effects. destroyed by the explosion (at the referee’s
discretion).
▶ Usage limit: The explosion may only be
unleashed once per week.
Sword +1, Gorgon Sword +1, Tar
Greyish sword forged in a gorgon’s breath. A sword that releases up to 16 pints of tar
------------------------------------------------ against foes.
▶ Petrify: A successful hit of natural 18 or ------------------------------------------------
higher: turns to stone for 1d4 rounds (save ▶ On a successful hit: A creature must save
versus petrify). versus petrify or suffers a –4 penalty to hit
▶ Gorgon's ward: +2 bonus on saving for 1 turn. This penalty is reduced to –2 on a
throws against petrifying effects. creature’s second or subsequent attempts to
hit.
Sword +1, Maguro ▶ Lost World creatures: Are not allowed to
Deadly to fish and aquatic beings (e.g. make a saving throw; are affected by 1 hour
octopuses, whales, etc.). and the penalty is not reduced on its second
------------------------------------------------ or subsequent attempts to hit.
▶ Used against aquatic beings: Acts as a +3 ▶ Frequency of tar: The tar may be released
sword. at most 3 times in the space of 1 turn (i.e. 3
▶ Used against fish: Acts as a +3 sword and times per combat).
inflicts double damage.
Sword +1, Treasure
Sword +1, Night Quicksilver-like sword of wealth and luxury.
A nighttime magic sword. ------------------------------------------------
------------------------------------------------ ▶ Golden breach: Each point of damage dealt
▶ “Plus” bonus: During nighttime only. by the sword against a foe produces a gold
piece (gp).
▶ Gem breach: On a natural 20: Each point
Sword +1, Planes of damage dealt by the sword against a foe
A sword with dimensional properties. becomes a gem (see Gems to know value).
------------------------------------------------
▶ Used against warping creatures: Acts as a
+3 sword. Sword +2, Blessed Winds
▶ Used against outer plane beings: Acts as a Pale blade made from tears of winds and
+3 sword and inflicts double damage. gales.
▶ Plane anchor: If wielder is subject to ------------------------------------------------
unwilling teleport or plane shift effects, it ▶ Soaring: Grants +1 bonus on attack rolls
gains a +2 bonus to the saving throw. against flying creatures).
▶ Empty blades: On an attack roll of 18 or
higher: may deal 3d4 in foes within a 15’ long
Sword +1, Shooting Star cone, 15’ wide at the end.
A sword with three silver stars in its blade ▶ Gas, clouds and fog: Are neutralised and
which can be shot far away. dispersed away. Can be used once per day.
------------------------------------------------
▶ On command: Three shooting stars are
expelled from the blade against a target up to Sword +3, Safe
90’ away. Sword safe for training.
▶ Each shooting star: Attacks using the ------------------------------------------------
wielder’s THAC0 and inflicts 1d6+1 damage ▶ Blunt: Although being a sword, it's a blunt
on a hit. weapon.
▶ Usage frequency: The shooting stars may ▶ Safe blow: Creatures hit suffer subdual
be used up to three times per day. damage only.
▶ Coup de grâce: Deals double damage on
creatures with less HD than wielder.
Sword +3, Heretic Defiler Alastor
A wicked sword which grants special bonuses Wrathful and incorporeal (but not undead)
to chaotic divine spell casters. shadow swordsman.
------------------------------------------------ ------------------------------------------------
▶ Save bonus: The wielder gains a +4 bonus AC 3 [16], HD 5* (22hp), Att 1 × magic sword
to saves against magic. (1d10 + 1), THAC0 15 [+4], MV 10’ from
▶ Used against lawful creatures: Inflicts owner, SV D10 W11 P12 B13 S14 (F5), AL
double damage. Chaotic, XP 300
▶ Used by other chaotic characters: The ------------------------------------------------
sword functions as a +1 sword, without ▶ Spell immunity: Unaffected by charm and
the other advantages described above. sleep spells.
▶ Touched by a non-chaotic character:
The sword inflicts 1d6 damage per round Two-Handed Sword +1, Duskwatch
to neutral characters and 2d6 per round Enchanted sword from a vicious underworld
to lawful characters. liege.
------------------------------------------------
▶ Reinforcement: If more than one creature
Two-Handed Sword -1, Dryhand attacks the wielder in the same round,
Cursed sword to ruin a swordsman career. summon 1d4 Duskwatch Soldiers.
------------------------------------------------ ------------------------------------------------
▶ Dead hands: The curse activates when the Duskwatch Soldier
character is in melee: User’s hand become Skeletal remains of humanoids, reanimated
like those a corpse and cannot attack or as guardians by an underworld liege. The
perform any task, Duskwatch Sword’s wielder is their
▶ Removing: Once the curse is active, the commander.
character cannot remove the sword. The ------------------------------------------------
curse can only be removed by magic (e.g. AC 7 [12], HD 1 (4hp), Att 1 × weapon (1d6 or
Remove Curse). by weapon), THAC0 19 [0], MV 60’ (20’), SV
D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic,
Two-Handed Sword +1, Alastor XP 10, TT None
A great sword possessed by a wrathful shade. ------------------------------------------------
------------------------------------------------ ▶ Undead: Make no noise, until they attack.
▶ Activating: With a command, but only Immune to effects that affect living creatures
possible after the wielder has slain 49 foes (e.g. poison). Immune to mind-affecting or
with the sword. mind-reading spells (e.g. charm, hold, sleep).
▶ Alastor: Can be released with a command ▶ Magic sword scions: Weapon attacks are
to wield its sword to attack foes within 10’ of considered as magical weapon attacks.
its owner for 24 turns. ▶ Disappear: After following an order from
▶ Dismissing: Owner may dismiss the their commander in battle, the soldiers fade
Alastor at any time, sending it back to its away.
sword.
▶ Banishing: If killed or subject of the spell Two-Handed Sword +1, Horseslayer
Dispel Evil, Alastor will return to its sword. Deadly to mounts and their riders.
▶ Frequency: Alastor may only be released ------------------------------------------------
once per day. ▶ Used against the rider: Acts as a +3 sword.
------------------------------------------------ ▶ Used against the mount: Acts as a +3
sword and inflicts double damage.
Two-Handed Sword +1, Vampiric
Drains some vital energy of its victims.
------------------------------------------------
▶ Drain: On an attack roll of natural 18, 19, or
20, restores 1 point of damage of its wielder.
Against larger than human-sized targets,
restores 2 points of damage instead.
▶ Restrictions: Non-living creatures are
unaffected.

Two-Handed Sword +2, Arc Lightning


A heavy sword tempered in the heart of a blue
dragon. In the hands of a strong character, it
has several magical powers.
------------------------------------------------
▶ Minimum STR: Only characters of 16
STR or higher can wield the sword.
▶ Arc lightning: On a successful attack roll,
the wielder can unleash an arc of lightning
against up to 3 creatures within 30’.
▶ Damage: The lightning deals 1d10 damage
(save versus spells for half) to the first
target, decreasing to 1d8 for the second
target, and 1d6 for the third target.
▶ Frequency of arcs: The sword may unleash
arcs of lightning at most 3 times in the space
of 1 turn (i.e. 3 times per combat).
▶ Protects against lightning: The wielder
gains the following benefits:
a. Normal lightning: Unharmed by
non-magical lightning.
b. Save bonus: Gain a +2 bonus to
all saving throws versus lightning-based
magical or breath attacks.
c. Lightning-based damage: Is reduced by 1
point per damage die rolled. (Each die inflicts
a minimum of 1 hit point damage.)
WEAPONS
✪ Axe +1, Amorphous ✪ Racket +2, Accuracy
✪ Axe +1, Butcher ✪ Racket +2, Shockwave
✪ Axe +1, Darksteel ✪ Sickle +1, Blood
✪ Bow +1, Piercer ✪ Sickle +1, Dust Devil
✪ Bow +1, Piercer ✪ Sickle +1, Harvest
✪ Chakram +2, Vorpal ✪ Sickle +2, Lunar
✪ Club +2, Rock Baboon ✪ Scythe +1, Harvest
✪ Dagger +1, Darksteel ✪ Scythe +2, Deathtouch
✪ Dagger +1, Light ✪ Spear +1, Darksteel
✪ Dagger +1, Mage Slayer ✪ Spear +1, Doorway
✪ Dagger +1, Mind Break ✪ Spear +1, Light
✪ Dagger +1, Petrifying ✪ Spear +3, Holy Avenger
✪ Dagger +1, Sneak Attack ✪ Staff +1, +3 vs Devil
✪ Dagger +2, Rondel ✪ Staff +1, +3 vs Undead
✪ Halberd +1, Rosethorn ✪ Staff +1, Darksteel
✪ Halberd +2, Flying General’s ✪ Staff +1, Light
✪ Hand Axe +1, Hurling ✪ Staff +3, Gold-Banded
✪ Javelin of Acid ✪ Trident +1, Reptiles Bane
✪ Javelin of Flames ✪ Trident +1, Stun
✪ Javelin of Frost ✪ Trident +2, Malevolent
✪ Javelin of Steam ✪ Trident +2, Steam
✪ Knuckles +1, Agni ✪ Trident +3, Trine
✪ Knuckles +1, Himavat ✪ War Hammer +1, Darksteel
✪ Knuckles +1, Indra ✪ War Hammer +1, Quake
✪ Knuckles +1, Sonic ✪ Whip +1, Bloody
✪ Knuckles +1, Wardbreak ✪ Whip +1, Darksteel
✪ Lance +1, Spiral ✪ Whip +1, Hair Tie
✪ Mace +1, Darksteel ✪ Whip +1, Viper
✪ Mace +1, Light ✪ Whip +2, Blazing
✪ Polearm +1, Shield Cleaver ✪ Whip +2, Charm
✪ Racket +1, Distance ✪ Whip +2, Electro
✪ Racket +1, Silence ✪ Whip +2, Freezing
✪ Racket +1, Wind ✪ Whip +2, Vileslayer
Axe +1, Amorphous Bow +1, Piercer
Made of a special metal to fit its wielder's Bow developed to shoot in order to break
needs. defences.
------------------------------------------------ ------------------------------------------------
▶ On command: Transforms into a hand axe ▶ On a hit: May impose a -1 penalty to the
or battle axe. target's AC.
▶ Bow: Loses its "plus" for 1 hour if a penalty
Axe +1, Butcher is imposed.
Chops animal meat for a delicious dish.
------------------------------------------------ Bow +1, Piercer
▶ 3HD or less animals: If the attack hits, the Improves someone's shooting prowess.
foe is slain (save versus death). ------------------------------------------------
▶ After killing: For 2 rounds, animals with ▶ Range: (5’–140’ / 141’–280’ / 281’–420’)
3HD or less within 30’ must save versus
spells or flee for 5 rounds. Chakram +2, Vorpal
Bladed wheel to sever heads wielded by
Axe +1, Darkteel skilful wielders.
Beyond time forged axe. ------------------------------------------------
------------------------------------------------ ▶ Used by: Martial or roguish classes only.
▶ Indestructible: Cannot be destroyed by ▶ Severing: On a missile attack roll of
natural or magical means. natural 18, 19, or 20, the target is
decapitated. Against larger than
Boomerang +1, Storm human-sized targets, only a natural 19 or 20
Boomerang that provokes thunderclaps. decapitates, and against targets of solid stone
------------------------------------------------ or metal, only a natural 20.
▶ Stun blow: On a missile attack roll of ▶ Restrictions: Creatures without a head are
natural 19, or 20, the target must save unaffected. Some creatures with heads (e.g.
versus paralysis or be stunned for 1d4 constructs, elementals) are not killed by
rounds. decapitation.
▶ Restrictions: Creatures without a head are
unaffected. Some creatures with heads (e.g. Club +2, Rock Baboon
constructs, elementals) are not stunned. Club made of stone and bones to smash and
crack skulls.
Bow +1, Avenger ------------------------------------------------
Punishes the ones that went against a ▶ Dizzy blow: Human-sized or smaller
companion. creatures hit have -2 penalty on its next
------------------------------------------------ attack roll.
▶ Acts as a +3 bow: Against a creature that
harmed an ally last round. Dagger +1, Darksteel
Beyond time forged dagger.
Bow +1, Darksteel ------------------------------------------------
Beyond time forged bow. ▶ Indestructible: Can’t be destroyed by
------------------------------------------------ natural or magical means.
▶ Indestructible: Cannot be destroyed by
natural or magical means. Dagger +1, Light
▶ On command: Produces light in a 30’
radius.
Dagger +1, Mage Slayer Halberd +1, Rosethorn
Deadly to spell-users, especially those of a A beautiful halberd adorned with delicate
specific type. carvings of entwined rose vines along its
------------------------------------------------ shaft.
▶ Spell caster type: Chosen randomly (e.g. ------------------------------------------------
divine spell casters, or arcane spell casters.). ▶ Rose vines: On a natural 18, 19, or 20
▶ Used against specific type: Acts as a attack roll, creates vines that wrap a target
+2 dagger and inflicts double damage. that cannot move more than 5' away from the
▶ Used against other spell casters: Acts as a halberd's wielder. Against larger than
+2 dagger. human-sized targets, only a natural 19 or 20
wraps, and against fire-based targets, only a
Dagger +1, Mind Break natural 20.
Dagger effective against scholars. ▶ Thorn wrap: The vine wraps around the
------------------------------------------------ victim, inflicting 1d6 automatic damage each
▶ If an arcane spell caster is hit: Must save round.
versus spells (at a -2 penalty) or become an ▶ Severing vines: AC 5 [14], 9hp. Requires a
imbecile, unable to think clearly or cast spells hit with a cutting weapon to be severed and
for 1d4 rounds. release the creature.

Dagger +1, Petrifying Halberd +2, Flying General's


Magical dagger to imprison foes. A halberd wielded by a hot-tempered warlord
------------------------------------------------ that seemed to fly in the battlefield.
▶ Petrification: Creature hit is turned to ------------------------------------------------
stone (save versus petrify). ▶ Minimum STR: Only characters of 16 STR
▶ The dagger: Dissolves in contact and is or higher can wield the halberd.
lost. ▶ Levitation: Once per hour, wielder can
▶ 1d4 hours after petrification: If touched move vertically up to 5’ and can push against
by someone, the creature returns to normal. solid objects to move laterally, for up to 3
rounds.
▶ Aerial strike: Melee attacks with the
Dagger +1, Sneak Attack halberd grants a +1 bonus to attack rolls
Magical dagger famous among rogues. when made from a higher position (e.g.
------------------------------------------------ mounted, levitating, etc.).
▶ Sneak attack: When attacking an unaware ▶ Charge: On horseback, moving at least 60’
opponent from behind, a character with a in a round and attacking doubles any damage
Back-stab ability triples any damage dealt done with a successful hit.
instead of doubling the damage.
▶ Back-stab: When attacking an unaware
opponent from behind, roguish classes Hand Axe +1, Hurling
without a Back-stab ability (e.g. acrobat, An apparently regular hand axe that returns.
halfling) receive a +4 bonus to hit and double ------------------------------------------------
any damage dealt. ▶ Hurl: If thrown up to 10', it returns to its
wielder’s hands.
Dagger +2, Rondel
Thin dagger to stab armoured foes.
------------------------------------------------
▶ Armour pierce: +2 bonus on attack rolls
against enemies with AC 3 [16] or better.
Javelin of Acid Javelin of Steam
A magical javelin which explodes in a stroke A magical javelin which explodes in a stroke
of acid when it hits. of steam when it hits.
------------------------------------------------ ------------------------------------------------
▶ On a successful hit: The javelin explodes in ▶ On a successful hit: The javelin explodes in
a stroke of acid 5’ wide and 30’ long (leading a stroke of steam 5’ wide and 30’ long
from the target 30’ back towards the (leading from the target 30’ back towards the
character who hurled the javelin). All within character who hurled the javelin). All within
the area (including the target who was hit) the area (including the target who was hit)
suffer acid damage. suffer gas damage.
▶ Acid damage: 20 points (save versus ▶ Gas damage: 20 points (save versus spells
spells for half). The target hit by the javelin for half). The target hit by the javelin may not
may not make a saving throw. make a saving throw.
▶ Javelin consumed: When it explodes into ▶ Javelin consumed: When it explodes into
acid, the javelin is destroyed. steam, the javelin is destroyed.

Javelin of Flames Knuckles +1, Agni


A magical javelin which explodes in a stroke A pair of knuckles with a fire spirit.
of flames when it hits. ------------------------------------------------
------------------------------------------------ ▶ Ember: On a natural 18, 19, or 20 attack
▶ On a successful hit: The javelin explodes in roll, inflicts an extra 1d6 automatic damage.
a stroke of flames 5’ wide and 30’ long ▶ Flame mower: Once per day, wielder can
(leading from the target 30’ back towards the release a streak of flame towards up to 15’
character who hurled the javelin). All within away in a 10’ radius sphere. Creatures caught
the area (including the target who was hit) in the area suffer 4d6 damage, with a
suffer fire damage. successful save versus spells indicating half
▶ Fire damage: 20 points (save versus spells damage.
for half). The target hit by the javelin may not ▶ Wearing only one knuckle: Acts as a
make a saving throw. normal +1 Knuckles.
▶ Javelin consumed: When it explodes into
flames, the javelin is destroyed. Knuckles +1, Himavat
A pair of knuckles with a frost spirit.
Javelin of Frost ------------------------------------------------
A magical javelin which explodes in a stroke ▶ Frostbite: On a natural 18, 19, or 20
of icicles when it hits. attack roll, inflicts an extra 1d6 automatic
------------------------------------------------ damage.
▶ On a successful hit: The javelin explodes in ▶ Diamond dust: Once per day, wielder can
a stroke of icicles 5’ wide and 30’ long release a cone of freezing energy 15’ wide at
(leading from the target 30’ back towards the the far end, 20’ long. Creatures caught in the
character who hurled the javelin). All within area suffer 4d6 damage, with a successful
the area (including the target who was hit) save versus spells indicating half damage.
suffer cold damage. ▶ Wearing only one knuckle: Acts as a
▶ Cold damage: 20 points (save versus normal +1 Knuckles.
spells for half). The target hit by the javelin
may not make a saving throw.
▶ Javelin consumed: When it explodes into
icicles, the javelin is destroyed.
Knuckles +1, Indra Mace +1, Darksteel
A pair of knuckles with a thunder spirit. Beyond time forged mace.
------------------------------------------------ ------------------------------------------------
▶ Shock: On a natural 18, 19, or 20 attack ▶ Indestructible: Cannot be destroyed by
roll, inflicts an extra 1d6 automatic damage. natural or magical means.
▶ Lightning strike: Once per day, wielder
can release a line of electricity 5’ wide, 30’ Mace +1, Light
long. Creatures caught in the area suffer 4d6
▶ On command: Produces light in a 30’
damage, with a successful save versus spells
radius.
indicating half damage.
▶ Wearing only one knuckle: Acts as a
normal +1 Knuckles. Polearm +1, Shield Cleaver
A powerful crimson bardiche against shields.
Knuckles +1, Sonic ------------------------------------------------
▶ On a hit: On a creature holding a shield, the
A pair of knuckles that punches through the
creature must save versus spells or its shield
sound barrier and repulses.
will be destroyed.
------------------------------------------------
▶ Magic shields: Have a +1 bonus for each
▶ Sonic boom: On an attack roll of natural
“plus” to avoid being destroyed.
18, 19, or 20, a creature must save versus
spells or become deafened and for 6 rounds.
▶ Repulsion: Anyone hit is pushed 2d6 × 10’ Racket +1, Distance
away. An enchanted racket which can launch up to
▶ Wearing only one knuckle: Acts as a double the normal range.
normal +1 Knuckles. ------------------------------------------------
▶ Ranges: Short: 5’–40’ / 41’–80’ / 81’–120’,
Knuckles +1, Wardbreak
A pair of knuckles that punches through Racket +1, Silence
magic barriers. An enchanted racket which can launch a
------------------------------------------------ dizzying mass of air.
▶ Brain pain: If a spell was disrupted by an ------------------------------------------------
attack, the hit creature loses initiative on the ▶ Silence: A creature hit with a missile attack
next round. must save versus spells or conversation and
▶ Ward through: Anyone hit suffers a -2 spell casting becomes impossible for 3 turns.
penalty to saves against magic for 3 rounds.
▶ Wearing only one knuckle: Acts as a Racket +1, Wind
normal +1 Knuckles. An enchanted racket particularly effective
against flying foes.
Lance +1, Spiral ------------------------------------------------
An enchanted spiral lance which allows its ▶ Flying creatures: Hit with a missile attack
wielder to charge with prowess. must save versus spells or will need to land
and become unable to fly for 1d3 rounds.
------------------------------------------------
▶ Creatures climbing, on rope: if hit, must
▶ Sharpness: Grants a +2 bonus to the attack save versus paralysis or fall.
roll when charging.
▶ Charge: On an attack roll of natural
18, 19, or 20, triples any damage done with a
successful hit against larger than
human-sized targets. Against human-sized
or smaller targets, only a natural 19 or 20
triples, and against targets of solid stone or
metal, only a natural 20.
Racket +2, Accuracy Sickle +1, Harvest
An enchanted racket which can launch with Olive-coloured sickle that reap plants.
precision, even at long range. ------------------------------------------------
------------------------------------------------ ▶ Used against sylvan creatures: Acts as a +3
▶ Range modifiers: Attack rolls with this sickle.
weapon are never modified for range. ▶ Used against fungi and plant-based
▶ Maximum range: Is not increased by creatures: Acts as a +3 sickle and inflicts
the enchantment. double damage.
▶ Druidic magic: Usable by divine spell
Racket +2, Shockwave casters with access to druidic magic only.
An enchanted racket which burst a
shockwave against foes. Sickle +2, Lunar
------------------------------------------------ A silver sickle that gleams with lunar beauty.
▶ Shockwave: Any within a 15' radius of a ------------------------------------------------
creature hit with a missile attack suffers 1d6 ▶ Moonlight: On command, produces light
damage. in a 30’ radius.
▶ Maximum range: Is not increased by ▶ Faerie fire: Once per hour, the wielder can
the enchantment. cast a silver light per the druid spell.
▶ Restore: Once per day, any variable
Sickle +1, Blood qualities of spells cast have their maximum
Inflicts vicious, bleeding wounds. value. (e.g. Cure Light Wounds heals the
------------------------------------------------ maximum: 7hp).
▶ Bleeding: After being hit, the target suffers ▶ Druidic magic: Usable by divine spell
1 additional point of damage per round (up to casters with access to druidic magic only.
a maximum of 10 rounds).
▶ Multiple wounds: Each deals additional Scythe +1, Harvest
damage per round. Olive-coloured scythe that reap plants.
▶ Stopping bleeding: Bandaging a wound ------------------------------------------------
stops it bleeding and negates further damage. ▶ Used against fungi and plant-based
▶ Healing: Damage from the sickle cannot be creatures: Acts as a +3 scythe.
healed by magic or regeneration.
▶ Restrictions: Constructs and creatures Scythe +2, Deathtouch
without blood are unaffected by the sickle’s Has the power to reap the souls of
wounding effect. living creatures.
------------------------------------------------
Sickle +1, Dust Devil ▶ Death sentence: On an attack roll of
Marvellous sickle to perform swift slashes. natural 19, or 20, the target must save
------------------------------------------------ versus spells or have their soul reaped
▶ Roguish characters: Are the only ones (instant death). If the save succeeds, the
allowed to use it. scythe inflicts normal damage.
▶ Gust lick: On an attack roll of natural 18, ▶ Charges: The scythe can reap 2d6+1 souls
19, or 20, deal 1d4 in foes within 10’ radius. in total. Once this many souls have been
▶ Movement: Increases by 10’ during reaped, it becomes a normal magical scythe
encounters. +2.
▶ Withdrawals and retreats: Wielder suffers ▶ Restrictions: Non-living creatures are
no penalties. unaffected.

Spear +1, Darksteel


Beyond time forged spear.
------------------------------------------------
▶ Indestructible: Cannot be destroyed by
natural or magical means.
Spear +1, Doorway A marvellous staff, banded with gold at each
A spear which warns of dangers. tip. The staff has the power to grow and
------------------------------------------------ shrink on command.
▶ Alert: When the spear is pointed to a door ------------------------------------------------
or portal, it warns if there’s danger on the ▶ Minimum STR: Only characters of 16 STR
other side. or higher can wield the staff.
▶ Usage frequency: Up to three times per ▶ Size: The staff can be any length between 1”
day. and 200’.
▶ Reach: The wielder can attack foes at up to
the staff ’s length distant.
Spear +1, Light
▶ On command: Produces light in a 30’
radius. Trident +1, Reptiles Bane
A trident effective against reptiles.
------------------------------------------------
Spear +3, Holy Avenger ▶ Used against reptiles: Acts as a +3 trident.
A holy spear which grants special bonuses to ▶ Morale affecting: Reptiles make morale
lawful divine spell casters. checks with a -2 penalty.
------------------------------------------------
▶ Save bonus: The wielder gains a +4 bonus
to saves against magic. Trident +1, Stun
▶ Used against chaotic creatures: Inflicts A trident enchanted with the power to
double damage. paralyse foes.
▶ Used by other lawful characters: The ------------------------------------------------
sword functions as a +1 spear, without the ▶ Successful hits: The target must save
other advantages described above. versus spells or be paralysed for 2d4 rounds.
▶ Touched by a non-lawful character: The This consumes one charge.
spear inflicts 1d6 damage per round to ▶ Charges: 1d4+16.
neutral characters and 2d6 per round to
chaotic characters. Trident +2, Malevolent
A trident used by fiends and their chaotic
Staff +1, +3 vs Devil followers.
A white staff effective against demonkind. ------------------------------------------------
------------------------------------------------ ▶ Wicked ward: The wielder gains a +2
▶ Conduct: Usable by lawful characters only. bonus to saves against magic from lawful
creatures.
▶ Used against lawful creatures: Inflicts
Staff +1, +3 vs Undead double damage.
A white staff effective against undeads. ▶ Touched by a non-chaotic character: The
------------------------------------------------ sword inflicts 1d6 damage per round to
▶ Conduct: Usable by lawful characters only. neutral characters and 2d6 per round to
chaotic characters.
Staff +1, Darksteel
Beyond time forged staff.
------------------------------------------------
▶ Indestructible: Cannot be destroyed by
natural or magical means.

Staff +1, Light


▶ On command: Produces light in a 30’
radius.

Staff +3, Gold-Banded


Trident +2, Steam Whip +1, Bloody
A trident with steam flowing in its points. A crimson whip created to inflict vicious,
------------------------------------------------ bleeding wounds.
▶ Minimum STR: Only characters of 16 STR ------------------------------------------------
or higher can wield the trident. ▶ Bleeding: After being hit, the target suffers
▶ Steam: Character may fire a cloud of steam 1 additional point of damage per round (up to
60’ long, 20’ wide, 20’ high. All caught in the a maximum of 10 rounds).
area suffer 2d6 damage. ▶ Multiple wounds: Each deal additional
▶ Underwater: The steam cannot be released damage per round.
underwater. ▶ Stopping bleeding: Bandaging a wound
▶ Frequency of steam: The hammer may stops it bleeding and negates further damage.
release the cloud of steam at most 1 time in ▶ Healing: Damage from the sword cannot be
the space of 1 hour (6 turns). healed by magic or regeneration.
▶ Restrictions: Constructs and creatures
Trident +3, Trine without blood are unaffected by the sword’s
A trident blessed by the power of fire, cold wounding effect.
and lightning.
------------------------------------------------ Whip +1, Darksteel
▶ Successful hits: The target may inflict an Beyond time forged whip.
additional 1d6+1 damage of fire, cold or ------------------------------------------------
lightning. ▶ Indestructible: Cannot be destroyed by
▶ ”Plus”: The trident loses one of its +1 each natural or magical means.
time its power is used. The trident regain a
plus after 4 hours (24 turns) Whip +1, Hair Tie
▶ Restriction: The trident may inflict at An ornamental hair tie which can transform
most one additional damage from each into a magical whip.
energy in a single day. ------------------------------------------------
▶ Activating: The owner must simply grasp
War Hammer +1, Darksteel the hair tie and will it to become a whip.
Beyond time forged hammer. ▶ Returning: After use, the whipmay be
------------------------------------------------ returned to its hair tie form by touching it
▶ Indestructible: Cannot be destroyed by and willing it to transform.
natural or magical means.
Whip +1, Viper
War Hammer +1, Quake A whip that magically injects venom into the
Hammer to create earth tremors. victim when it strikes true.
------------------------------------------------ ------------------------------------------------
▶ Minimum STR: Only characters of 16 STR ▶ Natural 20: If the wielder rolls an attack
or higher can wield the hammer. roll of natural 20, the whip injects venom into
▶ Quake: Character may hit the ground and the victim (save versus death or die
any other creatures in 40’ suffers 3d8 damage instantly).
and must save versus death or fall prone,
unable to attack until able to stand up again. Whip +2, Blazing
Creatures not touching the ground are Whip from a wicked devil which releases fire.
unaffected. ------------------------------------------------
▶ Password: Character may shout an agreed ▶ Entangle: If the victim was entangled,
word before the quake to let its allies jump suffers 1d4 damage while entangled.
and avoid. ▶ Usage frequency: The power may be used
▶ Frequency of quake: The hammer may twice per day.
quake the earth at most 1 time in the space of ▶ Cold-based creatures: Are automatically
1 turn (i.e. 1 time per combat). entangled if hit.
Whip +2, Charm
A fuchsia whip created to bewitch.
------------------------------------------------
▶ Entangle: Target must save versus spells
or becomes charmed in the same way as the
magic-user spell Charm Person.
▶ Bring: Target must save versus spells or
becomes charmed in the same way as the
magic-user spell charm person.
▶ Usage frequency: The whip's power may
be used up to three times a week.

Whip +2, Electro


Whip from a cloud spirit which releases
thundershock.
------------------------------------------------
▶ Entangle: If the victim was entangled,
suffers 1d2 damage while entagled.
▶ Usage frequency: The power may be used
twice per day.
▶ Flying and aquatic creatures: Are
automatically entangled if hit.

Whip +2, Freezing


Whip from a snow fairy which releases cold.
------------------------------------------------
▶ Entangle: If the victim was entangled, one
of its limbs will be frozen, preventing it from
using weapons, claws, etc for 1 turn.
▶ Usage frequency: The power may be used
twice per day.
▶ Fire-based creatures: Are automatically
entangled if hit.

Whip +2, Vileslayer


A whip enchanted as a powerful bane
against undead, shadow and devil monsters.
------------------------------------------------
▶ Touched by a chaotic character: The
whip inflicts 4d4 damage.
▶ Used against undead, shadow or devil:
On a successful hit, the whip inflicts double
damage and has a chance of destroying the
monster (save versus death or be instantly
annihilated).
SPELLS
A variety of spells to expand the caster’s spell list.

▶ Adding: The spells below may be added normally at the spells available to arcane and divine spell
caster or be acquired through Magical Research.
▶ Origins: The majority of spells listed are from the first editions of Dungeons & Dragons with some
adaptations.
▶ 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.

▶ Allies: Gain a +1 bonus to attack, damage,


saving throws.
▶ Foes: Suffer a -1 penalty to attack, damage,
saving throws.
▶ Concentration: The Chant persists as long
as the caster concentrates on the spell and
does not move.

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:

▶ Trance: While witnessing the deceased


creature’s last moments of life, the caster is in
a trance state, unable to move or perceive
their surroundings.
Drag From Death’s Door Reveal Charm
Duration: Instant Duration: 1 turn
Range: Creature touched Range: 30’
------------------------------------------------ ------------------------------------------------
A subject killed by damage (i.e. not by poison, Up to 10 creatures within range are caused to
disintegration, etc.) within the last 3 rounds glow, to determine if they are under the
is dragged back from the brink of death. influence of a charm spell.

▶ Weakness: Returning from death is an Slow Poison


ordeal. Until the subject gets two full weeks Duration: 1 hour per level
of bed rest, they have 1 hit point, move at half Range: The caster or a creature touched
the normal rate, cannot carry heavy items, ------------------------------------------------
and cannot attack, cast spells, or use other Poisons affecting the subject are dramatically
class abilities. This period of weakness may slowed, giving the caster time to effect a full
not be shortened by any magical healing. cure.
▶ Bargain: In return for cheating death, the
cleric suffers 1d6 damage and the subject ▶ Poison effects: As long as the subject has
suffers a permanent loss of one point from a more than 1 hit point, the slowed poison
random ability score (if using the optional inflicts 1hp of damage per turn. If the subject
rule for returning from death). is at 1hp, the poison inflicts no further
damage.
Healing Light ▶ Characters killed by poison: Can be
Duration: Instant revived by this spell. Death must have
Range: 60’ occurred within one turn per level of the
------------------------------------------------ caster.
The caster’s heals 1d6+1 hit points of ▶ Natural poisons: If the subject was
damage in one living subject. This cannot poisoned by a natural plant or animal, the
raise the subject’s hit points above their caster has a 10% chance per level of knowing
normal maximum. a herbal antidote that will fully neutralise the
poison. In the wilderness, gathering the
Resist Lightning herbs for the antidote takes one turn. In a
Duration: 2 turns settlement, the herbs may be available for
Range: 30’ purchase from a herbalist.
------------------------------------------------ ▶ When the duration ends: The full effects
A single creature is bestowed with of the poison occur. If the subject was revived
supernatural resistance to lightning, as from death by this spell, they die once more.
follows:
Strength
▶ Normal heat: Unharmed by non-magical Duration: 6 turns per level
lightning or electricity. Range: Touch
▶ Save bonus: Gain a +2 bonus to all saving ------------------------------------------------
throws versus lightning-based magical or Confers a temporary STR bonus, which varies
breath attacks depending on the affected creature’s class.
▶ Lightning-based damage: Is reduced by 1
point per damage die rolled. (Each die inflicts ▶ +1d4: Non-martial classes.
a minimum of 1 hit point damage.) ▶ +1d6: Semi-martial classes.
▶ +1d8: Martial classes.
Character’s STR: Cannot go above 18.
Translate 3rd LEVEL SPELLS
Duration: 3 turns
Range: The caster
------------------------------------------------ Animate Dead
The caster gains the ability to understand Duration: Permanent
written information in any language, except Range: 60’
coded messages or symbols (e.g. on treasure ------------------------------------------------
maps). No ability to speak unknown Causes corpses or skeletons to rise as undead
languages is conferred. Skeletons or Zombies.

▶ Obedient: Created undead obey the


caster’s commands.
▶ Special abilities: They are unable to use
any special abilities (including spell casting)
that they possessed in life.
▶ Duration: The reanimating magic remains
active until dispelled or until the undead are
slain.
Number: The spell animates up to 1 Hit Die of
zombies or skeletons per level of the caster:
▶ Skeletons: Have AC 7 [12] and HD equal to
those the creature had in life.
▶ Zombies: Have AC 8 [11] and HD one
greater than the creature had in life.
▶ Classed characters: If a PC or NPC with
levels in a class is reanimated by this spell,
the levels are not counted as HD. For
example, the reanimated corpse of a 5th level
fighter would have 2 HD (1 HD as a normal
human, +1 for being reanimated as a zombie).

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.

Dispel Magic Glyph of Warding


Duration: Instant Duration: Permanent (until triggered)
Range: 120’ Range: Touch
------------------------------------------------ ------------------------------------------------
Dispel Magic ends spell effects within a 20’ Inscribes a glyph to protect an area or object.
cube area.
▶ Area: Up to 5' square per caster level.
▶ Caster levels: Effects created by lower level ▶ Password: Any creature entering the area
casters are automatically dispelled. Effects without first speaking the password, triggers
created by higher level casters have a 5% the glyph.
chance per level difference of not being ▶ Glyph: Is invisible and loses power after
dispelled. triggered and has two usages:
▶ Magic items: Are unaffected.
a. Blast Glyph: Inflicts 2 points of damage
(fire or electricity) per caster level (save
versus spells for half damage).
b. Spell Glyph: Causes blindness, paralysis,
or energy drain on a creature (save versus
spells to avoid).
Minor Heal Speak with Dead
Duration: Instant Duration: 1 turn per level
Range: The caster or a creature touched Range: 10’
------------------------------------------------ ------------------------------------------------
The caster’s touch heals 1d4 × 5 hit points of The caster may ask questions of a deceased
damage in one living subject. This cannot person, the spirit’s voice echoing out from
raise the subject’s hit points above their beyond the grave.
normal maximum.
▶ Remains: Some remnant of the person’s
▶ Usage limit: Minor Heal may only be cast physical body (e.g. bones) must be within
once per day. range.
▶ Time since death: It is only possible to
Prayer awaken the spirit of a person who died
Duration: 1 round per level within a certain time frame, dependent on
Range: 60' the caster’s level (see table below).
------------------------------------------------ ▶ Questions: The number which can be
This spell grants the caster to influence other asked depends on the caster’s level (see table
living creatures. below). The spirit answers truthfully but
briefly, and only possesses knowledge it had
▶ Allies: Gain a +1 bonus to attack, damage, during life.
saving throws. ▶ Speech: The spirit speaks with tongues it
▶ Foes: Suffer a -1 penalty to attack, damage, knew in life.
saving throws.
▶ Caster: May cast other spells, attack, or Speak With Dead Limitations
take other actions while Prayer is active.
Level Time Since Questions
Reflect Coat Death
Duration: 6 turns +1 per level
Range: The caster or a creature touched
6 or lower 7 days 2
------------------------------------------------
Magic and energy attacks against the
protected creature has a 1-in-6 chance of 7-8 7 months 3
being reflected back at its origin.
9-10 7 years 4
▶ Break: After 2 spells or attacks are reflected,
the spell ends. 11-12 70 years 5
▶ Touch: Cannot be reflected.
▶ Polishment: At 9th level, the chance of 13+ Unlimited 6
reflection becomes a 2-in-6 chance.

Revitalising Dawn Tongues


Duration: Instant Duration: 2 turns
Range: 120’ Range: The caster
------------------------------------------------ ------------------------------------------------
Restores 1d6+1 hit points of damage of up to The caster becomes able to speak the
24 living creatures in a 30’ radius area. language of any creature within a 15’ radius
area.
Water Walk 4th LEVEL SPELLS
Duration: 1 turn +1 per level
Range: The caster or a creature touched
------------------------------------------------ Blessed Guard
This spell grants to a human-sized creature Duration: 6 turns
the power to walk on the surface of water, Range: 60’
without sinking. ------------------------------------------------
May be used in one of two situations:
▶ Higher level casters: If the caster is higher
than 6th level, one more human-sized 1. Battle: Allies within a 10’ square area who
creature may be affected for each level are not yet in melee gain a +1 bonus to AC
beyond 6th. and saving throws, and damage received is
▶ Scaling: Creatures larger than human-sized reduced by 1 point per damage die rolled.
may be considered as two or more (Each die inflicts a minimum of 1 hit point
human-sized creatures in order to be damage.)
affected, at the referee’s discretion. 2. Ritual: Casting Blessed Guard may also
form part of rituals of warding or
consecration, at the referee’s discretion.

↶ 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.

▶ Reveals: Strength of creatures, treasure


quantity, resistances, etc.
▶ Chance for correct divination: 60% + 1%
per caster level.
▶ Incorrect divination: May reveal false
information, at referee's description.
Exorcise Sacrificial Resurrection
Duration: Permanent Duration: Instant
Range: 5’ Range: 120’
------------------------------------------------ ------------------------------------------------
Caster can remove foreign influences from a By making a bargain with the powers of
being (e.g., Magic Jar, charm spells, netherrealm, the caster can exchange one
possession and similar effects). soul for another, bringing a dead creature
back to life in return for a sacrifice of equal
▶ Success Probability: Referee rolls d100 to magnitude.
determine success probability per turn of the
exorcism. Probability is adjusted by a 1% for ▶ Time limit: The caster can raise a person
each level difference between the caster and that has been dead for no longer than four
opposing entity/caster. days per level of the caster above 6th. For
▶ Caster level: Higher level increases example, a 9th level caster can revive a
probability, lower level decreases probability. character that has been dead for twelve days
▶ Ritual: Casting Exorcise may also form part (three levels above 6th × four days).
of rituals of purification or consecration, at ▶ Ritual sacrifice: The spell is cast as a ritual
the referee’s discretion. lasting 1 turn, during which a number of
intelligent beings must be sacrificed, whose
Flame Strike total Hit Dice equal that of the creature to be
Duration: Instant resurrected.
Range: 60’ ▶ Weakness: Returning from death is an
------------------------------------------------ ordeal. Until the subject gets two full weeks
A vertical column of divine fire 30' high and of bed rest, they have 1 hit point, move at half
10' in diameter that roars downward on a the normal rate, cannot carry heavy items,
target. and cannot attack, cast spells, or use other
class abilities. This period of weakness may
▶ Damage: Creatures caught in the column not be shortened by any magical healing.
suffer 6d6 hit points of damage, with a
successful save versus spells indicating half Sunburst
damage. Duration: Instant
Range: 120’
Lower Water ------------------------------------------------
Duration: 10 turns Caster conjures a momentary flash of blazing
Range: 240’ golden light rays, emanating from a point
------------------------------------------------ within 120’.
This spell reduces the depth of a body of
water by half for the duration. An area of up ▶ Creatures viewing the flash: Must save
to 10,000 square feet may be affected. versus spells or be blinded for 2d6 rounds.
▶ Undead creatures: Within the flash suffer
1d6 damage per level of the caster, with a
successful save versus spells indicating half
damage.
5th LEVEL SPELLS Find the Path
Duration: 6 turns + 1 turn per level
Range: The caster
Cureall ------------------------------------------------
Duration: Instant The caster designates a specific place, even if
Range: Touch unvisited. The spell grants knowledge of the
------------------------------------------------ direction to the chosen place per its duration.
The most powerful of the healing spells. It
has three uses: ▶ Navigate: The caster gains essential
knowledge for reaching the location, such as
1. Cure wounds: Restores all hit points of a hidden doors and passwords.
living subject. ▶ Escape routes: Can be easily found during
the spell.
2. Cure ailment: Remove a curse, neutralise a
poison, cure paralysis, cure a disease, cure
Heavenly Grace Shield
blindness, or any other ailment (e.g. a
Duration: 6 turns
Feeblemind effect) of a subject. Can only cure Range: The caster or a creature touched
one ailment per use. ------------------------------------------------
3. Raise dead rehabilitation: Removes the This spell summons 1d6+1 guardians from the
weakness effects from resurrection spells heavenly realm. The guardians are faintly
(e.g. the need of two weeks of rest, the subject visible, whirling around a creature, forming a
being unable to attack or cast spells, etc). protective shield against magic.
This is the only way to remove the period of
▶ Spell reflection: When the protected
weakness by magical healing. creature is targeted by a spell, one of the
guardians negates that spell. The guardian
▶ Usage limit: It may only be cast once per perishes.
week. ▶ Expiration: Once all guardians have
negated a spell, Heavenly Grace Shield ends.
Cure Critical Wounds Part Water
Duration: Instant
Range: The caster or a creature touched Duration: 6 turns
------------------------------------------------ Range: 120’
The caster’s touch heals 3d6+3 hit points of ------------------------------------------------
damage in one living subject. This cannot A body of water parts, revealing a pathway
raise the subject’s hit points above their across the bottom.
normal maximum.
▶ Size: The path is 10’ wide and up to 120’
long.
↶ Cause Critical Wounds ▶ Dismissing: The caster may end the spell
Inflicts 3d6+3 hit points of damage to a any time they wish.
touched creature. In combat, a melee attack
roll is required.
Plane Shift Restore
Duration: Permanent Duration: Instant
Range: Touch Range: Touch
------------------------------------------------ ------------------------------------------------
Allows caster to transport itself or another This spell restores one experience level (or Hit
creature to another plane or alternate Die) of a character.
dimension.
▶ Limit: Only one lost experience level may
▶ Willing subjects: Up to eight individuals be restored per character until its former level
can be affected when linking hands in a is achieved again.
circle. ▶ The cleric: Loses one experience level, as if
▶ Unwilling subjects: May save versus hit by a wight. The loss is not permanent.
spells to prevent the plane shifting. ▶ Rest for: 2d10 days to regain the lost
experience level.
Regeneration
Duration: Permanent ↶ Energy Drain
Range: Touch A successfully hit target permanently loses
------------------------------------------------ one experience level (or Hit Die). This incurs
Body parts, bones, and organs grow back. a loss of one Hit Die of hit points, as well as
all other benefits due to the drained level (e.g.
▶ Time to regenerate: spells, saving throws, etc.). Causes no
experience level loss to the caster, but it is a
a. 1 round: Severed limbs to rettach. chaotic act, avoided by lawful casters.
b. 2d4 turns: If a body part must be grown
from scratch. Speak with Monsters
Duration: 1 round per level
↶ Decay Range: 30'
A body part or organ shrivels in 1 round, ------------------------------------------------
becoming useless. It withers, falls, and The caster can communicate with both living
crumbles into dust in 2d4 turns. In combat, a and undead beings. Even creatures lacking
melee attack roll is required. Some kinds of intelligence will comprehend and respond to
magic (e.g. Cure Disease or Remove Curse) the caster.
stops decaying.
▶ Interaction: While under conversation,
creatures will not attack the cleric. They may
defend themselves if attacked.
▶ Limit: Only one question allowed per
round.

↶ 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).

▶ Discord: The spell affects communication


in all forms, including hand gestures, written
messages, and verbal communication.
▶ Spell casting: Are unaffected.
▶ Magic items: The spell obstructs the usage
of magic items by rendering command words
as unintelligible babbling.
Truesight
Duration: 1 turn +1 round per level
Range: The caster
------------------------------------------------
The subject sees all things within 120’ as they
truly are.

▶ Secret doors: Are revealed.


▶ Alignments: Are revealed.
▶ Invisibility: Invisible objects and creatures
are perceived.
▶ Illusions: Are seen through.
▶ Enchantments: Enchanted objects and
creatures are made apparent.

Word of Recall
Duration: Instant
Range: The caster
------------------------------------------------
The caster and its belongings (not creatures)
vanish and reappear at its established home.

▶ Home requirement: The caster must


possess a permanent residence, (e. g. a castle,
a temple) with a proper meditation room that
serves as the spell's destination.
▶ Initiative: Upon casting, the caster gains
initiative for the round, unless taken by
surprise.
DRUID SPELLS 4th LEVEL SPELLS
✪ Conjure Fire Elemental
1st LEVEL SPELLS ✪ Hold Plant
✪ Detect Magic ✪ Repel Vermin
✪ Magic Stone ✪ Sticks to Snakes
✪ Purify Water (Contaminate Water)
✪ Shillelagh 5th LEVEL SPELLS
✪ Conjure Earth Elemental
2nd LEVEL SPELLS ✪ Cure Critical Wounds (Cause Crit.
✪ Booby Trap Wounds)
✪ Charm Person or Mammal ✪ Gaea’s Regeneration (Gaea’s
✪ Feign Death Decayment)
✪ Goodberry ✪ Return to Nature
✪ Translate ✪ Sacrificial Resurrection
✪ Transmute Metal to Wood

3rd LEVEL SPELLS


✪ Climate Blade
✪ Cure Disease (Cause Disease)
✪ Drag from Death’s Door
✪ Fire Mantle
✪ Insect Swarm
✪ Litoform
✪ Neutralise Poison
✪ Thunder Mantle
1st LEVEL SPELLS 2nd LEVEL SPELLS
Detect Magic Booby Trap
Duration: 2 turns Duration: Permanent (until triggered)
Range: 60’ Range: Touch
------------------------------------------------ ------------------------------------------------
Enchanted objects, areas, or creatures are Affects any closable item (book, box, bottle,
caused to glow. Both permanent and chest, door, etc) to become a bomb that burst
temporary enchantments are revealed. in a magical explosion when triggered.

Magic Stone ▶ Do not work: On an item already affected


Duration: 1 day or until used with Hold Portal or Wizard Lock spells (the
Range: Touch same spells do not affect an item already
------------------------------------------------ affected with a Booby Trap Spell).
Enchant a sling stone witn magic. ▶ Triggering: Any other creature than the
caster touching the affected item, causing a
▶ Ranged attack: The sling stone can be magical explosion in a 5' radius sphere.
thrown as a missile by the caster or any allies. ▶ Damage: Creatures caught in the magical
▶ Acts as: A magical sling stone +1 (1d4+1). explosion suffer 1d6 damage per level of the
caster, with a successful save versus spells
indicating half damage.
Purify Water ▶ Enchanted item: Is not harmed by the
Duration: Permanent magical explosion.
Range: 10’ ▶ Detection and removal: There is a 50%
------------------------------------------------ chance of being detected by any means.
Poisoned, spoiled, or contaminated water is Failing to remove it triggers the Booby Trap.
purified. .
Knock spell: Opens the item, but triggers the
▶ Drink: 6 quarts. explosion.

↶ Contaminate Water
Causes a 6 quarts of drink to be spoiled, or
contaminated.

Shillelagh
Duration: 6 rounds +1 per level
Range: Touch
------------------------------------------------
The caster's club or staff is enchanted:

▶ Weapon: Treated as a magical:

1. Mace +2: Against human-sized or smaller


creatures.
2. Club or staff +1: Against greater than
human-sized creatures.
Charm Person or Mammal Range: Touch
Duration: One or more days (see below) Duration: 1 day +l per level
Range: 80’ ------------------------------------------------
------------------------------------------------ Caster enchants 8 berries, where 2d4 of them
A single person or mammal must save versus have magical effects when eaten:
spells or be charmed, as follows:
1. Nourishment: Provides enough sustain for
▶ Friendship: The subject regards the caster a person for that day (no need to eat).
as a close friend and will come to the caster’s 2. Healing: Restores 1 hit point of damage.
defence. ▶ Identifying: Divine spell casters with
▶ Commands: If they share a language, the access to druidic magic can identify the
caster may give the charmed creature berries. A Detect Magic spell may also be
commands, which they will obey. used to identify the berries.
▶ Subject’s nature: The subject may resist ▶ Frequency: A creature can eat up to 8
commands that contradict their habits or magical berries within a day.
alignment.
▶ Suicidal commands: Are always refused. ↶ Badberry (Reverse)
Restrictions: Undead and monsters of Contaminates 8 berries. If ingested, poisons a
greater than 4+1 HD are not affected. creature, inflicting 1 point of damage per
Duration: The charm lasts indefinitely, but berry eaten (no saving throw is required).
the subject is allowed to make further saves
versus spells at intervals, depending on their Transmute Metal to Wood
INT score. If one of these saves succeeds, the Duration: Permanent
spell ends. Range: 120’
INT 3–8: New save once every month. ------------------------------------------------
INT 9–12: New save each week. This spell turns a metal object into wood.
INT 13–18: New save once every day.
▶ Transmutes: Up to 80 coins of weight per
level of the caster.
Feign Death ▶ Magic items: Have a 10% chance to be
Duration: 6 turns +1 per level affected by this spell.
Range: The caster or a creature touched
------------------------------------------------
A willing subject falls into a cataleptic state,
indistinguishable from death.

▶ Hit Dice limit: The subject may not have


higher HD than the caster’s level.
▶ Senses: The subject retains their senses of
hearing and smell, but cannot see or feel.
▶ Damage: Any damage inflicted on the
subject is halved.
▶ Immunities: The subject is unaffected by
paralysis and energy drain.
▶ Poison: The effects of any poison in the
subject’s system are suspended while the
spell lasts. Once the duration ends, poison
has its normal effect once more.
▶ Ending: The caster can end the spell at any
time. The subject requires 1 round to awaken.

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:

1. Characters: Neutralise the effects of poison


on a character. A character who has died from
poisoning can be revived, if Neutralise Poison
is cast within ten rounds.
2. Items: Remove poison from an item.

Litoform
Duration: Permanent
Range: Touch
------------------------------------------------
Up to 1000 cubic feet of stone is rearranged
as the caster wishes.

▶ Stone size: Up to a 10’ cube area.


▶ Examples of uses: Caster can make
weapons, doors, sculptures out of stone.
4th LEVEL SPELLS Hold Plant
Duration: 1 turn per level
Range: 180’
Conjure Fire Elemental ------------------------------------------------
Duration: Permanent (until dismissal or This spell causes one or more plants to be
slain) paralysed if they fail a saving throw versus
Range: 240’ spells.
------------------------------------------------
A 16 Hit Dice Fire Rlemental—a being ▶ Number of targets: Up to 1 Hit Die of
formed of pure elemental matter—is plants per level of the caster may be targeted.
summoned from fire elemental plane to do ▶ Affects: Normal or magical plants, fungi.
the caster’s bidding. Plant and fungi-based creatures that are
fantastical, or magically conjured, controlled,
▶ Materials: The summons requires a large or summoned are also affected.
volume of the appropriate element.
▶ Concentration: Is required to command an Repel Vermin
elemental.
▶ Dismissing: While control over the Duration: 1 turn per level
elemental is maintained, the caster may Range: 10' radius around the caster
dismiss it at any time, sending it back to its ------------------------------------------------
plane of origin. Prevent all ordinary insects, rats, spiders, etc.
▶ Disruption: If the caster moves at more from approaching.
than half speed or their concentration is
disturbed, the command over the elemental ▶ Vermins with 2 or more HD: Must save
ends. It is, henceforth, a free-willed entity versus spells to approach, but suffer 1d6
and will immediately try to kill the caster and damage.
any who get in its way. Restriction: Intelligent vermins are not
▶ Dispelling: A conjured elemental may be affected.
dispelled by Dispel Magic or Dispel Evil.
Restrictions: The caster may summon at Sticks to Snakes
most one fire elemental in a single day. Duration: 6 turns
Range: 120’
Hallucinatory Forest ------------------------------------------------
Duration: Permanent 2d8 normal sticks are miraculously
Range: 240’ transformed into snakes that follow the
------------------------------------------------ caster’s orders.
Hallucinatory Forest conjures an illusory
forest feature (e.g. a thicket, wood, a grove, ▶ Reversion: The snakes become sticks once
etc.) to hide an existing terrain feature. more if killed or when the duration ends.
▶ Area: The illusion must fit completely
within the spell’s range. Conjured Snakes
▶ Perceiving: Druids, rangers and creatures AC 6 [13], HD 1 (4hp), Att 1 × bite (1d4),
of Sylvan forests (e.g. dryads, green dragons, THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14
pixies, treants) are the only ones able to B15 S16 (1), ML 7, AL Neutral, XP 10 (13 if
perceive the illusion. poisonous)
---
▶ Poison: There is a 50% chance of the
snakes being poisonous.
▶ When killed: Revert back to sticks.
5th LEVEL SPELLS Gaea’s Regeneration
Duration: 1 turn
Range: Touch
Conjure Earth Elemental ------------------------------------------------
Duration: Permanent (until dismissal or Potentializes the healing of a living being.
slain)
Range: 240’ ▶ Rate: Regains 1 hit point per round.
------------------------------------------------ ▶ Severed limbs: Can be reattached if severed
A 16 Hit Dice Earth Rlemental—a being in less than 1 hour. Takes 1 turn to reattach
formed of pure elemental matter—is and heal.
summoned from earth elemental plane to do ▶ Fire or acid damage: Cannot be
the caster’s bidding. regenerated.
▶ Materials: The summons requires a large ↶ Gaea’s Decayment
volume of the appropriate element.
Creature loses 1 hit point per round and loses
▶ Concentration: Is required to command an
body parts for every 6 hit points lost this way.
elemental.
In combat, a melee attack roll is required.
▶ Dismissing: While control over the Some kinds of magic (e.g. Cure Disease or
elemental is maintained, the caster may
Remove Curse) stops decaying.
dismiss it at any time, sending it back to its
plane of origin.
▶ Disruption: If the caster moves at more Insect Plague
than half speed or their concentration is Duration: Concentration (up to 1 day)
disturbed, the command over the elemental Range: 480’
ends. It is, henceforth, a free-willed entity ------------------------------------------------
and will immediately try to kill the caster and Cast above ground, this spell conjures a 60’
any who get in its way. diameter swarm of flying insects (Insect
▶ Dispelling: A conjured elemental may be Swarm) with the following properties:
dispelled by Dispel Magic or Dispel Evil.
▶ Movement: 20’ per round. While the
Restrictions: The caster may summon at
swarm is within range, the caster is able to
most one earth elemental in a single day.
direct its movements.
▶ Vision: Within the area of the swarm is
Cure Critical Wounds obscured.
Duration: Instant ● Creatures of 2 HD or less: Are driven away,
Range: The caster or a creature touched if caught within the swarm.
------------------------------------------------ ● Concentration: If the caster moves or loses
The caster’s touch heals 3d6+3 hit points of concentration, the swarm dissipates, ending
damage in one living subject. This cannot the spell.
raise the subject’s hit points above their Restrictions: The spell has no effect if cast
normal maximum.
underground.
↶ Cause Critical Wounds
Inflicts 3d6+3 hit points of damage to a
touched creature. In combat, a melee attack
roll is required.
Return to Nature class abilities. This period of weakness may
Duration: Permanent not be shortened by any magical healing.
Range: 120’
------------------------------------------------
Artificial items and structures pointed by the
caster in a 30’ radius area crumble in rust and
moss, with branches, mushrooms and leaves
blooming through it.

▶ Magic items: Have a 75% chance to be


affected by this spell.
▶ Non-magical armours and weapons: Are
utterly ruined.
▶ On constructs and metallic creatures:
Suffer 1d6 damage per level of the caster, with
a successful save versus spells indicating
half damage.

Sacrificial Resurrection
Duration: Instant
Range: 120’
------------------------------------------------
By making a bargain with the powers of
netherrealm, the caster can exchange one
soul for another, bringing a dead creature
back to life in return for a sacrifice of equal
magnitude.

▶ Time limit: The caster can raise a person


that has been dead for no longer than four
days per level of the caster above 6th. For
example, a 7th. For example, a 10th level
caster can revive a character that has been
dead for twelve days (three levels above 7th ×
four days).
▶ Ritual sacrifice: The spell is cast as a ritual
lasting 1 turn, during which a number of
intelligent beings must be sacrificed, whose
total Hit Dice equal that of the creature to be
resurrected.
▶ Weakness: Returning from death is an
ordeal. Until the subject gets two full weeks
of bed rest, they have 1 hit point, move at half
the normal rate, cannot carry heavy items,
and cannot attack, cast spells, or use other
ILLUSIONIST SPELLS
1st LEVEL SPELLS
✪ Auditory Illusion 3rd LEVEL SPELLS
✪ Beast of Burden ✪ Clairaudience
✪ Chromatic Orb ✪ Clairvoyance
✪ Colour Spray ✪ Haste (Slow)
✪ Dancing Lights
✪ Detect Illusion 4th LEVEL SPELLS
✪ Erase ✪ Wizard Eye
✪ Glamour
✪ Hypnotism 5th LEVEL SPELLS
✪ Identify ✪ Faithful Hound
✪ Light (Darkness) ✪ Feeblemind
✪ Message ✪ Telekinesis
✪ Phantasmal Force ✪ Teleport
✪ Read Magic
✪ Scribe
✪ Spook
✪ Wall of Fog
✪ Wizard Hand

2nd LEVEL SPELLS


✪ Amnesia
✪ ESP
✪ Invisibility
✪ Knock
✪ Levitate
✪ Ray of Enfeeblement
✪ Wizard Lock
1st LEVEL SPELLS Identify
Duration: 1 round + 1 per level
Range: Touch
Beast of Burden ------------------------------------------------
Duration: 2 hours per level The caster can handle an item to understand
Range: 30' the enchantment on it.
------------------------------------------------
Partially lightens weight placed upon a single ▶ Handling: Caster suffers consequences if
mount. the item is cursed or boobytrapped.
▶ Chance of success: 15% +5% per caster
▶ Mount's encumbrance and load of coins: level to determine the magical characteristic
Are doubled. of the item.
▶ Overloaded mount: At end of duration of ▶ Failure: Results in no information.
the spell, cannot move and have a 50% ▶ Weapons "pluses": Are not revealed.
chance to fall and suffer 1d6 points of ▶ Number of charges: Of a magic item (e.g.
damage. staff, wand) is not specified; only an
approximate range (e.g. around 20 charges,
Erase around 15 charges).
Duration: Permanent ▶ CON Drain: Caster loses 8 STR. Recovers 1
Range: 30’ point per 6 turns of rest. If reduced to 3 CON,
------------------------------------------------ the caster becomes unconscious for 1 day.
Removes magical or mundane writings from
a scroll, one or two pages of paper, Message
parchment, or similar surfaces. Range: 60’ +10' per level
Duration: 1 round
▶ Cannot remove: Explosive Runes or Glyph ------------------------------------------------
of Warding. Caster can whisper a message to a pointed
▶ Success Probability: target creature.
1. For magical writings: 50% chance +2%
per level of the caster. ▶ Message travels: In a straight line.
2. For non-magical writings: 50% chance ▶ Messages shorter than 10 seconds: The
+4% per level of the caster. target creature may use the remaining time to
▶ In hold: If the writing is in the hands of a answer the caster.
creature, the creature may also save versus ▶ Obstruction: Between the caster and the
spells the effects of Erase spell. target creature cancels the spell (e.g. pillar,
lead).
Scribe 2nd LEVEL SPELLS
Range: The caster’s spell book
Duration: 6 turns per level
------------------------------------------------ Amnesia
Allows the caster to copy spells into their Duration: Permanent
spell book for the spell duration, regardless of Range: 30’
level or intelligence restrictions. ------------------------------------------------
This spell erases the memory of opponents.
▶ Scribing: Takes 1 hour per spell level of the
spell. Caster must save versus spells to copy ▶ Erased memories: 1 round memories, with
a spell with success. In a failed save, suffers an additional round for every level of the
1d4 damage per level of the spell. caster.
▶ Higher level spells: Caster suffers a -1 ▶ Affect: Up to 4 beings within range.
penalty for each spell level higher than ▶ Scope: Affect only the target's memory and
usable. does not alter actual events or nullify other
▶ Caster: Will always be surprised during spell effects.
scribing. ▶ Saving Throw: Targeted beings have a save
versus spells with a penalty to avoid memory
Wizard Hand erasing:
a. -2 penalty: if only one creature is targeted.
Duration: 6 turns b. -1 penalty: If 2 creatures are targeted.
Range: 30’ c. No penalty: If 3 or 4 creatures are targeted.
------------------------------------------------
A floating hand to help its conjurer. ▶ Restoration: If a victim realises their
memory has been altered, the spells Cureall
▶ Useful: The magical hand can perform or Restore can restore the memory.
various tasks (e.g. hold a torch, open a door).
▶ Can’t: Attack, use magic items or hold more ESP
than 100 coins of weight. Duration: 12 turns
▶ Within a day: The hand can be convoked Range: 60’
and dismissed at will, but when its duration ------------------------------------------------
ends, it needs to be casted again. This spell grants the caster the ability to
perceive and understand the thoughts of
other living creatures.

▶ Focus for 1 turn: To pick up thoughts, the


caster must focus their concentration in one
direction for one turn.
▶ After this turn: The thoughts of all
creatures within range in that direction can
be perceived.
▶ Multiple creatures: If multiple creatures
are within range in the direction being
focused on, the caster perceives an
incomprehensible mix of all their thoughts. If
the caster focuses for an additional turn, they
can filter out and understand a single
creature’s thoughts.
▶ Meaning: The caster can magically
understand thoughts in languages they do
not speak.
▶ Obstructions: ESP' is obstructed by a thin
layer of lead or by rock of 2’ thick or greater.
Knock Wizard Lock
Duration: 1 round Duration: Permanent
Range: 60’ Range: 10’
------------------------------------------------ ------------------------------------------------
Causes locked, barred, secured, or stuck A Wizard Lock spell magically locks a door,
doors, gates, chests, and so forth to open. gate, similar portal, or any item that has a
lock. The magical lock is permanent but may
▶ Magically held doors: Are affected (e.g. be bypassed as follows:
Hold Portal, Wizard Lock).
▶ Secret doors: May be opened, but they ▶ The caster: Can freely pass through any
must be known to the caster. portals locked by their own spell.
▶ A Knock spell: Allows passage.
Levitate ▶ Higher level casters: Magic-using
Duration: 6 turns +1 per level characters 3 or more levels higher than the
Range: The caster caster of wizard lock may pass.
------------------------------------------------ ▶ Temporary: Bypassing does not destroy a
This enchantment allows the caster to move Wizard Lock.
up and down through the air:

▶ Vertical: Vertical movement as desired, at


up to 20’ per round.
▶ Horizontal: The caster can move laterally
by pushing against solid objects.
▶ Weight: A normal amount of weight can be
carried while levitating.

Ray of Enfeeblement
Duration: 30'
Range: 1 round per level
------------------------------------------------
Reduces the strength of a single creature.

▶ Enfeeblement: Target suffers a -2 penalty


on attack rolls and damage from physical
attacks (e.g. weapons, claws, stones) is
reduced by 1 point per damage die rolled.
(Each die inflicts a minimum of 1 hit point
damage.). The victim may save versus spells
to negate.
3rd LEVEL SPELLS Haste
Duration: 3 turns
Range: 240’
Clairaudience ------------------------------------------------
Duration: 12 turns Up to 24 creatures in a 30’ radius area are
Range: 60’ enchanted to be able to move and act twice as
------------------------------------------------ quickly as normal:
The caster gains the ability to hear through
the ears of other living creatures. ▶ Movement: Subjects’ maximum movement
rates are doubled.
▶ Focus for 1 turn: To establish a connection ▶ Attacks: Subjects may make double the
with a creature, the caster must focus their normal number of attacks per round.
concentration in one particular direction for ▶ Spells: The number of spells a subject may
one turn. cast per round is not doubled.
▶ After this turn: The auditory perceptions ▶ Magical devices: The use of devices such as
of one creature within range in that direction wands is also not doubled.
are relayed to the caster.
▶ Switching: Once a connection is ↶ Reversed: Slow
established, the caster may choose to
Can dispel an active Haste spell. Creatures
maintain it or to change to another subject. affected moves at half speed or attacks each
▶ Obstructions: Clairaudience is obstructed
round. Spellcasting and use of magical
by a thin layer of lead or by rock of 2’ thick or
devices are not affected. The victim may save
greater.
versus spells to resist. Initiative always loses
(no roll).
Clairvoyance
Duration: 12 turns
Range: 60’
------------------------------------------------
The caster gains the ability to see through the
eyes of other living creatures.

▶ Focus for 1 turn: To establish a connection


with a creature, the caster must focus their
concentration in one particular direction for
one turn.
▶ After this turn: The visual perceptions of
one creature within range in that direction
are relayed to the caster.
▶ Switching: Once a connection is
established, the caster may choose to
maintain it or to change to another subject.
▶ Obstructions: Clairvoyance is obstructed
by a thin layer of lead or by rock of 2’ thick or
greater.
4th LEVEL SPELLS Faithful Hound
Duration: 2 rounds +1 per level
Wizard Eye Range: 5’
Duration: 6 turns ------------------------------------------------
Range: 240’ Summons a phantom hound to serve as a
------------------------------------------------ watchdog to guard a passage, room, door, or
An invisible, magical eye is conjured that similar space or portal designated by the
allows the caster to see at a distance. caster:
▶ Movement: The eye can be directed to ▶ Unseen: The hound is invisible to any other
move within range at up to 120’ per turn. than its master. Cannot be attacked.
▶ Seeing through the eye: By concentrating, ▶ Detects: Invisible, ethereal, concealed or
the caster can see through the eye. any similar hard to find creature.
▶ Types of vision: The magical eye grants ▶ Barks if: Any suspect creature approaches
infravision to 60’ as well as normal vision. its guarded place.
▶ Barriers: Though invisible, the eye is ▶ Bites: Any intruders who enter its range,
tangible and cannot pass through solid dealing 3d6 damage. The bite is considered a
barriers. magical melee attack with THAC0 11 [+8].
▶ Size: The eye is as big as a normal human ▶ Dispelling: The hound may be dispelled by
eye. Dispel Magic or if the caster is more than 5'
away from the hound's guarded place.

Feeblemind
Duration: Permanent
Range: 240’
------------------------------------------------
An arcane spell caster within range must save
versus spells (at a -4 penalty) or become an
imbecile, unable to think clearly or cast
spells.

Telekinesis
Duration: Concentration (up to 6 rounds)
Range: 120’
------------------------------------------------
By concentrating, the caster is able to move
objects or creatures by the power of thought.

▶ Weight: Up to 200 coins of weight per level


of the caster may be targeted.
▶ Movement: The target may be moved up to
20’ per round, in whatever direction the
caster wishes (including vertically).
▶ Save: If a creature is targeted, it may save
versus spells to resist the spell.
▶ Concentration: If the caster’s
concentration is broken, the target will fall.

5th LEVEL SPELLS


Teleport Teleport Result
Duration: Instant
Range: 10’
------------------------------------------------ Knowledge Ground Too Too
The caster or a chosen creature vanishes and of Dest. Level High Low
reappears at a location of the caster’s
choosing. Scant 01–50 51–75 76–00

▶ 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).

Armour Cold Scrunch


Duration: Permanent (until dispelled or Duration: Instant
damaged enough) Range: 60’
Range: Touch ------------------------------------------------
------------------------------------------------ Casts freezing energy in a 5’ radius sphere.
Grants a protective magical force field
resembling leather armour AC 7 [12]. ▶ Damage: Creatures caught suffer 1d6
damage per four experience levels the caster
▶ Armored characters: If the character wears has gained (5th, 9th,13th levels) with a
armour, the spell has no effect. successful save versus spells indicating half
▶ Enhancement: When cast on a creature damage.
with an AC better than 7 due to natural
means, the spell grants a +1 bonus to AC.
▶ The spell does not: Impede movement,
add weight, hinder spellcasting, or cause
encumbrance.
▶ Duration: The spell ends if dispelled or if
the wearer accumulates damage exceeding 8
points + 1 per level.
Dancing Lights Feather Fall
Duration: 1 turn Duration: 1 round per level
Range: 40’ + 10’ per level Range: 10’ per level
------------------------------------------------ ------------------------------------------------
Lights under the caster’s control are conjured A creature or object falls slowly like a feather.
and may be directed to move anywhere
within range. The caster may choose to ▶ Affects: A 10 cubic feet area.
conjure one of the following types of light: ▶ Fall speed: Becomes 20’ per round.
▶ Falling damage: Negated for the spell
1. Torches: 1–4 lights that resemble torches duration.
or lanterns, casting the appropriate volume
of light. Frost Fingers
2. Spheres: 1–4 glowing spheres, resembling Duration: Instant
will-o-the-wisps. Range: Touch
3. Humanoid: A single, glowing, humanoid ------------------------------------------------
form. Unleashes freezing energy when touching a
creature.
Ember Flick
Duration: Instant ▶ Damage: 1d6 damage and 1 point of
Range: 60’ damage per level of the caster (no saving
------------------------------------------------ throw).
Casts blazing energy in a 5’ radius sphere.
Grease
▶ Damage: Creatures caught suffer 1d6 Duration: Permanent
damage per four experience levels the caster Range: 10’
has gained (5th, 9th,13th levels) with a ------------------------------------------------
successful save versus spells indicating half This spell generates a slippery, fatty
damage. substance, covering a designated area or
object.
Erase
Duration: Permanent ▶ Greasy area: Any creature entering it must
Range: 30’ save versus petrification to avoid slipping
------------------------------------------------ and falling.
Removes magical or mundane writings from ▶ Awareness: Creatures aware of the slippery
a scroll, one or two pages of paper, area gains a +2 bonus to avoid it.
parchment, or similar surfaces. ▶ Application: The spell can be employed to
apply a greasy coating to objects like ropes,
▶ Cannot remove: Explosive Runes or Glyph ladder rungs, or weapon handles.
of Warding. ▶ Singular Objects: Inanimate objects are
▶ Success Probability: always affected.
1. For magical writings: 50% chance +2% ▶ Wielded Objects: If the magical object is in
per level of the caster. the hands of a creature, the creature may also
2. For non-magical writings: 50% chance save versus spells to prevent the object from
+4% per level of the caster. being affected.
▶ In hold: If the writing is in the hands of a
creature, the creature may also save versus
spells the effects of Erase spell.
Identify Message
Duration: 1 round + 1 per level Range: 60’ +10' per level
Range: Touch Duration: 1 round
------------------------------------------------ ------------------------------------------------
The caster can handle an item to understand Caster can whisper a message to a pointed
the enchantment on it. target creature.

▶ Handling: Caster suffers consequences if ▶ Message travels: In a straight line.


the item is cursed or boobytrapped. ▶ Messages shorter than 10 seconds: The
▶ Chance of success: 15% +5% per caster target creature may use the remaining time to
level to determine the magical characteristic answer the caster.
of the item. ▶ Obstruction: Between the caster and the
▶ Failure: Results in no information. target creature cancels the spell (e.g. pillar,
▶ Weapons "pluses": Are not revealed. lead).
▶ Number of charges: Of a magic item (e.g.
staff, wand) is not specified; only an Run
approximate range (e.g. around 20 charges, Range: The caster or a creature touched
around 15 charges). Duration: 6 hours
▶ CON Drain: Caster loses 8 STR. Recovers 1 ------------------------------------------------
point per 6 turns of rest. If reduced to 3 CON, A humanoid creature can move at twice its
the caster becomes unconscious for 1 day. movement rate.

Jump ▶ Rest: Afterwards, the creature must rest for


Range: The caster or a creature touched 1d6 hours.
Duration: 1 turn ▶ Higher level casters: May affect more
------------------------------------------------ creatures: One additional creature per three
This enchantment allows a creature to make experience levels the caster has gained (i.e.
an improved jump. two creatures at 3rd–4th level, three
creatures at 5th–6th level, etc.).
▶ Leap: Up to 10’ high and 30’ horizontally.
▶ Higher level casters: One more leap on 4th Scribe
level, two on 7th level, three on 10th level Range: The caster’s spell book
and four on 13th level. Duration: 6 turns per level
------------------------------------------------
Mending Allows the caster to copy spells into their
Duration: Instant spell book for the spell duration, regardless of
Range: The object touched level or intelligence restrictions.
------------------------------------------------
This spell has two usages: ▶ Scribing: Takes 1 hour per spell level of the
spell. Caster must save versus spells to copy
1. Fix: An adventure gear item or another a spell with success. In a failed save, suffers
common object that’s broken. 1d4 damage per level of the spell.
2. Polish: Cleans and makes an adventure ▶ Higher level spells: Caster suffers a -1
gear item or another common object looks penalty for each spell level higher than
like new. usable.
▶ Caster: Will always be surprised during
scribing.
Shocking Grasp Duration: Up to 24 hours (at referee’s
Duration: Instant description)
Range: Touch Range: 10’ per level
------------------------------------------------ ------------------------------------------------
Unleashes electric energy when touching a Allows the caster to obtain a familiar with an
creature. AC 7 [12] and 2d4 hp.

▶ 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

5 Owl Hearing and


infravision

6 Raven Vision

7 Toad 180’ vision

8 Weasel Hearing, smell

Restriction: A new familiar cannot be


summoned for one year.

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.

▶ The message: Must be in a language the Phantom Sword


caster speaks and may consist of up to 25 Duration: 3 rounds per level
words. Range: 80’
▶ The trigger condition: May be as broad or ------------------------------------------------
as specific as the caster wishes. It may Caster summons a normal sword +1 to be
include conditions on the enchanted object wielded by a mysterious force.
being touched or on the presence of creatures
within 30’ of the object. The trigger condition ▶ Concentration: Required to make the
may only take visual appearances into sword attack something within its range. If
account (e.g. it cannot discern the alignment, broken, the sword stops.
class, level, etc. of creatures who pass by). ▶ Attacks: Twice per round, using the
▶ Once triggered: The mouth appears, caster’s THAC0.
animates, and speaks the predetermined ▶ Cannot: Move more than 80’ away from its
message. The enchantment then ends. caster or stop attacking (but can be wielded
▶ Casting spells: The triggered message by an ally).
cannot cast spells. ▶ Within a day: The sword can be convoked
and dismissed at will, but when its duration
ends, it needs to be casted again.
▶ Dispelling: The magical sword may be
dispelled by Dispel Magic or Dispel Evil.
Ray of Enfeeblement Shatter
Duration: 30' Duration: Permanent
Range: 1 round per level Range: 60’
------------------------------------------------ ------------------------------------------------
Reduces the strength of a single creature. A magical crushing blow to destroy a
non-magical and non-metallic object
▶ Enfeeblement: Target suffers a -2 penalty (crystal, cloth, jugs, windows, etc) into pieces
on attack rolls and damage from physical and shreds.
attacks (e.g. weapons, claws, stones) is
reduced by 1 point per damage die rolled. ▶ Limit: 200 coins of weight objects.
(Each die inflicts a minimum of 1 hit point ▶ Wielding: If the object is in the hands of a
damage.). The victim may save versus spells creature, the creature may also save versus
to negate. spells to prevent the object being destroyed.

Rope Trick Shock Lash


Duration: 2 turns per level Duration: Instant
Range: Touch Range: 60’
------------------------------------------------ ------------------------------------------------
A rope is enchanted to rise up into the air, Creates and wields two lightning chain whips
enabling the caster and others to climb it and that flail up to 2 creatures within range.
disappear into an imaginary space.
▶ Damage: Creatures flailed suffer 1d6
▶ The rope: Rises up to its full length (or at damage for each level multiple of three (3rd,
most 30’) and hangs stiffly in the air, 6th, 9th, 12th levels), with a successful save
magically tethered at the upper end. versus spells indicating half damage.
▶ Climbing the rope: The rope may be ▶ Deep in flesh: 6 on a damage dice result
climbed normally. gives a -1 penalty to a creature’s AC for 1
▶ Imaginary space: Human-sized (or turn.
smaller) creatures that climb to the top of the
rope disappear into the imaginary space Spellblade
beyond. Duration: 3 turns
▶ Capacity: The imaginary space can hold up Range: 60’
to six individuals. ------------------------------------------------
▶ Hidden: Creatures inside the imaginary Calls for the forces of frost, flame and
space cannot be perceived or affected in any lightning to empower a bladed weapon.
way by those on the outside, in real space.
▶ Pulling up the rope: The rope may be ▶ Wild magic: Roll 1d6 to know the property
pulled up into the imaginary space, also (1-2: Cold, 3-4: Fire, 5-6: Lightning)
disappearing. ▶ Damage in melee: Bladed weapon deals an
▶ Malleability: The caster may command. additional 1d4 damage per odd level of the
When the spell’s duration ends: The rope wielder (save versus spells for half).
falls slack, the imaginary space disappears, ▶ Bladed weapon: It is considered as a
and anyone inside the imaginary space magical weapon while empowered.
reappears in mid air.
Strength Zephyr
Duration: 6 turns per level Duration: 1 round
Range: Touch Range: 60'
------------------------------------------------ ------------------------------------------------
Confers a temporary STR bonus, which varies A gentle breeze flows forward its caster.
depending on the affected creature’s class.
▶ Flames: Small flames sway and larger
▶ +1d4: Non-martial classes. flames intensify (damage increases by 1 point
▶ +1d6: Semi-martial classes. per damage die rolled).
▶ +1d8: Martial classes. ▶ Cloud and Vapour Control:
Character’s STR: Cannot go above 18. a. Cloudkill: Halts for 1 round.
b. Fog effects: Weakens, halving its duration.
Tongues c. Motion of stagnant air, vapours, or
gases: Are reversed by 10', reducing potency
Duration: 1 round per level and duration by half unless replenished.
Range: The caster
------------------------------------------------
The caster becomes able to speak the
language of any creature within a 15’ radius
area.

Uncontrollable Laughter
Duration: 1 round (see below)
Range: 50’
------------------------------------------------
Caster induces uncontrollable laughter in a
target.

▶ Gradual effects: A slight tingling, followed


by smiling, giggling, chuckling, and intense
laughter.
▶ Duration and Aftereffects: Laughter lasts
one round. Next round, creature recovers
balance, while round 3 and round 4 incurs a
-2 penalty on attack rolls and damage.
▶ Resistance: Target must save versus spells
with a penalty depending on the creature's
INT score to negate the effect:
a. INT 3 or less: No effect.
b. INT 4-8: Save with a -4 penalty.
c. INT 9-12: Save with a -3 penalty.
d. INT 13-15: Save with a -2 penalty.
e. INT 16-18: Save with a -1 penalty.
3rd LEVEL SPELLS Clairaudience
Duration: 12 turns
Range: 60’
Blink ------------------------------------------------
Duration: 1 round per level The caster gains the ability to hear through
Range: The caster the ears of other living creatures.
------------------------------------------------
Enables caster to blink in and out of ▶ Focus for 1 turn: To establish a connection
existence. with a creature, the caster must focus their
concentration in one particular direction for
▶ Blink: Caster reappears 10’ from its original one turn.
location, in a random direction relative to the ▶ After this turn: The auditory perceptions
direction he is facing. of one creature within range in that direction
▶ Roll 1d8 for direction: 1-forward, are relayed to the caster.
2-forward right, 3-right, 4-backward right, ▶ Switching: Once a connection is
5-backward, 6-backward left, 7-left, established, the caster may choose to
8-forward left. maintain it or to change to another subject.
▶ Obstruction: If the caster's original ▶ Obstructions: Clairaudience is obstructed
location is blocked, the caster is shifted by a thin layer of lead or by rock of 2’ thick or
randomly within 10’ away. greater.
▶ Opponents: Cannot attack the caster when
it has initiative, but area effect attacks affect Cone of Cold
the caster if they occupy both locations.
▶ Combat: Caster can blink and attack with Duration: Instant
hand weapons from the second round. Other Range: 60’ long cone, 30’ wide at end
actions have a 15-in-20 chance of failure. ------------------------------------------------
A cone of freezing energy from a point within
range.
Booby Trap
Duration: Permanent (until triggered) ▶ Damage: Creatures caught in the Cone of
Range: Touch Cold suffer 1d6 damage per level of the caster,
------------------------------------------------ with a successful save versus spells
Affects any closable item (book, box, bottle, indicating half damage.
chest, door, etc) to become a bomb that
bursts in a magical explosion when triggered.

▶ Do not work: On an item already affected


with Hold Portal or Wizard Lock spells (the
same spells do not affect an item already
affected with a Booby Trap Spell).
▶ Triggering: Any other creature than the
caster touching the affected item, causing a
magical explosion in a 10' radius.
▶ Damage: Creatures caught in the blast
suffer 1d4 damage per level of the caster, with
a successful save versus spells indicating
half damage.
▶ Enchanted item: Is not harmed by the
magical explosion.
▶ Detection and removal: There is a 50%
chance of being detected by any means.
Failing to remove it triggers the Booby Trap.
Knock spell: Opens the item, but triggers the
explosion.
Explosive Runes Duration: 6 turns per level
Duration: Permanent Range: 10’
Range: Touch ------------------------------------------------
------------------------------------------------ This spell has two usages:
Caster traces mystic runes on a written object
(book, map, scroll, etc.) that detonate when 1. Copper, silver and electrum coins: Turns
read. into gold pieces.
2. Low-value metals: Turns into solid gold.
▶ Damage: Detonation deals 6d6+6 points of ▶ Inspection: Creatures inspecting the gold
damage in a 10' radius. Reader suffers full must save versus spells to detect if the gold
damage without a saving throw and others in is real. Creatures with average or lower
the area must save versus spells for half intelligence get a -2 penalty in the saving
damage. throw.
▶ Object bearing the runes: Is obliterated, ▶ Shock: If the gold is struck hard by an iron
unless if cannot be harmed by fire. object, there is a 10% chance it will revert to
▶ Caster and specified beings: Can read the its natural state.
writing without triggering the runes. ▶ Restrictions: Arcane and divine spell
▶ Removal: Caster can remove the runes at casters 9th level or higher are not affected by
will. Another creature can remove them with this spell.
a successful Dispel Magic spell.
▶ Detection: Magic-users have a 5% chance Haste
per level to detect the runes and thieves have Duration: 3 turns
a flat 5% chance. Range: 240’
------------------------------------------------
Feign Death Up to 24 creatures in a 30’ radius area are
Duration: 6 turns +1 per level enchanted to be able to move and act twice as
Range: The caster or a creature touched quickly as normal:
------------------------------------------------
A willing subject falls into a cataleptic state, ▶ Movement: Subjects’ maximum movement
indistinguishable from death. rates are doubled.
▶ Attacks: Subjects may make double the
▶ Hit Dice limit: The subject may not have normal number of attacks per round.
higher HD than the caster’s level. ▶ Spells: The number of spells a subject may
▶ Senses: The subject retains their senses of cast per round is not doubled.
hearing and smell, but cannot see or feel. ▶ Magical devices: The use of devices such as
▶ Damage: Any damage inflicted on the wands is also not doubled.
subject is halved.
▶ Immunities: The subject is unaffected by ↶ Reversed: Slow
paralysis and energy drain. Can dispel an active Haste spell. Creatures
▶ Poison: The effects of any poison in the affected moves at half speed or attacks each
subject’s system are suspended while the round. Spellcasting and use of magical
spell lasts. Once the duration ends, poison devices are not affected. The victim may save
has its normal effect once more. versus spells to resist. Initiative always loses
▶ Ending: The caster can end the spell at any (no roll).
time. The subject requires 1 round to awaken.

Fool’s Gold Suggestion


Duration: 4 turns +4 per level Duration: 6 turns per level
Range: 30’ Range: 5’
------------------------------------------------ ------------------------------------------------
The caster utters a suggestion to influence Creates an unmoving, opaque 10' diameter
the behaviour of a selected subject. sphere of force as a hut.

▶ Wording: The suggestion must take the ▶ Capacity: Up to 6 human-sized creatures


form of a short phrase (at most one or two can be inside the hut with the caster.
sentences) suggesting a course of action to ▶ Access: Occupants can freely enter and exit
the subject. the hut, but the spell ends if the caster leaves.
▶ Comprehension: A language that is ▶ Interior temperature: 70°F.
understood by the subject must be used. ▶ Protection: Provides shelter against rain,
▶ Harmful suggestions: Suggestions that are dust, and sandstorms. Withstands wind up
obviously harmful to the subject cause the to 50 mph; stronger force destroys it.
spell to automatically fail. ▶ Transparency: Opaque outside,
▶ Saving throw: A save versus spells is transparent inside. Occupants remain unseen
allowed to resist the suggestion. If the save from outside.
fails, the subject will follow the caster’s ▶ Missiles weapons and most spells: Pass
suggestion for up to the duration. through without affecting the hut.
▶ Reasonable suggestions: A suggestion that
is worded in a way to make it sound very
reasonable incurs a –2 penalty to the saving
throw.
Restrictions: Undead are unaffected.

Summon Monster: Level 1


Duration: 1 round +1 per level (until
dismissed or slain)
Range: 5’
------------------------------------------------
Summons monsters to do the caster’s
bidding:

▶ 1st level monsters: Summons 2d4 1st level


monsters.
▶ Type of monsters: The referee should
randomly determine the type of monsters
which are summoned, for example using
dungeon wandering monster tables.
▶ Arrival time: Summoned monsters arrive
at the character’s location in 1d4 rounds.
▶ Commanding: Monsters will attack
enemies as directed or, if the character can
communicate with them, be given other
tasks.
▶ Dismissing: The caster may dismiss it at
any time, sending it back to its plane of
origin.

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.

▶ Spells already in effect: Are unaffected.


▶ The caster: Can cast spells through the
globe.
▶ Area or effect: Of affected spells does not
include the area of the globe.
▶ Dispel Magic: Can dispel the globe.
Moderate Repairing Summon Monster: Level 2
Duration: Instant Duration: 1 round +1 per level (until
Range: Object or creature touched dismissed or slain)
------------------------------------------------ Range: 5’
This spell has two usages: ------------------------------------------------
Summons monsters to do the caster’s
1. Healing a construct subject: Restores bidding:
2d6+2 hit points of damage. This cannot raise
the subject’s hit points above their normal ▶ 2nd level monsters: Summons 1d6 2nd
maximum. level monsters.
2. Repair vehicles and objects: Repairs 3 ▶ Type of monsters: The referee should
hull points or 15hp of objects. randomly determine the type of monsters
which are summoned, for example using
Spark Charm dungeon wandering monster tables.
Duration: 2 rounds per level ▶ Arrival time: Summoned monsters arrive
Range: 30' at the character’s location in 1d4 rounds.
------------------------------------------------ ▶ Commanding: Monsters will attack
An electric charm appears, exerting enemies as directed or, if the character can
fascination on those who gaze it. communicate with them, be given other
tasks.
▶ Charm: Any 90' near creatures looking it ▶ Dismissing: The caster may dismiss it at
must save versus spell or cannot make any any time, sending it back to its plane of
actions, gazing with obsession while the origin.
charm is active.
▶ Charmed creatures: Suffers a -2 penalty Thunderstorm
on saving throws against mind-affecting Duration: 2 rounds
spells. Range: 120’
▶ Charm break: If the electric charm is ------------------------------------------------
destroyed or if something obstructs the Thunderbolts clashes that violently punishes
charmed creature's vision. any in a 20’ cube.
▶ Attacking the charm: AC 7 [12], 1hp. If
reduced to 0hp, the charm ceases to function. ▶ Damage: Creatures caught in the
Thunderstorm suffer 1d6 damage per level of
the caster, with a successful save versus
spells indicating half damage.
▶ Aquatic and flying creatures: Have a -4
penalty on the saving throw.
▶ Stone and lightning-based creatures: Are
unharmed.
Wizard Eye
Duration: 6 turns Faithful Hound
Range: 240’ Duration: 2 rounds +1 per level
------------------------------------------------ Range: 5’
An invisible, magical eye is conjured that ------------------------------------------------
allows the caster to see at a distance. Summons a phantom hound to serve as a
watchdog to guard a passage, room, door, or
▶ Movement: The eye can be directed to similar space or portal designated by the
move within range at up to 120’ per turn. caster:
▶ Seeing through the eye: By concentrating,
the caster can see through the eye. ▶ Unseen: The hound is invisible to any other
▶ Types of vision: The magical eye grants than its master. Cannot be attacked.
infravision to 60’ as well as normal vision. ▶ Detects: Invisible, ethereal, concealed or
▶ Barriers: Though invisible, the eye is any similar hard to find creature.
tangible and cannot pass through solid ▶ Barks if: Any suspect creature approaches
barriers. its guarded place.
▶ Size: The eye is as big as a normal human ▶ Bites: Any intruders who enter its range,
eye. dealing 3d6 damage. The bite is considered a
magical melee attack with THAC0 11 [+8].
▶ Dispelling: The hound may be dispelled by
Dispel Magic or if the caster is more than 5'
away from the hound's guarded place.

Interposing Hand
Duration: 1 round per level
Range: 10' per level
------------------------------------------------
Conjures a large magical hand between caster
and a target.

▶ Size: The hand's dimensions are from


human-sized to giant-sized, chosen by the
caster.
▶ Durability: The hand's AC and hit points
are equal to the caster's AC and hit points.
▶ Obstruction: Creatures with up to 20,000
coins of weight: movement speed is reduced
to half its normal rate.

Litoform
Duration: Permanent
Range: Touch
------------------------------------------------
Up to 1000 cubic feet of stone is rearranged
as the caster wishes.

▶ Stone size: Up to a 10’ cube area.


▶ Examples of uses: Caster can make
weapons, doors, sculptures out of stone.

Summon Monster: Level 3


5th LEVEL SPELLS
Duration: 1 round +1 per level (until
dismissed or slain) Chain Lightning
Range: 5’ Duration: 1 round per level
------------------------------------------------ Range: 40’ + 10' per level
Summons monsters to do the caster’s ------------------------------------------------
bidding: Unleashes a series of arcs of lightning against
one target per level of the caster.
▶ 3rd level monsters: Summons 1d4 3rd level
monsters.
▶ Type of monsters: The referee should ▶ Chain: When a target is struck, the
randomly determine the type of monsters lightning strikes the nearest target within 30’
which are summoned, for example using (the caster can be affected).
dungeon wandering monster tables. ▶ Damage: The lightning deals 1d6 damage
▶ Arrival time: Summoned monsters arrive per level of the caster (save versus spells for
at the character’s location in 1d4 rounds. half), decreasing by 1d6 for each subsequent
▶ Commanding: Monsters will attack target.
enemies as directed or, if the character can ▶ Priority: Against equidistant targets, the
communicate with them, be given other
lightning always strikes metal and fluids first
tasks.
▶ Dismissing: The caster may dismiss it at (e.g. characters wearing metal armour, a
any time, sending it back to its plane of Green Slime).
origin.
Globe of Invulnerability
Duration: 1 round per level
Range: Globe
------------------------------------------------
Creates an immobile magical sphere with a
10' diameter around the caster that nullifies
any spell effects of 4th level or lower from
entering the sphere.

▶ Spells already in effect: Are unaffected.


▶ The caster: Can cast spells through the
globe.
▶ Area or effect: Of affected spells does not
include the area of the globe.
▶ Dispel Magic: Can dispel the globe.

Great Repairing
Duration: Instant
Range: Object or creature touched
------------------------------------------------
This spell has two usages:

1. Healing a construct subject: Restores


3d6+3 hit points of damage. This cannot raise
the subject’s hit points above their normal
maximum.
2. Repair vehicles and objects: Repairs 6
hull points or 30hp of objects.

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.

Summon Monster: Level 4


Duration: 1 round +1 per level (until
dismissed or slain)
Range: 5’
------------------------------------------------
Summons monsters to do the caster’s
bidding:

▶ 4th level monsters: Summons 1d3 4th level


monsters.
▶ Type of monsters: The referee should
randomly determine the type of monsters
which are summoned, for example using
dungeon wandering monster tables.
▶ Arrival time: Summoned monsters arrive
at the character’s location in 1d4 rounds.
▶ Commanding: Monsters will attack
enemies as directed or, if the character can
communicate with them, be given other
tasks.
▶ Dismissing: The caster may dismiss it at
any time, sending it back to its plane of
origin.
TECHNIQUES
▶ Usage: Specified classes. New classes may ▶ Progression by levels: At a certain level, a
use the specified classes’ techniques as character can choose a tech:
reference. Human martials:
▶ Weapons: In the case of a tech using a 1st, 4th, 7th, and 10th levels.
weapon, it will be listed. Human semi and non-martials:
1st, 5th, and 9th levels.
Demihumans:
1st and 5th levels.

✪ Accurate / Power Strike ✪ Impose Presence


✪ Antibody ✪ Improved Chant
✪ Arcane Literate ✪ Keen Infravision
✪ Arcane Measures ✪ Leader Magnetism
✪ Arcane Sleuth ✪ Locomotion
✪ Blade Juggler ✪ Lore Researcher
✪ Bloodlust Slash ✪ Lucky Appeal
✪ Calm Spirit ✪ Magic Ponder
✪ Channel Magic ✪ Magic Scriber
✪ Chthonic Whisper ✪ Noise Curiosity
✪ Clearhead ✪ Panther Motion
✪ Concoction of Rest ✪ Piercing Thrust
✪ Consecutive Slash ✪ Protector Manoeuvre
✪ Construction Cunning ✪ Ram Through
✪ Counter-Attack ✪ Return Fire
✪ Defender Tactics ✪ Roomtrap Cunning
✪ Device Maintainer ✪ Sand Throw
✪ Door Finder ✪ Shape Morph
✪ Double Shoot ✪ Sharp Shoot
✪ Evil Vanquisher ✪ Sharp Throw
✪ Fauna Speaker ✪ Side Steps
✪ Fierce Spear ✪ Smashing Strike
✪ Footwork ✪ Smooth Mind
✪ Graceful Touch ✪ Tiger Motion
✪ Heart Casting ✪ Wing Shooter
Techniques Available by Classes
Acrobat Bard Duergar
● Bloodlust Slash ● Channel Magic ● Antibody
● Consecutive Slash ● Double Shot ● Construction Cunning
● Fierce Spear ● Heart Casting ● Impose Presence
● Juggler ● Leader Magnetism ● Noise Curiosity
● Leader Magnetism ● Lore Researcher ● Ram Through
● Panther Motion ● Lucky Appeal ● Smashing Strike
● Piercing Thrust ● Magic Scriber
● Return Fire ● Return Fire Dwarf
● Sand Throw ● Sharp Shoot ● Antibody
● Sharp Throw ● Side Steps ● Construction Cunning
● Side Steps ● Wing Shooter ● Keen Infravision
● Noise Curiosity
Assassin Cleric ● Ram Through
● Bloodlust Slash ● Calm Spirit ● Smashing Strike
● Consecutive Slash ● Channel Magic
● Double Shoot ● Chthonic Whisper Elf
● Fierce Spear ● Device Maintainer ● Door Finder
● Impose Presence ● Evil Vanquish ● Double Shot
● Panther Motion ● Fauna Speaker ● Footwork
● Return Fire ● Graceful Touch ● Keen Infravision
● Sand Throw ● Heart Casting ● Locomotion
● Sharp Throw ● Improved Chanter ● Noise Curiosity
● Side Steps ● Leader Magnetism ● Sharp Shoot
● Wing Shooter ● Magic Scriber ● Wing Shooter
● Smashing Strike
Barbarian Fighter
● Accurate / Power Strike Drow ● Accurate / Power Strike
● Bloodlust Slash ● Door Finder ● Bloodlust Slash
● Consecutive Slash ● Double Shot ● Consecutive Slash
● Counter-Attack ● Footwork ● Counter-Attack
● Footwork ● Locomotion ● Defender Tactics
● Impose Presence ● Noise Curiosity ● Double Shot
● Leader Magnetism ● Sharp Shoot ● Fierce Spear
● Ram Through ● Wing Shooter ● Footwork
● Return Fire ● Impose Presence
● Smashing Strike Druid ● Leader Magnetism
● Tiger Motion ● Calm Spirit ● Piercing Thrust
● Channel Magic ● Protector Manoeuvre
● Chthonic Whisper ● Ram Through
● Concoction of Resting ● Return Fire
● Device Maintainer ● Sharp Shoot
● Fauna Speaker ● Sharp Throw
● Graceful Touch ● Smashing Strike
● Heart Casting ● Wing Shooter
● Improved Chanter
● Leader Magnetism
● Magic Scriber
● Shape Morph
Gnome Knight Ranger
● Clearhead ● Accurate / Power Strike ● Accurate / Power Strike
● Construction Cunning ● Bloodlust Slash ● Consecutive Slash
● Keen Infravision ● Consecutive Slash ● Counter-Attack
● Noise Curiosity ● Counter-Attack ● Double Shot
● Side Steps ● Defender Tactics ● Leader Magnetism
● Fierce Spear ● Return Firet
Half-Elf ● Footwork ● Sharp Shoot
● Accurate / Power Strike ● Impose Presence ● Side Steps
● Door Finder ● Leader Magnetism ● Wing Shooter
● Double Shot ● Piercing Thrust
● Footwork ● Protector Manoeuvre Svirfneblin
● Keen Infravision ● Ram Through ● Clearhead
● Sharp Shoot ● Smashing Strike ● Construction Cunning
● Wing Shooter ● Keen Infravision
Magic-User ● Noise Curiosity
Halfling ● Arcane Literate ● Side Steps
● Clearhead ● Arcane Measures
● Keen Infravision ● Arcane Sleuth Thief
● Lucky Appeal ● Calm Spirit ● Consecutive Slash
● Noise Curiosity ● Channel Magic ● Counter-Attack
● Sharp Shoot ● Device Maintainer ● Juggler
● Sand Throw ● Improved Chanter ● Leader Magnetism
● Side Steps ● Leader Magnetism ● Panther Motion
● Magic Ponder ● Return Fire
Half-Orc ● Magic Scriber ● Sand Throw
● Bloodlust Slash ● Smooth Mind ● Side Steps
● Keen Infravision
● Panther Motion Paladin
● Sand Throw ● Accurate / Power Strike
● Side Steps ● Counter-Attack
● Defender Tactics
Illusionist ● Evil Vanquish
● Arcane Literate ● Fierce Spear
● Arcane Measures ● Footwork
● Arcane Sleuth ● Impose Presence
● Channel Magic ● Leader Magnetism
● Device Maintainer ● Piercing Thrust
● Improved Chanter ● Protector Manoeuvre
● Leader Magnetism ● Ram Through
● Magic Ponder ● Smashing Strike
● Magic Scriber
● Smooth Mind
Techniques Descriptions
Chthonic Whisper
Accurate Strike and/or Power Strike A touched character that died within three
When making an attack roll, the character rounds may save vs death to return from the
can choose to make an Accurate Strike (roll dead with 1 hit point and cannot return again
1d4, the result becomes a bonus to attack and before gaining an experience level. Returned
a penalty to damage) or a Power Strike (roll character must offer half its possessions or
1d4, the result becomes a penalty to attack will lose its soul and be shredded to pieces.
and a bonus to damage).
Clearhead
Antibody The character becomes immune to charm
The character becomes immune to poisoning effects.
effects.
Concoction of Rest
Arcane Literate The character can mix herbs, fruits, roots, etc
If the Read Magic spell is known, its effects to make a magical concoction. Next time the
are always active. drinker rests, it restores 1d3 points of damage
(2d3 points of damage for a full day of
Arcane Measures resting). Can only be used once per day.
The “plus” bonuses from magic weapons are
ignored. Nullifies damage from spells and Consecutive Slash
wands on a successful save with a result of 5 On a natural attack of 18 or higher: Deals
above its saving throw value. an extra halved damage roll rounded up. STR
modifier doesn’t apply.
Arcane Sleuth Weapons: Swords, axes and daggers.
If the Detect Magic spell is known, its effects
are always active within the 10' range. Construction Cunning
The character has a 4-in-6 chance of being
Bloodlust Slash able to detect new construction, sliding
On a maximum damage dice result or a walls, or sloping passages when searching.
natural 20: A hit creature able to bleed loses
1 hit point per round (up to a maximum of 6 Counter-Attack
rounds). Magical healing or bandaging Missed melee attacks against the character
negates further damage. allows it to answer its aggressor with a melee
Weapons: Swords, axes and daggers. attack if able at a -4 attack penalty.

Calm Spirit Defender Tactics


If the character loses initiative and is If the character is using a shield, melee attack
successfully attacked or fails a saving throw rolls made against allies 10’ near suffer a -2
before their turn, the spell being cast has a penalty.
3-in-6 chance to not disrupt.
Device Maintainer
Channel Magic After an uninterrupted night’s sleep, the rods,
The character can cast a known spell using a staves or wands that are in possession of the
memorised spell of a higher spell level. character regain one charge (cannot regain
more charges than the number it had when
found). It is still not possible for characters to
discover the number of charges in an item.
Door Finder Juggler
The character has a 4-in-6 chance of Missile attacks with bladed and splash
locating secret or hidden doors when weapons ignore partial cover and gain a +1
searching. bonus to attack and damage rolls.
Weapons: Hand axes, daggers, holy water,
Double Shoot oil.
The character may spend two arrows to roll
two damage dice and keep the better result. Keen Infravision
Weapons: Bows, crossbows. The character has infravision to 90’.

Evil Vanquisher Leader Magnetism


The character’s Turning the Undead ability The character’s maximum hirelings increase
becomes able to affect malevolent beings of by 2 and receive a +2 bonus to loyalty checks.
chaotic alignment (e.g. nightmares,
rakshasas, shadows). Locomotion
The character becomes immune to any
Fauna Speaker paralysing effects.
If the Speak with Animals spell is known, its
effects are always active within the 10' range. Lore Researcher
The character’s Lore ability has a 4-in-6
Fierce Spear chance of knowing lore pertaining to
The character may do a melee attack against monsters, magic items, or heroes of folktale
creatures that are 5’ away its normal reach at or legend. This ability may be used to identify
a -4 penalty. the nature and powers of magic items.
Weapons: Spears, lances and polearms.
Lucky Appeal
Footwork Once per day, the character may reroll a save
The character may move 10’ farther than its if it has already faced that challenge before in
normal movement rate to make a melee its lifetime.
attack. Character suffers no penalties on
withdrawals and retreats. Magic Ponder
Once per day, the caster can change the
Graceful Touch remaining spells memorised for that day.
Restores 1 point of damage that was lost
within 1 hour (Up to 1d2 points on 6th level Magic Scriber
and up to 1d3 on 12th level). Effective on any If the character fails to create a scroll, can
individual at most once per hour. reroll again the chance of failure.

Heart Casting Noise Curiosity


The character can cast spells without The character has a 4-in-6 chance of hearing
speaking and if unable to see its target. noises when listening at doors.

Impose Presence Panther Motion


When the character kills the first creature on The character can move and attack while
an encounter, creatures on the opposing side hiding in shadows.
receive a -1 penalty to morale checks.
Piercing Thrust
Improved Chanter On a natural attack of 18 or higher: Deals
The character can move and cast spells in the 1d2 additional damage. Victim's movement
same round. Becomes able to cast spells even drops to half its maximum speed.
though bound or unable to move its hands. Weapons: Spears, lances and polearms.
Protector Manoeuvre If attacked, the character may move 1d2×10’
If an ally 10’ near is attacked: Character may away. Character suffers no penalties on
move and receive the attack in its place. withdrawals and retreats.
Doesn’t count as retreat and the character Smashing Strike
cannot attack in its next turn. On an melee attack roll of 18 or higher: Next
weapon damage victim receives isn’t rolled,
Ram Through it’s considered the maximum result.
On a maximum damage dice result or a Weapons: Maces, hammers and clubs.
natural 20: A hit creature receives a -1
penalty to AC for 1 turn. Smooth Mind
Weapons: Maces, hammers and clubs. +1 bonus to saving throws against mental
powers and mind-affecting magic.
Return Fire Feeblemind: No penalty on saving throw and
Missed missile attacks against the character on a fail, becomes unable to think clearly or
allows it to answer its aggressor with a cast spells for 1d3 rounds only.
missile attack at a -4 attack penalty if able.
Tiger Motion
Roomtrap Cunning The character can move and attack while
The character has a 4-in-6 chance of hiding in undergrowth.
detecting non-magical room traps when
searching. Wing Shooter
On an attack roll of 18 or higher against a
Sand Throw creature flying: Deals double damage.
On a melee natural attack of 18 or higher: Weapons: Bows, crossbows.
May choose to either deal damage or throw
sand upon the foe’s eyes. Creature must save
versus breath or be blinded for 1 round.

Shape Morph
The character’s Shape Change ability can be
used twice per day at 7th level and three
times per day at 12th level.

Sharp Shoot
Missile attacks at long distance are done as it
was at medium distance.
Weapons: Bows, crossbows, slings.

Sharp Throw
Missile attacks at long distance are done as it
was at medium distance.
Weapons: Spears, javelins, hand axes and
daggers.

Side Steps
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:

9-15 +1 hp Spells and staves table

16-18 +2 hp Level Restore

2nd-3rd 1d6 hp
Healing Items with Monsters
Healing items are normally found randomly 4th-8th 2d6 hp
within treasure types.
------------------------------------------------ 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

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


leader monsters Potion of Healing, etc
15-17 Good 3d6 hp
4+1 HD or higher Antidote (any),
monsters Potion of Healing, etc 18-19 Amazing 4d6 hp

4+1 HD or higher Potion of Antivenom, 20 Excellent 5d6 hp


leader monsters Potion of
Extra-Healing, etc
OTHER OPTIONS Blindness as Penalty
Option: Rather than a character becoming
unable to attack, come creatures suffer a
Armour with Damage Reduction penalty.
Additionally to avoid damage in combat, the ------------------------------------------------
armour (not shields) reduces the damage ▶ 4 HD or higher creatures: Suffer a -4
(each die rolled inflicts a minimum of 1 hit penalty to attack rolls and when making an
point damage) received from physical attacks attack roll.
(e.g. weapons, claws, stones, spit).
------------------------------------------------ Breath Based Attacks
Option 1: By size Option: If a character has some kind of
The armour reduces damage by 1 depending resistance (e.g. Resist Fire cast on it) to a
on the size of the creature that attacked. breath attack that inflicts damage equal to
the attacker’s current hit point total (e.g. a
Armour Size Red Dragon’s fire breath), the damage is
reduced by 1 point for each HD of the
monster.
Leather Smaller than
human creatures
Elemental Protection from Druids
Chainmail Human-sized or The Protection from Fire and Lightning spell
smaller creatures from Druid spell list grants protection against
fire or electric damage.
Plate mail Creatures of any size ------------------------------------------------
Option: Caster may choose to grant
protection against cold damage too. The spell
Option 2: By armour becomes Protection from Ice, Fire and
The damage is reduced depending on the Lightning.
kind of armour (light or heavy).
Energy Conditions
Armour Damage Option: When a creature receives a fire, cold
or lightning attack, there is a 1-in-10 chance to
suffer from a bad condition.
Light armour Reduced by 1
------------------------------------------------
(leather)
1. Overheat (fire): Character cannot attack,
concentrate or cast spells. Every 3 rounds, has
Heavy armour Reduced by 2 a 1-in-4 chance to suffer 1 point of damage.
(chainmail, plate) 2. Frozen (cold): Character cannot move,
attack or communicate. Can be automatically
▶ Magic armour: For both options, magic hit in melee and suffer triple damage.
armour additionally reduces the damage 3. Palsy (lightning): Character has a 1-in-3
from magic spells (by 1 point per damage die chance to fail to move, speak, or attack. DEX
rolled) and breath weapons (by 1 point for and shield bonus do not apply when
each HD of the monster). attacked.
▶ Conditions end with: Cure Disease spell or
after 3d6+3 turns.
▶ Energy immunity: If a creature has
immunity to one of the energies related to a
condition, it cannot be affected by that
condition.
▶ Referee only: Knows the number of turns a
character is affected by a condition and rolls
the 1-in-X chances.
Magistrike Potion Crafting per Batch
Option: Magic-users and illusionists can Option: Some potions are easier to craft and
only use daggers (or staves, at the referee’s an alchemist can make a whole batch rather
discretion) as weapons in combat. In than a single potion. The alchemist makes
addition to that, they can use a wand-sized 1d6+1 potions per batch.
object or a staff to make a magical ranged
attack against a target. Power of Magic Swords and Weapons
------------------------------------------------ When rolling for damage of magic swords
▶ Range: 5’ - 30’ / 31’ - 60’ / 61’ - 90’. and weapons with pluses (+1, +2, +3), the
▶ Damage: 1d2 on 1st-5th level. 1d3 on pluses are converted in a plain bonus to the
6th-10th level. 1d4 on 11th level or higher. damage roll.
▶ Movement: The magistrike is not a spell, ------------------------------------------------
the character can move normally. Option: The plus of a magic sword or
▶ Weakness: Although being magic, the weapon becomes an additional dice (with a
magistrike is too weak to overcome mundane maximum of 3 per weapon) when rolling for
damage immunity. damage. For example, a magic Sword +1, that
normally deals 1d8+1 damage, deals 2d8
Nutritious Effects from Food damage instead.
Option: Consuming the daily ration or the
food found in the wilderness makes more ▶ Magic bows, crossbows and slings: In the
than normal sustain. case of magic weapons that use ammunition,
------------------------------------------------ the additional dice of damage are rolled only
▶ After eating: Roll a d4 to know the per the plus of its ammunition. For example,
nutritious effect: a magic Bow +1, that normally deals 1d6+1
damage, deals 2d6 damage only if shooting
Food effects table an Arrow +1.

d4 Effect Reversed Haste Spell


Option: Haste spell from Magic-user spell list
1 Recover 1 hit point may be reversed.
------------------------------------------------
2 +1 bonus on the next attack roll Reversed: Slow
Up to 24 creatures in a 30’ radius area are
3 +1 bonus to AC the next time enchanted:
being attacked ▶ Initiative: Always loses (no roll).
▶ Affected creatures: Moves at half speed
4 +1 bonus on the next saving and can only attack every second round. The
throw victim may save versus spells to resist.
▶ Not affected: Spellcasting and use of
magical devices.
Poison Counters ▶ Dispels: An active Haste spell and can be
Option: Rather than instantly killing dispelled too with Haste.
characters, they gain poison counters.
------------------------------------------------
▶ A failed save vs poison: A character gets a
poison counter.
▶ The 3rd poison counter: Kills a character.
▶ Removing stacked poison counters: By
magic or items only (e,g. Neutralise Poison).
Reversed Poison Spells Rolling Character’s Hit Points
Option: Poison-related spells from Cleric and A new Hit Die of the specified type should be
Druid spell lists may be reversed to harm. rolled and the result added to the character’s
------------------------------------------------ maximum hit point total.
▶ Slow Poison: ------------------------------------------------
Reversed: Slow Effect Poison Option: When a character gains a level of
Has two usages: experience and rolls to add a new hit die to its
1. A creature touched: Takes 1hp of damage maximum hit points, if the roll is above the
per round. If the subject is at 1hp, the creature specified number (see the table below), the
must save versus poison to inflict no further result is kept. If the roll is below the specified
damage. In combat, a melee attack roll is number, the result is disconsidered and the
required. specified number is considered as the result.
2. Infuse an item, food, drink with poison:
Someone who ingest or touches it, takes 1hp Hit die table
of damage per round. If the subject is at 1hp,
must save versus poison to inflict no further
damage. Hit die Specified number

▶ Neutralise Poison and Protection from d4 3


Poison: Reversed: Produce Poison
Has two usages: d6 4
1. A creature touched: After 1d2 rounds takes
3 points of damage per level of the caster d8 5
(save versus poison for half). In combat, a
melee attack roll is required.
2. Infuse an item, food, drink: Someone
Sleep Spell Effectiveness
who ingest or touches it, must save versus The Sleep spell from Magic-User spell list
poison or dies. cannot affect creatures with HD higher than
4+1.
▶ Infusing weapons: Works only for the first
time the weapon hits and lasts for 1 turn Option: A single creature with HD higher
before stopping to work. than 4+1 may be affected by Sleep spell:
------------------------------------------------
▶ Resist: Higher than 4 +1 HD creatures must
save versus spells to avoid sleeping.
▶ Killing: A single attack with a bladed
weapon does not kill a creature enchanted by
the spell. If attacked the creature awakens
instead.
▶ Duration on creatures per HD:
a. 4+1 to 9 HD: Are affected for 1d2 turns.
b. 9+ or higher HD: Are affected for 1d4
rounds.
Spell Points ▶ Magic missile: If conjuring additional
An option for a spell caster to use its missiles the spell costs 2 sp more to cast for
resources wisely and freely. each missile.
------------------------------------------------
▶ Total: A character spell points (Sp) is equal
to its spells per day total sum multiplied by 2.
▶ After an uninterrupted night’s sleep: A
character recovers all its spell points.
▶ Cost: The value of Sp a spell spends
depends if its an arcane spell or a divine spell
as in the table below:
Spell points cost

Spell Arcane Divine


level magic magic

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 —

▶ Re-memorize: If an effect would make a


character re-memorize a spell (e.g. Pearl of
Power), it gains a number of Sp equal to that
spell level.
MONSTERS
✪ Aboleth ✪ Gullygug (Knight)
✪ Alraune ✪ Lammasu
✪ Axe Beak ✪ Lizard (Footpad)
✪ Basilisk ✪ Mandragora
✪ Behir ✪ Mantrap
✪ Boobrie ✪ Medusa (Head)
✪ Cat (Common) ✪ Otter (Giant)
✪ Corridor Monitor ✪ Owl (Giant, Normal)
✪ Crow/Raven (Giant, Normal) ✪ Scorpion (Normal)
✪ Deadly Sphere ✪ Snow Arcanist
✪ Dragon (Whelp, Young, Old) ✪ Stingy Monster
✪ Headless Knight ✪ Vampíre (Minion, Lesser)
✪ Heavy Fortress Wyrm ✪ Wyvern (Riding)
✪ Horse (Pony)
Aboleth Alraune
Evil, very intelligent, large amphibious Wicked and deviant beings that can manifest
creatures. Dwells in underground lakes and as beautiful female humanoids blooming
caverns of the Underworld. Feed on the from a (6') large flower. Live in deep forests.
brains of humanoids. ------------------------------------------------
------------------------------------------------ AC 3 [16], HD 7** (31hp), Att 6 × rose darts
AC 4 [15], HD 8*** (36hp), Att 1 × mental (1d4 + blood drain) or 1 × magic (wall of
power (see below) or 4 × tentacle (1d6 + thorns), THAC0 13 [+6], MV 30’ (10’), SV D8
disease), THAC0 12 [+7], MV 30’ (10’) / 180’ W9 P10 B10 S12 (7), ML 9, AL Chaotic, XP
(60’) swimming, SV D8 W9 P10 B10 S12 (8), 850, NA 1 (1d3), TT D × 2
ML 11, AL Lawful, XP 2,300, NA 1d4 (1d4), TT ------------------------------------------------
F ▶ Flower: The alraune can hide inside, but
------------------------------------------------ cannot move or attack. While hidden, the
▶ Disease: Any creature struck by its flower can be attacked: AC 0 [19], 18hp
tentacles must save versus spells or its skin (separate hp pool). If reduced to 0hp, the
will change into a membrane in 1d6+1 alraune dies.
rounds. Cure Disease stops the change. ▶ Fragrance: Anyone within 60' who smells
▶ Membrane skin: The character must be the fragrance of an alraune must save versus
kept damp with cool water or will take 1d12 poison or be charmed: move towards the
points of damage per turn. Cure Disease alraune (resisting those who try to prevent
changes the membrane back to normal skin. it); defend the alraune; obey the alraune’s
▶ Mucous cloud: While underwater, anyone commands (if understood); unable to cast
within 5' from the aboleth must save versus spells or use magic items; unable to harm the
poison or becomes able to breathe water, but alraune. A character who saves is unaffected
unable to breathe air, suffocating in 2d6 for the rest of the encounter. Killing the
rounds. Cure Disease, soap or wine dissolves alraune breaks the charm.
the mucous and returns a character back to ▶ Damage immunity: Only harmed by fire or
normal. magic.
▶ Mental powers: May use each of the ▶ Rose darts: Range 90’.
following powers three times per day: ▶ Blood drain: The rose dart attaches to
a. Illusion: Visual and audial. Concentration victim on a successful hit, doing 2d4
required. Remains until touched or dispelled. automatic damage per round. Can be stopped
b. Mind enslave: A target within 30’ must if the alraune is killed or if the dart is burned
save versus spells or become a mind slave with magical fire.
controlled telepathically. If the victim is more ▶ Wall of thorns: Twice per day. Conjures a
than a mile from the aboleth, a new save may thorny plant barrier within 30’ for 12 turns,
be made each day. Remove Curse, Dispel covering 1,200 square feet. Inflicts 1d8 +
Magic or the aboleth's death releases the victim's AC damage upon conjuring, 1d8 +
victim. victim's AC per 10' when passing through.
Hacking takes 4 turns per 10’. Unharmed by
▶ Water breathing: Can bestow the ability to
normal fire, but destroyed by magical fire in 2
breathe water upon an enslaved creature.
turns.
Lasts for 1d3 hours, then must be refreshed.
Aurumvorax Basilisk, Greater
3’ long, many-legged, ferocious badger-like 15' long, serpentine lizards of low
creatures with rich fur of gold that hunts in intelligence, but highly magical. Dwell in
their burrows. Dwell in forests. caverns and twisted brambles.
------------------------------------------------ ------------------------------------------------
AC 0 [19], HD 12* (54hp), Att 2 × claw (1d6), 1 AC 2 [17], HD 10*** (45hp), Att 2 × claw (1d6
× bite (2d4 + clench), THAC0 10 [+9], MV 90’ + poison), 1 × bite (2d8) or 1 × gaze
(30’) / 30’ (10’) burrowing, SV SV D10 W11 (petrification), THAC0 11 [+8], MV 60’ (20’),
P12 B13 S14 (6), ML 9, AL Neutral, XP 1,900, SV D6 W7 P8 B8 S10 (10), ML 11, AL Neutral,
NA 1 (1), TT D XP 3,000, NA 1d2 (1d2), TT H
------------------------------------------------ ------------------------------------------------
▶ Surprise: On a 1–4, ambushes in the lair. ▶ Surprise: Characters surprised by a greater
▶ Clench: On a successful bite attack roll basilisk meet its gaze.
attaches to a victim, doing 8 automatic ▶ Poisonous smoke: Breathe out a cloud of
damage per round. The victim can only poisonous smoke. Characters within 5’ of
escape if the aurumvorax is slain. mouth at each round must save versus
▶ Immunity: Unharmed by gas, poison and poison (with a +2 bonus) or die.
non-magical fire. ▶ Poison: The greater basilisk’s bites are
▶ Damage reduction: Half damage from venomous: save versus poison (with a +2
blunt weapons due to dense hide and bones. bonus) or die.
▶ Treasure: Found in lair on bodies of ▶ Petrifying gaze: Anyone meeting a greater
victims. basilisk’s gaze is turned to stone (save versus
petrify). Unless averting eyes or using a
Axe Beak mirror, characters in melee are affected each
Short-tempered large carnivores birds with a round.
very sharp beak. Cannot fly, but are fine ▶ Averting eyes: -4 penalty to-hit; the
mounts. Dwells in hills and grasslands. greater basilisk gains a +2 bonus to attack.
------------------------------------------------ ▶ Mirrors: The reflection of a greater basilisk
AC 6 [13], HD 3+1 (14hp), Att 2 × claw (1d3), 1 is harmless. Fighting by looking in a mirror
× beak (2d4), THAC0 16 [+3], MV 180’ (60’), incurs a -1 penalty to attack. If a greater
SV D12 W13 P14 B15 S16 (3), ML 8, AL Neutral, basilisk sees its own reflection within 10'
XP 50, NA 1d6 (2d4), TT None (1-in-10 chance), it must save or be petrified.
------------------------------------------------
▶ Ill-tempered: May beak or kick creatures in
their way.
▶ Charge: When not in melee. Requires a
clear run of at least 20 yards. Rider’s lance
inflicts double damage.
▶ Carry loads: Up to 2,500 coins
unencumbered; up to 5,000 at half speed.
Behir Cat, Common
Huge (40’ long) many-legged snake-like Small animals full of independence. Usually
monsters. Deep blue in colour, with scaly stay in cities, but can be found anywhere.
plates. Dwells in caves and hills. ------------------------------------------------
------------------------------------------------ AC 6 [13], HD ½ (2hp), Att 2 × claw (1) or 1 ×
AC 4 [15], HD 12** (54hp), Att 1 × bite bite (1d2), THAC0 19 [0], MV 150’ (50’), SV
(2d4+constriction), 6 × talon (1d6) or 1 × D14 W15 P16 B17 S18 (NH), ML 5, AL Neutral,
lightning bolt (12d6), THAC0 10 [+9], MV XP 5, NA 2d6 (2d6), TT None
150’ (50’), SV D6 W7 P8 B8 S10 (12), ML 10, ------------------------------------------------
AL Neutral, XP 2,700, NA 1d2 (1d2), TT D ▶ Surprise: On a 3–6.
------------------------------------------------ ▶ Climb: Trees at normal movement rate.
▶ Cling: Climb walls, trees, etc; 75’ (25’). ▶ Domestic: Not usually encountered in the
▶ Constriction: When a bite attack is wild. Typically cost 5gp.
successful, the behir wraps around the victim ▶ Inquisitive: May follow PCs out of
and begins to squeeze, inflicting 1d4+1 curiosity.
automatic damage immediately and on each
subsequent round. Corridor Monitor
▶ Swallow whole: A bite attack roll of 20, Constructs made with magic and metal by
indicates that a human-sized (or smaller) mage artificers. Non-intelligent, but helpful
victim is swallowed. Inside the behir’s belly: to patrol inside dungeons.
suffer 2d4 damage per round (until the behir ------------------------------------------------
dies); may attack with sharp weapons at –4 AC 4 [15], HD 3* (13hp), Att 1 × torch (1d4),
to hit; body digested in 6 turns after death. THAC0 17 [+2], MV 90’ (30’), SV D12 W13
▶ Lightning bolt: Every 10 rounds: P14 B15 S16 (3), ML 12, AL Neutral, XP 50, NA
20’ long, 5’ wide. All caught in the area suffer 1 (1), TT Torches
damage (save versus breath for half). ------------------------------------------------
▶ Energy immunity: Unharmed by electrical ▶ Warns: If it sees an intruder.
attacks. ▶ Magic lantern: Inside its body, lit by a
▶ Poison immunity: Unharmed by any form Continual Light spell. Casts light in a 30’
of poison. radius.
▶ Hate dragons: Attack on sight ▶ Torches: 1d4 torches to help allies. May use
the torches to attack intruders.
Boobrie ▶ Detect invisible creatures: Within 60’.
Large (12' tall) birds that resemble a crossbre ▶ Spell immunity: Unaffected by sleep or
between a roc and a heron. Dwell in swamps. charm spells.
------------------------------------------------ ▶ If captured: May be put under service of
AC 5 [14], HD 9 (40hp), Att 2 × claw (1d6), 1 × new masters if rebooted and reassembled by
beak (2d8), THAC0 12 [+7], MV 150’ (50’) / a mage artificer.
150’ (50’) flying,, SV D10 W11 P12 B13 S14 (6),
ML 9, AL Neutral, XP 900, NA 0 (1d2), TT
None
------------------------------------------------
▶ Surprise: On a 1–4, in swamps, due to
camouflage in tall grass.
▶ Poison immunity: Unharmed by any form
of poison.
Crow/Raven Deadly Sphere
Nocturnal, intelligent, and scavenger birds Mindless, floating planar creatures with the
that are usually found in hills, plains, body as a black sphere (5’ diameter). Drift
settlements and ruins. Regarded as creatures around caverns and ruins.
of ill-omen by superstitious folk. Peaceful,
------------------------------------------------
but attack if defending their nest or if
AC 9 [10], HD None*, Att touch
summoned and commanded by magic. (disintegration), THAC0 19 [0], MV 30’ (10’),
▶ Defend nest: Attack if it is approached. SV D12 W13 P14 B15 S16 (1), ML 12, AL
▶ Mimicry: Can mimic the sound of any Neutral, XP 6, NA 1 (1), TT None
monster or animal. ------------------------------------------------
▶ Trainable: Can be trained as guards. ▶ Moves: Toward the nearest intelligent
creature within 60’.
Crow/Raven, Giant ▶ Disintegration: Any matter which touches
4’ tall intelligent nocturnal birds. the deadly sphere is instantly annihilated (no
------------------------------------------------ saving throw).
AC 7 [12], HD 2+2 (11hp), Att 1 × beak (1d6), ▶ Immunity: Cannot be affected by charm or
THAC0 17 [+2], MV 300' (100') flying, SV D12 hold.
W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 15, ▶ Banishing: It may be banished by a wish.
NA 0(2d8), TT M
------------------------------------------------
▶ Defend nest; Mimicry: See main entry.

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

Brass Dragon, Whelp Bronze Dragon, Whelp


------------------------------------------------ ------------------------------------------------
AC 5 [14], HD 1* (4hp), Att [2 × claw (1d2), AC 4 [15], HD 3* (13hp), Att [2 × claw (1d3),
1 × bite (1d6)] or breath, THAC0 19 [0], MV 1 × bite (1d8)] or breath, THAC0 17 [+2], MV
90’ (30’) / 180’ (60’) flying, SV D12 W13 P14 90’ (30’) / 180’ (60’) flying, SV D12 W13 P14
B15 S16 (1), ML 6, AL Neutral, XP 13, NA 1d8 B15 S16 (3), ML 7, AL Neutral, XP 50, NA 1d8
(1d8), TT H [¼] (1d8), TT H [¼]
------------------------------------------------ ------------------------------------------------
▶ Breath weapon: Cone of sleep gas (save ▶ Breath weapon: 20’ long line of lightning
versus breath or fall asleep for 1d4 turns) or or cloud of repulsion gas (save versus breath
cloud of fear gas (save versus breath or flee or pushed 30’ away per round for 3 rounds).
for 1 turn). Once per day. Once per day.
▶ Sleeping: 40%. ▶ Sleeping: 20%.

Brass Dragon, Young Bronze Dragon, Young


------------------------------------------------ ------------------------------------------------
AC 3 [16], HD 4** (18hp), Att [2 × claw (1d4), AC 2 [17], HD 6** (27hp), Att [2 × claw (1d6),
1 × bite (2d6)] or breath, THAC0 16 [+3], MV 1 × bite (2d8)] or breath, THAC0 14 [+5], MV
90’ (30’) / 210’ (70’) flying, SV D10 W11 P12 90’ (30’) / 210’ (70’) flying, SV D10 W11 P12
B13 S14 (4), ML 7, AL Neutral, XP 1,750, NA B13 S14 (6), ML 8, AL Neutral, XP 725, NA 1d6
1d6 (1d6), TT H [½] (1d6), TT H [½]
------------------------------------------------ ------------------------------------------------
▶ Breath weapon: Cone of sleep gas (save ▶ Breath weapon: 60’ long line of lightning
versus breath or fall asleep for 2d4 turns) or or cloud of repulsion gas (save versus breath
cloud of fear gas (save versus breath or flee or pushed 60’ away per round for 3 rounds).
for 1 turn). Twice per day. Twice per day.
▶ Language and spells: : 10%; 2 × 1st level. ▶ Language and spells: 30%; 4 × 1st level, 2 ×
▶ Sleeping: 40%. 2nd level.
▶ Sleeping: 20%.
Brass Dragon, Old
------------------------------------------------ Bronze Dragon, Old
AC 0 [19], HD 10** (45hp), Att [2 × claw ------------------------------------------------
(2d4), 1 × bite (4d6)] or breath, THAC0 11 AC -1 [20], HD 12** (54hp), Att [2 × claw
[+8], MV 90’ (30’) / 240’ (80’) flying, SV D6 (2d6), 1 × bite (4d8)] or breath, THAC0 11
W7 P8 B8 S10 (10), ML 9, AL Neutral, XP [+8], MV 90’ (30’) / 240’ (80’) flying, SV D6
2,300, NA 1d2 (1d2), TT H × 2 W7 P8 B8 S10 (12), ML 10, AL Neutral, XP
------------------------------------------------ 2,700, NA 1d2 (1d2), TT H × 2
▶ Breath weapon: Cone of sleep gas (save ------------------------------------------------
versus breath or fall asleep for 6d4 turns) or ▶ Breath weapon: 100’ long line of lightning
cloud of fear gas (save versus breath or flee or cloud of repulsion gas (save versus breath
for 3 turns). Three times per turn. or pushed 60’ away per round for 9 rounds).
▶ Language and spells: 30%; 4 × 1st level, 3 × Three times per turn.
2nd level. ▶ Language and spells: 50%; 4 × 1st level, 4 ×
▶ Sleeping: 40%. 2nd level, 2 × 3rd level.
▶ Sleeping: 20%.
▶ Shape changing: May take on the form of
an animal.
Copper Dragon Gold Dragon
Lair in warm, dry, rocky regions. May be encountered in any terrain, often in
the guise of a person or animal.
Copper Dragon, Whelp
------------------------------------------------ Gold Dragon, Whelp
AC 4 [15], HD 2* (9hp), Att [2 × claw (1d2), ------------------------------------------------
1 × bite (1d6)] or breath, THAC0 18 [+1], MV AC 2 [17], HD 5** (hp), Att [2 × claw (1d3),
90’ (30’) / 180’ (60’) flying, SV D10 W11 P12 1 × bite (2d6)] or breath, THAC0 15 [+4], MV
B13 S14 (2), ML 7, AL Neutral, XP 25, NA 1d8 90’ (30’) / 180’ (60’) flying, SV D10 W11 P12
(1d8), TT H [¼] B13 S14 (5), ML 8, AL Lawful, XP 425, NA 1d8
------------------------------------------------ (1d8), TT H [¼]
▶ Breath weapon: 10’ long line of acid or ------------------------------------------------
cloud of slow gas (save versus breath or ▶ Breath weapon: 30’ long cone of fire or
move at half speed and act every 2nd round cloud of chlorine gas. Once per day
for 6 rounds). Once per day. ▶ Language and spells: 40%; 2 × 1st level.
▶ Sleeping: 30%. ▶ Sleeping: 5%.
▶ Shape changing: May take on the form of
Copper Dragon, Young an animal.
------------------------------------------------
AC 2 [17], HD 5** (22hp), Att [2 × claw (1d3), Gold Dragon, Young
1 × bite (2d6)] or breath, THAC0 15 [+4], MV ------------------------------------------------
90’ (30’) / 210’ (70’) flying, SV D10 W11 P12 AC 0 [19], HD 8** (36hp), Att [2 × claw (1d4),
B13 S14 (5), ML 8, AL Neutral, XP 425, NA 1d6 1 × bite (4d6)] or breath, THAC0 12 [+7], MV
(1d6), TT H [½] 90’ (30’) / 210’ (70’) flying, SV D8 W9 P10
------------------------------------------------ B10 S12 (8), ML 9, AL Lawful, XP 725, NA 1d6
▶ Breath weapon: 30’ long line of acid or (1d6), TT H [½]
cloud of slow gas (save versus breath or ------------------------------------------------
move at half speed and act every 2nd round ▶ Breath weapon: 60’ long cone of fire or
for 6 rounds). Twice per day. cloud of chlorine gas. Twice per day.
▶ Language and spells: 20%; 2 × 1st level, ▶ Language and spells: 80%; 4 × 1st level, 4 ×
2 × 2nd level. 2nd level, 2 × 3rd level.
▶ Sleeping: 30%. ▶ Sleeping: 5%.
▶ Shape changing: May take on the form of a
Copper Dragon, Old person or animal.
------------------------------------------------
AC -1 [0], HD 11** (49hp), Att [2 × claw (2d4), Gold Dragon, Old
1 × bite (4d6)] or breath, THAC0 11 [+8], MV ------------------------------------------------
90’ (30’) / 240’ (80’) flying, SV D6 W7 P8 B8 AC -3 [22], HD 14** (63hp), Att [2 × claw
S10 (11), ML 10, AL Neutral, XP 2,700, NA 1d2 (3d4), 1 × bite (7d6)] or breath, THAC0 9
(1d2), TT H × 2 [+10], MV 90’ (30’) / 240’ (80’) flying, SV D4
------------------------------------------------ W5 P6 B5 S8 (14), ML 11, AL Lawful, XP 3,250,
▶ Breath weapon: 60’ long line of acid or NA 1d2 (1d2), TT H × 2
cloud of slow gas (save versus breath or ------------------------------------------------
move at half speed and act every 2nd round ▶ Breath weapon: 90’ long cone of fire or
for 6 rounds). Three times per turn. cloud of chlorine gas. Three times per turn.
▶ Language and spells: 40%; 4 × 1st level, 4 × ▶ Language and spells: 100%; 4 × 1st level, 4
2nd level, 1 × 3rd level. × 2nd level, 4 × 3rd level, 2 × 4th level.
▶ Sleeping: 30%. ▶ Sleeping: 5%.
▶ Shape changing: May take on the form of a
person or animal.
Green Dragon Red Dragon
Lair in jungles and forests. Dwell in hills and mountains

Green Dragon, Whelp Red Dragon, Whelp


------------------------------------------------ ------------------------------------------------
AC 5 [14], HD 2* (9hp), Att [2 × claw (1d2), AC 3 [16], HD 4* (18hp), Att [2 × claw (1d3),
1 × bite (1d10)] or breath, THAC0 18 [+1], MV 1 × bite (1d8)] or breath, THAC0 16 [+3], MV
90’ (30’) / 180’ (60’) flying, SV D10 W11 P12 90’ (30’) / 180’ (60’) flying, SV D10 W11 P12
B13 S14 (2), ML 7, AL Chaotic, XP 25, NA 1d8 B13 S14 (4), ML 8, AL Chaotic, XP 125, NA 1d8
(1d8), TT H [¼] (1d8), TT H [¼]
------------------------------------------------ ------------------------------------------------
▶ Breath weapon: Cloud of chlorine gas. ▶ Breath weapon: 30’ long cone of fire. Once
Once per day. per day
▶ Sleeping: 30%. ▶ Sleeping: 10%.

Green Dragon, Young Red Dragon, Young


------------------------------------------------ ------------------------------------------------
AC 3 [16], HD 5** (22hp), Att [2 × claw (1d4), AC 1 [18], HD 7** (31hp), Att [2 × claw (1d6),
1 × bite (2d10)] or breath, THAC0 15 [+4], MV 1 × bite (2d8)] or breath, THAC0 13 [+6], MV
90’ (30’) / 210’ (70’) flying, SV D10 W11 P12 90’ (30’) / 210’ (70’) flying, SV D8 W9 P10
B13 S14 (5), ML 8, AL Chaotic, XP 425, NA 1d6 B10 S12 (7), ML 9, AL Chaotic, XP 1,250, NA
(1d6), TT H [½] 1d6 (1d6), TT H [½]
------------------------------------------------ ------------------------------------------------
▶ Breath weapon: Cloud of chlorine gas. ▶ Breath weapon: 60’ long cone of fire.
Twice per day. Twice per day.
▶ Language and spells: 20%; 2 × 1st level, 1 × ▶ Language and spells: 40%; 2 × 1st level, 2 ×
2nd level. 2nd level, 1 × 3rd level.
▶ Sleeping: 30%. ▶ Sleeping: 10%.

Green Dragon, Old Red Dragon, Old


------------------------------------------------ ------------------------------------------------
AC 19 [0], HD 11** (49hp), Att [2 × claw (2d6), AC -2 [21], HD 13** (58hp), Att [2 × claw
1 × bite (4d10)] or breath, THAC0 11 [+8], MV (2d8), 1 × bite (5d8)] or breath, THAC0 10
90’ (30’) / 240’ (80’) flying, SV D6 W7 P8 B8 [+9], MV 90’ (30’) / 240’ (80’) flying, SV D4
S10 (11), ML 10, AL Chaotic, XP 2,700, NA 1d2 W5 P6 B5 S8 (13), ML 11, AL Chaotic, XP
(1d2), TT H × 2 3,250, NA 1d2 (1d2), TT H × 2
------------------------------------------------ ------------------------------------------------
▶ Breath weapon: Cloud of chlorine gas. . ▶ Breath weapon: 90’ long cone of fire or
Three times per turn. cloud of chlorine gas. Three times per turn.
▶ Language and spells: 40%; 4 × 1st level, 4 × ▶ Language and spells: 60%; 4 × 1st level, 4 ×
2nd level, 1 × 3rd level. 2nd level, 4 × 3rd level.
▶ Sleeping: 30%. ▶ Sleeping: 10%.
Sea Dragon Sea Dragon, Old
Intelligent, aquatic dragons with green ------------------------------------------------
scales, fin-like wings, and a yellowish crest. AC 0 [19], HD 11** (49hp), Att 1 × bite (4d8)
Dwell in the depths of the ocean, inhabiting or breath, THAC0 11 [+8], MV 180’ (60’)
caverns or shipwrecks. Sometimes attack swimming / 180’ (60’) gliding, SV D6 W7 P8
vessels to steal their treasure and eat the B8 S10 (11), ML 10, AL Neutral, XP 2,700, NA
crew. 1d2 (1d2), TT H × 2
------------------------------------------------
Sea Dragon, Whelp ▶ Breath weapon: Poison spittle, 100’ range,
------------------------------------------------ 20’ diameter. Save versus breath or die
AC 5 [14], HD 2* (9hp), Att 1 × bite (1d8) or (Poison is harmless after 1 round.). Three
breath, THAC0 18 [+1], MV 150’ (50’) times per turn.
swimming / 150’ (50’) gliding, SV D10 W11 ▶ Language and spells: 40%; 4 × 1st level, 4 ×
P12 B13 S14 (2), ML 7, AL Neutral, XP 25, NA 2nd level, 1 × 3rd level.
1d8 (1d8), TT H [¼] ▶ Sleeping: 30%.
------------------------------------------------ ▶ Gliding: Leap out of the water and glide for
▶ Breath weapon: Poison spittle, 30’ range, up to 6 rounds.
5’ diameter. Save versus breath or die
(Poison is harmless after 1 round.). Once per
day.
▶ Sleeping: 30%.
▶ Gliding: Leap out of the water and glide for
up to 3 rounds.

Sea Dragon, Young


------------------------------------------------
AC 3 [16], HD 5** (22hp), Att 2 × claw (1d4),
1 × bite (2d8) or breath, THAC0 15 [+4], MV
180’ (60’) swimming / 180’ (60’) gliding, SV
D10 W11 P12 B13 S14 (5), ML 8, AL Neutral, XP
425, NA 1d6 (1d6), TT H [½]
------------------------------------------------
▶ Breath weapon: Poison spittle, 60’ range,
10’ diameter. Save versus breath or die
(Poison is harmless after 1 round.). Twice per
day.
▶ Language and spells: 20%; 2 × 1st level, 2 ×
2nd level.
▶ Sleeping: 30%.
▶ Gliding: Leap out of the water and glide for
up to 4 rounds.
Silver Dragon White Dragon
Dwell in clouds or on mountain peaks. Found in cold regions.

Silver Dragon, Whelp White Dragon, Whelp


------------------------------------------------ ------------------------------------------------
AC 3 [16], HD 4* (18hp), Att [2 × claw (1d3), AC 7 [12], HD 1* (4hp), Att [2 × claw (1d2),
1 × bite (1d8)] or breath, THAC0 16 [+3], MV 1 × bite (1d4)] or breath, THAC0 19 [0], MV
90’ (30’) / 180’ (60’) flying, SV D10 W11 P12 90’ (30’) / 180’ (60’) flying, SV D12 W13 P14
B13 S14 (4), ML 8, AL Lawful, XP 125, NA 1d8 B15 S16 (1), ML 6, AL Chaotic, XP 13, NA 1d8
(1d8), TT H [¼] (1d8), TT H [¼]
------------------------------------------------ ------------------------------------------------
▶ Breath weapon: 30’ long cone of cold or ▶ Breath weapon: 30’ long cone of cold.
cloud of paralysing gas (save versus breath Once per day.
or paralysed for 3 turns). Three times per ▶ Sleeping: 50%.
turn. Once per day
▶ Sleeping: 10%. White Dragon, Young
▶ Shape changing: May take on the form of ------------------------------------------------
an animal. AC 5 [14], HD 4** (18hp), Att [2 × claw (1d3),
1 × bite (1d8)] or breath, THAC0 16 [+3], MV
Silver Dragon, Young 90’ (30’) / 210’ (70’) flying, SV D10 W11 P12
------------------------------------------------ B13 S14 (4), ML 7, AL Neutral, XP 1,750, NA
AC 1 [18], HD 7** (31hp), Att [2 × claw (1d4), 1d6 (1d6), TT H [½]
1 × bite (2d8)] or breath, THAC0 13 [+6], MV ------------------------------------------------
90’ (30’) / 210’ (70’) flying, SV D8 W9 P10 ▶ Breath weapon: 60’ long cone of cold.
B10 S12 (7), ML 9, AL Lawful, XP 1,250, NA Twice per day.
1d6 (1d6), TT H [½] ▶ Language and spells: 10%; 2 × 1st level.
------------------------------------------------ ▶ Sleeping: 50%.
▶ Breath weapon: 60’ long cone of cold or
cloud of paralysing gas (save versus breath White Dragon, Old
or paralysed for 6 turns). Twice per day. ------------------------------------------------
▶ Language and spells: 40%; 2 × 1st level, 2 × AC 2 [17], HD 9** (40hp), Att [2 × claw (2d4),
2nd level, 1 × 3rd level. 1 × bite (3d8)] or breath, THAC0 12 [+7], MV
▶ Sleeping: 10%. 90’ (30’) / 240’ (80’) flying, SV D8 W9 P10
▶ Shape changing: May take on the form of a B10 S12 (9), ML 9, AL Neutral, XP 2,300, NA
person or animal. 1d6 (1d6), TT H × 2
------------------------------------------------
Silver Dragon, Old ▶ Breath weapon: 80’ long cone of cold.
------------------------------------------------ Three times per turn.
AC -2 [21], HD 13** (58hp), Att [2 × claw ▶ Language and spells: 30%; 4 × 1st level, 1 ×
(2d6), 1 × bite (5d8)] or breath, THAC0 10 2nd level.
[+9], MV 90’ (30’) / 240’ (80’) flying, SV D4 ▶ Sleeping: 50%.
W5 P6 B5 S8 (13), ML 11, AL Lawful, XP 3,250,
NA 1d2 (1d2), TT H × 2
------------------------------------------------
▶ Breath weapon: 80’ long cone of cold or
cloud of paralysing gas (save versus breath
or paralysed for 9 turns). Three times per
turn.
▶ Language and spells: 80%; 4 × 1st level, 4 ×
2nd level, 4 × 3rd level.
▶ Sleeping: 10%.
▶ Shape changing: May take on the form of a
person or animal.
Gullygug, Knight Headless Knight
Tribal, frog-like humanoids that learnt Beheaded undead warriors created by dark
chivalry. Dwell in damp, dark places. powers. Dwell in haunted strongholds or in
------------------------------------------------ the service of their dark master.
AC 2 [17], HD 4* (18hp), Att 1 × weapon (1d6 ------------------------------------------------
or by weapon) or 1 × bite (1d4 + 1)], THAC0 16 AC 2 [17], HD 6** (27hp), Att 1 × magic sword
[+3], MV 30’ (10’) / 150’ (50’) swimming,), SV (1d8 + 1), THAC0 14 [+5], MV 120’ (40’), SV
D10 W11 P12 B13 S14 (4), ML 10, AL Neutral, D10 W11 P12 B13 S14 (6), ML 12, AL Chaotic,
XP 125, NA 1d6 (1d6), TT B XP 725, NA 1d4 (1d3), TT E
------------------------------------------------ ------------------------------------------------
▶ Surprise: On a 1–3, due to chameleon-like ▶ Undead: Make no noise, until they attack.
skin. Immune to effects that affect living creatures
▶ Sticky tongue: Attack up to 15’ away. On a (e.g. poison). Immune to mind-affecting or
hit, a foe (up to dwarf size) is dragged to the mind-reading spells (e.g. charm, hold, sleep).
mouth and bitten. ▶ Aura of fear: Any who come within 5’ must
▶ Hopping attack: Jump up to 30’ forwards save versus spells or flee at maximum speed
and gain +1 to attack. If wielding an for 5 rounds, with a 50% chance of dropping
impaling weapon (e.g. spear), this counts as a held items.
charge and inflicts double damage on a ▶ Horsemen: 20% of headless knights groups
successful hit. encountered have war horses: ¼ of the group
mounted on nightmares.
Heavy Fortress Wyrm ▶ Magic resistance: +1 bonus to all
Gigantic dragon-like creature. Its body is saving throws against magic.
covered in thick, iron-like scales, with a ▶ Magic sword: Harms creatures which
formidable protection. Dwells in settlements. are invulnerable to mundane attacks.
------------------------------------------------
AC 0 [19], HD 10* (45hp), Att [2 × claw (1d6 + Horse, Pony
1), 1 × bite (3d8)] or breath, THAC0 11 [+8], Lightly built horses bred to serve as mount to
MV 90’ (30’) / 240’ (80’) flying, SV D6 W7 P8 small riders. Can survive purely on grass,
B8 S10 (10), ML 9, AL Chaotic, XP 1,600, NA wherever available.
1d3 (1d3), TT H ------------------------------------------------
------------------------------------------------ AC 7 [12], HD 1+1 (5hp), Att 2 × hoof (1d2),
▶ Breath weapon: 90’ long cone of fire. THAC0 18 [+1], MV 120’ (40’), SV D12 W13
▶ Black-iron scales: Weapons damage is P14 B15 S16 (1), ML 7, AL Neutral, XP 15, NA 0
reduced by 1 point per damage die rolled. (0), TT None
(Each die inflicts a minimum of 1 damage.) ------------------------------------------------
▶ Sleeping: 15%. ▶ Domestic: Not encountered in the wild.
▶ Siege: When attacking a vehicle or vessel, ▶ Charge: When not in melee. Requires a
inflicts one extra point of hull damage per clear run of at least 20 yards. Rider’s lance
five points of normal hit points of damage. inflicts double damage.
▶ Carry loads: Up to 2,000 coins
unencumbered; up to 4,000 at half speed.
Killer Tree Lizard, Footpad
Large, tree-like monsters, easily mistaken for 8’ long, slate grey lizards with long legs and
normal trees in the forest. Needs sunlight and toes with round, sticky pads. Dwell in caves,
meat to live. ruins, and mountains.
------------------------------------------------ ------------------------------------------------
AC 5 [14], HD 6 (27hp), Att 4 × branches AC 6 [13], HD 2+1 (10hp), Att 1 × bite (1d6),
(grab), 1 × bite (3d6), THAC0 14 [+5], MV 0’ THAC0 17 [+2], MV 120’ (40’) / 60’ (20’) )
(0’), SV D12 W13 P14 B15 S16 (3), ML 12, AL climbing, SV D12 W13 P14 B15 S16 (2), ML 7,
Neutral, XP 275, NA 0 (2d12), TT None AL Neutral, XP 25, NA 1d3 (2d4), TT None
------------------------------------------------ ------------------------------------------------
▶ Ambush: Prefer to ambush victims near ▶ Taming: Captured young can be trained as
animal trails or along forest paths. mounts or beasts of burden.
▶ Unable to move: Since the roots are set ▶ Cling: Can walk on walls and ceilings, but
into the earth like a normal tree. cannot climb slopes steeper than 60 degrees
▶ Branches: Can attack up to 20’ away. when mounted.
▶ Grab: A victim hit by a branch is grabbed ▶ Max load: Carry up to 2,500 coins
and dragged toward the monster’s mouth to unencumbered; up to 5,000 at half speed.
bite and inflict automatic damage each
round. The victim can only be freed by Mandragora
severing the branch. Small vegetable creatures with humanoid
▶ Severing branches: Requires a hit with a faces that lurk in the soil. Dwell in forests and
cutting weapon inflicting 5 or more damage. fertile lands.
------------------------------------------------
Lammasu AC 5 [14], HD 1+1* to 2+2* (5/11hp), Att 2 ×
Large (7’ tall) monsters with bird-like tentacles (1d4 + constriction) or 1 × scream
wings, the body of a lion, and a human (death), THAC0 18 [+1]/17 [+2], MV 120' (40')
head. Aid and protect lawful individuals and / 60' (20') burrowing, SV D12 W13 P14 B15 S16
are friendly to all good creatures. Dwell in (1), ML 7, AL Neutral, XP 19/35, NA 2d6 (3d6),
warm climes in ruins and wild areas. TT U
------------------------------------------------ ------------------------------------------------
AC 6 [13], HD 7+1*** (36hp), Att 2 × claw ▶ Light sensitivity: Suffer a –2 penalty
(1d6), THAC0 12 [+7], MV 120’ (40’) / 240' to attack rolls and a –1 penalty to AC
(80') flying, SV D6 W7 P8 B8 S10 (10), ML 10, when in bright light (daylight, Continual
AL Lawful, XP 50, NA 2d4 (2d4), TT F Light).
------------------------------------------------ ▶ While burrowed in soil: Can sense
▶ Invisibility: At will. Become visible creatures within 120'.
when attacking or casting spells. ▶ Constriction: A tentacle attack roll of 20
▶ Protection aura: Anyone within 10’ are indicates that a human-sized (or smaller)
affected per the Protection from Evil 10’ victim is constricted. Each constricting
Radius spell effect. tentacle inflicts: 1d4 automatic damage
▶ Spell casting: Cast spells as a 6th level per round. The victim can only be freed if the
cleric (2 × 1st level spells, 2 × 2nd level, 1 × 3rd mandragora is killed.
level, 1 × 4th level). ▶ Scream: All within 20’ must save versus
▶ Mundane damage immunity: Can death or die. Usable once per day and only if
only be harmed by magical attacks. the mandragora was unearthed.
▶ Refresh: Healing spells cast by lammasu ▶ Spell immunity: Unaffected by sleep or
heal the double amount of hit points. charm spells.
▶ Energy resistance: Half damage from fire,
due to being soaked with slime.
Mantrap Mudman
12’–27’ long, carnivorous plants that attract Non-intelligent human-shaped mud
prey by scent. Trapped victims are slowly animated by magic from a mud pool. Lurk in
digested. Dwell in sub-tropical swamps and marshes.
environments. ------------------------------------------------
------------------------------------------------ AC 10 [9], HD 2** (9hp), Att 1 × mud throw or
AC 6 [13], HD 4* to 9* (13/18/22/27/31/36 1 × suicidal throw, THAC0 18 [+1], MV 30'
/40hp), Att 1 × pollen (fascination), THAC0 (10'), SV D12 W13 P14 B15 S16 (2), ML 12, AL
By HD (16 [+3] to 12 [+7]), MV 0’ (0’), SV By Neutral, XP 30, NA 2d6 (2d6), TT None
HD, ML 10, AL Neutral, XP 125/300/500/850 ------------------------------------------------
/1,200/1,600, NA 1d2 (1d2), TT L × 5 ▶ Pool locked: Mudmen cannot leave their
------------------------------------------------ pool and attack any creature entering it.
▶ Pollen: Creatures within 60' must save ▶ Mud throw: Up to 50’. Slow down victims'
versus poison or become fascinated and movement by 10’ for 1 turn.
compelled to approach the mantrap's leaf ▶ Suicidal throw: Mudman hurl itself to any
traps. Usable only in bright light. creature within 10’. On a hit, slow down
▶ Leaf trap: When a creature approaches, victims' movement by 40’ for 1 turn and the
closes automatically: the victim is trapped in mudman dies. On a miss, nothing happens.
the mantrap’s leaves; may attack with sharp ▶ Mud immobilisation: If the movement
weapons at –4 to hit if not fascinated; body rate reaches zero, mud hardens and victims
digested 6 turns after death. suffer 1d8 damage per round (hardened mud
▶ Acid: Trapped victims suffer acid damage can be broken to restore 10’ movement to
equal to victim's AC each round to flesh. The immobilised victims).
acid destroys cloth, leather, or wood in ▶ Immunity: Immune to effects that affect
one round. (Stone and metal are unaffected.) living creatures (e.g. poison). Immune to
▶ Rescue: Victims cannot be freed until the mind-affecting or mind-reading spells (e.g.
mantrap is killed. Fascination persists until charm, hold, sleep).
the odour fades (24 hours) or if the mantrap ▶ Mundane damage immunity: Can only be
is burned. harmed by magical attacks.
▶ Mud to Rock: Mudman is killed instantly.
Medusa, Head
Spawns of medusas that appear near their Otter, Giant
medusa matriarch. Often live in dark, Large, semi-intelligent and playful aquatic
dungeon areas. mammals. Live in rivers and lakes.
------------------------------------------------ ------------------------------------------------
AC 6 [13], HD ½* (2hp), Att 1 × bite (1d2 + AC 5 [14], HD 5 (22hp), Att 1 × bite (3d6),
petrification), THAC0 19 [0], MV 120' (40') THAC0 15 [+4], MV 90’ (30’) / 180’(60’)
flying, SV D14 W15 P16 B17 S18 (NH), ML 6 (11 swimming, SV D10 W11 P12 B13 S14 (5), ML 8,
with medusa), AL Chaotic, XP 6, NA 4d10 AL Neutral, XP 175, NA 1d4+1 (1d4+1), TT Pelt
(4d4), TT Q ------------------------------------------------
------------------------------------------------ ▶ Non-aggressive: But can fight if threatened
▶ Flighty: Unless magically summoned or or if its lair is invaded.
controlled, medusa heads check morale every ▶ Love to play: Sliding and tag. may cause
round. accidental damage to vehicles.
▶ Hate the sun: -1 to-hit in full daylight. ▶ Lair: Always contains 2 adults and 3 young
▶ Petrification: Medusa head's bites have a giant otters.
weak petrifying effect that will turn someone ▶ Pelt: Worth up to 1d4 × 1000gp intact.
to stone for 1d3 turns (save versus petrify).
▶ Matriarch: For every 10 medusa heads,
there is a 2-in-10 chance of an medusa
accompanying them.
Owl Scorpion, Normal
Nocturnal birds of prey. Small arachnids with pincers and deadly
▶ Swoop: Can dive onto victims visible from stingers. Dwell in caverns, ruins, and deserts.
above. If the victim is surprised, the attack ------------------------------------------------
inflicts double damage. On an attack roll of 18 AC 8 [11], HD ½* (2hp), Att 1 × sting (poison),
or more, the victim can be carried away (if of THAC0 19 [0], MV 6' (2'), SV D14 W15 P16 B17
appropriate size). S18 (NH), ML 6, AL Neutral, XP 6, NA 1d6
▶ Trainable: Can be trained, if captured (1d6), TT None
when young. ------------------------------------------------
▶ Surprise: First attack is at +2 to hit against
characters surprised.
Owl, Giant
▶ Aggressive: If disturbed or threatened (e.g.
9’ tall intelligent nocturnal birds of prey
touched while searching for secret doors).
feared for silent hunting skills. Dwell in
▶ Trap filler: Scorpions are sometimes put
forests.
inside chests, boxes, jars, etc, to act as traps
------------------------------------------------
for those attempting to steal the contents.
AC 6 [13], HD 4 (18hp), Att 2 × talon (2d4), 1 ×
▶ Poison: Inflicts 2d6 damage (save vs
beak (1d4 + 1), THAC0 16 [+3], MV 30’ (10’) /
poison for half).
180' (60') flying, SV D10 W11 P12 B13 S14 (4),
ML 8, AL Neutral, XP 75, NA 1d4+1 (1d4+1),
TT M
------------------------------------------------
▶ Surprise: On a 1–4, due to its silent flying.
▶ 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.
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]

Acid Trap Hole Copper Coin Hex


A pool of acid that Inflicts 1d4 damage per The platinum, gold, electrum and silver
level of the dungeon (save versus breath for pieces become copper pieces.
half damage) and 1d4 per round until washed [TC: 3-in-6]
off or the victim dies.
[TC: 4-in-6] Fear Charm
▶ Cloth, leather, or wood: Are destroyed in Characters will flee from the room at
one round. (Stone and metal are unaffected.) maximum speed for 10 rounds, with a 50%
chance of dropping held items. (save versus
Alignment Hex spells to avoid).
Changes a creature's alignment for 1d12 days. [TC: 4-in-6]
[TC: 3-in-6]
Fire Ball
Blight Hex A.device releases blazing energy per the
Creatures suffer a –1 penalty to morale Wand of Fire Ball dealing 6d6 damage (save
checks, attack rolls, and damage rolls for 12 versus wands for half).
turns. (save versus spells to avoid). [TC: 3-in-6]
[TC: 4-in-6]
Frog Hex
Body Change Hex A creature becomes a frog per the Polymorph
Creatures within 40’ swap their bodies for Others spell. (save versus spells to avoid).
1d3 hours. [TC: 2-in-6]
[TC: 2-in-6]
Helium Gas
Bottomless Trap Hole Voice of creatures becomes weird for 6 turns.
Opens up beneath characters’ feet, inflicting [TC: 5-in-6]
falling damage on any who fall in.
[TC: 4-in-6] Levitate Hex
▶ Depth: Roll 1d6 and for each 1-4 adds 10’ to Creatures float up to 10' above the floor for
the depth of the pit trap. 1d6 turns. (save versus spells to avoid).
[TC: 4-in-6]
Bounce Pit
A deep pit with a rubber floor. Creatures goes Lightning Bolt
up and down each turn, unable to escape A.device releases electrical energy per the
until succeed in a save versus paralysis. Wand of Lightning Bolts dealing 6d6
[TC: 4-in-6] damage (save versus wands for half).
[TC: 3-in-6]
Magic Cylinder Stag Hex
Energy rays, cones, and bolts (lighting, cold, A creature becomes a stag per the Polymorph
magic missiles, etc.) used inside the room are Others spell, but for 12 turns.
reflected back at its origin. [TC: 4-in-6]
[TC: 5-in-6]
Tear Gas
Magic Missile Gas fills the room, victims suffer a -2 penalty
A device shoots magic missiles which hit to attack rolls for 12 turns.
creatures unerringly, inflicting 1d6+1 damage [TC: 5-in-6]
against a target. ▶ Eye protection: Creatures with their eyes
[TC: 5-in-6] covered may save versus poison to avoid.
▶ After 5h level of the dungeon: The device
shoots two additional missiles. Trap Hole
Opens up beneath characters’ feet, inflicting
Magic Rebuke falling damage on any who fall in.
If a spell is cast inside the room, its caster [TC: 5-in-6]
suffers 1 point of damage per level of the ▶ Depth: 10’ per each odd level of the
spell. dungeon.
[TC: 4-in-6]
▶ Frequency: Is effective on any individual at Wither Hex
most once per turn. A creature is aged 10 years. Living creatures
die upon reaching their natural life span.
Paralysing Charm [TC: 3-in-6]
Characters will be paralysed for 3 turns. (save
versus spells to avoid).
[TC: 4-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]

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