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OSE A5 Extended v038
OSE A5 Extended v038
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BLAZE-USER Sacred Lantern
In order to use its powers, the
Blaze-User Level Progression Saving Throws
blaze-user must hold the lantern with
Requirements: Minimum WIS 9,
Level XP HD THAC0 D W P B S
one of its hands. If destroyed or lost,
Minimum CHA 9 the blaze-user cannot use its powers 1 0 1d6 19 [0] 12 13 14 15 16
Prime requisite: STR for 1d12 days until a new lantern is
Hit Dice: 1d6 blessed. 2 2,750 2d6 19 [0] 12 13 14 15 16
Maximum level: 14
Armour: Chainmail, no shields Frequency of Use 3 5,500 3d6 19 [0] 12 13 14 15 16
Weapons: One-handed melee Once per day per level, a blaze-user
weapons, splash weapons may activate one of the following 4 12,000 4d6 17 [+2] 10 11 12 13 14
Languages: Alignment, Common powers:
5 24,000 5d6 17 [+2] 10 11 12 13 14
1. Burning oil: For 24 turns, a flask of
Blaze-users are adventurers that pay burning oil ignites automatically 6 45,000 6d6 17 [+2] 10 11 12 13 14
homage to the fire element. They when the container smashes and
research and meditate about the fire douses the target with the oil. 7 95,000 7d6 14 [+5] 8 9 10 11 12
aspects. Always travelling and 2. Crimson blade: For 1 turn per
level, a sword is treated as a +1 Sword, 8 175,000 8d6 14 [+5] 8 9 10 11 12
applying their ember powers with
passion. Flaming. This can only be used once
9 350,000 9d6 14 [+5] 8 9 10 11 12
per day.
Combat 3. Fire dart: Make a missile ranged 10 500,000 9d6+2* 12 [+7] 6 7 8 9 10
Blaze-users can use all one-handed attack (5’–10’ / 11’–30’ / 31’–50’) at a
melee weapons and splash weapons. -2 penalty against a target that deals 11 650,000 9d6+4* 12 [+7] 6 7 8 9 10
They can use chainmail, but no 2d4 damage.
12 800,000 9d6+6* 12 [+7] 6 7 8 9 10
shields. 4. Fire shield: For 2 turns, produce a
blazing protection that gives to the 13 950,000 9d6+8* 10 [+9] 4 5 6 5 8
Ember Secrets blaze-user a +2 bonus to AC that
From 2nd level, a blaze-user has a deals 1d3 damage against a creature 14 1,100,000 9d6+10* 10 [+9] 4 5 6 5 8
2-in-6 chance of knowing about that hits the blaze-user with a melee
fire-related monsters, magic items, or attack. * Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
legends. This ability may be used to 5. Flame ignition/suppression:
S: Spells / rods / staves.
identify the nature and powers of Flammable objects (e.g. torches,
magic items related to fire. bonfire) within 30’ of the blaze-user
may be set alight (with a creature, the Weather and Environment After Reaching 9th Level
creature may save versus breath to Blaze-users are affected by weather A blaze-user becomes a fire lord and
Fire Relations and environment as following: may construct a stronghold in the
The blaze-user gains a +1 bonus to avoid). Non-magical flames within 30’
of the blaze-user may be extinguished middle of the desert, blending in with
reaction rolls when encountering Humidity or rain: The blaze-user the scorching sands, or hidden in a
fire-based creatures. (in the hands of a creature, the suffers a -1 penalty to AC and attack
creature may save versus breath to volcanic or mountain area and control
rolls in moist environments. Sacred the surrounding lands.
avoid). A potential fire source visible lantern powers cannot be used under
Fire Blessing may be ignited. Whatever material it is made of, the
From 4th level, blaze-users are rain.
6. Revealing fire: For 1 turn, a single construction costs as much as similar
unharmed by non-magical fire or Dry or volcanic areas: The work in igneous stone, due to the
invisible object or creature is outlined
heat. Gain a +2 bonus to all saving blaze-user gains a +1 bonus to AC exquisite quality of firecraft involved.
with a lambent, harmless fire.
throws versus fire-based magical or and attack rolls.
breath attacks. Magical fire-based
damage is reduced by 1 point per
damage die rolled. (Each die inflicts a
minimum of 1 hit point damage.)
LIZARD MAN Man-eater Lizard Man Level Progression Saving Throws
Lizard men have difficulty gaining the
trust of humans and demihumans, due Level XP HD THAC0 D W P B S
Demihuman Class to usually kidnapping them to
Requirements: Minimum CON 9, consume their flesh. A lizard man 1 0 1d8 19 [0] 12 13 14 15 16
minimum STR 9 suffers a -1 penalty to reaction rolls
Prime requisite: CON and STR when encountering humans and
2 2,500 2d8 19 [0] 12 13 14 15 16
Hit Dice: 1d8 demihumans that do not eat
Maximum level: 10 3 5,000 3d8 19 [0] 12 13 14 15 16
humanoid flesh.
Armour: Leather, chainmail, shields
Retainers in a lizard man’s employ 4 10,000 4d8 17 [+2] 10 11 12 13 14
Weapons: Any
have their loyalty score reduced by
Languages: Alignment, Common
one. (This does not apply to retainers 5 20,000 5d8 17 [+2] 10 11 12 13 14
who are also has a taste for human
Lizard men are tribal, aquatic flesh) 6 40,000 6d8 17 [+2] 10 11 12 13 14
humanoids with reptilian heads and
tails. Feared for being man-eaters, 7 80,000 7d8 14 [+5] 8 9 10 11 12
Reptile-Affecting Magic
they live near aquatic areas and
Lizard men are affected by magic that 8 160,000 8d8 14 [+5] 8 9 10 11 12
dungeons.
specifically targets reptiles (e.g. a
Prime requisites: A lizard man with sword +1, +3 vs reptiles). 9 300,000 9d8 14 [+5] 8 9 10 11 12
at least 13 CON and STR gains a 5%
bonus to experience. A lizard man 10 500,000 9d8+2* 12 [+7] 6 7 8 9 10
Rustic Weapons
with a STR of at least 16 and a CON of If wielding weapons that generally * Modifiers from CON no longer apply. D: Death / poison; W: Wands;
at least 13 receives a +10% XP bonus. cost 3gp or less (e.g clubs, spears, P: Paralysis / petrify; B: Breath attacks;
javelin), the lizard man gains a +1 S: Spells / rods / staves.
Combat bonus to attack and damage rolls
Lizard men can use all types of using this type of weapon.
Water Acting After Reaching 9th Level
weapons and can use leather armour,
In water, a lizard man can move at A lizard man has the option of
chainmail, and shields. Scales 120’ (40’) and gain a +1 bonus to AC creating a stronghold that will form
A 1st level lizardman’s scaly skin and saves if not wearing armour or the basis of a new community of lizard
Foraging and Hunting grants a natural +1 bonus to Armour shields made of metal (e.g. men.
A party with a lizard man succeeds at Class. This increases to +2 at 4th level, chainmail). Lizard men communities can be
foraging with a 2-in-6 chance and +3 at 7th level, and +4 at 10th level. located either near some dungeons or
finds prey when hunting with a 5-in-6 Breathing: A 1st level lizard man can
in the wilderness (typically a swamp
chance. hold its breath in water for up to 3
or river area).
turns (until it needs to breathe air
again). It can hold its breath for 6
Illiterate turns upon reaching 4th level, for 9
Until 5th level a lizard man cannot turns upon reaching 7th level, and for
read or write, irrespective of INT
score. IMAGEM 12 turns upon reaching 10th level.
IMAGEM
Cooking pots: Pots and pans for
campfire cooking.
Crowbar: 2–3’ long and made of solid
iron. Can be used for forcing doors
and other objects open.
Firewood: A bundle of dry wood.
Burns for 8 hours.
Fishing rod and tackle: A rod, line, Lantern, bullseye: Casts light in a narrow Rations, iron: Dried and preserved Trap, bear: An iron trap to be set (1
hook, and bait box. beam, 60’ long and 20’ wide at the end. Can food to be carried on long voyages round) and hurt someone's foot.
Grappling hook: Has 3 or 4 prongs. be closed to hide the light. Burns one oil when securing fresh food may be Creatures moving through the area
Can be used for anchoring a rope. flask every four hours (24 turns). uncertain. have a 2-in-6 chance of treading on a
Lock: A basic iron lock with a key. Rations, standard: Fresh, bear trap. Victims suffers 1d4 damage
Hammer: Can be used for
unpreserved food. Rope: Can hold the and a 50% reduction of movement
construction or as a mallet with iron Magnet: A piece of metal that produces a
weight of approximately three rate for 24 hours (or until they receive
or wooden spikes. Holy symbol: A magnetic field, attracting magnetic
human-sized beings. magical healing). After use, bear traps
divine spell caster is required to own a materials such as iron and other metals.
have a 2-in-6 chance to break.
holy symbol of their deity, often worn Magnifying glass: Used for studying fine Rope: Can hold the weight of
as a necklace. Each religion has its approximately three human-sized Twine: A wound ball of thin cord or
details.
own holy symbol. beings. string. Can support up to 300 coins of
Manacles: Iron manacles with a chain. weight.
Holy symbol: Some divine spell Used for binding hands or feet. Sack, large: Can hold up to 600 coins.
casters are required to own a holy Sack, small: Can hold up to 200 coins. Umbrella: A tool that gives
Marbles: A bag of colourful glass beads. protection to a person against rain
symbol, often worn as a necklace. The Saw: A hand saw for cutting wood.
quality of a holy symbol may Mining pick: For breaking rock. and sunlight, made of leather or oiled
Scroll case: An oiled leather tube paper, cloth.
optionally alter its effectiveness when Mirror: Useful for looking around corners
with a cap. Not completely watertight.
used by a character attempting to turn or for reflecting a gaze attack. Vial: A glass vial that can hold up to
the undead. A gold holy symbol grants Sledgehammer: A big heavy hammer half a pint of liquid.
Musical instrument: A stringed
a +1 bonus to the 2d6 roll for the for breaking rock.
instrument (e.g. a lute or mandolin) or a Waterskin: This container, made of
affected Hit Dice of undead monsters. wind instrument (e.g. a flute or pipe). The Soap: A bar with good fragrance used hide, will hold 2 pints (1 quart) of
A wooden holy symbol incurs a –1 listed price is for an instrument of basic for cleaning. fluid.
penalty to the 2d6 roll which quality. Higher quality instruments can Spade or shovel: For excavating Whistle: Useful for signalling or
determines the success of the turning cost up to 10 times as much. earth. faking bird calls.
attempt. Needle: Tiny pointed tool, used to fix Stakes and mallet: A wooden mallet
Holy water: Water that has been clothes and stitch bodies. and three 18” long stakes. Valuable
blessed by a holy person. It is used in Oil flask: A flask of oil fuels a lantern for when confronting vampires.
some religious rituals and inflicts four hours (24 turns). In addition to fuelling Tent: Large enough for 2 adult
damage on undead monsters. Holy lanterns, oil can be used as a weapon: humans.
water does not retain its power if
stored in any other container than the
special vials it is blessed in.
● Throwing: An oil flask may be lit on fire
and thrown.
Thieves’ tools: This kit contains all
of the tools needed to pick locks.
IMAGEM
● Pools: Oil that is poured on the ground
Ink: A vial of black ink. Coloured ink Tinder box: Used to light fires,
and lit covers a diameter of 3 feet and burns
costs double. Sufficient for about 50 including torches. Using a tinder box
for 1 turn, inflicting damage on any
pages of writing. takes one round. There is a 2-in-6
character or monster moving through the
chance of success per round.
Iron spikes: May be used for wedging pool.
doors open or shut, as an anchor to ● Immunity: Burning oil does not harm Torch: A torch burns for 1 hour (6
attach a rope to, and many other monsters that have a natural flame attack. turns), clearly illuminating a 30’
purposes. radius. Torches may also be used in
Paper or parchment: Approximately
combat.
Ladder: Simple wooden construction. 1’-square sheets.
Very encumbering. Pole, 10’: A 2” thick wooden pole useful for
Lantern: Can be closed to hide the poking and prodding suspicious items in a
light. Burns one oil flask every four dungeon.
hours (24 turns). Casts light in a 30’ Quill: A large feather sharpened into a
radius. writing point.
APOTHECARY Basic Apothecary Descriptions Great Apothecary
----------------------------------------
Basic Apothecary
Antidote: Neutralises natural poison,
allowing a second save versus poison
Item Cost (gp)
---------------------------------------- IMAGEM
to end the effects (a character who Oil of Slipperiness 800
----------------------------------------
has died from poisoning can be
Item Cost (gp) Potion of antivenom 1,600
revived, if used within ten rounds).
----------------------------------------
Antidote (1 dose) 80 Bandage: Stop bleeding. Potion of extra-healing 2,000
Armours
----------------------------------------
Item Cost Weight
(gp) (gp)
----------------------------------------
Helmet 10 40
Shield, tower 20 200
Weapon Qualities
Weapon Combat Stats
Blunt: May be used by clerics. Melee: Close quarters weapon (5’ or
Weapon Damage Qualities
less).
Brace: Bracing against the ground
Boomerang 1d4 Blunt, Missile (5’–40’ / 41’–80’ / 81’–120’), doubles damage against charging Missile: Thrown or fired weapon
Return monsters. (greater than 5’ distance).The
distances for short (+1 to hit),
Chakram 1d4 Missile (5’-10’ / 11’-20’ / 21’-30’) Bring: On a successful hit, may pull a medium, and long (–1 to hit) range
human-sized (or smaller) creature are shown in parentheses.
Claws 1d4 Hand, Melee near to the wielder.
Powder reload: Requires 6 rounds to
Flail 1d6 Blunt, Melee Hand: If attack misses and if both reload between shots.
hands are armed with a weapon with
Hand cannon 1d10 Loud, Missile (5’–70’ / 71’–140’ / 141’–210’), the Hand quality, the wielder can Reach: Can make a melee attack
Powder reload, Slow, Two-handed make a second attack with a -2 farther than 5’.
penalty to attack and damage rolls.
Return: On a missed attack, the
Knuckles 1d3 Hand, Blunt, Melee Entangle: On an attack roll of 18 or weapon returns to its owner’s hand.
higher, the target must save versus
Kusarigama 1d4 (sickle) Bring, Melee, Reach (10’), Two-handed Slam: On a hit, the target must save
paralysis or be unable to move or act.
1d2 (chain) versus paralysis or loses initiative.
A new save is allowed each round to
Pike 1d10 Brace, Melee, Reach (15'), Slow, Two-handed escape. Slow: The character acts last in each
combat round.
Loud: The first time in an encounter a
Racket 1d6 Blunt, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’), weapon with this quality is fired, the Two-handed: Requires both hands;
Slow, Two-handed noise triggers a wandering monster the character cannot use a shield.
check and causes animals (except
Scythe 1d10 Melee, Slow, Two-handed those trained for battle) to make a
morale check or flee. At the referee’s
Shuriken 1d4 Melee, Missile (5’-10’ / 11’-20’ / 21’-30’)
beak. Cannot fly, but are fine mounts. THAC0 17 [+2], MV 90’ (30’), SV D12 AC 7 [12], HD 3 (13hp), Att 2 × hoof
Dwells in hills and grasslands. W13 P14 B15 S16 (2), ML 6, AL (1d6), THAC0 17 [+2], MV 120’ (40’),
----------------------------------------------------------------------- Neutral, XP 35 SV D12 W13 P14 B15 S16 (2), ML 9,
AC 6 [13], HD 3 (13hp), Att 2 × claw -----------------------------------------------------------------------
AL Neutral, XP 35
(1d3), 1 × beak (1d8), THAC0 17 [+2], ▶ Non-combatants: Flee, if attacked. -----------------------------------------------------------------------
MV 180’ (60’), SV D12 W13 P14 B15 ▶ Charge: When not in melee.
S16 (2), ML 8, AL Neutral, XP 35 Horse, Pony Requires a clear run of at least 20
-----------------------------------------------------------------------
Lightly built horses bred to serve as yards. Rider’s lance inflicts double
▶ Balance: While carrying a rider, can damage. Horse cannot attack when
only attack with its beak. mount to small riders. Can survive
purely on grass, wherever available. charging.
----------------------------------------------------------------------- ▶ Melee: When in melee, both rider
Camel AC 7 [12], HD 2 (9hp), Att 2 × hoof and horse can attack.
Griffon, Riding (1d4), THAC0 18 [+1], MV 210’ (70’),
Irascible animals that are adapted to
Large predators combining the SV D12 W13 P14 B15 S16 (1), ML 7,
life in dry climates. Often used for Lizard, Flame
features of an eagle (head, wings, AL Neutral, XP 20
transportation in deserts. 30’ long, mottled grey and red lizards
----------------------------------------------------------------------- front claws) and a lion. Bred for
AC 7 [12], HD 2 (9hp), Att 1 × bite (1), transport and patrol. which are sometimes mistaken for
2 × hoof (1d4), THAC0 18 [+1], MV
----------------------------------------------------------------------- Horse, Riding dragons.
AC 6 [13], HD 5 (22hp), Att 2 × claw Lightly built horses adapted to run at -----------------------------------------------------------------------
150’ (50’), SV D12 W13 P14 B15 S16 AC 2 [17], HD 7* (31hp), Att [2 × claw
(1d3), 1 × bite (1d8), THAC0 15 [+4], high speed. Can survive purely on
(1), ML 7, AL Neutral, XP 20 (1d8), 1 × bite (2d8)] or 1 × breath
----------------------------------------------------------------------- MV 120’ (40’) / 360’ (120’) flying, SV grass, wherever available.
▶ Ill-tempered: Bite or kick creatures D12 W13 P14 B15 S16 (3), ML 7, AL ----------------------------------------------------------------------- (2d6), THAC0 13 [+6], MV 90’ (30’),
in their way, including owners. Neutral, XP 175 AC 7 [12], HD 2 (9hp), Att 2 × hoof SV D10 W11 P12 B13 S14 (4), ML 8,
▶ Water: After drinking well, can
----------------------------------------------------------------------- (1d4), THAC0 18 [+1], MV 240’ (80’), AL Neutral, XP 850
▶ Attack horses: Within 120’, unless SV D12 W13 P14 B15 S16 (1), ML 7, ---------------------------------------
survive 2 weeks without water.
a morale check is passed. AL Neutral, XP 20 ▶ Breath weapon: Once per day. 15’
▶ Desert travel: Move at full speed
through broken lands and deserts. long cone of fire, 2’ wide at the mouth,
Griffon, War 15’ wide at the far end. Save versus
Large, rapacious predators combining breath for half damage.
the features of an eagle (head, wings, ▶ Fire immunity: Unharmed by fire.
front claws) and a lion. Prey on
horses. Lizard, Footpad
-----------------------------------------------------------------------
AC 5 [14], HD 7 (31hp), Att 2 × claw 8’ long, slate grey lizards with long
(1d4), 1 × bite (2d8), THAC0 17 [+2], legs and toes with round, sticky pads.
-----------------------------------------------------------------------
MV 120’ (40’) / 360’ (120’) flying, SV AC 6 [13], HD 2+1 (10hp), Att 1 × bite
D10 W11 P12 B13 S14 (4), ML 9, AL (1d6), THAC0 17 [+2], MV 120’ (40’) /
Neutral, XP 450 60’ (20’) climbing, SV D12 W13 P14
-----------------------------------------------------------------------
▶ Charge: When not in melee. B15 S16 (2), ML 7, AL Neutral, XP 25
-----------------------------------------------------------------------
Requires a clear flight of at least 20 ▶ Cling: Can walk on walls and
yards. Rider’s lance inflicts double ceilings, but cannot climb slopes
damage. Griffon cannot attack when steeper than 60 degrees when
charging. mounted.
▶ Melee: When in melee, both rider
and griffon can attack.
▶ Attack horses: Within 120’, unless
a morale check is passed.
Lizard, Tuatara Pteranodon Unicorn Wyvern, Riding
8’ long, iguana-like, carnivorous Wingspan of up to 50’. Highly Fantastic creatures that appear as Winged, two-legged, dragon-like
lizards with olive scales and a ridge of aggressive. elegant horses with a long horn. monsters bred for transport and
white spikes along the back. -----------------------------------------------------------------------
Unicorns are timid, but proud and patrol. Its stinger is no longer
----------------------------------------------------------------------- AC 6 [13], HD 5 (22hp), Att 1 × bite venomous.
wilful.
AC 4 [15], HD 6 (27hp), Att 2 × claw (1d12), THAC0 15 [+4], MV 240’ (80’) ----------------------------------------------------------------------- -----------------------------------------------------------------------
(1d4), 1 × bite (2d6), THAC0 14 [+5], flying, SV D12 W13 P14 B15 S16 (3), AC 2 [17], HD 4* (18hp), Att 2 × hoof AC 5 [14], HD 5 (27hp), Att 1 × bite
MV 90’ (30’), SV D10 W11 P12 B13 ML 8, AL Neutral, XP 175 (1d8), 1 × horn (1d8), THAC0 16 [+3], (1d8), 1 × sting (1d6), THAC0 15 [+4],
S14 (4), ML 6, AL Neutral, XP 275 MV 240’ (80’), SV D8 W9 P10 B10 S12 MV 90’ (30’) / 240’ (80’) flying, SV D12
-----------------------------------------------------------------------
Roc (8), ML 7, AL Lawful, XP 125 W13 P14 B15 S16 (3), ML 8, AL
▶ Infravision: 90’. Granted by
Gigantic birds of prey.
-----------------------------------------------------------------------
Neutral, XP 175
retractable eye membranes. ▶ Empathy with maidens: A pure- -----------------------------------------------------------------------
-----------------------------------------------------------------------
▶ Alignment reaction: –1 to reaction hearted maiden can communicate ▶ Riding: Will not allow creatures
Mule rolls versus Neutral characters; –2 with and ride a unicorn. with less than 4 HD to become their
Stubborn horse/donkey cross-breeds versus Chaotic characters. ▶ Teleport: Once per day, up to 360’ rider.
used as beasts of burden. ▶ Swoop: Can dive onto victims (including rider).
-----------------------------------------------------------------------
visible from above. If the victim is Wyvern, War
AC 7 [12], HD 2 (9hp), Att 1 × kick
surprised, the attack inflicts double Winged, two-legged, dragon-like
(1d4) or 1 × bite (1d3), THAC0 18 [+1],
damage. On an attack roll of 18 or monsters with a long tail tipped with a
MV 120’ (40’), SV D14 W15 P16 B17
more, the victim can be carried away venomous stinger. Bred for warfare.
S18 (NH), ML 8, AL Neutral, XP 20 -----------------------------------------------------------------------
(if of appropriate size).
-----------------------------------------------------------------------
AC 3 [16], HD 7* (31hp), Att 1 × bite
▶ Tenacious: Can be taken
(2d8), 1 × sting (1d6 + poison), THAC0
underground, if the referee allows it. Roc, Large 13 [+6], MV 90’ (30’) / 240’ (80’) flying,
▶ Defensive: May attack if -----------------------------------------------------------------------
AC 2 [17], HD 12 (54hp), Att 2 × claw SV D10 W11 P12 B13 S14 (4), ML 10,
threatened, but cannot be trained to
(1d8), 1 × bite (2d10), THAC0 10 [+9], AL Neutral, XP 850
attack on command. -----------------------------------------------------------------------
MV 60’ (20’) / 480’ (160’) flying, SV ▶ Poison: Save vs poison with a +2
D10 W11 P12 B13 S14 (6), ML 9 (12 in bonus or die.
Pegasus lair), AL Lawful, XP 1,100
Semi-intelligent winged horses that -----------------------------------------------------------------------
▶ Volatile: Allow only martial
are wilful and timid. ▶ Alignment reaction; Swoop: See characters to become their rider.
-----------------------------------------------------------------------
main entry. ▶ Charge: When not in melee.
AC 6 [13], HD 2+2 (11hp), Att 2 × hoof Requires a clear flight of at least 20
(1d6), THAC0 17 [+2], MV 240’ (80’) / yards. Rider’s lance inflicts double
480’ (160’) flying, SV D12 W13 P14
Roc, Small
----------------------------------------------------------------------- damage. Wyvern cannot attack when
B15 S16 (2), ML 8, AL Lawful, XP 25 AC 4 [15], HD 6 (27hp), Att 2 × claw charging.
-----------------------------------------------------------------------
(1d4+1), 1 × bite (2d6), THAC0 14 [+5], ▶ Melee: When in melee, both rider
▶ Hate hippogriffs: Natural enemies.
MV 60’ (20’) / 480’ (160’) flying, SV and wyvern can attack.
▶ Mount: Can carry a human-sized
rider. It will serve only lawful D12 W13 P14 B15 S16 (3), ML 8 (12 in
characters. lair), AL Lawful, XP 275
-----------------------------------------------------------------------
▶ Alignment reaction; Swoop: See
main entry.
Tack and Harness Draft/Pony/Riding/War Horse
(500gp)
Animals of Burden
Inside brackets: The miles per day, MV rate, and max load of an encumbered creature.
Axe Beak, Mule (150gp) Plate barding. Provides AC 3 [16].
Chain barding. Provides AC 5 [14]. Weighs 3,000 coins. Animal Cost Miles per MV Max Load
Weighs 600 coins. Draft/Riding/War Horse (600gp) (gp) Day Rate (Coins)
Axe Beak, Mule (400gp) Field barding. Provides AC 2 [17].
Banded barding. Provides AC 4 [15]. Weighs 4,000 coins. Axe Beak 50 36 [72] 180’ (60’) [90’ (30’)] 2,500 [5,000]
Weighs 1,500 coins. Draft/Riding/War Horse (700gp)
Joust barding. Provides AC 0 [19]. Camel 100 30 [15] 150’ (50’) [75’ (25’)] 3,000 [6,000]
Axe Beak, Mule (500gp)
Plate barding. Provides AC 3 [16]. Weighs 5,000 coins.
Elephant 7,200 24 [12] 120’ (40’) [60’ (20’)] 9,000 [18,000]
Weighs 3,000 coins. Elephant (1,200gp)
Axe Beak (600gp) Banded barding. Provides AC 4 [15]. Griffon (Riding) 12,500 72 [36] 360’ (120’) [180’ (60’)] 3,500 [7,000]
Field barding. Provides AC 2 [14] and Weighs 4,500 coins.
weighs 4,000 coins. Elephant (1,500gp) Griffon (War) 17,500 72 [36] 360’ (120’) [180’ (60’)] 4,500 [9,000]
Camel, Mule (75gp) Plate barding. Provides AC 3 [16].
Weighs 9,000 coins. Hippogriff 7,750 72 [36] 360’ (120’) [180’ (60’)] 3,000 [6,000]
Scale barding. Provides AC 6 [13] and
weighs 400 coins. Elephant (1,800gp)
Horse (Draft) 40 18 [9] 90’ (30’) [45’ (15’)] 4,500 [9,000]
Camel, Pegasus, Pteranodon Field armour. Provides AC 2 [17].
(150gp) Weighs 12,000 coins. Horse (Pony) 35 42 [21] 210’ (70’) [105’ (35’)] 2,000 [4,000]
Chain barding. Provides AC 5 [14]. Footpad Lizard (450gp)
Weighs 600 coins. Chain barding. Provides AC 5 [14]. Horse (Riding) 75 48 [24] 240’ (80’) [120’ (40’)] 3,000 [6,000]
Camel, Pegasus, Pteranodon Weighs 1,800 coins.
Footpad Lizard (1,200gp) Horse (War) 250 24 [12] 120’ (40’) [60’ (20’)] 4,000 [8,000]
(400gp)
Banded barding. Provides AC 4 [15]. Banded barding. Provides AC 4 [15].
Weighs 4,500 coins. Lizard (Footpad) 500 24 [12] 120’ (40’) [60’ (20’)] 2,500 [5,000]
Weighs 1,500 coins.
Camel, Pegasus, Pteranodon Riding Griffon (750gp) Lizard (Tuatara) 3,000 18 [9] 90’ (30’) [45’ (15’)] 3,000 [6,000]
(500gp) Chain barding. Provides AC 5 [14].
Plate barding. Provides AC 3 [16]. Weighs 3,000 coins. Lizard (Flame) 15,000 18 [9] 90’ (30’) [45’ (15’)] 3,500 [7,000]
Weighs 3,000 coins. War Griffon (2,000gp)
Camel, Pegasus, Pteranodon Banded barding. Provides AC 4 [15]. Mule 30 24 [12] 120’ (40’) [60’ (20’)] 2,000 [4,000]
(600gp) Field armour. Provides AC 2 Weighs 7,500 coins.
Riding/War Griffon (750gp) Pegasus 5,000 96 [48] 480’ (160’) [240’ (80’)] 3,000 [6,000]
[14]. Weighs 4,000 coins.
Camel, Pegasus, Pteranodon Chain barding. Provides AC 5 [14].
Pteranodon 9,500 48 [24] 240’ (80’) [120’ (40’)] 3,000 [6,000]
(700gp) Joust armour. Provides AC 0 Weighs 3,000 coins.
[19]. Weighs 5,000 coins. Hippogryph (400gp) Roc (Small) 18,000 96 [48] 480’ (160’) [240’ (80’)] 6,000 [12,000]
Draft/Pony/Riding/War Horse Banded barding. Provides AC 4 [15].
(150gp) Weighs 1,500 coins. Roc (Large) 36,000 96 [48] 480’ (160’) [240’ (80’)] 12,000 [24,000]
Chain barding. Provides AC 5 [14]. Hippogryph (500gp)
Plate barding. Provides AC 3 [16]. Unicorn ???? 48 [24] 240’ (80’) [120’ (40’)] 2,000 [4,000]
Weighs 600 coins.
Draft/Pony/Riding/War Horse Weighs 3,000 coins.
Wyvern (Riding) 12,500 48 [24] 240’ (80’) [120’ (40’)] 3,500 [7,000]
(400gp) Small Roc (1,500gp)
Banded barding. Provides AC 4 [15]. Plate barding. Provides AC 3 [16]. Wyvern (War) 19,000 48 [24] 240’ (80’) [120’ (40’)] 4,500 [9,000]
Weighs 1,500 coins. Weighs 9,000 coins.
Owl
BIRDS Nocturnal birds of prey.
---------------------------------------
Bird Armour
▶ Swoop: Can dive onto victims Leather barding (20gp)
Crow/Raven Hawk Provides AC 7 [12] and weighs 125
Birds of prey that drift on high visible from above. If the victim is
Nocturnal, intelligent, and scavenger surprised, the attack inflicts double coins.
birds that are usually found in hills, currents of air and hunt prey on the
ground. damage. On an attack roll of 18 or Scale barding (35gp)
plains, settlements and ruins. more, the victim can be carried away
--------------------------------------- Provides AC 6 [13] and weighs 200
Regarded as creatures of ill-omen by (if of appropriate size).
▶ Swoop: Can dive onto victims coins.
superstitious folk. Peaceful, but attack
if defending their nest or if visible from above. If the victim is Chain barding (75gp)
surprised, the attack inflicts double Owl, Giant
summoned and commanded by magic. Provides AC 5 [14]. Weighs 300 coins.
damage. On an attack roll of 18 or 9’ tall intelligent nocturnal birds of
---------------------------------------
more, the victim can be carried away prey feared for silent hunting skills. Banded barding (200gp)
▶ Defend nest: Attack if it is
(if of appropriate size). Dwell in forests. Provides AC 4 [15]. Weighs 750 coins.
approached.
---------------------------------------
▶ Mimicry: Can mimic the sound of Plate barding (250gp)
Hawk, Giant AC 6 [13], HD 4 (18hp), Att 2 × talon
any monster or animal. Provides AC 3 [16]. Weighs 1,500 coins.
Birds of prey as big as a great dog. (2d4), 1 × beak (1d4 + 1), THAC0 16
--------------------------------------- [+3], MV 30’ (10’) / 180' (60') flying,
Crow/Raven, Giant SV D10 W11 P12 B13 S14 (4), ML 8,
4’ tall intelligent nocturnal birds. AC 6 [13], HD 3+3 (16hp), Att 1 × Owl, Normal
talons or beak (1d6), THAC0 16 [+3], AL Neutral, XP 75
--------------------------------------- --------------------------------------- Small nocturnal birds of prey. Dwell in
AC 7 [12], HD 2+2 (11hp), Att 1 × beak MV 450’ (150’) flying, SV D12 W13 forests.
P14 B15 S16 (2), ML 8, AL Neutral, XP ▶ Surprise: On a 1–4, due to its silent
(1d6), THAC0 17 [+2], MV 300' (100') flying. ---------------------------------------
flying, SV D12 W13 P14 B15 S16 (1), 50 AC 8 [11], HD 1 (4hp), Att 2 × talon
--------------------------------------- ▶ Speech: Common, plus languages of
ML 8, AL Neutral, XP 15, NA 0(2d8), owls. (1d2), 1 × beak (1d2), THAC0 19 [0],
TT M ▶ Swoop: See main entry. MV 30’ (10’) / 270' (90’) flying, SV D12
--------------------------------------- ▶ Carry prey: Up to halfling-sized. W13 P14 B15 S16 (1), ML 7, AL
▶ Defend nest; Mimicry: See main Neutral, XP 25
entry. Hawk, Normal
Small birds of prey.
IMAGEM ---------------------------------------
▶ Surprise: On a 1–5, due to its silent
Crow/Raven, Normal --------------------------------------- flying.
Small and intelligent nocturnal birds. AC 8 [11], HD ½ (2hp), Att 1 × talons
--------------------------------------- or beak (1d2), THAC0 19 [0], MV 480’
(160’) flying, SV D14 W15 P16 B17
Birds
AC 8 [11], HD ½ (2hp), Att 1 × beak Inside brackets: The miles per day, MV rate, and max load of an encumbered creature.
per flock (1d6), THAC0 19 [0], MV S18 (NH), ML 7, AL Neutral, XP 5
330' (110’) flying, SV D14 W15 P16 ---------------------------------------
Animal Cost (gp) Miles MV Max Load
B17 S18 (NH), ML 7, AL Neutral, XP ▶ Swoop: See main entry per Day Rate (Coins)
25, NA 0 (3d10), TT None
--------------------------------------- Crow/Raven 100 60 [30] 300’ (100’) [150’ (50’)] 500 [1,000]
IMAGEM
▶ Defend nest; Mimicry: See main (Giant)
entry.
Crow/Raven 10 66 [33] 330’ (110’) [165’ (55’)] 100 [200]
▶ Flock: Each group of 3–6
(Normal)
crows/ravens attacks as a flock. Each
flock makes a single attack roll Hawk (Giant) 400 90 [45] 450’ (150’) [225’ (75’)] 750 [1,500]
against one creature.
▶ Engulf: The creature attacked must Hawk (Normal) 30 96 [48] 480’ (160’) [240’ (80’)] 200 [400]
save versus death or fall prone,
unable to attack until able to stand up Owl (Giant) ???? 36 [18] 180’ (60’) [90’ (30’)] 1,000 [2,000]
again.
Owl (Normal) 25 54 [27] 270’ (90’) [135’ (45’)] 250 [500]
CLERIC SPELL LIST DRUID SPELL LIST
4th LEVEL SPELLS
1st Level
Aid
Blessed Guard (Blighted Guard)
Detect Lie
1st Level
Detect Magic IMAGEM
Command Magic Stone
Divination
Magic Stone Purify Water (Contaminate Water)
Exorcise
Pass Undead Shillelagh
Flame Strike
Resist Acid
Lower Water
Sanctuary 2nd Level
Sacrificial Resurrection
Sunburst Booby Trap
2nd Level Charm Person or Mammal
Augury 5th LEVEL SPELLS Feign Death
Chant Cureall Goodberry
Death Recall Cure Critical Wounds (Cause Crit. Translate
Drag from Death’s Door Wounds) Transmute Metal to Wood
Healing Light Heavenly Grace Shield
Resist Gas Plane Shift 3rd Level
Resist Lightning Regenerate Cure Disease (Cause Disease)
Reveal Charm Restore (Energy Drain) Drag from Death’s Door
Slow Poison Speak with Monsters (Babble) Fire Mantle
Strength Truesight Insect Swarm
Translate Word of Recall Litoform
Neutralise Poison
3rd Level
Animate Dead
Cure Blindness (Blindness)
Death Ward
IMAGEM 4th Level
Conjure Fire Elemental
Hold Plant
Dispel Magic Repel Vermin
Feign Death Sticks to Snakes
Glyph of Warding
Minor Heal
Prayer 5th Level
Reflect Coat Conjure Earth Elemental
Revitalising Dawn Cure Critical Wounds (Cause Crit.
Speak with Dead Wounds)
Tongues Gaea’s Regeneration (Gaea’s
Water Walk Decayment)
Return to Nature
Sacrificial Resurrection
ILLUSIONIST SPELL LIST MAGIC-USER SPELL LIST
1st Level 1st Level 3rd Level
Beast of Burden Alarm Blink
Erase Armour Booby Trap
Identify Beast of Burden Clairvoyance
Message Burning Hands Cone of Cold
Scribe Cold Scrunch Explosive Runes
Wizard Hand Ember Flick Feign Death
Erase Fool’s Gold
2nd Level Feather Fall Haste (Slow)
Amnesia Frost Fingers Suggestion
ESP Grease Summon Monster: Lv1
Knock Identify Tiny Hut
Levitate Jump
Ray of Enfeeblement Mending 4th Level
Wizard Lock Message Arcane Window
Scribe Blazestorm
Shocking Grasp Dig
3rd Level Spark Crackle
Clairaudience Fear
Spider Climb Fire Charm
Clairvoyance Summon Familiar
Haste (Slow) Frost Charm
Unseen Servant Fumble
Wizard Hand Ice Storm
4th Level Lesser Globe of Invulnerability
Wizard Eye 2nd Level Spark Charm
Acid Arrow Summon Monster: Lv2
5th Level Amnesia Thunderstorm
Faithful Hound Electric Shield
Feeblemind Fake Trap 5th Level
Telekinesis Fire Shield Faithful Hound
Teleport Flame Lash Interposing Hand
Frost Lash Litoform
Gust of Wind Summon Monster: Lv3
Ice Shield
Minor Repairing
Misty Step
6th Level
Phantom Sword Forceful Hand
Ray of Enfeeblement Chain Lightning
Rope Trick Globe of Invulnerability
Shatter Summon Monster: Lv4
Shock Lash Wall of Iron
Spellblade
Strength
Tongues
Uncontrollable Laughter
Zephyr
Pass Undead Resist Gas
CLERIC SPELLS Duration: 1 turn per level
Range: The caster or a creature
Duration: 6 turns
Range: 30’
-----------------------------------------------------------------------
touched
All creatures within range are
1st LEVEL SPELLS Command
-----------------------------------------------------------------------
The subject is rendered completely protected from gas or steam, as
Duration: 1 round undetectable to undead. follows:
Aid Range: 10’
----------------------------------------------------------------------- ▶ Detection: Undead with 6 or more ▶ Normal gas: Unharmed by
Duration: 6 turns The caster issues a command of a HD may save versus spells to detect non-magical gas or steam.
Range: The caster or a creature single word to a single human, anyone protected by this spell. ▶ Save bonus: Gain a +2 bonus to all
touched demihuman, or human-like monster, Undead with 9 or more HD are never saving throws versus gas or
-----------------------------------------------------------------------
A living subject touched gains bonus as follows: deceived by the spell. steam-based magical or breath attacks
hit points. ▶ Hostile actions: Taking hostile ▶ Gas or steam-based damage: Is
▶ Commands: If they share a
action against undead (e.g. attacking, reduced by 1 point per damage die
▶ Bonus hit points: Subject gains a language, the caster may give a
casting offensive spells) reveals the rolled. (Each die inflicts a minimum of
number of bonus hit points equal to command like "flee", "stop", etc, which
subject’s presence, but only to the 1 hit point damage.)
1d6+1. they will obey.
individuals which were attacked.
▶ Any damage suffered: Is ▶ Suicidal commands: Causes the
subtracted first from the bonus hit creature to faint for the spell Sanctuary
duration. Resist Acid Duration: 2 rounds +1 round per
points.
▶ INT 13+ and/or 6+ HD: May save Duration: 6 turns level
▶ When the duration ends: If any of
versus spells to avoid command. Range: 30’ Range: The caster or a creature
the bonus hit points remain, they -----------------------------------------------------------------------
Restrictions: Undead are not touched
disappear. All creatures within range are -----------------------------------------------------------------------
▶ Higher level casters: May give affected. protected from cold, as follows: The caster or another creature cannot
more bonus hit points: an additional be directly attacked:
1d6+1 per five experience levels the ▶ Normal acid: Unharmed by
Magic Stone non-magical acid.
caster has gained (i.e. 2d6+2 at ▶ Attackers: Must save versus spells
Duration: 1 day or until used
6th–10th level, 3d6+3 at 11th–15th ▶ Save bonus: Gain a +2 bonus to all to become able to attack the protected
Range: Touch
level, etc.). ----------------------------------------------------------------------- saving throws versus acid-based creature.
▶ Ritual: Casting Aid may also form Enchant a sling stone witn magic. magical or breath attacks ▶ Area attacks: Can still affect the
part of rituals of warding, at the ▶ Acid-based damage: Is reduced by target.
▶ Ranged attack: The sling stone can 1 point per damage die rolled. (Each ▶ Protected creature: If the subject
referee’s discretion. be thrown as a missile by the caster or die inflicts a minimum of 1 hit point attacks or casts a harmful spell, the
any allies. damage.) protection is broken, ending the spell.
▶ Acts as: A magical sling stone +1
(1d4+1).
Resist Lightning Strength
2nd LEVEL SPELLS Drag From Death’s Door Duration: 2 turns Duration: 6 turns per level
Duration: Instant Range: Touch
Range: 30’
Range: Creature touched ----------------------------------------------------------------------- -----------------------------------------------------------------------
Augury -----------------------------------------------------------------------
A single creature is bestowed with Confers a temporary STR bonus,
Duration: 3 turns A subject killed by damage (i.e. not by which varies depending on the
supernatural resistance to lightning,
Range: The caster poison, disintegration, etc.) within the affected creature’s class.
as follows:
----------------------------------------------------------------------- last 3 rounds is dragged back from the
Allows the caster to know if brink of death. ▶ Normal heat: Unharmed by ▶ +1d4: Non-martial classes.
something in the near future will non-magical lightning or electricity. ▶ +1d6: Semi-martial classes.
bring good or bad results for the spell ▶ Weakness: Returning from death is ▶ +1d8: Martial classes.
▶ Save bonus: Gain a +2 bonus to all
duration. an ordeal. Until the subject gets two
saving throws versus lightning-based
full weeks of bed rest, they have 1 hit Character’s STR: Cannot go above
▶ Questions: The caster may ask only magical or breath attacks
point, move at half the normal rate, 18.
one question per casting. ▶ Lightning-based damage: Is
cannot carry heavy items, and cannot
▶ Chance of a correct answer: 70% + reduced by 1 point per damage die
attack, cast spells, or use other class Translate
1% per caster level. rolled. (Each die inflicts a minimum of
abilities. This period of weakness may Duration: 3 turns
1 hit point damage.)
not be shortened by any magical Range: The caster
Chant healing. -----------------------------------------------------------------------
Duration: Concentration ▶ Bargain: In return for cheating Reveal Charm The caster gains the ability to
Range: 30' death, the cleric suffers 1d6 damage Duration: 1 turn understand written information in any
-----------------------------------------------------------------------
and the subject suffers a permanent Range: 30’ language, except coded messages or
This spell grants the caster to loss of one point from a random
-----------------------------------------------------------------------
symbols (e.g. on treasure maps). No
influence other living creatures. Up to 10 creatures within range are
ability score (if using the optional rule ability to speak unknown languages is
caused to glow, to determine if they
▶ Allies: Gain a +1 bonus to attack, for returning from death). conferred.
are under the influence of a charm
damage, saving throws. spell.
▶ Foes: Suffer a -1 penalty to attack, Healing Light
damage, saving throws. Duration: Instant Slow Poison
▶ Concentration: The Chant persists Range: 60’ Duration: 1 hour per level
as long as the caster concentrates on -----------------------------------------------------------------------
The caster’s heals 1d6+1 hit points Range: The caster or a creature
the spell and does not move.
of damage in one living subject. This touched
-----------------------------------------------------------------------
cannot raise the subject’s hit points Poisons affecting the subject are
Death Recall above their normal maximum.
Duration: 1 turn dramatically slowed, giving the caster
Range: Corpse touched time to effect a full cure.
-----------------------------------------------------------------------
Upon casting this spell and touching ▶ Poison effects: As long as the
the body of a creature which has died subject has more than 1 hit point, the
within the last 24 hours, the caster slowed poison inflicts 1hp of damage
experiences a vision of the last 10 per turn. If the subject is at 1hp, the
minutes of the creature’s life, ending poison inflicts no further damage.
with its demise: ▶ Characters killed by poison: Can
be revived by this spell. Death must
▶ Trance: While witnessing the have occurred within one turn per
deceased creature’s last moments of level of the caster.
life, the caster is in a trance state, ▶ When the duration ends: The full
unable to move or perceive their effects of the poison occur. If the
surroundings. subject was revived from death by this
spell, they die once more.
Feign Death Minor Heal
3rd LEVEL SPELLS Death Ward Duration: 6 turns +1 per level Duration: Instant
Duration: 1 turn per level Range: The caster or a creature
Range: The caster or a creature
Range: 60’ touched
Animate Dead ----------------------------------------------------------------------- touched
----------------------------------------------------------------------- -----------------------------------------------------------------------
Duration: Permanent A living subject is warded such that The caster’s touch heals 1d4 × 5 hit
A willing subject falls into a cataleptic
Range: 60’ they do not die when reduced to 0 hit points of damage in one living
state, indistinguishable from death.
----------------------------------------------------------------------- points, instead being able to survive subject. This cannot raise the subject’s
Causes corpses or skeletons to rise as and continue to act normally until ▶ Hit Dice limit: The subject may not
undead Skeletons or Zombies. hit points above their normal
they reach –10 hit points.. have higher HD than the caster’s maximum.
▶ Obedient: Created undead obey the level.
▶ Death saves: The subject also gains ▶ Usage limit: Minor Heal may only
caster’s commands. ▶ Senses: The subject retains their
a +2 bonus to saving throws versus be cast once per day.
▶ Special abilities: They are unable senses of hearing and smell, but
death or poison.
to use any special abilities (including cannot see or feel.
▶ Healing: Healing magic functions
spell casting) that they possessed in ▶ Damage: Any damage inflicted on Prayer
normally for a character under this
life. the subject is halved. Duration: 1 round per level
ward. For example, a character could
▶ Duration: The reanimating magic ▶ Immunities: The subject is Range: 60'
be reduced to –8hp, then receive a
remains active until dispelled or until unaffected by paralysis and energy -----------------------------------------------------------------------
healing spell taking them up to –2hp, This spell grants the caster to
the undead are slain. drain.
then drink a potion of healing taking influence other living creatures.
Number: The spell animates up to 1 ▶ Poison: The effects of any poison in
them up to 3hp.
Hit Die of zombies or skeletons per the subject’s system are suspended ▶ Allies: Gain a +1 bonus to attack,
▶ Expiration: Once the spell expires,
level of the caster: while the spell lasts. Once the damage, saving throws.
if the subject has 0 or less hit points,
duration ends, poison has its normal ▶ Foes: Suffer a -1 penalty to attack,
▶ Skeletons: Have AC 7 [12] and HD they die immediately.
effect once more. damage, saving throws.
equal to those the creature had in life.
▶ Ending: The caster can end the ▶ Caster: May cast other spells,
▶ Zombies: Have AC 8 [11] and HD Dispel Magic spell at any time. The subject requires attack, or take other actions while
one greater than the creature had in Duration: Instant 1 round to awaken. Prayer is active.
life. Range: 120’
▶ Classed characters: If a PC or NPC -----------------------------------------------------------------------
with levels in a class is reanimated by Dispel Magic ends spell effects within Glyph of Warding Reflect Coat
this spell, the levels are not counted a 20’ cube area. Duration: Permanent (until Duration: 6 turns +1 per level
as HD. For example, the reanimated triggered) Range: The caster or a creature
▶ Caster levels: Effects created by Range: Touch
corpse of a 5th level fighter would touched
lower level casters are automatically -----------------------------------------------------------------------
have 2 HD (1 HD as a normal human, Inscribes a glyph to protect an area or
-----------------------------------------------------------------------
dispelled. Effects created by higher Magic and energy attacks against the
+1 for being reanimated as a zombie). object.
level casters have a 5% chance per protected creature has a 1-in-6
level difference of not being dispelled. chance of being reflected back at its
Cure Blindness ▶ Area: Up to 5' square per caster
▶ Magic items: Are unaffected. origin.
Duration: Instant level.
Range: Touch ▶ Password: Any creature entering ▶ Break: After 2 spells or attacks are
----------------------------------------------------------------------- the area without first speaking the reflected, the spell ends.
Cure a subject of any forms of password, triggers the glyph. ▶ Touch: Cannot be reflected.
blindness. ▶ Glyph: Is invisible and loses power ▶ Polishment: At 9th level, the
after triggered and has two usages: chance of reflection becomes a 2-in-6
↶ Blindness
a. Blast Glyph: Inflicts 2 points of chance.
Causes permanent blindness upon a
creature, if it fails a save versus damage (fire or electricity) per caster
spells. level (save versus spells for half Revitalising Dawn
damage). Duration: Instant
b. Spell Glyph: Causes blindness, Range: 120’
paralysis, or energy drain on a -----------------------------------------------------------------------
Purify Water
Duration: Permanent
Range: 10’
-----------------------------------------------------------------------
Poisoned, spoiled, or contaminated
water is purified. .
▶ Drink: 6 quarts.
↶ Contaminate Water
Causes a 6 quarts of drink to be
spoiled, or contaminated.
Shillelagh
Duration: 6 rounds +1 per level
Range: Touch
-----------------------------------------------------------------------
The caster's club or staff is enchanted:
▶ Weapon: Treated as a magical
weapon (deals 2d4 damage).
Feign Death Goodberry
2nd LEVEL SPELLS Charm Person or Mammal Duration: 6 turns +1 per level Range: Touch
Duration: One or more days (see Duration: 1 day +l per level
Range: The caster or a creature
below) -----------------------------------------------------------------------
Booby Trap touched
Range: 80’ ----------------------------------------------------------------------- Caster enchants 8 berries, where 2d4
Duration: Permanent (until -----------------------------------------------------------------------
A willing subject falls into a cataleptic of them have magical effects when
triggered) A single person or mammal must save eaten:
state, indistinguishable from death.
Range: Touch versus spells or be charmed, as
----------------------------------------------------------------------- follows: ▶ Hit Dice limit: The subject may not 1. Nourishment: Provides enough
Affects any closable item (book, box, have higher HD than the caster’s sustain for a person for that day (no
bottle, chest, door, etc) to become a ▶ Friendship: The subject regards the need to eat).
level.
bomb that burst in a magical caster as a close friend and will come 2. Healing: Restores 1 hit point of
▶ Senses: The subject retains their
explosion when triggered. to the caster’s defence. damage.
senses of hearing and smell, but
▶ Commands: If they share a
▶ Do not work: On an item already cannot see or feel. ▶ Identifying: Divine spell casters
language, the caster may give the
affected with Hold Portal or Wizard ▶ Damage: Any damage inflicted on with access to druidic magic can
charmed creature commands, which
Lock spells (the same spells do not the subject is halved. identify the berries. A Detect Magic
they will obey.
affect an item already affected with a ▶ Immunities: The subject is spell may also be used to identify the
▶ Subject’s nature: The subject may
Booby Trap Spell). unaffected by paralysis and energy berries.
resist commands that contradict their
▶ Triggering: Any other creature than drain. ▶ Frequency: A creature can eat up to
habits or alignment.
the caster touching the affected item, ▶ Poison: The effects of any poison in 8 magical berries within a day.
▶ Suicidal commands: Are always
causing a magical explosion in a 5' the subject’s system are suspended
refused.
radius sphere. while the spell lasts. Once the ↶ Badberry (Reverse)
▶ Damage: Creatures caught in the Restrictions: Undead and monsters duration ends, poison has its normal Contaminates 8 berries. If ingested,
magical explosion suffer 1d6 damage of greater than 4+1 HD are not effect once more. poisons a creature, inflicting 1 point
per level of the caster, with a affected. ▶ Ending: The caster can end the of damage per berry eaten (no saving
successful save versus spells spell at any time. The subject requires throw is required).
Duration: The charm lasts 1 round to awaken.
indicating half damage. indefinitely, but the subject is allowed
▶ Enchanted item: Is not harmed by to make further saves versus spells Transmute Metal to Wood
the magical explosion. at intervals, depending on their INT Duration: Permanent
▶ Detection and removal: There is a score. If one of these saves succeeds, Range: 120’
50% chance of being detected by any the spell ends. -----------------------------------------------------------------------
means. Failing to remove it triggers
INT 3–8: New save once every month. This spell turns a metal object into
the Booby Trap.
INT 9–12: New save each week. wood.
Knock spell: Opens the item, but INT 13–18: New save once every day.
▶ Transmutes: Up to 80 coins of
triggers the explosion.
weight per level of the caster.
▶ Magic items: Have a 10% chance to
be affected by this spell.
3rd LEVEL SPELLS Drag From Death’s Door
Duration: Instant
Range: Creature touched
Cure Disease -----------------------------------------------------------------------
command an elemental. AC –2 [21], HD 6* (72hp), Hold Plant 2d8 normal sticks are miraculously
▶ Dismissing: While control over the Att 1 × blow (3d8), THAC0 8 [+11], Duration: 1 turn per level transformed into snakes that follow
elemental is maintained, the caster MV 120’ (40’), SV D2 W3 P4 B3 S6 Range: 180’ the caster’s orders.
may dismiss it at any time, sending it (16), ML 10, AL Neutral, XP 2,300 -----------------------------------------------------------------------
-----------------------------------------------------------------------
This spell causes one or more plants ▶ Reversion: The snakes become
back to its plane of origin. ▶ Size: 16’ tall, 16’ across. sticks once more if killed or when the
▶ Disruption: If the caster moves at to be paralysed if they fail a saving
▶ Blocked by water: Cannot cross a throw versus spells. duration ends.
more than half speed or their channel wider than own diameter.
concentration is disturbed, the ▶ Mundane damage immunity: Can ▶ Number of targets: Up to 1 Hit Die Snakes
command over the elemental ends. It only be harmed by magical attacks. of plants per level of the caster may AC 6 [13], HD 1 (4hp), Att 1 × bite
is, henceforth, a free-willed entity and ▶ Harm cold-based creatures: Inflict be targeted. (1d4), THAC0 19 [0], MV 90’ (30’), SV
will immediately try to kill the caster extra 1d8 damage. ▶ Affects: Normal or magical plants, D12 W13 P14 B15 S16 (1), ML 7, AL
and any who get in its way. fungi. Plant and fungi-based creatures Neutral, XP 10 (13 if poisonous)
-----------------------------------------------------------------------
that are fantastical, or magically ▶ Poison: There is a 50% chance of
conjured, controlled, or summoned the snakes being poisonous.
are also affected. ▶ When killed: Revert back to sticks.
Gaea’s Regeneration Return to Nature
5th LEVEL SPELLS Duration: 1 turn Duration: Permanent
Range: Touch Range: 120’
----------------------------------------------------------------------- -----------------------------------------------------------------------
Conjure Earth Elemental Potentializes the healing of a living Artificial items and structures in a 30’
Duration: Permanent (until being. radius area crumble in rust and moss,
dismissal or slain) with branches, mushrooms and leaves
Range: 240’ ▶ Dispelling: A conjured elemental ▶ Rate: Regains 1 hit point per round. blooming through it.
-----------------------------------------------------------------------
may be dispelled by Dispel Magic or ▶ Severed limbs: Can be reattached if
A 16 Hit Dice Earth Elemental—a Dispel Evil. severed in less than 1 hour. Takes 1 ▶ Magic items: Have a 75% chance to
being formed of pure elemental turn to reattach and heal. be affected by this spell.
matter—is summoned from earth Restrictions: The caster may ▶ Fire or acid damage: Cannot be ▶ Non-magical armours and
elemental plane to do the caster’s summon at most one earth elemental regenerated. weapons: Are utterly ruined.
bidding. in a single day. ▶ Against constructs and metallic
▶ Materials: The summons requires a Insect Plague creatures: Suffer 1d6 damage per
Earth Elemental
large volume of the appropriate Duration: Concentration (up to 1 level of the caster (save vs spells for
Huge humanoid figures of earth or
element. day) half).
stone.
▶ Concentration: Is required to -----------------------------------------------------------------------
Range: 480’
command an elemental. AC –2 [21], HD 6* (72hp), -----------------------------------------------------------------------
Sacrificial Resurrection
▶ Dismissing: While control over the Att 1 × blow (3d8), THAC0 8 [+11], Cast above ground, this spell conjures Duration: Instant
elemental is maintained, the caster MV 120’ (40’), SV D2 W3 P4 B3 S6 a 60’ diameter swarm of flying insects Range: 120’
may dismiss it at any time, sending it (16), ML 10, AL Neutral, XP 2,300 (Insect Swarm) with the following -----------------------------------------------------------------------
-----------------------------------------------------------------------
properties: By making a bargain with the powers
back to its plane of origin. ▶ Size: 16’ tall. of netherrealm, the caster can
▶ Disruption: If the caster moves at ▶ Blocked by water: Cannot cross a ▶ Movement: 20’ per round. While exchange one soul for another,
more than half speed or their channel wider than own height. the swarm is within range, the caster bringing a dead creature back to life in
concentration is disturbed, the ▶ Mundane damage immunity: Can is able to direct its movements. return for a sacrifice of equal
command over the elemental ends. It only be harmed by magical attacks. ▶ Vision: Within the area of the magnitude.
is, henceforth, a free-willed entity and ▶ Harm creatures on the ground: swarm is obscured.
will immediately try to kill the caster Inflict extra 1d8 damage. ▶ Creatures of 2 HD or less: Are ▶ Time limit: The caster can raise a
and any who get in its way. driven away, if caught within the person that has been dead for no
swarm. longer than four days per level of the
Cure Critical Wounds
▶ Concentration: If the caster moves caster above 6th. For example, a 7th.
Duration: Instant
or loses concentration, the swarm For example, a 10th level caster can
Range: The caster or a creature
dissipates, ending the spell. revive a character that has been dead
touched
----------------------------------------------------------------------- Restrictions: The spell has no effect for twelve days (three levels above 7th
The caster’s touch heals 3d6+3 hit if cast underground. × four days).
points of damage in one living ▶ Ritual sacrifice: The spell is cast as
subject. This cannot raise the a ritual lasting 1 turn, during which a
subject’s hit points above their number of intelligent beings must be
normal maximum. sacrificed, whose total Hit Dice equal
that of the creature to be resurrected.
↶ Cause Critical Wounds ▶ Weakness: Returning from death is
Inflicts 3d6+3 hit points of damage to an ordeal. Until the subject gets two
a touched creature. In combat, a full weeks of bed rest, they have 1 hit
melee attack roll is required. point, move at half the normal rate,
cannot carry heavy items, and cannot
attack, cast spells, or use other class
abilities. This period of weakness may
not be shortened by any magical
healing.
ILLUSIONIST SPELLS
1st LEVEL SPELLS
Beast of Burden
Duration: 2 hours per level
Range: 30'
-----------------------------------------------------------------------
Partially lightens weight placed upon
a single mount.
▶ Mount's encumbrance and load of
coins: Are doubled.
▶ Overloaded mount: At end of
duration of the spell, cannot move Message Scribe
and have a 50% chance to fall and Range: 60’ +10' per level Range: The caster’s spell book
suffer 1d6 points of damage. Duration: 1 round Duration: 6 turns per level
----------------------------------------------------------------------- -----------------------------------------------------------------------
Caster can whisper a message to a Allows the caster to copy spells into
Erase Identify pointed target creature. their spell book for the spell duration,
Duration: Permanent Duration: 1 round + 1 per level regardless of level or intelligence
Range: 30’ Range: Touch ▶ Message travels: In a straight line. restrictions.
----------------------------------------------------------------------- -----------------------------------------------------------------------
▶ Messages shorter than 10
Removes magical or mundane The caster can handle an item to seconds: The target creature may use ▶ Scribing: Takes 1 hour per spell
writings from a scroll, one or two understand the enchantment on it. the remaining time to answer the level of the spell. Caster must save
pages of paper, parchment, or similar caster. versus spells to copy a spell with
▶ Handling: Caster suffers
surfaces. ▶ Obstruction: Between the caster success. In a failed save, suffers 1d4
consequences if the item is cursed or
▶ Cannot remove: Explosive Runes boobytrapped. and the target creature cancels the damage per level of the spell.
or Glyph of Warding. ▶ Chance of success: 15% +5% per spell (e.g. pillar, lead). ▶ Higher level spells: Caster suffers a
▶ Success Probability: caster level to determine the magical -1 penalty for each spell level higher
1. For magical writings: 50% chance characteristic of the item. than usable.
+2% per level of the caster. ▶ Failure: Results in no information. ▶ Caster: Will always be surprised
2. For non-magical writings: 50% ▶ Weapons "pluses": Are not during scribing.
chance +4% per level of the caster. revealed.
▶ In hold: If the writing is in the ▶ Number of charges: Of a magic Wizard Hand
hands of a creature, the creature may item (e.g. staff, wand) is not specified; Duration: 6 turns
also save versus spells the effects of only an approximate range (e.g. Range: 30’
Erase spell. around 20 charges, around 15 -----------------------------------------------------------------------
The caster gains the ability to hear The caster gains the ability to see
through the ears of other living through the eyes of other living
creatures. creatures.
▶ Focus for 1 turn: To establish a ▶ Focus for 1 turn: To establish a
connection with a creature, the caster connection with a creature, the caster
must focus their concentration in one must focus their concentration in one
particular direction for one turn. particular direction for one turn.
▶ After this turn: The auditory ▶ After this turn: The visual
perceptions of one creature within perceptions of one creature within
range in that direction are relayed to range in that direction are relayed to
the caster. the caster.
▶ Switching: Once a connection is ▶ Switching: Once a connection is
established, the caster may choose to established, the caster may choose to
maintain it or to change to another maintain it or to change to another
subject. subject.
▶ Obstructions: Clairaudience is ▶ Obstructions: Clairvoyance is
obstructed by a thin layer of lead or by obstructed by a thin layer of lead or by
rock of 2’ thick or greater. rock of 2’ thick or greater.
Haste ↶ Slow
Duration: 3 turns Can dispel an active Haste spell.
Range: 240’ Creatures affected moves at half speed
-----------------------------------------------------------------------
or attacks each round. Spellcasting
Up to 24 creatures in a 30’ radius area and use of magical devices are not
are enchanted to be able to move and affected. The victim may save versus
act twice as quickly as normal: spells to resist. Initiative always loses
▶ Movement: Subjects’ maximum (no roll).
movement rates are doubled.
▶ Attacks: Subjects may make double
the normal number of attacks per
round.
▶ Spells: The number of spells a
subject may cast per round is not
doubled.
▶ Magical devices: The use of devices
such as wands is also not doubled.
Telekinesis ▶ Destination: May be at any
4th LEVEL SPELLS 5th LEVEL SPELLS Duration: Concentration (up to 6 distance, but must be known to the
rounds) caster. The destination must be an
Range: 120’ open space at ground level. (It is not
Wizard Eye Faithful Hound ----------------------------------------------------------------------- possible to intentionally teleport the
Duration: 6 turns Duration: 2 rounds +1 per level By concentrating, the caster is able to subject into mid-air or into solid
Range: 240’ Range: 5’ move objects or creatures by the matter.)
----------------------------------------------------------------------- -----------------------------------------------------------------------
An invisible, magical eye is conjured Summons a phantom hound to serve power of thought. ▶ Risk: There is a risk, when
that allows the caster to see at a as a watchdog to guard a passage, teleporting, of accidentally arriving
▶ Weight: Up to 200 coins of weight
distance. room, door, or similar space or portal above or below ground level. The
per level of the caster may be
designated by the caster: chance of a successful teleportation
▶ Movement: The eye can be directed targeted.
depends on the caster’s knowledge of
to move within range at up to 120’ per ▶ Unseen: The hound is invisible to ▶ Movement: The target may be
the destination (see below). Roll d%
turn. any other than its master. Cannot be moved up to 20’ per round, in
and consult the table below.
▶ Seeing through the eye: By attacked. whatever direction the caster wishes
concentrating, the caster can see ▶ Detects: Invisible, ethereal, (including vertically).
through the eye. concealed or any similar hard to find ▶ Save: If a creature is targeted, it Teleport Result
▶ Types of vision: The magical eye creature. may save versus spells to resist the
spell. Knowledge Ground Too Too
grants infravision to 60’ as well as ▶ Barks if: Any suspect creature
▶ Concentration: If the caster’s of Dest. Level High Low
normal vision. approaches its guarded place.
▶ Barriers: Though invisible, the eye ▶ Bites: Any intruders who enter its concentration is broken, the target
Scant 01–50 51–75 76–00
is tangible and cannot pass through range, dealing 3d6 damage. The bite will fall.
solid barriers. is considered a magical melee attack Moderate 01–80 81–90 91–00
▶ Size: The eye is as big as a normal with THAC0 11 [+8].
human eye. ▶ Dispelling: The hound may be Exact 01–95 96–99 00
dispelled by Dispel Magic or if the
caster is more than 5' away from the Ground level: The subject appears at
hound's guarded place. the intended destination.
Too high: The subject appears
Feeblemind 1d10×10’ above the intended
Duration: Permanent destination. If this causes the subject
Range: 240’ to appear inside solid matter, they die
-----------------------------------------------------------------------
instantly. Otherwise, the subject falls
An arcane spell caster within range from a height.
must save versus spells (at a -4
Too low: The subject appears below
penalty) or become an imbecile,
the surface of the ground and dies
unable to think clearly or cast spells.
instantly.
Knowledge of destination: The
Teleport
caster’s knowledge of the destination
Duration: Instant
is rated as follows:
Range: 10’
----------------------------------------------------------------------- ▶ Scant: A location that the caster has
The caster or a chosen creature visited once or twice, has seen by
vanishes and reappears at a location magical scrying, or has heard of from
of the caster’s choosing. descriptions.
▶ Moderate: A location that the
▶ Gear: The subject is teleported with
caster has visited often or has studied
all its gear, up to its maximum load.
via scrying for several weeks.
▶ Unwilling subjects: May save
▶ Exact: A location that the caster has
versus spells to prevent the
made a detailed study of, in person.
teleportation.
Burning Hands Erase
MAGIC-USER SPELLS Duration: Instant
Range: Touch
-----------------------------------------------------------------------
Duration: Permanent
Range: 30’
-----------------------------------------------------------------------
Zephyr
Duration: 1 round
Range: 60'
-----------------------------------------------------------------------
A gentle breeze flows forward its
caster.
▶ Flames: Small flames sway and
larger flames intensify (damage
increases by 1 point per damage die
rolled).
▶ Cloud and Vapour Control:
a. Cloudkill: Halts for 1 round.
b. Fog effects: Weakens, halving its
duration.
c. Motion of stagnant air, vapours,
or gases: Are reversed by 10',
reducing potency and duration by half
unless replenished.
Clairaudience Cone of Cold
3rd LEVEL SPELLS Duration: 12 turns Duration: Instant
Range: 60’ Range: 60’ long cone, 30’ wide at
-----------------------------------------------------------------------
end
The caster gains the ability to hear -----------------------------------------------------------------------
through the ears of other living A cone of freezing energy from a point
creatures. within range.
▶ Focus for 1 turn: To establish a ▶ Damage: Creatures caught in the
connection with a creature, the caster Cone of Cold suffer 1d6 damage per
must focus their concentration in one level of the caster, with a successful
particular direction for one turn. save versus spells indicating half
▶ After this turn: The auditory damage.
perceptions of one creature within
range in that direction are relayed to Explosive Runes
the caster. Duration: Permanent
▶ Switching: Once a connection is Range: Touch
established, the caster may choose to -----------------------------------------------------------------------
existence. Affects any closable item (book, box, saving throw and others in the area
bottle, chest, door, etc) to become a must save versus spells for half
▶ Blink: Caster reappears 10’ from its bomb that bursts in a magical damage.
original location, in a random explosion when triggered. ▶ Object bearing the runes: Is
direction relative to the direction he obliterated, unless if cannot be
is facing. ▶ Do not work: On an item already harmed by fire.
▶ Roll 1d8 for direction: 1-forward, affected with Hold Portal or Wizard ▶ Caster and specified beings: Can
2-forward right, 3-right, 4-backward Lock spells (the same spells do not read the writing without triggering
right, 5-backward, 6-backward left, affect an item already affected with a the runes.
7-left, 8-forward left. Booby Trap Spell). ▶ Removal: Caster can remove the
▶ Obstruction: If the caster's original ▶ Triggering: Any other creature than runes at will. Another creature can
location is blocked, the caster is the caster touching the affected item, remove them with a successful Dispel
shifted randomly within 10’ away. causing a magical explosion in a 10' Magic spell.
▶ Opponents: Cannot attack the radius. ▶ Detection: Magic-users have a 5%
caster when it has initiative, but area ▶ Damage: Creatures caught in the chance per level to detect the runes
effect attacks affect the caster if they blast suffer 1d4 damage per level of and thieves have a flat 5% chance.
occupy both locations. the caster, with a successful save
▶ Combat: Caster can blink and versus spells indicating half damage.
attack with hand weapons from the ▶ Enchanted item: Is not harmed by
second round. Other actions have a the magical explosion.
15-in-20 chance of failure. ▶ 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.
Feign Death Suggestion Summon Monster: Level 1
Haste Duration: 4 turns +4 per level Duration: 1 round +1 per level
Duration: 6 turns +1 per level Duration: 3 turns
Range: 30’ (until dismissed or slain)
Range: The caster or a creature Range: 240’ -----------------------------------------------------------------------
Range: 5’
touched -----------------------------------------------------------------------
The caster utters a suggestion to -----------------------------------------------------------------------
----------------------------------------------------------------------- Up to 24 creatures in a 30’ radius area Summons monsters to do the caster’s
influence the behaviour of a selected
A willing subject falls into a cataleptic are enchanted to be able to move and
subject. bidding:
state, indistinguishable from death. act twice as quickly as normal:
▶ Wording: The suggestion must take ▶ 1st level monsters: Summons 2d4
▶ Hit Dice limit: The subject may not ▶ Movement: Subjects’ maximum
the form of a short phrase (at most 1st level monsters.
have higher HD than the caster’s movement rates are doubled.
one or two sentences) suggesting a ▶ Type of monsters: The referee
level. ▶ Attacks: Subjects may make double
course of action to the subject. should randomly determine the type
▶ Senses: The subject retains their the normal number of attacks per
▶ Comprehension: A language that is of monsters which are summoned, for
senses of hearing and smell, but round.
understood by the subject must be example using dungeon wandering
cannot see or feel. ▶ Spells: The number of spells a
used. monster tables.
▶ Damage: Any damage inflicted on subject may cast per round is not
▶ Harmful suggestions: Suggestions ▶ Arrival time: Summoned monsters
the subject is halved. doubled.
that are obviously harmful to the arrive at the character’s location in
▶ Immunities: The subject is ▶ Magical devices: The use of devices
subject cause the spell to 1d4 rounds.
unaffected by paralysis and energy such as wands is also not doubled.
automatically fail. ▶ Commanding: Monsters will attack
drain.
▶ Saving throw: A save versus spells enemies as directed or, if the character
▶ Poison: The effects of any poison in ↶ Slow
is allowed to resist the suggestion. If can communicate with them, be given
the subject’s system are suspended Can dispel an active Haste spell.
the save fails, the subject will follow other tasks.
while the spell lasts. Once the Creatures affected moves at half
the caster’s suggestion for up to the ▶ Dismissing: The caster may dismiss
duration ends, poison has its normal speed or attacks each round.
duration. it at any time, sending it back to its
effect once more. Spellcasting and use of magical
▶ Reasonable suggestions: A plane of origin.
▶ Ending: The caster can end the devices are not affected. The victim
suggestion that is worded in a way to
spell at any time. The subject requires may save versus spells to resist.
make it sound very reasonable incurs Tiny Hut
1 round to awaken. Initiative always loses (no roll).
a –2 penalty to the saving throw. Duration: 6 turns per level
Restrictions: Undead are unaffected. Range: 5’
Fool’s Gold -----------------------------------------------------------------------
Duration: 6 turns per level Creates an unmoving, opaque 10'
Range: 10’ diameter sphere of force as a hut.
-----------------------------------------------------------------------
This spell has two usages: ▶ Capacity: Up to 6 human-sized
creatures can be inside the hut with
1. Copper, silver and electrum
the caster.
coins: Turns into gold pieces.
▶ Access: Occupants can freely enter
2. Low-value metals: Turns into
and exit the hut, but the spell ends if
solid gold.
the caster leaves.
▶ Inspection: Creatures inspecting ▶ Interior temperature: 70°F.
the gold must save versus spells to ▶ Protection: Provides shelter against
detect if the gold is real. Creatures rain, dust, and sandstorms.
with average or lower intelligence get Withstands wind up to 50 mph;
a -2 penalty in the saving throw. stronger force destroys it.
▶ Shock: If the gold is struck hard by ▶ Transparency: Opaque outside,
an iron object, there is a 10% chance transparent inside. Occupants remain
it will revert to its natural state. unseen from outside.
▶ Restrictions: Arcane and divine ▶ Missiles weapons and most spells:
spell casters 9th level or higher are Pass through without affecting the
not affected by this spell. hut.
.
Fire Charm Fumble
4th LEVEL SPELLS Dig Duration: 2 rounds per level Duration: 1 round per level
Duration: 1 round +1 per level Range: 10' per level
Range: 30'
Range: 30' ----------------------------------------------------------------------- -----------------------------------------------------------------------
Arcane Window -----------------------------------------------------------------------
A blazing charm appears, exerting Up to 6 creatures suddenly become
Duration: 1 round per level Enables the caster to excavate 125 clumsy.
fascination on those who gaze at it.
Range: Touch cubic feet of earth, sand, or mud per
----------------------------------------------------------------------- round. ▶ Charm: Any 90' near creatures ▶ Moving creatures: After moving,
Grants the ability to see through walls looking it must save versus spell or must save versus spells or will trip
as if a 3 square window is present. ▶ Pit size: A 5’ cube area. and fall to the ground, with a 50%
cannot make any actions, gazing with
▶ Digging waste: Scatters around the chance of dropping held items.
▶ Wall Transition: Caster can see obsession while the charm is active.
pit. ▶ Break: Fallen creatures suffer 1
through multiple walls, but switching ▶ Charmed creatures: Suffers a -2
▶ Digging beyond 5’: There's a point of damage and dropped held
between walls takes one round. penalty on saving throws against
chance that the pit will collapse in: items with hp suffer 1d3 damage.
▶ Visibility Option: Caster can mind-affecting spells.
a. Earth: 10% ▶ Charm break: If the blazing charm
choose to make the window visible to b. Sand: 30%
other creatures, limited to one wall at is destroyed or if something obstructs Ice Storm
c. Mud: 55% the charmed creature's vision.
a time. Duration: 1 round
▶ One-Way Vision: Window allows ▶ Other creatures at the edge of the ▶ Attacking the charm: AC 7 [12], Range: 120’
vision only from the caster's side. pit: Must save versus spells or will 1hp. If reduced to 0hp, the charm -----------------------------------------------------------------------
fall into the pit. ceases to function. Conjure hail and freezing energy in a
▶ Material Penetration: Spell can
20’ cube.
penetrate walls of different materials:
1. Up to 20 inches thick wood. Fear Frost Charm ▶ Damage: The storm inflicts 1d6
2. Up to 6 inches thick stone. Duration: Instant Duration: 2 rounds per level points of damage per level of the
3. Up to 4 inches thick metal. Range: 60’ cone, 30’ wide at end Range: 30' caster to every creature in the area
-----------------------------------------------------------------------
----------------------------------------------------------------------- (save versus spells for half damage).
▶ Obstructions: Arcane Window is Conjures a cone of magical energy A freezing charm appears, exerting
▶ Freezes the ground: Creatures
obstructed by a thin layer of lead or by that terrifies those within it. fascination on those who gaze at it.
walking through the area have their
platinum or gold.
▶ Effect: Creatures in the cone are ▶ Charm: Any 90' near creatures movement halved and have a 50%
struck with terror and will flee from looking it must save versus spell or chance to fall prone, unable to attack
Blazestorm cannot make any actions, gazing with until able to stand up again.
the caster at maximum speed for one
Duration: 2 rounds obsession while the charm is active. ▶ Fire-based creatures: Have a -4
round per level of the caster. (A save
Range: 120’ ▶ Charmed creatures: Suffers a -2 penalty on the saving throw.
----------------------------------------------------------------------- versus spells negates the effect).
Masses of fire that violently punishes ▶ Dropping items: Affected creatures penalty on saving throws against
any in a 20’ cube. have a 60% chance of immediately mind-affecting spells. Lesser Globe of Invulnerability
dropping anything in their hands. The ▶ Charm break: If the freezing charm Duration: 1 round per level
▶ Damage: Creatures caught in the chance is decreased by 5% for each is destroyed or if something obstructs Range: Globe
Blazestorm suffer 1d6 damage per level or Hit Die above 1. the charmed creature's vision. -----------------------------------------------------------------------
level of the caster, with a successful ▶ Attacking the charm: AC 7 [12], Creates an immobile magical sphere
save versus spells indicating half 1hp. If reduced to 0hp, the charm with a 10' diameter around the caster
damage. ceases to function. that nullifies any spell effects of 3rd
▶ Cold-based creatures: Have a -4 level or lower from entering the
penalty on the saving throw. sphere.
▶ Fire-based creatures: Are
▶ Spells already in effect: Are
unharmed.
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
Dig Duration: 1 round +1 per level
Duration: Instant Duration: 1 round +1 per level
(until dismissed or slain)
Range: Object or creature touched Range: 30'
----------------------------------------------------------------------- ----------------------------------------------------------------------- Range: 5’
-----------------------------------------------------------------------
This spell has two usages: Enables the caster to excavate 125
Summons monsters to do the caster’s
cubic feet of earth, sand, or mud per
1. Healing a construct subject: bidding:
round.
Restores 2d6+2 hit points of damage.
▶ 2nd level monsters: Summons 1d6
This cannot raise the subject’s hit ▶ Pit size: A 5’ cube area.
2nd level monsters.
points above their normal maximum. ▶ Digging waste: Scatters around the
▶ Type of monsters: The referee
2. Repair vehicles and objects: pit.
should randomly determine the type
Repairs 3 hull points or 15hp of ▶ Digging beyond 5’: There's a
of monsters which are summoned, for
objects. chance that the pit will collapse in:
example using dungeon wandering
a. Earth: 10% monster tables.
Spark Charm b. Sand: 30% ▶ Arrival time: Summoned monsters
Duration: 2 rounds per level c. Mud: 55% arrive at the character’s location in
Range: 30' ▶ Other creatures at the edge of the 1d4 rounds.
-----------------------------------------------------------------------
An electric charm appears, exerting pit: Must save versus spells or will ▶ Commanding: Monsters will attack
fascination on those who gaze it. fall into the pit. enemies as directed or, if the
character can communicate with
▶ Charm: Any 90' near creatures them, be given other tasks.
looking it must save versus spell or
Fear ▶ Dismissing: The caster may dismiss
cannot make any actions, gazing with Duration: Instant
it at any time, sending it back to its
obsession while the charm is active. Range: 60’ cone, 30’ wide at end
----------------------------------------------------------------------- plane of origin.
▶ Charmed creatures: Suffers a -2 Conjures a cone of magical energy
penalty on saving throws against that terrifies those within it. Thunderstorm
mind-affecting spells. Duration: 2 rounds
▶ Charm break: If the electric charm ▶ Effect: Creatures in the cone are
struck with terror and will flee from Range: 120’
is destroyed or if something obstructs -----------------------------------------------------------------------
the charmed creature's vision. the caster at maximum speed for one Thunderbolts clashes that violently
▶ Attacking the charm: AC 7 [12], round per level of the caster. (A save punishes any in a 20’ cube.
1hp. If reduced to 0hp, the charm versus spells negates the effect).
▶ Dropping items: Affected creatures ▶ Damage: Creatures caught in the
ceases to function.
have a 60% chance of immediately Thunderstorm suffer 1d6 damage per
dropping anything in their hands. The level of the caster, with a successful
chance is decreased by 5% for each save versus spells indicating half
level or Hit Die above 1. damage.
▶ Aquatic and flying creatures:
Have a -4 penalty on the saving
throw.
▶ Stone and lightning-based
creatures: Are unharmed.
5th LEVEL SPELLS Litoform
Duration: Permanent
Range: Touch
Faithful Hound -----------------------------------------------------------------------
level or lower from entering the caster. Summons monsters to do the caster’s
▶ Size: The wall may be of whatever
sphere. b. 5,000 to 20,000 coins: Movement bidding:
shape the caster desires and is of
is reduced to no more than 10' per ▶ 4th level monsters: Summons 1d3 1,000 cubic feet in volume. (For
▶ Spells already in effect: Are round. 4th level monsters. example, a 2’ thick wall, 50’ long and
unaffected. c. 20,000 to 80,000 coins: Movement ▶ Type of monsters: The referee 10’ high.)
▶ The caster: Can cast spells through is reduced to half its normal rate. should randomly determine the type ▶ Location: The wall must be
the globe.
of monsters which are summoned, for supported (e.g. by the ground) and
▶ Area or effect: Of affected spells
example using dungeon wandering cannot be created in an area occupied
does not include the area of the globe.
monster tables. by objects.
▶ Dispel Magic: Can dispel the globe.
▶ Arrival time: Summoned monsters ▶ Topple: The wall can be made to
arrive at the character’s location in topple over enemies, dealing 10d6
1d4 rounds. damage and shattering
▶ 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 use the specified classes’ techniques Human martials:
as reference. 1st, 4th, 7th, and 10th levels.
Dispel Evil
800gp (1,000gp)
Dispel Magic
350gp (700gp)
Divination
800gp (1,000gp)
Bounce Pit Levitate Hex Silence Hex
TRAPS A deep pit with a rubber floor.
Creatures goes up and down each
Creatures float up to 10' above the
floor for 1d6 turns. (save versus
Creatures are silenced. Conversation
and spell casting are impossible for 12
A variety of traps to be distributed in turn, unable to escape until succeed spells to avoid). [TC: 4-in-6] turns. (save versus spells to avoid).
the dungeons. in a save vs paralysis. [TC: 4-in-6] [TC: 4-in-6]
Lightning Bolt
▶ Divided: By dungeon levels. Slow Hex
Colour Blind Flash A.device releases a line of electrical
▶ Triggering chance: Traps have a
Creatures cannot identify colours for energy per the Wand of Lightning Creatures move at half speed and act
chance ( generally a x-in-6 chance) of
12 turns. [TC: 5-in-6] Bolts dealing 6d6 damage (save every 2nd round for 12 turns. (save
triggering when someone makes
versus wands for half). [TC: 3-in-6] versus spells to avoid). [TC: 4-in-6]
something (e.g. press a pressure plate, ▶ Eye protection: Creatures with
rip a tripwire, etc). Discriminated in a their eyes covered may save versus
bracket [TC: x-in-6] breath to avoid. Magic Cylinder Stag Hex
Spells cast within 360’ are reflected A creature becomes a stag per the
back to the caster. [TC: 5-in-6] Polymorph Others spell, but for 12
Acid Trap Hole Cone of Cold turns. [TC: 4-in-6]
A pool of acid that Inflicts 1d4 A.device releases a cone of freezing
damage per level of the dungeon energy per the Wand of Cold dealing Magic Missile
(save versus breath for half damage) 6d6 damage (save vs wands for half). A device shoots magic missiles which Tear Gas
and 1d4 per round until washed off or [TC: 3-in-6] hit creatures unerringly, inflicting Gas fills the room, victims suffer a -2
the victim dies. [TC: 4-in-6] 1d6+1 damage against a target. penalty to attack rolls for 12 turns.
[TC: 5-in-6] [TC: 5-in-6]
▶ Cloth, leather, or wood: Are Copper Coin Hex
destroyed in one round. (Stone and The platinum, gold, electrum and ▶ After 5h level of the dungeon: ▶ Covering eyes: Allow a save versus
metal are unaffected.) silver pieces inside non-magical bags The device shoots two additional poison to avoid.
become copper pieces. [TC: 3-in-6] missiles.
Alignment Hex Trap Hole
Changes a creature's alignment for Fear Charm Magic Rebuke Opens up beneath characters’ feet.
1d12 days. [TC: 3-in-6] Characters will flee from the room at If a spell is cast inside the room, its [TC: 5-in-6]
maximum speed for 10 rounds, with a caster suffers 1 point of damage per ▶ Depth: 10’ per each odd level of the
50% chance of dropping held items. level of the spell. [TC: 4-in-6] dungeon.
Blight Hex
(save vs spells to avoid). [TC: 4-in-6]
Creatures suffer a –1 penalty to ▶ Frequency: Is effective on any
morale checks, attack rolls, and individual at most once per turn. Wither Hex
damage rolls for 12 turns. (save Fire Ball A creature is aged 10 years. Living
versus spells to avoid). [TC: 4-in-6] A device releases blazing energy per creatures die upon reaching their
the Wand of Fire Ball dealing 6d6
Paralysing Charm
natural life span. [TC: 3-in-6]
Characters will be paralysed for 3
damage (save versus wands for half).
Body Change Hex turns. (save versus spells to avoid).
[TC: 3-in-6]
Creatures within 40’ swap their bodies [TC: 4-in-6]
for 1d3 hours. [TC: 2-in-6]
Frog Hex Ring of Destruction
A creature becomes a frog per the
Bottomless Trap Hole Targets a character and deal 1d8
Polymorph Others spell. (save versus
Opens up beneath characters’ feet, damage for each level of its victim.
spells to avoid). [TC: 2-in-6]
inflicting falling damage on any who [TC: 4-in-6]
fall in. [TC: 4-in-6]
Helium Gas ▶ Creatures within 20’ of the
▶ Depth: Roll 1d6 and for each 1-4 Voice of creatures becomes weird for victim: Must save versus breath for
adds 10’ to the depth of the pit trap. 24 turns. [TC: 5-in-6] half damage.
Afanc Alraune
MONSTERS Dangerous whale-like fish (50’ long).
Swim rapidly and create whirlpools.
Beautiful female humanoids blooming
from a (6') large flower. Dwell in deep
Aboleth Aerial Servant Live in shallow saltwaters. forests and gardens.
----------------------------------------------------------------------- ------------------------------------------------------------------------
Evil, very intelligent, amphibious Evil beings from the elemental plane AC 6 [13], HD 14 (63hp), Att 1 × bite AC 3 [16], HD 7** (31hp), Att 6 × rose
creatures. Dwells in underground of air that is invisible out of its plane (5d4), 2 × flipper (1d12) or whirlpool, darts (1d4 + blood drain) or 1 × wall of
lakes and caverns of the Underworld. of origin. Summoned by powerful THAC0 9 [+10], MV 150’ (50’), SV D8 thorns, THAC0 13 [+6], MV 30’ (10’),
Feed on the brains of humanoids. clerics. W9 P10 B10 S12 (7), ML 8, AL SV D8 W9 P10 B10 S12 (7), ML 9, AL
----------------------------------------------------------------------- -----------------------------------------------------------------------
AC 4 [15], HD 8*** (36hp), Att 1 × AC 0 [19], HD 16** (72hp), Att 1 × Neutral, XP 1,350, NA 0 (1), TT None Chaotic, XP 850, NA 1 (1d3), TT D × 2
----------------------------------------------------------------------- ------------------------------------------------------------------------
mental power (see below) or 4 × grasp (8d4 + grab), THAC0 8 [+11], ▶ Encircle: The afanc moves in circles ▶ Rose darts: Range 90’.
tentacle (1d6 + disease), THAC0 12 MV 240’ (80’), SV D2 W3 P4 B3 S6 around a prey or ship, doubling its ▶ Blood drain: Attaches to victim on
[+7], MV 30’ (10’) / 180’ (60’) (16), ML 10, AL Chaotic, XP 3,250, movement rate while doing so. After a successful hit, doing 1d6 automatic
swimming, SV D8 W9 P10 B10 S12 (8), NA 1 (1d4), TT None 1d4+4 rounds a whirlpool is formed. damage per round. Can be stopped if
ML 11, AL Lawful, XP 2,300, NA 1d4 -----------------------------------------------------------------------
▶ Whirlpool: Sinks small to medium the dart is burned with fire.
▶ Surprise: On a 1–4, due to its high
(1d4), TT F ships (up to 60’ long) at 10’ per round. ▶ Flower: The alraune can hide inside.
----------------------------------------------------------------------- speed movement and.
▶ Disease: Victims must save versus ▶Mundane damage immunity: Can Larger ships are unaffected. Creatures While hidden, its AC is –0 [20], but
spells or the skin will change into a only be harmed by magical attacks. dragged by the whirlpool are attacked cannot attack or command.
membrane in 1d6+1 rounds. Cure ▶ Max load: Carry up to 5,000 coins by the afanc. ▶ Mundane damage immunity: Can
Disease stops the change. unencumbered; up to 10,000 at half ▶ Submergence: 10% chance to only be harmed by magical attacks.
▶ Membrane skin: The victim must speed. submerge after dragging prey down. ▶ Fragrance: Anyone within 60’ must
be kept damp with cool water or will ▶ Grab: A human-sized or smaller ▶ Victims: Dragged rafts, boats, and save versus poison or be charmed:
take 1d12 damage per turn. Cure victim hit by a frond is trapped and similar small craft (30’ or less) are move towards the alraune (resisting
Disease changes the membrane back becomes immobile. May make a STR typically capsized and passengers those who try to prevent it); defend
to normal skin. check each round to escape. Victims consumed. the alraune; obey the alraune’s
▶ Mucous cloud: While underwater, with STR of 18 or higher may escape commands (if understood); unable to
anyone within 5' from the aboleth with no roll. cast spells or use magic items; unable
must save versus poison or becomes to harm the alraune. A character who
able to breathe water, but unable to saves is unaffected for the rest of the
breathe air, suffocating in 2d6 rounds. encounter. Killing the alraune breaks
Cure Disease, soap or wine the charm.
neutralises the mucous effects. ▶ Wall of thorns: 3 times a day.
▶ Mental powers: Each can be used Creates a barrier within 60’, for 6
three times per day: turns, covering 1,200 sq ft. For every
10’ passed through, creatures suffer
a. Illusion: Visual and audial.
1d8 damage. Destroyed by magical fire
Concentration required. Remains
in 2 turns.
until touched or dispelled.
▶ Treasure: Hidden inside the flower.
b. Mind enslave: A target within 30’
must save versus spells or become a
mind slave controlled telepathically.
If the victim is more than a mile from
the aboleth, a new save may be made
each day. Remove Curse, Dispel
Magic or the aboleth's death releases
the victim.
▶ Water breathing: Can bestow the
ability to breathe water upon an
enslaved creature. Lasts for 1d3 hours,
then must be refreshed.
Aurumvorax Basilisk, Greater Beaver, Giant Behir
6' long, semi-intelligent creatures Huge (40’ long) many-legged
3’ long, many-legged, ferocious 15' long, serpentine lizards of low
that inhabit lakes and rivers in their snake-like monsters. Deep blue in
badger-like creatures with rich fur of intelligence, but highly magical. Dwell
lodges. Peaceful, but will fiercely colour, with scaly plates. Dwells in
gold that hunts in their burrows. in caverns and twisted brambles.
defend their lodge and young if caves and hills.
Dwell in forests. -----------------------------------------------------------------------
-----------------------------------------------------------------------
AC 2 [17], HD 10*** (45hp), Att 2 × threatened or cornered.
-----------------------------------------------------------------------
----------------------------------------------------------------------- AC 4 [15], HD 12** (54hp), Att 1 × bite
AC 0 [19], HD 12* (54hp), Att 2 × claw claw (1d6 + poison), 1 × bite (2d8) or 1
AC AC 6 [13], HD 4 (18hp), Att 1 × bite (2d4+constriction), 6 × talon (1d6) or 1
(1d6), 1 × bite (2d4 + clench), THAC0 × gaze (petrification), THAC0 11 [+8],
(4d4), THAC0 16 [+3], MV 60’ (20’) / × lightning bolt (12d6), THAC0 10
10 [+9], MV 90’ (30’) / 30’ (10’) MV 60’ (20’), SV D6 W7 P8 B8 S10
120’ (40’) swimming, SV D12 W13 P14 [+9], MV 150’ (50’), SV D6 W7 P8 B8
burrowing, SV SV D10 W11 P12 B13 (10), ML 11, AL Neutral, XP 3,000, NA
B15 S16 (2), ML 7, AL Neutral, XP 75, S10 (12), ML 10, AL Neutral, XP
S14 (6), ML 9, AL Neutral, XP 1,900, 1d2 (1d2), TT H
NA 0 (1d4 × 10), TT C + pelt 2,700, NA 1d2 (1d2), TT D
NA 1 (1), TT D -----------------------------------------------------------------------
----------------------------------------------------------------------- -----------------------------------------------------------------------
▶ Surprise: Characters surprised by a
-----------------------------------------------------------------------
▶ Lodge: Castle-like structure of mud ▶ Cling: Climb walls, trees, etc; 75’
▶ Surprise: On a 1–4, ambushes in greater basilisk meet its gaze.
and logs with 5' thick walls behind (25’).
the lair. ▶ Poisonous smoke: Breathe out a
dams. ▶ Constriction: When a bite attack is
▶ Clench: On a successful bite attack cloud of poisonous smoke. Characters
▶ Communal: Each adult successful, the behir wraps around the
roll attaches to a victim, doing 8 within 5’ of mouth at each round
accompanied by a young beaver victim and begins to squeeze,
automatic damage per round. The must save versus poison (with a +2
▶ Trade: Occasionally, building dams inflicting 1d4+1 automatic damage
victim can only escape if the bonus) or die.
near water sources, accepting barks immediately and on each subsequent
aurumvorax is slain. ▶ Poison: The greater basilisk’s bites
and twigs as payment (especially round.
▶ Immunity: Unharmed by gas, are venomous: save versus poison
birch, aspen, and willow). ▶ Swallow whole: A bite attack roll of
poison and non-magical fire. (with a +2 bonus) or die.
▶ Pelt: Worth 1d4 × 500 gp. 20, indicates that a human-sized (or
▶ Damage reduction: Half damage ▶ Petrifying gaze: Anyone meeting a
smaller) victim is swallowed. Inside
from blunt weapons due to dense hide greater basilisk’s gaze is turned to
the behir’s belly: suffer 2d4 damage
and bones. stone (save versus petrify). Unless
per round (until the behir dies); may
▶ Treasure: Found in the lair on averting eyes or using a mirror,
attack with sharp weapons at –4 to
bodies of victims. characters in melee are affected each
hit; body digested in 6 turns after
round.
death.
Axe Beak ▶ Averting eyes: -4 penalty to-hit;
▶ Lightning bolt: Every 10 rounds:
Large carnivore birds with a sharp the greater basilisk gains a +2 bonus
20’ long, 5’ wide. All caught in the area
beak. Cannot fly, but are fine mounts. to attack.
suffer damage (save versus breath for
Dwells in hills and grasslands. ▶ Mirrors: The reflection of a greater
half).
----------------------------------------------------------------------- basilisk is harmless. Fighting by
▶ Energy immunity: Unharmed by
AC 6 [13], HD 3 (13hp), Att 2 × claw looking in a mirror incurs a -1
electrical attacks.
(1d3), 1 × beak (1d8), THAC0 17 [+2], penalty to attack. If a greater basilisk
▶ Poison immunity: Unharmed by
MV 180’ (60’), SV D12 W13 P14 B15 sees its own reflection within 10'
any form of poison.
S16 (2), ML 8, AL Neutral, XP 35, NA (1-in-10 chance), it must save or be
▶ Hate dragons: Attack on sight.
1d6 (1d6), TT None petrified.
-----------------------------------------------------------------------
▶ Carry loads: Up to 2,500 coins
unencumbered; up to 5,000 at half
speed.
▶ Balance: While carrying a rider, can
only attack with its beak.
Boobrie Corridor Monitor
Crow/Raven, Normal Delta Kitten
Small and intelligent nocturnal birds. Highly intelligent, halfling-sized silver
Large (12' tall) birds that resemble a Constructs made with magic and -----------------------------------------------------------------------
cat that learned to fly using wings
crossbre between a roc and a heron. metal by mage artificers. Helpful to AC 8 [11], HD ½ (2hp), Att 1 × beak
made from leaves. Dwell in hills and
Dwell in swamps. patrol and warn of intruders. per flock (1d6), THAC0 19 [0], MV
caves.
----------------------------------------------------------------------- -----------------------------------------------------------------------
330' (110’) flying, SV D14 W15 P16 -----------------------------------------------------------------------
AC 5 [14], HD 9 (40hp), Att 2 × claw AC 4 [15], HD 3* (13hp), Att None, B17 S18 (NH), ML 7, AL Neutral, XP AC 5 [14], HD 2* (9hp), Att 2 × claw
(1d6), 1 × beak (2d8), THAC0 12 [+7], THAC0 17 [+2], MV 90’ (30’), SV D12 25, NA 0 (3d10), TT None (1d3 + confusion scratch), THAC0 18
MV 150’ (50’) / 150’ (50’) flying,, SV W13 P14 B15 S16 (3), ML 12, AL -----------------------------------------------------------------------
[+1], MV 150’ (50’) / 240’ (80’) flying,
D10 W11 P12 B13 S14 (6), ML 9, AL Neutral, XP 50, NA 1 (0), TT None ▶ Defend nest; Mimicry: See main
SV D12 W13 P14 B15 S16 (1), ML 7,
Neutral, XP 900, NA 0 (1d2), TT None -----------------------------------------------------------------------
entry.
▶ Magic lantern: Inside its body, lit AL Lawful, XP 25, NA 1d8 (2d6), TT D
-----------------------------------------------------------------------
▶ Flock: Each group of 3–6 -----------------------------------------------------------------------
▶ Surprise: On a 1–4, in swamps, due by a Continual Light spell. Casts light crows/ravens attacks as a flock. Each ▶ Pursuit: Always pursue prey that
to camouflage in tall grass. in a 30’ radius. flock makes a single attack roll flees.
▶ Poison immunity: Unharmed by ▶ Detect invisible: Within 30’. against one creature. ▶ Curious: May follow PCs.
any form of poison. ▶ Spell immunity: Unaffected by ▶ Engulf: The creature attacked must ▶ Confusion scratch: If a victim is hit
sleep or charm spells. save versus death or fall prone, by both claws in the same round will
Cat, Common ▶ If captured: May be put under unable to attack until able to stand up get confused for 1 turn: –2 to attack
Small animals full of independence. service of new masters if reassembled again. rolls and saves; unable to cast spells
Usually stay in cities, but can be by a mage.
(save versus spells to avoid).
found anywhere. Deadly Sphere ▶ If harmed by fire: The delta kitten
-----------------------------------------------------------------------
Crow/Raven Mindless, floating planar creatures must save versus spells or its wings
AC 6 [13], HD ½ (2hp), Att 2 × claw
Nocturnal, intelligent, and scavenger with the body as a black sphere (5’ will be destroyed by fire in one round.
(1) or 1 × bite (1d2), THAC0 19 [0],
birds that are usually found in hills, diameter). Drift around caverns and
MV 150’ (50’), SV D14 W15 P16 B17
plains, settlements and ruins. ruins. Dolphin
S18 (NH), ML 5, AL Neutral, XP 5, NA
Regarded as creatures of ill-omen by -----------------------------------------------------------------------
2d6 (0), TT None 8’ long, intelligent whale-like animals.
superstitious folk. Peaceful, but attack AC 9 [10], HD None*, Att touch
-----------------------------------------------------------------------
Dwell in open oceans and hunt small
▶ Surprise: On a 3–6. if defending their nest or if (disintegration), THAC0 19 [0], MV
deep sea creatures (e.g. fish).
▶ Climb: Trees at normal movement summoned and commanded by magic. 30’ (10’), SV D12 W13 P14 B15 S16 -----------------------------------------------------------------------
rate.
-----------------------------------------------------------------------
(1), ML 12, AL Neutral, XP 6, NA 1 AC 5 [14], HD 3* (13hp), Att 1 × butt
▶ Defend nest: Attack if it is (1), TT None
▶ Domestic: Not usually encountered (2d4), THAC0 17 [+2], MV 180’ (60’),
approached. -----------------------------------------------------------------------
in the wild. Typically cost 5gp. SV D6 W7 P8 B10 S10 (Dwarf 6), ML
▶ Mimicry: Can mimic the sound of ▶ Moves: Toward the nearest
▶ Inquisitive: May follow PCs out of 10, AL Lawful, XP 50, NA 0 (1d20), TT
any monster or animal. intelligent creature within 60’.
curiosity. None
▶ Trainable: Can be trained as ▶ Disintegration: Any matter which -----------------------------------------------------------------------
guards. touches the deadly sphere is instantly ▶ Language: Dolphins have their own
annihilated (no saving throw). language.
Crow/Raven, Giant ▶ Immunity: Cannot be affected by ▶ Telepathy: Communicate
4’ tall intelligent nocturnal birds. charm or hold. telepathically with other dolphins
----------------------------------------------------------------------- ▶ Banishing: It may be banished by a within 240’.
AC 7 [12], HD 2+2 (11hp), Att 1 × beak wish. ▶ Detect magic: Up to 360’
(1d6), THAC0 17 [+2], MV 300' (100') underwater.
flying, SV D12 W13 P14 B15 S16 (1), ▶ Hate sharks: Natural enemies.
ML 8, AL Neutral, XP 15, NA 0(2d8), ▶ Amiable: Friendly towards sailors
TT M and often help people in distress.
-----------------------------------------------------------------------
▶ Defend nest; Mimicry: See main
entry.
Dragon Brass Dragon Bronze Dragon
Dwell in deserts and sandy regions. Dwell near great lakes and seas
A proud, ancient race of gigantic,
carnivorous, winged reptiles. There
are many subspecies of dragon, many Brass Dragon, Whelp Bronze Dragon, Whelp
----------------------------------------------------------------------- -----------------------------------------------------------------------
of which are distinguished by the AC 5 [14], HD 1* (4hp), Att [2 × claw AC 4 [15], HD 3* (13hp), Att [2 × claw
colour of their scales. All dragons are (1d2), 1 × bite (1d6)] or breath, (1d3), 1 × bite (1d8)] or breath, THAC0
egg-layers and hoard treasure in their THAC0 19 [0], MV 90’ (30’) / 180’ (60’) 17 [+2], MV 90’ (30’) / 180’ (60’) flying,
lairs, far from areas of human flying, SV D12 W13 P14 B15 S16 (1), SV D12 W13 P14 B15 S16 (3), ML 7,
civilization. ML 6, AL Neutral, XP 13, NA 1d8 AL Neutral, XP 50, NA 1d8 (1d8), TT
(1d8), TT H [¼] H [¼]
Black Dragon Blue Dragon ----------------------------------------------------------------------- -----------------------------------------------------------------------
▶ Breath weapon: 20’ long line of
▶ Breath weapon: Cone of sleep gas
Dwell in swamps and marshes. Favour open plains and deserts.
(save versus breath or fall asleep for lightning or cloud of repulsion gas
1d4 turns) or cloud of fear gas (save (save versus breath or pushed 30’
Black Dragon, Whelp Blue Dragon, Whelp versus breath or flee for 1 turn). away per round for 3 rounds). Once
----------------------------------------------------------------------- -----------------------------------------------------------------------
AC 6 [13], HD 1* (4hp), Att [2 × claw AC 4 [17], HD 3* (13hp), Att [2 × claw Once per day. per day.
(1d2), 1 × bite (1d6)] or breath, (1d3), 1 × bite (1d10)] or breath, ▶ Sleeping: 40%. ▶ Sleeping: 20%.
THAC0 18 [+1], MV 90’ (30’) / 180’ THAC0 18 [+1], MV 90’ (30’) / 180’
(60’) flying, SV D12 W13 P14 B15 S16 (60’) flying, SV D12 W13 P14 B15 S16 Brass Dragon, Young Bronze Dragon, Young
-----------------------------------------------------------------------
(1), ML 6, AL Chaotic, XP 13, NA 1d8 (3), ML 7, AL Neutral, XP 50, NA 1d8 -----------------------------------------------------------------------
AC 3 [16], HD 4** (18hp), Att [2 × claw AC 2 [17], HD 6** (27hp), Att [2 × claw
(1d8), TT H [¼] (1d8), TT H [¼]
----------------------------------------------------------------------- ----------------------------------------------------------------------- (1d4), 1 × bite (2d6)] or breath, (1d6), 1 × bite (2d8)] or breath, THAC0
▶ Breath weapon: 10’ long line of ▶ Breath weapon: 30’ long line of THAC0 16 [+3], MV 90’ (30’) / 210’ 14 [+5], MV 90’ (30’) / 210’ (70’) flying,
acid. Once per day. lightning. Once per day. (70’) flying, SV D10 W11 P12 B13 S14 SV D10 W11 P12 B13 S14 (6), ML 8,
▶ Sleeping: 40%. ▶ Sleeping: 20%. (4), ML 7, AL Neutral, XP 1,750, NA AL Neutral, XP 725, NA 1d6 (1d6), TT
1d6 (1d6), TT H [½] H [½]
-----------------------------------------------------------------------
-----------------------------------------------------------------------
Black Dragon, Young Blue Dragon, Young ▶ Breath weapon: 60’ long line of
----------------------------------------------------------------------- ----------------------------------------------------------------------- ▶ Breath weapon: Cone of sleep gas
AC 4 [15], HD 4** (18hp), Att [2 × claw AC 2 [17], HD 6** (27hp), Att [2 × claw (save versus breath or fall asleep for lightning or cloud of repulsion gas
(1d4), 1 × bite (1d10)] or breath, (1d4), 1 × bite (1d10)] or breath, 2d4 turns) or cloud of fear gas (save (save versus breath or pushed 60’
THAC0 16 [+3], MV 90’ (30’) / 210’ THAC0 14 [+5], MV 90’ (30’) / 210’ versus breath or flee for 1 turn). away per round for 3 rounds). Twice
(70’) flying, SV D10 W11 P12 B13 S14 (70’) flying, SV D10 W11 P12 B13 S14 Twice per day. per day.
(4), ML 7, AL Chaotic, XP 1,750, NA (6), ML 8, AL Neutral, XP 725, NA 1d6 ▶ Language and spells: : 10%; 2 × 1st ▶ Language and spells: 30%; 4 × 1st
1d6 (1d6), TT H [½] (1d6), TT H [½] level. level, 2 × 2nd level.
----------------------------------------------------------------------- -----------------------------------------------------------------------
▶ Sleeping: 40%. ▶ Sleeping: 20%.
▶ Breath weapon: 30’ long line of ▶ Breath weapon: 60’ long line of
acid. Twice per day. lightning. Twice per day.
▶ Language and spells: 10%; 2 × 1st ▶ Language and spells: 30%; 4 × 1st
level. level, 2 × 2nd level.
▶ Sleeping: 40%. ▶ Sleeping: 20%.
Gold Dragon Green Dragon Red Dragon Sea Dragon
Dwell in hills and mountains Intelligent, aquatic dragons with
May be encountered in any terrain, Lair in jungles and forests.
green scales, fin-like wings, and a
often in the guise of a person or
Red Dragon, Whelp yellowish crest. Dwell in the depths of
animal. Green Dragon, Whelp ----------------------------------------------------------------------- the ocean, inhabiting caverns or
-----------------------------------------------------------------------
AC 3 [16], HD 4* (18hp), Att [2 × claw shipwrecks. Sometimes they attack
Gold Dragon, Whelp AC 5 [14], HD 2* (9hp), Att [2 × claw
(1d3), 1 × bite (1d8)] or breath, vessels to steal their treasure and eat
----------------------------------------------------------------------- (1d2), 1 × bite (1d10)] or breath,
THAC0 16 [+3], MV 90’ (30’) / 180’ the crew.
AC 2 [17], HD 5** (hp), Att [2 × claw THAC0 18 [+1], MV 90’ (30’) / 180’
(60’) flying, SV D10 W11 P12 B13 S14
(1d3), 1 × bite (2d6)] or breath, (60’) flying, SV D10 W11 P12 B13 S14
(4), ML 8, AL Chaotic, XP 125, NA Sea Dragon, Whelp
THAC0 15 [+4], MV 90’ (30’) / 180’ (2), ML 7, AL Chaotic, XP 25, NA 1d8
1d8 (1d8), TT H [¼] -----------------------------------------------------------------------
(60’) flying, SV D10 W11 P12 B13 S14 (1d8), TT H [¼] -----------------------------------------------------------------------
AC 5 [14], HD 2* (9hp), Att 1 × bite
(5), ML 8, AL Lawful, XP 425, NA 1d8 -----------------------------------------------------------------------
▶ Breath weapon: 30’ long cone of
▶ Breath weapon: Cloud of chlorine (1d8) or breath, THAC0 18 [+1], MV
(1d8), TT H [¼] fire. Once per day
----------------------------------------------------------------------- gas. Once per day. 150’ (50’) swimming / 150’ (50’)
▶ Sleeping: 10%. gliding, SV D10 W11 P12 B13 S14 (2),
▶ Breath weapon: 30’ long cone of ▶ Sleeping: 30%.
fire or cloud of chlorine gas. Once per ML 7, AL Neutral, XP 25, NA 1d8
day Green Dragon, Young Red Dragon, Young (1d8), TT H [¼]
----------------------------------------------------------------------- -----------------------------------------------------------------------
▶ Language and spells: 40%; 2 × 1st -----------------------------------------------------------------------
AC 1 [18], HD 7** (31hp), Att [2 × claw
AC 3 [16], HD 5** (22hp), Att [2 × claw ▶ Breath weapon: Poison spittle, 30’
level. (1d6), 1 × bite (2d8)] or breath,
(1d4), 1 × bite (2d10)] or breath, range, 5’ diameter. Save versus
▶ Sleeping: 5%. THAC0 13 [+6], MV 90’ (30’) / 210’
THAC0 15 [+4], MV 90’ (30’) / 210’ breath or die (Poison is harmless after
▶ Shape changing: May take on the (70’) flying, SV D8 W9 P10 B10 S12
(70’) flying, SV D10 W11 P12 B13 S14 1 round.). Once per day.
form of an animal. (7), ML 9, AL Chaotic, XP 1,250, NA
(5), ML 8, AL Chaotic, XP 425, NA ▶ Sleeping: 30%.
1d6 (1d6), TT H [½] ▶ Gliding: Leap out of the water and
Gold Dragon, Young 1d6 (1d6), TT H [½] -----------------------------------------------------------------------
-----------------------------------------------------------------------
▶ Breath weapon: 60’ long cone of glide for up to 3 rounds.
-----------------------------------------------------------------------
▶ Breath weapon: Cloud of chlorine
AC 0 [19], HD 8** (36hp), Att [2 × claw fire. Twice per day.
gas. Twice per day. Sea Dragon, Young
(1d4), 1 × bite (4d6)] or breath, ▶ Language and spells: 40%; 2 × 1st
▶ Language and spells: 20%; 2 × 1st -----------------------------------------------------------------------
THAC0 12 [+7], MV 90’ (30’) / 210’ level, 2 × 2nd level, 1 × 3rd level.
level, 1 × 2nd level. AC 3 [16], HD 5** (22hp), Att 2 × claw
(70’) flying, SV D8 W9 P10 B10 S12 ▶ Sleeping: 10%.
▶ Sleeping: 30%. (1d4), 1 × bite (2d8) or breath, THAC0
(8), ML 9, AL Lawful, XP 725, NA 1d6
15 [+4], MV 180’ (60’) swimming / 180’
(1d6), TT H [½]
----------------------------------------------------------------------- (60’) gliding, SV D10 W11 P12 B13 S14
▶ Breath weapon: 60’ long cone of (5), ML 8, AL Neutral, XP 425, NA 1d6
fire or cloud of chlorine gas. Twice per (1d6), TT H [½]
-----------------------------------------------------------------------
day.
▶ Breath weapon: Poison spittle, 60’
▶ Language and spells: 80%; 4 × 1st
range, 10’ diameter. Save versus
level, 4 × 2nd level, 2 × 3rd level.
breath or die (Poison is harmless after
▶ Sleeping: 5%.
1 round.). Twice per day.
▶ Shape changing: May take on the
▶ Language and spells: 20%; 2 × 1st
form of a person or animal.
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.
▶ Shape changing: May take on the AC 5 [14], HD 4** (18hp), Att [2 × claw
form of an animal. (1d3), 1 × bite (1d8)] or breath,
THAC0 16 [+3], MV 90’ (30’) / 210’
Silver Dragon, Young (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 1d6 (1d6), TT H [½]
(1d4), 1 × bite (2d8)] or breath, -----------------------------------------------------------------------
▶ Breath weapon: 60’ long cone of
THAC0 13 [+6], MV 90’ (30’) / 210’
cold. Twice per day.
(70’) flying, SV D8 W9 P10 B10 S12
▶ Language and spells: 10%; 2 × 1st
(7), ML 9, AL Lawful, XP 1,250, NA
level.
1d6 (1d6), TT H [½] Dragon, Platinum ▶ Languages: Common and dragon.
▶ Sleeping: 50%.
-----------------------------------------------------------------------
Giant, thoroughly good, male dragons ▶ Magic-user spells: 2 × 1st level, 2 ×
▶ Breath weapon: 60’ long cone of
with a magnificent aura. Dwell in 2nd level, 2 × 3rd level, 2 × 4th level, 2
cold or cloud of paralysing gas (save
secret shrines and palaces. × 5th level, 2 × 6th level.
versus breath or paralysed for 6
----------------------------------------------------------------------- ▶ Cleric spells: 1 × 1st level, 1 × 2nd
turns). Twice per day. AC –3 [22], HD 21*** (98hp), Att [2 × level, 1 × 3rd level, 1 × 4th level, 1 ×
▶ Language and spells: 40%; 2 × 1st claw (2d6), 1 × bite (6d8)] or breath, 5th level.
level, 2 × 2nd level, 1 × 3rd level. THAC0 6 [+13], MV 90’ (30’) / 300’ ▶ Astral travel: At will. Transport
▶ Sleeping: 10%. (100’) flying, SV D2 W2 P2 B2 S4 (21), itself to another world, plane, or
▶ Shape changing: May take on the ML 12, AL Lawful, XP 8,500, NA 1 (1), dimension.
form of a person or animal. TT H × 3 ▶ Shape changing: May take on the
-----------------------------------------------------------------------
form of a person or animal.
▶ Breath weapon: Can use each of
▶ Dragon companions: A 90% chance
the following breaths twice per day:
of being accompanied by 1d6+1 Gold
a. 80’ long cone of cold (save versus Dragons.
breath with a –3 penalty for half) ▶ Disguise: As a hermit (the gold
b. Cloud of morphing gas (save dragons disguises as seven canaries).
versus breath with a –3 penalty or ▶ Sleeping: 5%. If sleeping, may be
change into gaseous form for 12 attacked for 1 round with a +2 bonus
turns) to hit.
c. Annihilation roar (all within 120’ ▶ Unique: There is rumoured to be
must save versus breath with a –3 but a single platinum dragon—the
penalty or be annihilated). ruler of all metallic dragons.
Flightless Bird Griffon, War Headless Knight Heavy Fortress Wyrm
Beheaded undead warriors created by Gigantic dragon-like creature. Its body
Flightless birds like the rhea (small), Large, rapacious predators combining
dark powers. Dwell in haunted is covered in thick, iron-like scales,
the emu (medium), and the ostrich the features of an eagle (head, wings,
strongholds or in the service of their with a formidable protection. Dwells
(large). Only attack creatures if front claws) and a lion. Prey on
dark master. in settlements.
cornered. horses. ----------------------------------------------------------------------- -----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
AC 2 [17], HD 6** (27hp), Att 1 × AC -1 [20], HD 10* (45hp), Att [2 ×
AC 7 [12], HD 1 to 3 (4/9/13hp), Att 1 AC 5 [14], HD 7 (31hp), Att 2 × claw
magic sword (1d8 + 1), THAC0 14 [+5], claw (1d6 + 1), 1 × bite (3d8)] or
× beak (1d4) or 1 × kick (2d4), THAC0 (1d4), 1 × bite (2d8), THAC0 13 [+6],
MV 120’ (40’), SV D10 W11 P12 B13 breath, THAC0 11 [+8], MV 90’ (30’) /
19 [0]/18 [+1]/17 [+2], MV 180’ (60’), MV 120’ (40’) / 360’ (120’) flying, SV
S14 (6), ML 12, AL Chaotic, XP 725, 240’ (80’) flying, SV D6 W7 P8 B8 S10
SV D12 W13 P14 B15 S16 (1), ML 10, D10 W11 P12 B13 S14 (4), ML 9, AL
NA 1d4 (1d3), TT E (10), ML 9, AL Chaotic, XP 1,600, NA
AL Neutral, XP 10/20/35, NA 0 Neutral, XP 450, NA 0 (0), TT None
-----------------------------------------------------------------------
-----------------------------------------------------------------------
1d3 (1d3), TT H
(2d10), TT None ▶ Undead: Make no noise, until they
▶ Charge: When not in melee. -----------------------------------------------------------------------
attack. Immune to effects that affect ▶ Breath weapon: 90’ long cone of
Requires a clear flight of at least 20
Griffon living creatures (e.g. poison). Immune fire.
yards. Rider’s lance inflicts double
to mind-affecting or mind-reading ▶ Damage reduction: Half damage
damage. Griffon cannot attack when
spells (e.g. charm, hold, sleep). from non-magical weapons.
Griffon, Riding charging.
▶ Aura of fear: Any who come within ▶ Shatter weapons: 25% chance of
Large predators combining the ▶ Melee: When in melee, both rider
5’ must save versus spells or flee at weapons shattering if they hit; Chance
features of an eagle (head, wings, and griffon can attack.
maximum speed for 5 rounds, with a reduced by 5% per magical “plus”
front claws) and a lion. Bred for ▶ Attack horses: Within 120’, unless
50% chance of dropping held items. ▶ Siege: When attacking a vehicle or
transport and patrol. a morale check is passed.
▶ Horsemen: 20% of headless knights vessel, inflicts one extra point of hull
-----------------------------------------------------------------------
▶ Max load: Carry up to 4,500 coins
AC 6 [13], HD 5 (22hp), Att 2 × claw groups encountered have war horses: damage per five points of normal hit
unencumbered; up to 9,000 at half
(1d3), 1 × bite (1d8), THAC0 15 [+4], ¼ of the group mounted on points of damage.
speed.
MV 120’ (40’) / 360’ (120’) flying, SV nightmares. ▶ Sleeping: 15%.
D12 W13 P14 B15 S16 (3), ML 7, AL ▶ Magic resistance: +1 bonus to all
Neutral, XP 175, NA 0 (0), TT 0 Gullygug, Knight saving throws against magic. Horse, Pony
----------------------------------------------------------------------- Tribal, frog-like humanoids that ▶ Magic sword: Harms creatures
▶ Attack horses: Within 60’, unless a Lightly built horses bred to serve as
learnt chivalry. Dwell in damp, dark which are invulnerable to mundane
morale check is passed. mount to small riders. Can survive
places. attacks. Sword carries a curse that
▶ Max load: Carry up to 3,500 coins ----------------------------------------------------------------------- purely on grass, wherever available.
AC 2 [17], HD 4* (18hp), Att 1 × affects any non-chaotic being who -----------------------------------------------------------------------
unencumbered; up to 7,000 at half holds it. AC 7 [12], HD 2 (9hp), Att 2 × hoof
speed. weapon (1d6 or by weapon) or 1 × bite
(1d4), THAC0 18 [+1], MV 210’ (70’),
(1d4 + 1)], THAC0 16 [+3], MV 30’
SV D12 W13 P14 B15 S16 (1), ML 7,
(10’) / 150’ (50’) swimming,), SV D10
AL Neutral, XP 20, NA 0 (0), TT None
W11 P12 B13 S14 (4), ML 10, AL -----------------------------------------------------------------------
Neutral, XP 125, NA 1d6 (1d6), TT B ▶ Domestic: Not encountered in the
--------------------------------------- wild.
▶ Surprise: On a 1–3, due to ▶ Carry loads: Up to 2,000 coins
chameleon-like skin. unencumbered; up to 4,000 at half
▶ Sticky tongue: Attack up to 15’ speed.
away. On a hit, a foe (up to dwarf size)
is dragged to the mouth and bitten.
▶ Hopping attack: Jump up to 30’
forwards and gain +1 to attack. If
wielding an impaling weapon (e.g.
spear), this counts as a charge and
inflicts double damage on a successful
hit.
Killer Tree Kittenbus Lammasu Mandragora
Large (7’ tall) beings with bird-like Small vegetable creatures with
Large, tree-like monsters, easily A huge, eight-legged, grinning
wings, the body of a lion, and a humanoid faces that lurk in the soil.
mistaken for normal trees in the cat-like monster. Can be used as
human head. Aid and are friendly to Dwell in forests and fertile lands.
forest. Needs sunlight and meat to transport by some adventurers.
lawful creatures. Dwell in warm -----------------------------------------------------------------------
live. -----------------------------------------------------------------------
AC 5 [14], HD 1+1* to 2+2* (5/11hp),
AC 4 [15], HD 8 (36hp), Att 1 × bite climes in ruins and wild areas.
-----------------------------------------------------------------------
----------------------------------------------------------------------- Att 2 × tentacles (1d4 + constriction)
AC 5 [14], HD 6 (27hp), Att 4 × (2d8), THAC0 12 [+7], MV 180’ (60’),
AC 6 [13], HD 7+1*** (36hp), Att 2 × or 1 × scream (death), THAC0 18
branches (grab), 1 × bite (3d6), SV D10 W11 P12 B13 S14 (4), ML 8,
claw (1d6), THAC0 12 [+7], MV 120’ [+1]/17 [+2], MV 120’ (40’) / 60’ (20’)
THAC0 14 [+5], MV 0’ (0’), SV D12 AL Neutral, XP 1,200, NA 1 (1), TT
(40’) / 240' (80') flying, SV D6 W7 P8 burrowing, SV D12 W13 P14 B15 S16
W13 P14 B15 S16 (3), ML 12, AL None
B8 S10 (10), ML 10, AL Lawful, XP 50, (1), ML 7, AL Neutral, XP 19/35, NA
Neutral, XP 275, NA 0 (2d12), TT -----------------------------------------------------------------------
▶ Eyes: Can cast light in a 30’ long NA 2d4 (2d4), TT F 2d6 (3d6), TT U
None ----------------------------------------------------------------------- -----------------------------------------------------------------------
cone, 10’ wide at the end.
-----------------------------------------------------------------------
▶ Invisibility: At will. Become visible ▶ Light sensitivity: Suffer a –2
▶ Ambush: Prefer to ambush victims ▶ Sleeping: 50% likely to be asleep
when attacking or casting spells. penalty to attack rolls and a –1
near animal trails or along forest when encountered. May be attacked
▶ Protection aura: Anyone within 10’ penalty to AC when in bright light
paths. with a +2 to hit bonus for one round.
are affected per the Protection from (daylight, Continual Light).
▶ Unable to move: Since the roots ▶ Defensive: May attack if
Evil 10’ Radius spell effect. ▶ While burrowed in soil: Can sense
are set into the earth like a normal threatened, but cannot be trained to
▶ Spell casting: Cast spells as a 6th creatures within 120’.
tree. attack on command.
level cleric (2 × 1st level spells, 2 × ▶ Constriction: A tentacle attack roll
▶ Branches: Can attack up to 20’ ▶ Beast of burden: Carry up to
2nd level, 1 × 3rd level, 1 × 4th level). of 20 indicates that a human-sized (or
away. 15,000 coins unencumbered; up to
▶ Mundane damage immunity: Can smaller) victim is constricted. Each
▶ Grab: A victim hit by a branch is 30,000 at half speed. Up to eight
only be harmed by magical attacks. constricting tentacle inflicts: 1d4
grabbed and dragged toward the human-sized creatures can fit inside
▶ Refresh: Healing spells cast by automatic damage per round. The
monster’s mouth to bite and inflict the body of a kittenbus.
lammasu heal the double amount of victim can only be freed if the
automatic damage each round. The
hit points. mandragora is killed.
victim can only be freed by severing
▶ Scream: All within 20’ must save
the branch.
Lizard, Footpad versus death or die. Usable once per
▶ Severing branches: Requires a hit
8’ long, slate grey lizards with long day and only if the mandragora have
with a cutting weapon inflicting 5 or
legs and toes with round, sticky pads. been unearthed.
more damage.
Dwell in caves, ruins, and mountains. ▶ Spell immunity: Unaffected by
----------------------------------------------------------------------- sleep or charm spells.
AC 6 [13], HD 2+1 (10hp), Att 1 × bite ▶ Energy resistance: Half damage
(1d6), THAC0 17 [+2], MV 120’ (40’) / from fire, due to being soaked with
60’ (20’) ) climbing, SV D12 W13 P14 slime.
B15 S16 (2), ML 7, AL Neutral, XP 25,
NA 1d3 (2d4), TT None
-----------------------------------------------------------------------
▶ Taming: Captured young can be
trained as mounts or beasts of
burden.
▶ Cling: Can walk on walls and
ceilings, but cannot climb slopes
steeper than 60 degrees when
mounted.
▶ Max load: Carry up to 2,500 coins
unencumbered; up to 5,000 at half
speed.
Mantrap Medusa, Head Minotaur, Red Mudman
Large, brutish, bull-headed men with Non-intelligent human-shaped mud
12’–27’ long, carnivorous plants that Spawns of medusas that appear near
a craving for human flesh. Its fur animated by magic from a mud pool.
attract prey by scent. Trapped victims their medusa matriarch. Often live in
turns red when enraged. Dwell in Lurk in swamps and marshes.
are slowly digested. Dwell in dark, dungeon areas.
mazes and labyrinths. -----------------------------------------------------------------------
sub-tropical environments. -----------------------------------------------------------------------
----------------------------------------------------------------------- AC 10 [9], HD 2** (9hp), Att 1 × mud
AC 6 [13], HD ½* (2hp), Att 1 × bite
-----------------------------------------------------------------------
AC 2 [17], HD 8* (36hp), Att [1 × gore throw or 1 × suicidal throw, THAC0 18
AC 6 [13], HD 4* to 9* (13/18/22/27/ (1d2 + petrification), THAC0 19 [0],
(2d6), 1 × bite (1d6)] or 1 × weapon [+1], MV 30' (10'), SV D12 W13 P14
31/36/40hp), Att 1 × pollen MV 120' (40') flying, SV D14 W15 P16
(1d6 + 3 or by weapon + 3), THAC0 12 B15 S16 (2), ML 12, AL Neutral, XP 30,
(fascination), THAC0 By HD (16 [+3] B17 S18 (NH), ML 6 (11 with medusa),
[+7], MV 120’ (40’), SV D8 W9 P10 B10 NA 2d6 (2d6), TT None
to 12 [+7]), MV 0’ (0’), SV By HD, ML AL Chaotic, XP 6, NA 4d10 (4d4), TT
S12 (8), ML 12, AL Chaotic, XP 1,750, -----------------------------------------------------------------------
10, AL Neutral, XP 125/300/500/850 Q ▶ Pool locked: Mudmen cannot leave
NA 1d2 (1d2), TT C
/1,200/1,600, NA 1d2 (1d2), TT L × 5 -----------------------------------------------------------------------
----------------------------------------------------------------------- their pool and attack any creature
▶ Flighty: Unless magically
-----------------------------------------------------------------------
▶ Weapons: Prefer axes, clubs, or entering it.
▶ Pollen: Creatures within 60' must summoned or controlled, medusa
spears. ▶ Mud throw: Up to 50’. Slow down
save versus poison or become heads check morale every round.
▶ Axe prowess: Can use battle axes as victims' movement by 10’ for 1 turn.
fascinated and compelled to approach ▶ Hate the sun: -1 to-hit in full
missile weapons (with the same range ▶ Suicidal throw: Mudman hurl itself
the mantrap's leaf traps. Usable only daylight.
of hand axes) and ignoring its slow to any creature within 10’. On a hit,
in bright light. ▶ Petrification: Medusa head's bites
quality. slow down victims' movement by 40’
▶ Leaf trap: When a creature have a weak petrifying effect that will
▶ Herd: For every red minotaur, 2 for 1 turn and the mudman dies. On a
approaches, closes automatically: the turn someone to stone for 1d3 turns
minotaurs are present. miss, nothing happens.
victim is trapped in the mantrap’s (save versus petrify).
▶ Aggressive: Attack same size or ▶ Mud immobilisation: If the
leaves; may attack with sharp ▶ Matriarch: For every 10 medusa
smaller creatures on sight. Pursue movement rate reaches zero, mud
weapons at –4 to hit if not heads, there is a 2-in-10 chance of an
until the victims are out of sight. hardens and victims suffer 1d8
fascinated; body digested 6 turns after medusa accompanying them.
▶ Battle rage: When hurt in melee, damage per round (hardened mud can
death.
the red minotaur gains a +2 to hit and be broken to restore 10’ movement to
▶ Acid: Trapped victims suffer acid
damage to humans and similar immobilised victims).
damage equal to victim's AC each
humanoids (e.g. orcs, goblins) for 1 ▶ Spell immunity: Unaffected by
round to flesh. The acid destroys
turn. sleep or charm.spells.
cloth, leather, or wood in one round.
▶ Mundane damage immunity: Can
(Stone and metal are unaffected.)
only be harmed by magical attacks.
▶ Rescue: Victims cannot be freed
▶ Mud to Rock: Mudman is killed
until the mantrap is killed.
instantly.
Fascination persists until the odour
fades (24 hours) or if the mantrap is
burned.
Naga Naga, Spirit Nymph Ogre Mage
Beautiful female humanoids that A 10’ tall, more intelligent variety of
Highly intelligent and magical 15’ long, black scaled nagas of refined
resemble elven women. Live in deep ogre . Dwell in caves or strongholds.
creatures with large snake bodies and evil. Lurk in dungeons and ruins,
forests, far from civilization. -----------------------------------------------------------------------
human heads. Varying in behaviour by awaiting adventurers to make prey. ----------------------------------------------------------------------- AC 4 [15], HD 5+2*** (24hp), Att 1 ×
-----------------------------------------------------------------------
type. AC 9 [10], HD 3** (13hp), Att None, club (1d12) or 1 × magic, THAC0 14
AC 4 [15], HD 9*** to 10***
THAC0 17 [+2], MV 120’ (40’), SV D9 [+5], MV 90’ (30’) / 150’ (50’) flying,
(40hp/45hp), Att 1 × bite (1d3 +
Naga, Guardian W10 P12 B14 S12 (Druid 7), ML 6, AL SV D6 W7 P8 B8 S10 (10), ML 9, AL
poison), 1 × gaze (charm), THAC0 11
20’ long, honourable, brass scaled Neutral, XP 65, NA 0 (1d4), TT E Chaotic, XP 750, NA 1d6 (1d6), TT G
[+8], MV 120' (40'), SV D8 W9 P10 B10 ----------------------------------------------------------------------- -----------------------------------------------------------------------
nagas. Often guarding a treasure or a S12 (9), ML 8, AL Chaotic, XP 3,000, ▶ Dimension door: Once per day, can ▶ Magic powers: Once per day each:
sealed evil. NA 1d3 (0), TT B teleport to a known location within a. Charm person
----------------------------------------------------------------------- -----------------------------------------------------------------------
AC 3 [16], HD 11*** to 12*** (49hp/ 360’ b. Gaseous form
▶ Charming gaze: Save versus
54hp), Att 1 × bite (1d6 + constriction) ▶ Humanoids gazing at the nymph: c. Sleep
paralysis or be charmed: move
or 1 × poison spit, THAC0 11 [+8]/10 Causes permanent blindness or death d. Cone of cold: Conjures a cone of
towards the naga (resisting those who
[+9], MV 150’ (50’), SV D6 W7 P8 B8 if the nymph is nude (save versus freezing energy, 60’ long and 30’ wide
try to prevent it); defend the naga;
S10 (11), ML 11, AL Lawful, XP 3,500, spells to avoid). at the far end. Creatures caught in the
obey the naga’s commands (if
NA 1d2 (0), TT H ▶ Spell casting: Cast spells as a 7th cone suffer 8d6 damage (save versus
understood); unable to cast spells or
----------------------------------------------------------------------- level druid (3 × 1st level, 3 × 2nd level, spells for half).
▶ Constriction: When a bite attack is use magic items; unable to harm the
2 × 3rd level, 2 × 4th level, 1 × 5th
successful, the naga wraps around the naga. Killing the naga breaks the ▶ Magic powers: May use one power
level).
victim and begins to squeeze, charm. each round, without limit:
▶ Magic resistance: +2 bonus to all
inflicting 2d4 automatic damage ▶ Poison: Causes death (save versus e. Darkness: 10’ radius.
saving throws against magic.
immediately and on each subsequent poison). f. Invisibility: Become visible when
▶ Languages: Speaks their own
round. ▶ Spell casting: Cast spells as a 3rd attacking or casting spells.
language and Common.
▶ Poison spit: Range 30’. Victim must level magic-user and a 2nd level g. Polymorph self: From 4’ to 12’ tall.
save versus poison or die. (Poison is cleric.
▶ Limited flight: Ogre mage can fly
harmless after 1 round.) for at most 12 turns.
▶ Spell casting: Cast spells as a 6th Naga, Water ▶ Regeneration: A damaged ogre
level cleric. 10’ blue-green scales nagas. Live
mage gains 1hp at the start of each
unconcerned with the affairs of others
round, as long as it is alive.
in their lairs in lakes, ponds, or other
▶ Inside lair: 60% chance that 2d6
water bodies.
----------------------------------------------------------------------- slaves or prisoners are present.
AC 5 [14], HD 7** to 8** (31hp/36hp), ▶ Languages: Speaks their own
Att 1 × bite (1d4 + poison), THAC0 12 language, ogre, and Common.
[+7], MV 180' (60'), SV D8 W9 P10 B10
S12 (7), ML 8, AL Neutral, XP
1,250/1,750, NA 1d4 (0), TT D
-----------------------------------------------------------------------
▶ Poison: Causes death (save versus
poison).
▶ Spell casting: Cast spells as a 5th
level magic-user.
Otter, Giant Owl, Normal Scorpion, Normal Snow Arcanist
Small arachnids with pincers and Highly intelligent silver-haired
Large, semi-intelligent and playful Small nocturnal birds of prey. Dwell in
deadly stingers. Dwell in caverns, sorcerers which dedicate themselves
aquatic mammals. Live in rivers and forests.
----------------------------------------------------------------------- ruins, and deserts. to the arts of ice magic. Dwells in cold
lakes.
AC 8 [11], HD 1 (4hp), Att 2 × talon -----------------------------------------------------------------------
regions.
-----------------------------------------------------------------------
AC 8 [11], HD ½* (2hp), Att 1 × sting
AC 5 [14], HD 5 (22hp), Att 1 × bite (1d2), 1 × beak (1d2), THAC0 19 [0], -----------------------------------------------------------------------
(poison), THAC0 19 [0], MV 6' (2'), SV AC 6 [13], HD 4*** (19hp), Att 1 × staff
(3d6), THAC0 15 [+4], MV 90’ (30’) / MV 270' (90’) flying, SV D12 W13 P14
D14 W15 P16 B17 S18 (NH), ML 6, AL (1d4) or 1 × diamond dust (4d6 +
180’(60’) swimming, SV D10 W11 P12 B15 S16 (1), ML 7, AL Neutral, XP 25,
Neutral, XP 6, NA 1d6 (1d6), TT None freezing) or 1 × spell, THAC0 16 [+3],
B13 S14 (5), ML 8, AL Neutral, XP NA 1d2 (1d2), TT None
-----------------------------------------------------------------------
-----------------------------------------------------------------------
MV 120' (40'), SV D13 W14 P13 B16
175, NA 1d4 (1d4), TT Pelt ▶ Surprise: First attack is at +2 to hit
▶ Surprise: On a 1–5, due to its silent S15 (Magic-user 4), ML 7, AL Neutral,
-----------------------------------------------------------------------
against characters surprised.
▶ Non-aggressive: But can fight if flying. XP 225, NA 1d4 (1d6), TT B, N, O
▶ Aggressive: If disturbed or
threatened or if its lair is invaded. ▶ Eggs: 1d6 eggs or chicks in 50% of -----------------------------------------------------------------------
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:
must be treated with magic in order to ▶ Undead: Make no noise, until they
and are commanded. The wolves neutralised and dispersed away.
return to normal (e.g. Cure Disease). attack. Immune to effects that affect
understand the wielder’s words while ▶ Frequency: The sword’s power may
living creatures (e.g. poison). Immune
it holds the sword. be used once per turn.
to mind-affecting or mind-reading
▶ Duration: The wolves disappear
spells (e.g. charm, hold, sleep).
after 1 turn per level of the wielder. Sword +3, Heretic Defiler ▶ Magic sword scions: Attacks are
▶ Usage frequency: The sword's A wicked sword which grants special considered as magical attacks.
power may be used up to three times a bonuses to chaotic divine spell ▶ Weapons: Short sword and bows.
week. casters.
Shade Wolf ▶ Save bonus: The wielder gains a +4
Large, ethereal, semi-intelligent bonus to saves against magic.
wolves. ▶ Used against lawful creatures:
-----------------------------------------------------------------------
AC 5 [14], HD 4+1 (19hp), Att 1 × bite Inflicts double damage.
(2d4), THAC0 15 [+4], MV 150’ (50’), ▶ Used by other chaotic characters:
SV D12 W13 P14 B15 S16 (2), ML 12, The sword functions as a +1 sword,
AL Neutral, XP 125 without the other advantages
----------------------------------------------------------------------- described above.
▶ Surprise: On a 1–4, due to silently ▶ Touched by a non-chaotic
move. character: The sword inflicts 1d6
▶ Ethereal bite: The wolves can hit damage per round to neutral
monsters that can normally only be characters and 2d6 per round to lawful
harmed by magic. characters.
▶ Spell immunity: Unaffected by
charm and sleep spells.
Two-Handed Sword +1, Two-Handed Sword +1, Shade
Horseslayer Knight
Deadly to mounts and their riders. A great sword possessed by a wrathful
shade.
▶ Used against the rider: Acts as a
+3 sword. ▶ Activating: With a command, but
▶ Used against the mount: Acts as a only possible after the wielder has
+3 sword and inflicts double slain 49 foes with the sword.
damage. ▶ Shade knight: Can be released with
a command to wield its sword to
attack foes within 10’ of its owner for
24 turns.
▶ Dismissing: Owner may dismiss the
shade knight at any time, sending it
back to its sword.
▶ Banishing: If killed or subject of the
spell Dispel Evil, shade knight will
return to its sword as dismissed.
▶ Frequency: Shade knight may only
be released once per day.
Shade Knight
Wrathful and incorporeal (but not
undead) shadow swordsman. Two-Handed Sword +1, Vampiric Two-Handed Sword +2, Arc
-----------------------------------------------------------------------
AC 3 [16], HD 5* (22hp), Att 1 × magic Drains some vital energy of enemies. Lightning
sword (1d10 + 1), THAC0 15 [+4], MV A heavy sword tempered in the heart
▶ Drain: On an attack roll of natural
10’ from owner, SV D10 W11 P12 B13 of a blue dragon. In the hands of a
18, 19, or 20, restores 1d4 points of
S14 (F5), AL Chaotic, XP 300 strong character, it has several
----------------------------------------------------------------------- damage of its wielder. Against larger
▶ Spell immunity: Unaffected by than human-sized targets, it restores magical powers.
charm and sleep spells. 2d4 points of damage instead. ▶ Minimum STR: Only characters of
▶ Restrictions: Non-living creatures 16 STR or higher can wield the sword.
are unaffected. ▶ Save bonus: The wielder gains a +2
bonus against lightning-based
attacks.
▶ 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).
WEAPONS Axe +1, Amorphous Bow +1, Darksteel
Made of a special metal to fit its Beyond time forged bow.
wielder's needs.
Axe +1, Amorphous Racket +1, Wind ▶ Indestructible: Cannot be
Axe +1, Butcher Racket +2, Accuracy ▶ On command: Transforms into a destroyed by natural or magical
Axe +1, Darksteel Racket +2, Shockwave hand axe or battle axe. means.
Bow +1, Piercer Scythe +1, Harvest
Chakram +2, Vorpal Scythe +2, Deathtouch Axe +1, Butcher Bow +1, Piercer
Club +2, Rock Baboon Short Bow +1, Distance Chops animal meat for a delicious Bow developed to shoot in order to
Dagger +1, Darksteel Sickle +1, Blood dish. break defences.
Dagger +1, Light Sickle +1, Dust Devil
▶ 3HD or less animals: If the attack ▶ On a hit: May impose a -1 penalty
Dagger +1, Mage Slayer Sickle +1, Harvest
hits, the foe is slain (save versus to the target's AC.
Dagger +1, Mind Break Sickle +2, Gilded
death). ▶ Bow: Loses its "plus" for 1 hour if a
Dagger +1, Petrifying Sickle +2, Lunar
▶ After killing: For 2 rounds, animals penalty is imposed.
Dagger +1, Sneak Attack Spear +1, Darksteel
Dagger +2, Rondel with 3HD or less within 30’ must save
Spear +1, Doorway
Halberd +1, Rosethorn versus spells or flee for 5 rounds. Chakram +2, Vorpal
Spear +1, Light
Halberd +2, Flying General’s Spear +3, Holy Avenger Bladed wheel to sever heads wielded
Hand Axe +1, Hurling Staff +1, +3 vs Devil Axe +1, Darkteel by skilful wielders.
Javelin of Acid Staff +1, +3 vs Undead Beyond time forged axe.
▶ Used by: Martial or roguish classes
Javelin of Flames Staff +1, Darksteel
▶ Indestructible: Cannot be only.
Javelin of Frost Staff +1, Light
destroyed by natural or magical ▶ Severing: On a missile attack roll of
Javelin of Steam Staff +3, Gold-Banded
means. natural 18, 19, or 20, the target is
Knuckles +1, Agni Trident +1, Reptiles Bane decapitated. Against larger than
Knuckles +1, Himavat Trident +1, Stun
Boomerang +1, Storm human-sized targets, only a natural
Knuckles +1, Indra Trident +2, Malevolent
Boomerang that provokes 19 or 20 decapitates, and against
Knuckles +1, Sonic Trident +2, Steam
thunderclaps. targets of solid stone or metal, only a
Knuckles +1, Wardbreak Trident +3, Trine natural 20.
Lance +1, Horseslayer War Hammer +1, Darksteel ▶ Stun blow: On a missile attack roll ▶ Restrictions: Creatures without a
Lance +1, Spiral War Hammer +1, Quake of natural 19, or 20, the target must head are unaffected. Some creatures
Long Bow +1, Distance Whip +1, Bloody save versus paralysis or be stunned with heads (e.g. constructs,
Mace +1, Blight Whip +1, Darksteel for 1d4 rounds. elementals) are not killed by
Mace +1, Darksteel Whip +1, Hair Tie ▶ Restrictions: Creatures without a decapitation.
Mace +1, Light Whip +1, Viper head are unaffected. Some creatures
Mace +1, Terror Whip +2, Blazing with heads (e.g. constructs,
Mace +1, Thunder Whip +2, Charm Club +2, Rock Baboon
elementals) are not stunned. Club made of stone and bones to
Polearm +1, Shield Cleaver Whip +2, Electro
Racket +1, Distance Whip +2, Freezing smash and crack skulls.
Racket +1, Silence Whip +2, Vileslayer Bow +1, Avenger
Punishes the ones that went against a ▶ Dizzy blow: Human-sized or
companion. smaller creatures hit have -2 penalty
on its next attack roll.
▶ Acts as a +3 bow: Against a
creature that harmed an ally last Dagger +1, Darksteel
round. Beyond time forged dagger.
▶ Indestructible: Can’t be destroyed
by natural or magical means.
Dagger +1, Light Dagger +1, Sneak Attack Halberd +2, Flying General's Javelin of Flames
▶ On command: Produces light in a Magical dagger famous among rogues. A halberd wielded by a hot-tempered A magical javelin which explodes in a
30’ radius. warlord that seemed to fly in the stroke of flames when it hits.
▶ Sneak attack: When attacking an
battlefield.
unaware opponent from behind, a ▶ On a successful hit: The javelin
Dagger +1, Mage Slayer character with a Back-stab ability ▶ Minimum STR: Only characters of explodes in a stroke of flames 5’ wide
Deadly to spell-users, especially those triples any damage dealt instead of 16 STR or higher can wield the and 30’ long (leading from the target
of a specific type. doubling the damage. halberd. 30’ back towards the character who
▶ Spell caster type: Chosen randomly ▶ Back-stab: When attacking an ▶ Levitation: Once per day, wielder hurled the javelin). All within the area
(e.g. unaware opponent from behind, can move vertically up to 10’ and can (including the target who was hit)
divine spell casters, or arcane spell roguish classes without a Back-stab push against solid objects to move suffer fire damage.
casters.). ability (e.g. acrobat, halfling) receive a laterally for 1 turn. ▶ Fire damage: 20 points (save
▶ Used against specific type: Acts as +4 bonus to hit and double any ▶ Aerial strike: Melee attacks with versus spells for half). The target hit
a damage dealt. the halberd grants a +1 bonus to by the javelin may not make a saving
+2 dagger and inflicts double attack rolls when made from a higher throw.
damage. Dagger +2, Rondel position (e.g. mounted, levitating, ▶ Javelin consumed: When it
▶ Used against other spell casters: Thin dagger to stab armoured foes. etc.). explodes into flames, the javelin is
Acts as a +2 dagger. ▶ Charge: On horseback, moving at destroyed.
▶ Armour pierce: +2 bonus on attack least 60’ in a round and attacking
rolls against enemies with AC 3 [16] or doubles any damage done with a Javelin of Frost
Dagger +1, Mind Break better. successful hit.
Dagger effective against scholars. A magical javelin which explodes in a
stroke of icicles when it hits.
▶ If an arcane spell caster is hit: Halberd +1, Rosethorn Hand Axe +1, Hurling
Must save versus spells (at a -2 A beautiful halberd adorned with ▶ On a successful hit: The javelin
An apparently regular hand axe that
penalty) or become an imbecile, delicate carvings of entwined rose explodes in a stroke of icicles 5’ wide
returns.
unable to think clearly or cast spells vines along its shaft. and 30’ long (leading from the target
for 1d4 rounds. ▶ Hurl: If thrown up to 10', it returns 30’ back towards the character who
▶ Rose vines: On a natural 18, 19, or to its wielder’s hands. hurled the javelin). All within the area
20 attack roll, creates vines that wrap (including the target who was hit)
Dagger +1, Petrifying a target that cannot move more than suffer cold damage.
Magical dagger to imprison foes. Javelin of Acid
5' away from the halberd's wielder. ▶ Cold damage: 20 points (save
A magical javelin which explodes in a
▶ Petrification: Creature hit is turned Against larger than human-sized versus spells for half). The target hit
stroke of acid when it hits.
to stone (save versus petrify). targets, only a natural 19 or 20 by the javelin may not make a saving
▶ The dagger: Dissolves in contact wraps, and against fire-based targets, ▶ On a successful hit: The javelin throw.
and is lost. only a natural 20. explodes in a stroke of acid 5’ wide ▶ Javelin consumed: When it
▶ 1d4 hours after petrification: If ▶ Thorn wrap: The vine wraps around and 30’ long (leading from the target explodes into icicles, the javelin is
touched by someone, the creature the victim, inflicting 1d6 automatic 30’ back towards the character who destroyed.
returns to normal. damage each round. hurled the javelin). All within the area
▶ Severing vines: AC 5 [14], 9hp. (including the target who was hit)
Requires a hit with a cutting weapon suffer acid damage.
to be severed and release the creature. ▶ Acid damage: 20 points (save
versus spells for half). The target hit
by the javelin may not make a saving
throw.
▶ Javelin consumed: When it
explodes into acid, the javelin is
destroyed.
Javelin of Steam Knuckles +1, Himavat Knuckles +1, Wardbreak Long Bow +1, Distance
A magical javelin which explodes in a A pair of knuckles with a frost spirit. A pair of knuckles that punches Improves someone's shooting
stroke of steam when it hits. through magic barriers. prowess.
▶ Frostbite: On a natural 18, 19, or
▶ On a successful hit: The javelin 20 attack roll, inflicts an extra 1d6 ▶ Brain pain: If a spell was disrupted ▶ Range: (5’–140’ / 141’–280’ /
explodes in a stroke of steam 5’ wide automatic damage. by an attack, the hit creature loses 281’–420’)
and 30’ long (leading from the target ▶ Diamond dust: Once per day, initiative on the next round.
30’ back towards the character who wielder can release a cone of freezing ▶ Ward through: Anyone hit suffers a Mace +1, Blight
hurled the javelin). All within the area energy 15’ wide at the far end, 20’ -2 penalty to saves against magic for Enchanted mace to weaken creatures.
(including the target who was hit) long. Creatures caught in the area 3 rounds.
suffer gas damage. suffer 4d6 damage, with a successful ▶ Wearing only one knuckle: Acts as ▶ Blight: Hit creatures incurs a –1
▶ Gas damage: 20 points (save save versus spells indicating half a normal +1 Knuckles. penalty to morale checks, attack rolls,
versus spells for half). The target hit damage. and damage rolls for 3 turns.
by the javelin may not make a saving ▶ Wearing only one knuckle: Acts as Lance +1, Horseslayer
throw. a normal +1 Knuckles. Deadly to mounts and their riders. Mace +1, Darksteel
▶ Javelin consumed: When it Beyond time forged mace.
explodes into steam, the javelin is Knuckles +1, Indra ▶ Used against the rider: Acts as a
destroyed. +3 lance. ▶ Indestructible: Cannot be
A pair of knuckles with a thunder destroyed by natural or magical
▶ Used against the mount: Acts as a
spirit. means.
Knuckles +1, Agni +3 lance and inflicts double
A pair of knuckles with a fire spirit. ▶ Shock: On a natural 18, 19, or 20 damage.
attack roll, inflicts an extra 1d6 Mace +1, Light
▶ Ember: On a natural 18, 19, or 20 automatic damage. Lance +1, Spiral ▶ On command: Produces light in a
attack roll, inflicts an extra 1d6 ▶ Lightning strike: Once per day, An enchanted spiral lance which 30’ radius.
automatic damage. wielder can release a line of electricity allows its wielder to charge with
▶ Flame mower: Once per day, 5’ wide, 30’ long. Creatures caught in prowess.
wielder can release a streak of flame
Mace +1, Terror
the area suffer 4d6 damage, with a
▶ Sharpness: Grants a +2 bonus to A mace that inspires deepest fears.
towards up to 15’ away in a 10’ radius successful save versus spells
sphere. Creatures caught in the area indicating half damage. the attack roll when charging. ▶ On a successful hit: The victim is
suffer 4d6 damage, with a successful ▶ Wearing only one knuckle: Acts as ▶ Charge: On an attack roll of struck with terror and will flee from
save versus spells indicating half a normal +1 Knuckles. natural 18, 19, or 20, triples any the wielder at maximum speed for 6
damage. damage done with a successful hit rounds. (save versus spells to avoid).
▶ Wearing only one knuckle: Acts as Knuckles +1, Sonic against larger than human-sized ▶ Breaking the terror: The victim
a normal +1 Knuckles. targets. Against human-sized or may make a new save versus spells
A pair of knuckles that punches
smaller targets, only a natural 19 or each round with success indicating
through the sound barrier and
20 triples, and against targets of solid that the terror is broken.
repulses.
stone or metal, only a natural 20. ▶ Restrictions: Undead and
▶ Sonic boom: On an attack roll of constructs are not affected.
natural 18, 19, or 20, a creature must
save versus spells or become
Mace +1, Thunder
deafened and for 6 rounds.
Mace infused with fury of a storm.
▶ Repulsion: Anyone hit is pushed
2d6 × 10’ away. ▶ On a successful hit: A great clap of
▶ Wearing only one knuckle: Acts as thunder rings out, stunning all within
a normal +1 Knuckles. 10’ (save versus paralysis or be
unable to move or act for 3 rounds).
▶ Usage frequency: Up to once per
turn.
Polearm +1, Shield Cleaver Racket +2, Accuracy
A powerful crimson bardiche against An enchanted racket which can
shields. launch with precision, even at long
range.
▶ On a hit: On a creature holding a
shield, the creature must save versus ▶ Range modifiers: Attack rolls with
spells or its shield will be destroyed. this weapon are never modified for
▶ Magic shields: Have a +1 bonus for range.
each “plus” to avoid being destroyed. ▶ Maximum range: Is not increased
by the enchantment.
Short Bow +1, Distance Sickle +1, Harvest
Racket +1, Distance Olive-coloured sickle that reap plants.
Improves someone's shooting
An enchanted racket which can Racket +2, Shockwave prowess.
launch up to double the normal range. An enchanted racket which burst a ▶ Used against sylvan creatures:
shockwave against foes. ▶ Range: (5’–100’ / 101’–200’ / Acts as a +3 sickle.
▶ Ranges: Short: 5’–40’ / 41’–80’ / ▶ Used against fungi and
201’–300’)
81’–120’, plant-based creatures: Acts as a +3
▶ Shockwave: Any within a 15' radius
of a creature hit with a missile attack sickle and inflicts double damage.
Racket +1, Silence Sickle +1, Blood
suffers 1d6 damage. ▶ Druidic magic: Usable by divine
Inflicts vicious, bleeding wounds.
An enchanted racket which can spell casters with access to druidic
launch a dizzying mass of air. ▶ Bleeding: After being hit, the target magic only.
Scythe +1, Harvest
suffers 1 additional point of damage
▶ Silence: A creature hit with a Olive-coloured scythe that reap
per round (up to a maximum of 10 Sickle +2, Gilded
missile attack must save versus plants.
rounds). A sickle enchanted for those who
spells or conversation and spell
▶ Used against sylvan creatures: ▶ Multiple wounds: Each deals wander in the wilds.
casting becomes impossible for 3
Acts as a +3 sickle. additional damage per round.
turns. ▶ Pass without a trace: The wielder
▶ Used against fungi and ▶ Stopping bleeding: Bandaging a
plant-based creatures: Acts as a +3 wound stops it bleeding and negates and allies within 5’ can pass through
Racket +1, Wind sickle and inflicts double damage. further damage. natural environments without leaving
An enchanted racket particularly ▶ Healing: Damage from the sickle any tracks. They are able to move
effective against flying foes. cannot be healed by magic or through overgrown areas at normal
Scythe +2, Deathtouch
regeneration. speed and without impediment.
▶ Flying creatures: Hit with a missile Has the power to reap the souls of
▶ Restrictions: Constructs and ▶ Pass plant: Expending one charge,
attack must save versus spells or will living creatures.
creatures without blood are the wielder steps into a tree, then
need to land and become unable to fly
▶ Death sentence: On an attack roll unaffected by the sickle’s wounding instantly steps out of a tree in another
for 1d3 rounds.
of natural 19, or 20, the target must effect. location within 240 yards. The trunks
▶ Creatures climbing, on rope: if
save versus spells or have their soul of both trees must be large enough for
hit, must save versus paralysis or
reaped (instant death). If the save the wielder to fit inside.
fall. Sickle +1, Dust Devil
succeeds, the scythe inflicts normal ▶ Druidic magic: Usable by divine
Marvellous sickle to perform swift
damage. spell casters with access to druidic
slashes.
▶ Charges: The scythe can reap 2d6+1 magic only.
souls in total. Once this many souls ▶ Roguish characters: Are the only ▶ Charges: 1d6+8.
have been reaped, it becomes a ones allowed to use it.
normal magical scythe +2. ▶ Gust lick: On an attack roll of
▶ Restrictions: Non-living creatures natural 18, 19, or 20, deal 1d4 in foes
are unaffected. within 10’ radius.
▶ Movement: Increases by 10’ during
encounters.
▶ Withdrawals and retreats: Wielder
suffers no penalties.
Spear +1, Light Staff +3, Gold-Banded Trident +2, Steam
▶ On command: Produces light in a A marvellous staff, banded with gold A trident with steam flowing in its
30’ radius. at each tip. The staff has the power to points.
grow and shrink on command.
▶ Minimum STR: Only characters of
Spear +3, Holy Avenger ▶ Minimum STR: Only characters of 16 STR or higher can wield the
A holy spear which grants special 16 STR or higher can wield the staff. trident.
bonuses to lawful divine spell casters. ▶ Size: The staff can be any length ▶ Steam: Character may fire a cloud of
▶ Save bonus: The wielder gains a +4 between 1” and 200’. steam 60’ long, 20’ wide, 20’ high. All
bonus to saves against magic. ▶ Reach: The wielder can attack foes caught in the area suffer 2d6 damage.
▶ Used against chaotic creatures: at up to the staff ’s length distant. ▶ Underwater: The steam cannot be
Inflicts double damage. released underwater.
▶ Used by other lawful characters: Trident +1, Reptiles Bane ▶ Frequency of steam: The hammer
The sword functions as a +1 spear, A trident effective against reptiles. may release the cloud of steam at
without the other advantages most 1 time in the space of 1 hour (6
described above. ▶ Used against reptiles: Acts as a +3 turns).
▶ Touched by a non-lawful trident.
character: The spear inflicts 1d6 ▶ Morale affecting: Reptiles make
Sickle +2, Lunar morale checks with a -2 penalty.
damage per round to neutral
A silver sickle that gleams with lunar
characters and 2d6 per round to
beauty.
chaotic characters. Trident +1, Stun
▶ Moonlight: On command, produces A trident enchanted with the power to
light in a 30’ radius. Staff +1, +3 vs Devil paralyse foes.
▶ Faerie fire: Once per hour, the A white staff effective against ▶ Successful hits: The target must
wielder can cast a silver light per the demonkind. save versus spells or be paralysed for
druid spell.
▶ Conduct: Usable by lawful 2d4 turns. This consumes one charge.
▶ Restore: Once per day, any variable
characters only. ▶ Charges: 1d4+16.
qualities of spells cast by the wielder
have their maximum value. (e.g. Cure
Light Wounds heal the maximum: Staff +1, +3 vs Undead Trident +2, Malevolent Trident +3, Trine
7hp). A white staff effective against A trident used by fiends and their A trident blessed by the power of fire,
▶ Druidic magic: Usable by divine undeads. chaotic followers. cold and lightning.
spell casters with access to druidic ▶ Wicked ward: The wielder gains a
▶ Conduct: Usable by lawful ▶ Successful hits: The target may
magic only. +2 bonus to saves against magic from
characters only. inflict an additional 1d6+1 damage of
lawful creatures. fire, cold or lightning.
Spear +1, Darksteel ▶ Used against lawful creatures: ▶ ”Plus”: The trident loses one of its
Beyond time forged spear. Staff +1, Darksteel Inflicts double damage. +1 each time its power is used. The
Beyond time forged staff. ▶ Touched by a non-chaotic
▶ Indestructible: Cannot be trident regain a plus after 4 hours (24
▶ Indestructible: Cannot be character: The sword inflicts 1d6 turns)
destroyed by natural or magical
destroyed by natural or magical damage per round to neutral ▶ Restriction: The trident may inflict
means.
means. characters and 2d6 per round to at most one additional damage from
chaotic characters. each energy in a single day.
Spear +1, Doorway
A spear which warns of dangers. Staff +1, Light
▶ On command: Produces light in a War Hammer +1, Darksteel
▶ Alert: When the spear is pointed to 30’ radius. Beyond time forged hammer.
a door or portal, it warns if there’s
danger on the other side. ▶ Indestructible: Cannot be
▶ Usage frequency: Up to three times destroyed by natural or magical
per day. means.
War Hammer +1, Quake Whip +1, Hair Tie
Hammer to create earth tremors. An ornamental hair tie which can
transform into a magical whip.
▶ Minimum STR: Only characters of
16 STR or higher can wield the ▶ Activating: The owner must simply
hammer. grasp the hair tie and will it to become
▶ Quake: Wielder may hit the ground a whip.
and other creatures in a 10’ radius ▶ Returning: After use, the whipmay
must save versus paralysis or fall be returned to its hair tie form by
prone, unable to attack until able to touching it and willing it to transform.
stand up again. Creatures not
touching the ground are unaffected. Whip +1, Viper
▶ Frequency of quake: The hammer A whip that magically injects venom
may quake the earth at most 1 time in into the victim when it strikes true.
the space of 1 turn (i.e. 1 time per
combat). ▶ Natural 20: If the wielder rolls an
attack roll of natural 20, the whip
Whip +1, Bloody injects venom into the victim (save
A crimson whip created to inflict versus death or die instantly).
vicious, bleeding wounds.
Whip +2, Blazing
▶ Bleeding: After being hit, the target Whip from a wicked devil which
suffers 1 additional point of damage releases fire.
per round (up to a maximum of 10
rounds). ▶ Entangle: If the victim was Whip +2, Electro Whip +2, Freezing
entangled, suffers 1d4 damage while Whip from a cloud spirit which Whip from a snow fairy which releases
▶ Multiple wounds: Each deal
entangled. releases thundershock. cold.
additional damage per round.
▶ Stopping bleeding: Bandaging a ▶ Usage frequency: The power may ▶ Entangle: If the victim was ▶ Entangle: If the victim was
wound stops it bleeding and negates be used twice per day. entangled, suffers 1d2 damage while entangled, one of its limbs will be
further damage. ▶ Cold-based creatures: Are entagled. frozen, preventing it from using
▶ Healing: Damage from the sword automatically entangled if hit. ▶ Usage frequency: The power may weapons, claws, etc for 1 turn.
cannot be healed by magic or be used twice per day. ▶ Usage frequency: The power may
regeneration. Whip +2, Charm ▶ Flying and aquatic creatures: Are be used twice per day.
▶ Restrictions: Constructs and A fuchsia whip created to bewitch. automatically entangled if hit. ▶ Fire-based creatures: Are
creatures without blood are automatically entangled if hit.
unaffected by the sword’s wounding ▶ Entangle: Target must save versus
effect. spells or becomes charmed in the
same way as the magic-user spell
Whip +2, Vileslayer
Charm Person. A whip enchanted as a powerful bane
Whip +1, Darksteel against undead, shadow and devil
▶ Bring: Target must save versus
Beyond time forged whip. monsters.
spells or becomes charmed in the
▶ Indestructible: Cannot be same way as the magic-user spell ▶ Touched by a chaotic character:
destroyed by natural or magical charm person. The
means. ▶ Usage frequency: The whip's power whip inflicts 4d4 damage.
may be used up to three times a week. ▶ 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).
OLD-SCHOOL ESSENTIALS
DICE AVERAGE RESULTS TABLE PC: SOUJI
Character Record Sheet
TITLE: DAREDEVIL
Bonus
to Hit
CLASS: KNIGHT AL: NEUTRAL Melee
+
d4 d6 d8 d10 d12 3
Lv: 4 EXP: 12,000 NEXT: 8,000 Missile +
1d 2 1d 3 1d 4 1d 5 1d 6
PORTRAIT SAVES 2
S AC Attack
2d 5 2d 7 2d 9 2d 11 2d 13
T 18 +3 D: 10 HP: 34 / 34
Matrix
R
I 0[19] Init + React +
3d 7 3d 10 3d 13 3d 16 3d 19 N 10 0 W: 11 2 1 -6 20
T EXPLORE
4d 10 4d 14 4d 18 4d 22 4d 26 W
LD - OD - -5 19
I
S
13 +1 vs Magic MV SD - FT -
5d 12 5d 17 5d 22 5d 27 5d 32 D Expl Enc -4 18
E
X
16 +2 P: 12
90’ (30’) FUNDS
6d 15 6d 21 6d 27 6d 33 6d 39 -3 17
C PP: 750
7d 17 7d 24 7d 31 7d 38 7d 45
O
N
15 +1 B: 13
Miles/day
GP: 33,000 -2 16
EP: 40
C
8d 20 8d 28 8d 36 8d 44 8d 52 H 13 +1 S: 14 18 SP: 20,000
-1 15
A CP: 1,500
9d 22 9d 31 9d 40 9d 49 9d 58 ENCUMBRANCE 0 14
Abilities, Skills Weapons, Gear
950 COINS
10d 25 10d 35 10d 45 10d 55 10d 65 1 13
> Horsemanship Sword (1d8), Platemail, Shield, Silver Dagger
11d 27 11d 38 11d 49 11d 60 11d 71 > Strength of Will
2 12
12d 30 12d 42 12d 54 12d 66 12d 78 3 11
MAGIC ITEMS
13d 32 13d 45 13d 68 13d 71 13d 84 Lantern 4 10
Rope Ring of Fire Resistance
Chain 10’
14d 35 14d 49 14d 63 14d 77 14d 91 5 9
Beads
Hand Mirror
Oil (12) 6 8
7 7
8 6
MOUNT & ANIMALS
War Horse: AC 5 [14], 18hp
Mule: AC 7 [12], 9hp 9 5
OLD-SCHOOL ESSENTIALS
PC:
Character Record Sheet
TITLE:
Bonus DICE AVERAGE RESULTS TABLE
to Hit
CLASS: AL: Melee
d4 d6 d8 d10 d12
Lv: EXP: NEXT: Missile
PORTRAIT 1d4 2 1d6 3 1d8 4 1d10 5 1d12 6
SAVES
S AC Attack
T
D: HP: /
Matrix
2d4 5 2d6 7 2d8 9 2d10 11 2d12 13
R
I Init React 3d4 7 3d6 10 3d8 13 3d10 16 3d12 19
N
W: -6
T EXPLORE 4d4 10 4d6 14 4d8 18 4d10 22 4d12 26
W
LD - OD - -5
I
S
vs Magic MV SD - FT -
5d4 12 5d6 17 5d8 22 5d10 27 5d12 32
8
MOUNT & ANIMALS
9