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OLD-SCHOOL ESSENTIALS

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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.

Scrolls and maps: Lizard men cannot


use scrolls of any kind and cannot
interpret maps (not suitable to map IMAGEM
dungeons as well).
MERCHANT Contratant Merchant Level Progression Saving Throws
With their smooth talk and
Requirements: Minimum CHA 9, negotiation, they gain a +1 bonus to Level XP HD THAC0 D W P B S
Minimum CON 9 the reaction of retainers, mercenaries,
and specialists during the hire. 1 0 1d4 19 [0] 12 13 14 15 16
Prime requisite: CHA
Hit Dice: 1d4 Starting at 7th level, specialists hired
2 2,000 2d4 19 [0] 12 13 14 15 16
Maximum level: 14 by the merchant double their
Armour: Leather, chainmail, no productivity. 3 4,000 3d4 19 [0] 12 13 14 15 16
shields
Weapons: One-handed melee Identification of Treasure 4 8,000 4d4 19 [0] 12 13 14 15 16
weapons From 4th level, a merchant has a
Languages: Alignment, Common 2-in-6 chance of knowing about 5 16,000 5d4 17 [+2] 10 11 12 13 14
treasure found. This ability may be
6 32,000 6d4 17 [+2] 10 11 12 13 14
used to identify the nature and powers
Merchants are members of trade
of magic items and the value of other 7 64,000 7d4 17 [+2] 10 11 12 13 14
guilds who are always looking for
treasure (gems, goods, etc).
wealth and opportunities for their
8 120,000 8d4 17 [+2] 10 11 12 13 14
businesses. They are organised in
caravans, bazaars, commercial Smuggler
9 240,000 9d4 14 [+5] 8 9 10 10 12
warehouses and other smaller or While trading and talking with NPCs,
larger structures. Merchants do not there is a 5% chance that they have a 10 360,000 9d4+2* 14 [+5] 8 9 10 10 12
enjoy combat and do not have magical magic item and try to sell it to the
abilities, but they can contribute to merchant. The item in the NPC's 11 480,000 9d4+4* 14 [+5] 8 9 10 10 12
the success of a campaign. possession is rolled according to the
percentage of Magic Item Type table 12 600,000 9d4+6* 14 [+5] 8 9 10 10 12
below by the referee, that will
Bargain and Profit 13 720,000 9d4+8* 12 [+7] 6 7 8 8 10
stipulate its price. If the merchant has
Due to their trading skills, merchants
enough money, it can purchase the
are able to buy and sell items, 14 840,000 9d4+10* 12 [+7] 6 7 8 8 10
item.
information, and other things for
cheaper and more expensive than the * Modifiers from CON no longer apply. D: Death / poison; W: Wands;
stipulated price, respectively. Magic Item Type P: Paralysis / petrify; B: Breath attacks;
A 1st level merchant gains 10% S: Spells / rods / staves.
discounts on item purchases and 10% d% Type of Item
profit when selling goods. It becomes
01–10 Armour or Shield Transport After Reaching 9th Level
20% upon reaching 3th level, 30%
upon reaching 6th level, 40% upon Merchants are used to transport A merchant can establish or build a
11–15 Miscellaneous Item
reaching 9th level, and 50% upon goods to distant places, and this trading post. Once a trading post is
reaching 12th level. 16–35 Potion benefits its vehicles and animals. established, the merchant now
attracts 2d6 merchants and 1d3 1st
Maximum load: Animals and level fighters for each merchant.
Combat 36–40 Ring
vehicles owned by a merchant have a These merchants can work in the
Merchants can use leather, chainmail, max load 20% higher than normal,
41–45 Rod / Staff / Wand trading post negotiating treasures
but do not have the training required increasing to 40% upon reaching 5th from all corners of the world and can
to use plate mail or shields. They can level and 60% upon reaching 10th
46–75 Scroll or Map also compose caravans in search of
use all one-handed melee weapons, level. new routes for the merchant.
but cannot use missile weapons due 76–95 Sword
to shifting attention from their Terrain overcome: At 5th level, a
belongings. 96–00 Weapon
merchant’s vehicles can travel out of
maintained roads at half speed.
MINOTAUR Cursed Heirloom Minotaur Level Progression Saving Throws
Aggressive: Minotaurs are immune to
all supernatural fear effects and are Level XP HD THAC0 D W P B S
Demihuman Class compelled to attack and pursue
Requirements: Minimum CON 9, weaker foes until they are out of sight. 1 0 1d6 19 [0] 12 13 14 15 16
minimum STR 9
Prime requisite: CON and STR Beguilement: Minotaurs suffer a -2 2 2,750 2d6 19 [0] 12 13 14 15 16
Hit Dice: 1d8 penalty to saving throws against hold
Maximum level: 10 spells, charms, mind control, 3 5,500 3d6 19 [0] 12 13 14 15 16
Armour: Any appropriate to size, hypnotism, suggestion, etc. They also
including shields have a -1 penalty to saving throws 4 12,000 4d6 17 [+2] 10 11 12 13 14
Weapons: Any against illusion.
5 24,000 5d6 17 [+2] 10 11 12 13 14
Languages: Alignment, Commonn
Rage: Once per day, if the minotaur
drops to half or less of its maximum 6 45,000 6d6 17 [+2] 10 11 12 13 14
Minotaurs are tall, brutish, hit points, it will be stricken by rage to
bull-headed men with a craving for 7 95,000 7d6 14 [+5] 8 9 10 11 12
attack indiscriminately any within 20’.
human flesh. Feared for being The rage causes a +1 to attack, a +2 to 8 175,000 8d6 14 [+5] 8 9 10 11 12
man-eaters, they live in grasslands, damage rolls, and a –3 AC penalty.
and near mazes and dungeons. The rage ends if the minotaur dies, 9 350,000 9d6 14 [+5] 8 9 10 11 12
Prime requisites: A minotaur with at has slain a creature, or after 1 turn.
least 13 CON and STR gains a 5% 10 500,000 9d6+2* 12 [+7] 6 7 8 9 10
bonus to experience. A lizard man Detect Construction Tricks * Modifiers from CON no longer apply. D: Death / poison; W: Wands;
with a STR of at least 16 and a CON of As maze and labyrinth dwellers, P: Paralysis / petrify; B: Breath attacks;
at least 13 receives a +10% XP bonus. minotaurs have a 2-in 6 chance of S: Spells / rods / staves.
being able to detect new construction,
Charging into Melee (Optional sliding walls, or sloping passages
when searching. Illiterate Mounting
Rule) Until 7th level a minotaur cannot read Due to its large size and behaviour,
If using the optional rule for charging or write, irrespective of INT score. minotaurs are unable to mount
into melee, instead of a weapon Heavy Weapons common animal mounts.
attack, the minotaur can make a gore If wielding two-handed melee Scrolls and maps: Minotaurs cannot
attack (1d6 damage) against weapons (e.g. battle axes, polearms), use scrolls of any kind and cannot
the minotaur gains a +1 bonus to interpret maps (not suitable to map After Reaching 9th Level
human-sized or smaller creatures.
attack and damage rolls using this dungeons as well). A minotaur has the option of creating
Gore will inflict double damage.
type of weapon. a stronghold near a maze that will
Double grip: If wielding two-handed form the basis of a new community of
Combat Man-eater 2d6 minotaurs.
melee weapons with both hands, the Minotaur have difficulty gaining the
Minotaurs can use all types of Minotaur communities can be located
minotaur gains a +2 bonus to attack trust of humans and demihumans,
weapons and armour, but it must be either near mazes and labyrinths or in
and damage rolls using this type of due to usually consuming their flesh.
tailored to their large size. the wilderness (typically a grassland
weapon. A minotaur suffers a -2 penalty to
Two-handed melee weapons: A area).
reaction rolls when encountering
minotaur can wield any two-handed humans and demihumans that do not
melee weapon, such as a battle axe, eat humanoid flesh.
with only one hand. Retainers in a minotaur’s employ have
their loyalty score reduced by two.
(This does not apply to retainers who
are also has a taste for human flesh)
PIXIE Divine Magic Pixie Level Progression Saving Throws
Spell casting: From 2nd level, pixies
gain the ability to cast divine spells.
Demihuman Class The power and number of spells
Requirements: Minimum CON 9, available to a pixie are determined by Level XP HD THAC0 D W P B S 1 2
minimum STR 9 experience level. Pixies have the same
Prime requisite: CON and STR spell selection as druids.
Hit Dice: 1d4 1 0 1d4 19 [0] 12 13 13 15 15 – –
Maximum level: 6 Using magic items: As spell casters,
Armour: Leather pixies can use magic scrolls of spells 2 5,000 2d4 19 [0] 12 13 13 15 15 1 –
Weapons: Any on their spell list. They may also use
Languages: Alignment, Common, any items that only druids can use. 3 10,000 3d4 19 [0] 12 13 13 15 15 2 –
Elvish, Bugbear, Dryad, Gnoll
4 20,000 4d4 19 [0] 12 13 13 15 15 2 –
Infravision
Pixies have infravision to 60’. 5 40,000 5d4 17 [+2] 10 11 11 13 12 2 1
Combat
6 80,000 6d4 17 [+2] 10 11 11 13 12 2 2
Due to its small size, pixies can use Initiative Bonus (Optional Rule)
only one handed small weapons (e.g. If using the optional rule for * Modifiers from CON no longer apply. D: Death / poison; W: Wands;
daggers, sling). Because of their need individual initiative, pixies get a P: Paralysis / petrify; B: Breath attacks;
for stealth and free movement, pixies bonus of +1 to initiative rolls. S: Spells / rods / staves.
cannot wear armour heavier than
leather and are unable to use shields. Limited Flight
Armour must be tailored to pixies’ Pixies have small wings that allow
After Reaching 6th Level
small size. them to fly at 180’ (60’) for up to 3 The pixie may construct a stronghold
turns. Must rest 1 turn after flying. in the depths of the forest, blending in
Defensive Bonus with the natural environment of a site
Due to their small size, pixies gain a
+2 bonus to AC when attacked by
Near Invisibility
Once per hour, pixies can become
IMAGEM of great beauty, for example: in the
treetops, beside a serene valley, or
large opponents (greater than hidden behind a waterfall.
almost invisible: there is only a 1-in-6 Whatever material it is made of, the
human-sized) while walking. chance of them being spotted. The construction costs as much as similar
While flying: Pixies gain a +2 bonus near invisibility is nullified, if the work in stone due to the exquisite
to AC or a +4 bonus to AC when pixie fly, attacks, or cast a spell. quality of craftsmanship involved.
attacked by large opponents (greater Once the construction is complete,
than human-sized). pixies will come to live under the rule
of the character. Forest animals within
Detect Secret Doors a 5 mile radius of the completed
When searching for secret doors, stronghold will become friends with
pixies have a 2-in-6 chance of the pixies. They may warn of
success. intruders, carry messages and news,
and so on. In exchange for this
IMAGEM friendship, the pixie must protect the
animals from harm.
The ruler of a pixie stronghold may
only hire pixie mercenaries.
Specialists and retainers of any race
may be hired.
Priest Level Progression Saving Throws Spells
PRIEST Spell casting: A priest may pray to
receive spells. The power and number
Level XP HD THAC0 D W P B S 1 2 3 4 5
of spells available to a priest are
Requirements: Minimum INT 9, determined by the character’s 1 0 1d4 19 [0] 9 10 12 14 12 1 – – – –
Minimum WIS 9, Minimum CHA 9 experience level. Priests have the
Prime requisite: WIS same spell selection as clerics. Lawful 2 2,200 2d4 19 [0] 9 10 12 14 12 2 – – – –
Hit Dice: 1d4 priests cannot use reversed spells.
Maximum level: 14 Chaotic priests use only reversed 3 4,400 3d4 19 [0] 9 10 12 14 12 2 1 – – –
Armour: None spells.
Weapons: Mace and staff 4 8,800 4d4 19 [0] 9 10 12 14 12 2 2 – – –
Using magic items: As spell casters,
Languages: Alignment, Common
priests can use magic scrolls of spells 5 17,000 5d4 19 [0] 9 10 12 14 12 2 2 1 1 –
on their spell list. They can also use
Priests are part of a religious items that may only be used by divine 6 35,000 6d4 17 [+2] 6 7 9 11 9 2 2 2 1 1
organisation. They exercise authority spell casters (e.g. some magic staves).
7 70,000 7d4 17 [+2] 6 7 9 11 9 3 3 2 2 1
in communities and channel the Using rituals: Priests may cast spell
power of a deity. Priests are very as rituals. In order to do so, priests 8 140,000 8d4 17 [+2] 6 7 9 11 9 3 3 3 2 2
useful, but not inclined to battle must perform a ritual with a suitable
(which they trust the clerics for). sacrifice to its deity (e.g. food/drinks, 9 270,000 9d4 17 [+2] 6 7 9 11 9 4 4 3 3 2
Alignment: A priest follows strictly animals, magic items, etc). A priest
can only perform a ritual once per 10 400,000 9d4+1* 17 [+2] 6 7 9 11 9 4 4 4 3 3
the doctrine of its deity and must be
lawful or chaotic in alignment. hour.
11 530,000 9d4+2* 14 [+5] 3 5 7 8 7 5 5 4 4 3

Combat Turning the Undead 12 660,000 9d4+3* 14 [+5] 3 5 7 8 7 5 5 5 4 4


Priests are unable to use shields or Priests can invoke the power of their
wear any kind of armour. Strict holy deity to repel undead monsters 13 790,000 9d4+4* 14 [+5] 3 5 7 8 7 6 5 5 5 4
doctrine prevents priest’s use of encountered. To turn the undead, the
player rolls 2d6. The referee then 14 920,000 9d4+5* 14 [+5] 3 5 7 8 7 6 6 5 5 5
weapons that have a sharp, cutting
edge or stabbing point. They may use consults the table opposite,
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
the following weapons: mace, staff. comparing the roll against the Hit P: Paralysis / petrify; B: Breath attacks;
Dice of the undead monsters targeted. Turning the Undead S: Spells / rods / staves.
Divine Magic Successful Turning
Holy symbol: A priest must carry a If the turning attempt succeeds, the Monster Hit Dice† After Reaching 9th Level
holy symbol. player must roll 2d6 again to A priest may build an abbey. So long
determine the number of HD affected Level 1 2 2* 3 4 5 6 7-9 as the priest is currently in favour
Deity disfavour: Priests must be (turned or destroyed). with their god, an abbey may be built
faithful to the tenets of their 1 D T T 7 9 11 – –
Turned undead: Will leave the area, at half the normal price, due to divine
alignment, clergy, and religion. Priests if possible, and will not harm or make intervention.
2 D D T T 7 9 11 –
who fall from favour with their deity contact with the cleric. Destroyed Once an abbey is established, the
may incur penalties. undead (result of D): Are instantly and 3 D D D T T 7 9 11 priest will attract followers (5d6 × 10
Magical research: A priest of any permanently annihilated. clerics of level 1–2 and 1d4 × 5 priests
level may spend time and money on Excess: Rolled Hit Dice that are not 4 D D D D T T 7 9 of level 1–2).
magical research. This allows them to sufficient to affect a creature are
wasted. However, at least one undead 5 D D D D D T T 7
create new spells or other magical Turning Table Results
effects associated with their deity. creature will always be affected on a –: The turning fails.
6 D D D D D D T T
When a priest reaches 9th level, they successful turning. Number: If the 2d6 turning roll is
are also able to create magic items. Mixed groups: If turn undead is used 7 D D D D D D D T higher or equal, the turning succeeds.
against a mixed group of undead T: The turning succeeds.
monsters of different types, those 8+ D D D D D D D D D: The turning succeeds; the
with the lowest HD are affected first. monsters are destroyed, not simply
* 2 HD monsters with a special ability. caused to flee.
SORCERER Using magic items: As spell casters,
sorcerers are able to use magic scrolls
Sorcerer Level Progression Saving Throws
with spells in their spell list. They can Level XP HD THAC0 D W P B S
Requirements: Minimum DEX 9, also use items that may only be used
Minimum CON 9, Minimum CHA 9 by arcane spell casters (e.g. magic 1 0 1d4 19 [0] 8 9 10 14 11
Prime requisite: WIS and CHA wands).
Hit Dice: 1d4 2 2,500 2d4 19 [0] 8 9 10 14 11
Maximum level: 14
Armour: None Combat 3 5,000 3d4 19 [0] 8 9 10 14 11
Weapons: Dagger, staff (optional) Sorcerers can only use daggers and are
Languages: Alignment, Common unable to use shields or wear any kind 4 10,000 4d4 19 [0] 8 9 10 14 11
of armour. This makes them very
vulnerable in combat. 5 18,500 5d4 19 [0] 8 9 10 14 11
Sorcerers are adventurers with the
magic flowing in their veins, allowing Sorcerers and Staves (Optional 6 37,500 6d4 17 [+2] 6 7 8 11 9
them to cast spells naturally. Rule)
Sorcerers only know a few spells, but Optionally, sorcerers may be allowed 7 85,000 7d4 17 [+2] 6 7 8 11 9
they become part of the sorcerer in a to wield a staff in combat.
8 140,000 8d4 17 [+2] 6 7 8 11 9
way they have more access to that
magic. Read Magic 9 270,000 9d4 17 [+2] 6 7 8 11 9
The sorcerer can decipher magical
Prime requisites: A sorcerer with at
inscriptions or runes. The magical 10 400,000 9d4+1* 17 [+2] 6 7 8 11 9
least 13 WIS and CHA gains a 5%
script of a scroll of arcane spells can
bonus to experience. A sorcerer with a
be understood. A spell book written by 11 530,000 9d4+2* 14 [+5] 4 5 6 9 7
score of 16 or higher in one prime
an arcane spell caster can be
requisite, and a 13 or higher in the 12 660,000 9d4+3* 14 [+5] 4 5 6 9 7
deciphered. Runes or magical words
other gains a 10% bonus.
inscribed on an object or surface can
be understood. 13 790,000 9d4+4* 14 [+5] 4 5 6 9 7
Arcane Magic
14 920,000 9d4+5* 14 [+5] 4 5 6 9 7
Magical research: A sorcerer of any
After Reaching 9th Level
level may spend time and money on
A sorcerer may build a stronghold, * Modifiers from CON no longer apply. D: Death / poison; W: Wands;
magical research. This allows them to P: Paralysis / petrify; B: Breath attacks;
often a great tower. 1d6 apprentices of
research other magical effects S: Spells / rods / staves.
levels 1–3 will then arrive to study
associated with spells they know.
under the sorcerer in order to learn
When a sorcerer reaches 9th level,
how to use better their powers.
they are also able to create magic
items associated with spells they
know.
Spell casting: Sorcerers do not use
spell books and do not memorise
spells since their spells are part of
their own. They can cast a single spell
per hour. Thus, a 1st level sorcerer
knows a 1st level spell selected by the
IMAGEM IMAGEM
referee (except Read Magic), gain a
2nd level spell selected by the referee
at 4th level, and a 3rd level spell
selected by the referee at the 7th
level. The list of spells available to
sorcerers is the same as the
magic-users.
STRATEGIST Command Strategist Level Progression Saving Throws
A strategist can employ one of the
Requirements: Minimum CHA 9, following: Level XP HD THAC0 D W P B S
Minimum INT 9, Minimum WIS 9
Advice: Once per round of combat, 1 0 1d6 19 [0] 12 13 14 15 16
Prime requisite: INT
Hit Dice: 1d6 the strategist may give advice to an
2 2,750 2d6 19 [0] 12 13 14 15 16
Maximum level: 14 allied PC. If the advice is followed, the
Armour: Leather, chainmail, no PC is benefited in some way. 3 5,500 3d6 19 [0] 12 13 14 15 16
shields Evasion: The group may attempt an
Weapons: One-handed clubs 4 12,000 4d6 17 [+2] 10 11 12 13 14
evasion after combat has begun (if it
Languages: Alignment, Common
has an escape route available). May be
5 24,000 5d6 17 [+2] 10 11 12 13 14
used once per day.
Strategists are martial characters that Missile barrage: The strategist orders 6 45,000 6d6 17 [+2] 10 11 12 13 14
dedicate themselves to the ways of its companions not in melee to fire
war. They do not take part directly in 7 95,000 7d6 14 [+5] 8 9 10 11 12
(e.g. arrows, bolts, stones) against any
combat attacking, but coordinating its foes within a 10’ cube, granting a +4 8 175,000 8d6 14 [+5] 8 9 10 11 12
companions and employing deception bonus to hit. May be used once per
with its particular abilities. turn. 9 350,000 9d6 14 [+5] 8 9 10 11 12
Recruit: A subdued monster must
Authority 10 500,000 9d6+2* 12 [+7] 6 7 8 9 10
save versus spells or change sides.
Strategists have a +2 bonus to its
May be used once per turn. 11 650,000 9d6+4* 12 [+7] 6 7 8 9 10
maximum number of retainers,
loyalty and morale. From 3rd level, Wall of fog: For 1 turn, fills a 10’ cube
12 800,000 9d6+6* 12 [+7] 6 7 8 9 10
after an adventure, the strategist does area around the strategist. The fog
not suffer penalties to loyalty when blocks normal vision and infravision. 13 950,000 9d6+8* 10 [+9] 4 5 6 5 8
hiring retainers if its previous Strong winds can clear the fog before
adventure was a success. its normal dissipation. From 4th level, 14 1,100,000 9d6+10* 10 [+9] 4 5 6 5 8
the fog fills a 20’ cube area. May be
Awareness used once per day. * Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
Creatures that surprises characters Withdrawal and retreat: For 1 S: Spells / rods / staves.
with a roll above 2, surprises with a round, companions within a 30’ radius
roll reduced by 1 (e.g. Caryatid can move backwards at their full
Columns surprises the PCs on a 1–3 Strength of Will Career
encounter movement rate and can A strategist of 4th level or higher may
rather than 1–4). From 4th level, once Fear: Strategists and companions
retreat from melee without penalties serve under a leader or king's lair or
per day, the group with a strategist within 30’ gain a +2 bonus on saving
and negates the enemies bonus to hit. stronghold, coordinating its forces and
may only be surprised on a roll of 1. throws against fear effects, and
May be used once per turn. helping with its defences.
retainers and mercenaries under the
strategist’s command within 30’ gain After reaching the 10th level a
Combat Single Commander a +2 bonus to loyalty or morale. strategist can establish a school to
Strategists can use leather armour or A group is not allowed to have more teach the arts of war. 1d6 apprentices
chainmail. They cannot use weapons than one strategist (even when the Beguilement: Strategists gain a +4
of levels 1–3 will come to study under
other than one-handed clubs (e.g. strategist is absent). Retainers cannot bonus to saving throws against hold
the strategist.
clubs, fans, batons, rods) that are used be strategists. spells, charms, mind control,
by the strategist to command. hypnotism, suggestion, etc. They gain
Coordinator: Strategists cannot a +2 bonus to saving throws against
make attacks unless its companions illusion, and gain a saving throw (one
are incapacitated. is not normally allowed) against sleep
spells.
ADVENTURING GEAR Item Cost (gp) Adventuring Gear Descriptions
----------------------------------------
Adventuring Gear Quill 1 Backpack: Has two straps and can be
Item Cost (gp) Item Cost (gp)
Rations, iron 1 worn on the back, keeping the hands
---------------------------------------- ----------------------------------------- free. Holds up to 400 coins.
Backpack 5 Holy symbol (gold) 100 Rations, standard 1
Barrel: A wooden barrel that holds 40
Barrel 1 Holy symbol (silver) 25 Rope (50’) 1 gallons (320 pints) of liquid.
Bedroll 2 Holy symbol (wooden) 5 Sack (large) 2 Bedroll: A heavy woollen blanket
with a small pillow.
Bell (miniature) 1 Holy water (vial) 25 Sack (small) 1
Bell: A 1” brass bell.
Belt pouch 1 Ink (vial) 1 Saw 1 Belt pouch: A leather pouch that
Block and tackle 5 Iron spikes (12) 1 Scroll case 1 holds up to 50 coins.
Block and tackle: Used for hauling or
Box (iron, large) 30 Ladder (wooden, 10’) 5 Sledgehammer 5 lifting heavy objects. Reduces the
Box (iron, small) 10 Lantern 10 Soap 1 effective weight by 75%. Requires 4
times as much rope.
Bucket 1 Lantern, bullseye 20 Spade and shovel 2
Box, iron: A solid iron casket. A large
Caltrop (bad of 20) 1 Lock 1 Stakes (3) and mallet 3 box can hold up to 800 coins; a small
Candle (10) 1 Magnet 5 Tent 20 box can hold up to 250 coins.
Bucket: Holds 5 gallons (40 pints).
Chain (10’) 30 Magnifying glass 3 Thieves’ tools 25
Caltrops: Small metal spikes
Chalk (10 sticks) 1 Manacles 1 Tinder box (flint & steel) 3 sufficient to cover a 5’ × 5’ area.
Chest (wooden. large) 5 Marbles (bag of 20) 1 Creatures moving through the area
Torches (6) 1
have a 2-in-6 chance of treading on a
Chest (wooden. small) 1 Mining pick 3 Trap, bear 25 spike. Victims suffer a 50% reduction
Chisel 1 Mirror (hand-sized, steel) 1 of movement rate for 24 hours (or
Twine (100’ ball) 1
until they receive magical healing).
Cooking pots 3 Musical instr. (string) 20 Umbrella 12 Candle: Casts dim light in a 5’ radius
Crowbar 10 Musical instrument (wind) 5 Vial (glass) 1 and burns for 1 hour.
Firewood (bundle) 1 Needle 1 Chain: A 10’ length of heavy, iron
Waterskin) 1
chain.
Fishing rod and tackle 4 Oil (1 flask) 1 Whistle 1 Chalk: Useful for making markings on
Grappling hook 25 Paper (2 sheets) 1 Wine (2 pints) 1 stone.
Hammer (small) 2 Chest, wooden: A large chest can
Pole (10’ long, wooden) 1
hold up to 1,000 coins; a small chest
can hold up to 300 coins.
Chisel: Used with a hammer for
chipping away stone.

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

Bandage (3 straps) 3 Potion of healing 400


Belladonna extract: Neutralises
Belladonna extract (1 dose) 50 lycanthropy effects in a character hit Potion of infravision 1,000
within 3 turns, allowing a save versus
Eyedrops (2 doses) 30 Potion of stonebreak 2,400 Potion of infravision: Grants
poison. Works once per day.
Resina draconis 1,200 infravision 60'.
Gecko solution (2 doses) 50 Eyedrops: Restores the sight of a
character blinded by Darkness or Restorative ointment 4,800 Potion of stonebreak: Prevents
Gilded needle (1 needle) 300
other blinding effects, allowing a petrification for the potion's duration.
Ginkgo extract (2 doses) 50 Sovereign glue 5,600 If poured over a petrified character,
second save to restore.
Sweet water 300 restores it to life.
Incense (2 sticks) 20 Gecko solution: Allows creatures
with light sensitivity to overcome Universal solvent 6,000 Resina draconis: Medicine powder
Mortar and pestle 3
penalties for 1 hour (6 turns). made with dragon blood. Neutralises
Nazar powder (2 doses) 300 contracted diseases.
Gilded needle: Restores a petrified Great Apothecary Descriptions
Ointment (2 doses) 50 character to life, allowing a second Restorative ointment: A jar with 5
save to restore the petrified character. Oil of slipperiness: Make one doses of magical unguent which can
Poppy tears (1 dose) 100
human-sized character and its gear cure wounds (1d4+8 hp), disease, or
Wake tea (2 doses) 25 Ginkgo extract: Neutralises impossible to grasp or restrain for 8 poison of any kind per dose. Once per
paralysing effects, allowing a second hours. The subject is able to slip out month, 3 jars can be sold together for
Wolfsbane (1 bunch) 10 save to restore the character. of webs, chains, and so forth. The oil 10,000gp if a quest is performed for
can cover a 10’ square area and the apothecary.
Incense: Once per day, a subject of a
creatures have a 95% chance per
IMAGEM restorative spell or item, roll the dice
twice and keep the better result.
round of slipping over. Sovereign glue: Creates permanent
connections between any objects it
Potion of antivenom: Prevents binds. Requires 1 round to set. A vial
Mortar and pestle: Tools to grind up
poisoning from venomous attacks of contains 3 doses of glue. Each dose
materials to prepare concoctions.
monsters and poisonous gases of any coats up to 1 square foot of surface.
Nazar powder: Allows a save versus source for the potion’s duration.
spells to remove a common curse. Can Neutralises pre-existing poisons. A Sweet water: Purifies liquids when
▶ Basic apothecary: In villages, small only be used once per curse. character who has died from poured. Salt or impure water: up to
towns or settlements. Have a limited poisoning can be revived, if the potion 100,000 cubic feet; acid: up to 1,000
supply, affordable but not so reliable. Ointment: Restores 1d4 points of is used within 10 rounds. cubic feet; potions: one potion
▶ Great apothecary: In cities and damage received within 1 turn. A (rendered non-magical); poisoned
character can only benefit from 1 dose Potion of extra-healing: Restores liquid: up to 6 quarts.
large towns or settlements. Alongside
of ointment per hour (6 turns). 3d6+3 hit points of damage. It may be
with the supply of a basic apothecary, Universal solvent: Can unstick any
consumed in three smaller doses,
sell potions too. Poppy tears: Suspends the effects objects joined by glue or rust,
each one restoring 1d6+1 hit points of
(but not death) of a disease for 1 day. damage. regardless of the adhesive's strength
Apothecary Encumbrance Wake tea: Once per day, a character
within a 1 cubic foot area. It can
If using the encumbrance rule, each Potion of healing: Restores 1d6+1 dissolve even the bonds created by
may skip the rest in dungeons without hit points of damage or paralysis.
item purchased in the apothecary has sovereign glue.
suffering penalty. Within 8 hours (48
10 coins of weight. turns) after ingested, allows a save
versus spells against a Sleep spell to
resist the magical slumber.
Weapons Descriptions
WEAPONRY Racket: A mace-like weapon that
Boomerang: A V-shaped throwing
stick with aerodynamic properties, allows divine spell casters to make a
Weapons Armour Descriptions usually made of wood or bone. missile attack with a wind mass.
----------------------------------------
Tower shield: A great shield to Chakram: A wheel-shaped throwing Pike: Very long spears (15’-18’) to
Weapon Cost Weight
improve defence. Can only be used by weapon made from metal. Its edges reach enemies from a safer distance.
(gp) (Coins)
martial characters. are very sharp. On a hit: 2-in-6 chance to break.
----------------------------------------
Boomerang 5 30 ● Imposes: A -2 penalty to its Claws: Razor-sharp claws made of Scythe: Long agricultural tool to reap
wielder attack rolls. bones or metal. crops, but turned into a weapon. May
Chakram 4 30
● Enemy missile attacks: Suffer a -1 reap other things too.
Claws 6 20 penalty when targeting the wielder. Flail: A sectioned mace-like weapon.
● Speed: Wielder suffers a -5’ Shuriken: Throwing weapons in
Flail 8 35 Hand cannon: A two-handed gun various shapes. Easy to conceal.
penalty to its movement rate at with a barrel length of 30”–40”. When
Hand cannon 120 75 encounters (regardless of using shot: 2-in-6 chance to break. Sickle: Curved blade to reap crops. If
encumbrance rule). a chain is attached, it becomes a
Knuckles 6 20 Knuckles: Brass knuckles or straps of kusarigama.
Kusarigama 35 40 Helmet: A protective metal headgear leather and metal to empower
for characters able to wear chainmail punches. Slam ball: A melon-sized ball made of
Racket 40 45 wood or other hard material.
or plate mail.
Kusarigama: A sickle with a 10’ chain
Sarissa 15 150 ● Half damage: From bombing, Unarmed: Attacks using nothing but
attached to its hilt. On a successful
falling room traps and cave-ins. bare hands.
Scythe 8 100 attack with its chain, the attacker
● Attacks: From above (ceiling, jump,
must decide to either bring the target
Shuriken 1 10 drop) suffer a -2 penalty. Whip: A 10’ long weapon made of
or make it lose the initiative.
● Initiative: If the optional rule for braided leather or chained metal. On a
Sickle 5 20 successful attack, the attacker must
individual initiative is used, the
Silver sword 70 60 wearer suffers a -1 penalty to decide to either bring or entangle the
initiative roll. target.
Slam ball 10 50
Unarmed 0 0
Whip 10 50
IMAGEM IMAGEM
Ammunition
----------------------------------------
Items Cost (gp)
----------------------------------------
Cannon kit (5 shots) 10

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’)

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


discretion, human-like creatures of 2
HD or less from cultures without
IMAGEM
firearms may also be affected.
Silver sword 1d8 Melee

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

Unarmed 1d2 Hand, Melee

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


Horse, Draft Horse, War
BEASTS OF BURDEN Draft Horse Bred for great strength
and endurance. Used to pull vehicles
Bred for strength and courage in
battle. Adapted to short bursts of
and ploughs or as beasts of burden. speed; not suited to long-distance
Axe Beak -----------------------------------------------------------------------
riding.
Large carnivore birds with a sharp AC 7 [12], HD 3 (13hp), Att None, -----------------------------------------------------------------------

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 -----------------------------------------------------------------------

creature (save versus spells to Restores 1d6+1 hit points of damage


avoid). of up to 24 living creatures in a 30’
radius area.
Speak with Dead Flame Strike Sacrificial Resurrection
Divination Duration: Instant Duration: Instant
Duration: 1 turn per level Duration: 1 turn
Range: 60’ Range: 120’
Range: 10’ Range: Caster ----------------------------------------------------------------------- -----------------------------------------------------------------------
----------------------------------------------------------------------- -----------------------------------------------------------------------
A vertical column of divine fire 30' By making a bargain with the powers
The caster may ask questions of a Caster gathers information about a
high and 10' in diameter that roars of netherrealm, the caster can
deceased person, the spirit’s voice location.
downward on a target. exchange one soul for another,
echoing out from beyond the grave.
▶ Reveals: Strength of creatures, bringing a dead creature back to life in
▶ Damage: Creatures caught in the return for a sacrifice of equal
▶ Remains: Some remnant of the treasure quantity, resistances, etc.
column suffer 6d6 hit points of magnitude.
person’s physical body (e.g. bones) ▶ Chance for correct divination:
damage, with a successful save versus
must be within range. 60% + 1% per caster level.
spells indicating half damage. ▶ Time limit: The caster can raise a
▶ Time since death: It is only ▶ Incorrect divination: May reveal person that has been dead for no
possible to awaken the spirit of a false information, at referee's
Lower Water longer than four days per level of the
person who died within a certain time description.
Duration: 10 turns caster above 6th. For example, a 9th
frame, dependent on the caster’s level
Range: 240’ level caster can revive a character that
(see table below). Exorcise ----------------------------------------------------------------------- has been dead for twelve days (three
▶ Questions: The number which can Duration: Permanent This spell reduces the depth of a body levels above 6th × four days).
be asked depends on the caster’s level Range: 5’ of water by half for the duration. An ▶ Ritual sacrifice: The spell is cast as
(see table below). The spirit answers -----------------------------------------------------------------------
area of up to 10,000 square feet may a ritual lasting 1 turn, during which a
truthfully but briefly, and only Caster can remove foreign influences
be affected. number of intelligent beings must be
possesses knowledge it had during from a being (e.g., Magic Jar, charm
sacrificed, whose total Hit Dice equal
life. spells, possession and similar effects).
that of the creature to be resurrected.
▶ Speech: The spirit speaks with
▶ Success Probability: Referee rolls ▶ Weakness: Returning from death is
tongues it knew in life.
d100 to determine success probability an ordeal. Until the subject gets two
per turn of the exorcism. Probability full weeks of bed rest, they have 1 hit
Speak With Dead Limitations is adjusted by a 1% for each level point, move at half the normal rate,
difference between the caster and cannot carry heavy items, and cannot
Level Time Since Questions opposing entity/caster. attack, cast spells, or use other class
Death ▶ Caster level: Higher level increases abilities. This period of weakness may
probability, lower level decreases not be shortened by any magical
6 or lower 7 days 2 probability. healing.
▶ Ritual: Casting Exorcise may also
7-8 7 months 3 form part of rituals of purification or Sunburst
consecration, at the referee’s Duration: Instant
9-10 7 years 4 discretion. Range: 120’
-----------------------------------------------------------------------
11-12 70 years 5 Caster conjures a momentary flash of
blazing golden light rays, emanating
13+ Unlimited 6
from a point within 120’.
▶ Creatures viewing the flash: Must
Tongues save versus spells or be blinded for
2d6 rounds.
Duration: 2 turns
▶ Undead creatures: Within the flash
Range: The caster
----------------------------------------------------------------------- suffer 1d6 damage per level of the
The caster becomes able to speak the caster, with a successful save versus
language of any creature within a 15’ spells indicating half damage.
radius area.
Plane Shift Restore
5th LEVEL SPELLS Find the Path Duration: Permanent Duration: Instant
Duration: 6 turns + 1 turn per level Range: Touch
Range: Touch
Range: The caster ----------------------------------------------------------------------- -----------------------------------------------------------------------
Cureall -----------------------------------------------------------------------
Allows caster to transport itself or This spell restores one experience
Duration: Instant The caster designates a specific place, level (or Hit Die) of a character.
another creature to another plane or
Range: Touch even if unvisited. The spell grants
alternate dimension.
----------------------------------------------------------------------- knowledge of the direction to the ▶ Limit: Only one lost experience
The most powerful of the healing chosen place per its duration. ▶ Willing subjects: Up to eight level may be restored per character
spells. It has three uses: individuals can be affected when until its former level is achieved again.
▶ Navigate: The caster gains essential A character’s XP is restored to the
linking hands in a circle.
1. Cure wounds: Restores all hit knowledge for reaching the location, original amount for the new level.
▶ Unwilling subjects: May save
points of a living subject. such as hidden doors and passwords. ▶ The caster: Loses one experience
versus spells to prevent the plane
2. Cure ailment: Remove a curse, ▶ Escape routes: Can be easily found level, as if hit by a wight. The loss is
shifting.
neutralise a poison, cure paralysis, during the spell. not permanent.
cure a disease, cure blindness, or any ▶ Rest for: 2d10 days to regain the
other ailment (e.g. a Feeblemind Heavenly Grace Shield Regeneration
Duration: Permanent lost experience level.
effect) of a subject. Can only cure one Duration: 6 turns
Range: Touch
ailment per use. Range: The caster or a creature ----------------------------------------------------------------------- ↶ Energy Drain
3. Raise dead rehabilitation: touched Body parts, bones, and organs grow A successfully hit target permanently
Removes the weakness effects from -----------------------------------------------------------------------
back. loses one experience level (or Hit Die).
resurrection spells (e.g. the need of This spell summons 1d6+1 guardians This incurs a loss of one Hit Die of hit
two weeks of rest, the subject being from the heavenly realm. The ▶ Time to regenerate: points, as well as all other benefits due
unable to attack or cast spells, etc). guardians are faintly visible, whirling a. 1 round: Severed limbs to rettach. to the drained level (e.g. spells, saving
This is the only way to remove the around a creature, forming a b. 2d4 turns: If a body part must be throws, etc.). A character’s XP is
period of weakness by magical protective shield against magic. grown from scratch. reduced to the lowest amount for the
healing. ▶ Spell reflection: When the new level. A person drained of all
↶ Decay
▶ Usage limit: It may only be cast protected creature is targeted by a levels dies. Causes no experience level
A body part or organ shrivels in 1
once per week. spell, one of the guardians negates loss to the caster, but it is a chaotic
round, becoming useless. It withers,
that spell. The guardian perishes. act, avoided by lawful casters.
falls, and crumbles into dust in 2d4
Cure Critical Wounds ▶ Expiration: Once all guardians turns. In combat, a melee attack roll is
Duration: Instant have negated a spell, Heavenly Grace required. Some kinds of magic (e.g.
Range: The caster or a creature Shield ends. Cure Disease or Remove Curse) stops
touched decaying.
-----------------------------------------------------------------------
The caster’s touch heals 3d6+3 hit
Part Water
points of damage in one living Duration: 6 turns
subject. This cannot raise the Range: 120’
-----------------------------------------------------------------------
subject’s hit points above their A body of water parts, revealing a
normal maximum. pathway across the bottom.
▶ Size: The path is 10’ wide and up to
↶ Cause Critical Wounds 120’ long.
Inflicts 3d6+3 hit points of damage to ▶ Dismissing: The caster may end the
a touched creature. In combat, a spell any time they wish.
melee attack roll is required.
Speak with Monsters Truesight
Duration: 1 round per level Duration: 1 turn +1 round per level
Range: 30' Range: The caster
----------------------------------------------------------------------- -----------------------------------------------------------------------
The caster can communicate with The subject sees all things within 120’
both living and undead beings. Even as they truly are.
creatures lacking intelligence will
comprehend and respond to the ▶ Secret doors: Are revealed.
caster. ▶ Alignments: Are revealed.
▶ Invisibility: Invisible objects and
▶ Interaction: While under creatures are perceived.
conversation, creatures will not attack ▶ Illusions: Are seen through.
the cleric. They may defend ▶ Enchantments: Enchanted objects
themselves if attacked. and creatures are made apparent.
▶ Limit: Only one question allowed
per round. Word of Recall
Duration: Instant
↶ Babble
Range: The caster
Creatures within 60' cannot be -----------------------------------------------------------------------
understood by any creature for 1 turn The caster and its belongings (not
per level of the caster, if they fail on a creatures) vanish and reappear at its
save versus spells (at a -2 penalty). established home.
The spell affects communication in all
forms, including hand gestures, ▶ Home requirement: The caster
written messages, and verbal must possess a permanent residence,
communication. Spell casting is (e. g. a castle, a temple) with a proper
unaffected and the usage of magic meditation room that serves as the
items is obstructed by rendering spell's destination.
command words as unintelligible ▶ Initiative: Upon casting, the caster
babbling. gains initiative for the round, unless
taken by surprise.
DRUID SPELLS
1st LEVEL SPELLS Magic Stone
Duration: 1 day or until used
Detect Magic Range: Touch
-----------------------------------------------------------------------
Duration: 2 turns Enchant a sling stone witn magic.
Range: 60’
----------------------------------------------------------------------- ▶ Ranged attack: The sling stone can
Enchanted objects, areas, or creatures be thrown as a missile by the caster or
are caused to glow. Both permanent any allies.
and temporary enchantments are ▶ Acts as: A magical sling stone +1
revealed. (1d4+1).

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 -----------------------------------------------------------------------

Duration: Instant A subject killed by damage (i.e. not by


Range: 30’ poison, disintegration, etc.) within the
----------------------------------------------------------------------- last 3 rounds is dragged back from the
This spell has two usages: brink of death.
1. Cure a subject of any disease: ▶ Weakness: Returning from death is
Including those of magical origin. an ordeal. Until the subject gets two
2. Kill Green slime: This monster is full weeks of bed rest, they have 1 hit
killed instantly. point, move at half the normal rate,
cannot carry heavy items, and cannot
↶ Cause Disease attack, cast spells, or use other class
The victim must save versus spells or abilities. This period of weakness may
be afflicted with a horrid disease of not be shortened by any magical
withering: healing.
▶ Bargain: In return for cheating
▶ Death: Within 2d12 days. death, the cleric suffers 1d6 damage
▶ Attack penalty: -2 to attack rolls. and the subject suffers a permanent
▶ Natural healing: Takes twice the loss of one point from a random
usual amount of time. ability score (if using the optional rule
▶ Magical healing: Is utterly for returning from death).
ineffective. Litoform
▶ Curing: This disease can be cured Insect Swarm
Fire Mantle Duration: 1 round per level Duration: Permanent
with a casting of Cure Disease. Range: Touch
Duration: 1 turn +1 per level Range: 30’ -----------------------------------------------------------------------
Range: 10’ around the caster -----------------------------------------------------------------------
Up to 1000 cubic feet of stone is
----------------------------------------------------------------------- Engulfs a victim with biting, pinching,
This spell wards the caster and all and stinging insects. rearranged as the caster wishes.
allies within 10’ in an aura of fire: ▶ Stone size: Up to a 10’ cube area.
▶ 50% chance: Of a flying or crawling
▶ Bonuses: Those warded gain a +1 swarm that inflicts 2 points of damage ▶ Examples of uses: Caster can make
bonus to saving throws against fire. per round. weapons, doors, sculptures out of
▶ Barkskin: When the spell is active, ▶ Victim: Can only try to get rid of stone.
the subject gains a +1 bonus to AC. the swarm.
▶ Monsters with fewer than 4 HD ▶ Caster: Can direct the swarm to Neutralise Poison
within 10': Suffer 2d6 damage. attack different opponents. Insects Duration: Instant
▶ Monsters with 4 or more HD take one round to disengage and Range: 10’ around the caster
-----------------------------------------------------------------------
within 10': Suffer 1d6 damage. move to another opponent.
This spell wards the caster and all
▶ Movement: Flying insects move at
allies within 10’ in an aura of
180' (60') and crawling insects move
lightning:
at 120' (40').
1. Characters: Neutralise the effects
of poison on a character. A character
who has died from poisoning can be
revived, if Neutralise Poison is cast
within ten rounds.
2. Items: Remove poison from an
item.
Hallucinatory Forest Repel Vermin
4th LEVEL SPELLS Duration: Permanent Duration: 1 turn per level
Range: 240’ Range: 10' radius around the caster
----------------------------------------------------------------------- -----------------------------------------------------------------------
Conjure Fire Elemental Hallucinatory Forest conjures an Prevent all insects, rats, spiders, etc.
Duration: Permanent (until illusory forest feature (e.g. a thicket, from approaching.
dismissal or slain) wood, a grove, etc.) to hide an existing
Range: 240’ ▶ Dispelling: A conjured elemental ▶ Vermins with 2 or more HD: Must
terrain feature.
-----------------------------------------------------------------------
may be dispelled by Dispel Magic or save versus spells to approach, but
A 16 Hit Dice Fire Rlemental—a being Dispel Evil. ▶ Area: The illusion must fit suffer 1d6 damage.
formed of pure elemental matter—is completely within the spell’s range. Restriction: Intelligent vermins are
summoned from fire elemental plane Restrictions: The caster may ▶ Perceiving: Druids, rangers and not affected.
to do the caster’s bidding. summon at most one fire elemental in creatures of Sylvan forests (e.g.
a single day. dryads, green dragons, pixies, treants)
▶ Materials: The summons requires a Sticks to Snakes
large volume of the appropriate Fire Elemental are the only ones able to perceive the Duration: 6 turns
element. illusion. Range: 120’
Whirling columns of fire.
▶ Concentration: Is required to ----------------------------------------------------------------------- -----------------------------------------------------------------------

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 -----------------------------------------------------------------------

charges). A floating hand to help its conjurer.


▶ CON Drain: Caster loses 8 STR. ▶ Useful: The magical hand can
Recovers 1 point per 6 turns of rest. If perform various tasks (e.g. hold a
reduced to 3 CON, the caster becomes torch, open a door).
unconscious for 1 day. ▶ Can’t: Attack, use magic items or
hold more than 100 coins of weight.
▶ Within a day: The hand can be
convoked and dismissed at will, but
when its duration ends, it needs to be
casted again.
2nd LEVEL SPELLS ESP
Duration: 12 turns
Range: 60’
Amnesia -----------------------------------------------------------------------

Duration: Permanent This spell grants the caster the ability


Range: 30’ to perceive and understand the
----------------------------------------------------------------------- thoughts of other living creatures.
This spell erases the memory of
opponents. ▶ Focus for 1 turn: To pick up
thoughts, the caster must focus their
▶ Erased memories: 1 round concentration in one direction for one
memories, with an additional round turn.
for every level of the caster. ▶ After this turn: The thoughts of all
▶ Affect: Up to 4 beings within range. creatures within range in that
▶ Scope: Affect only the target's direction can be perceived.
memory and does not alter actual ▶ Multiple creatures: If multiple
events or nullify other spell effects. creatures are within range in the
▶ Saving Throw: Targeted beings direction being focused on, the caster
have a save versus spells with a perceives an incomprehensible mix of
penalty to avoid memory erasing: all their thoughts. If the caster
a. -2 penalty: if only one creature is focuses for an additional turn, they
targeted. can filter out and understand a single
b. -1 penalty: If 2 creatures are creature’s thoughts.
targeted. ▶ Meaning: The caster can magically
c. No penalty: If 3 or 4 creatures are understand thoughts in languages
targeted. they do not speak.
▶ Restoration: If a victim realises ▶ Obstructions: ESP is obstructed by
their memory has been altered, the a thin layer of lead or by rock of 2’
spells Cureall or Restore can restore thick or greater.
the memory.
Knock
Duration: 1 round
Range: 60’
Levitate Ray of Enfeeblement
Causes locked, barred, secured, or Duration: 6 turns +1 per level Duration: 30'
stuck doors, gates, chests, and so forth Range: The caster Range: 1 round per level
to open. ----------------------------------------------------------------------- -----------------------------------------------------------------------

This enchantment allows the caster to Reduces the strength of a single


▶ Magically held doors: Are affected move up and down through the air: creature.
(e.g. Hold Portal, Wizard Lock). ▶ Enfeeblement: Target suffers a -2
▶ Vertical: Vertical movement as
▶ Secret doors: May be opened, but penalty on attack rolls and damage
desired, at up to 20’ per round.
they must be known to the caster. from physical attacks (e.g. weapons,
▶ Horizontal: The caster can move
laterally by pushing against solid claws, stones) is reduced by 1 point
objects. per damage die rolled. (Each die
▶ Weight: A normal amount of weight inflicts a minimum of 1 hit point
can be carried while levitating. damage.). The victim may save versus
spells to negate.
3rd LEVEL SPELLS
Clairaudience Clairvoyance
Duration: 12 turns Duration: 12 turns
Range: 60’ Range: 60’
----------------------------------------------------------------------- -----------------------------------------------------------------------

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’
-----------------------------------------------------------------------

Unleashes blazing energy when Removes magical or mundane writings


1st LEVEL SPELLS touching a creature. from a scroll, one or two pages of
paper, parchment, or similar surfaces.
▶ Damage: 1d6 damage and 1 point of
Alarm Armour damage per level of the caster (no ▶ Cannot remove: Explosive Runes or
Duration: 2d6 turns +1 per level Duration: Permanent (until saving throw). Glyph of Warding.
Range: 10’ dispelled or damaged enough) ▶ Success Probability:
-----------------------------------------------------------------------
Range: Touch 1. For magical writings: 50% chance
This spell enables the caster to set a ----------------------------------------------------------------------- Cold Scrunch
reactive field within a designated Grants a protective magical force field Duration: Instant +2% per level of the caster.
area, detecting living creatures larger resembling leather armour AC 7 [12]. Range: 60’ 2. For non-magical writings: 50%
than a rat's size. ----------------------------------------------------------------------- chance +4% per level of the caster.
▶ Armored characters: If the Casts freezing energy in a 5’ radius ▶ In hold: If the writing is in the
▶ Activation: Any creature exceeding character wears armour, the spell has sphere. hands of a creature, the creature may
half a cubic foot in volume or 30 coins no effect. also save versus spells the effects of
of weight will trigger the spell upon ▶ Damage: Creatures caught suffer
▶ Enhancement: When cast on a Erase spell.
entering, touching, or contacting the 1d6 damage per four experience levels
creature with an AC better than 7 due
area. the caster has gained (5th, 9th,13th
to natural means, the spell grants a
▶ Applicable areas: The spell covers levels) with a successful save versus Feather Fall
+1 bonus to AC.
spells indicating half damage. Duration: 1 round per level
areas like portals, floor sections, ▶ The spell does not: Impede
Range: 10’ per level
stairs, etc. movement, add weight, hinder -----------------------------------------------------------------------
▶ Auditory alert: Once triggered, the spellcasting, or cause encumbrance. Ember Flick A creature or object falls slowly like a
spell generates a loud ringing audible ▶ Duration: The spell ends if Duration: Instant feather.
within a 60’ radius (adjusted for dispelled or if the wearer accumulates Range: 60’
obstacles: -10’ for doors, -20’ for damage exceeding 8 points + 1 per
----------------------------------------------------------------------- ▶ Affects: A 10 cubic feet area.
Casts blazing energy in a 5’ radius ▶ Fall speed: Becomes 20’ per round.
substantial walls). The sound lasts for level.
sphere. ▶ Falling damage: Negated for the
1 round.
▶ Restrictions: Undead do not ▶ Damage: Creatures caught suffer spell duration.
Beast of Burden
activate the spell. Invisible beings, Duration: 2 hours per level 1d6 damage per four experience levels
flying or levitating creatures trigger Range: 30' the caster has gained (5th, 9th,13th Frost Fingers
the alarm. ----------------------------------------------------------------------- levels) with a successful save versus Duration: Instant
Partially lightens weight placed upon spells indicating half damage. Range: Touch
a single mount. -----------------------------------------------------------------------
Unleashes freezing energy when
▶ Mount's encumbrance and load of touching a creature.
coins: Are doubled.
▶ Overloaded mount: At end of ▶ Damage: 1d6 damage and 1 point of
duration of the spell, cannot move damage per level of the caster (no
and have a 50% chance to fall and saving throw).
suffer 1d6 points of damage.
Grease Run Spark Crackle
Jump Range: The caster or a creature Duration: Instant
Duration: Permanent Range: The caster or a creature
touched Range: 60’
Range: 10’ touched -----------------------------------------------------------------------
Duration: 6 hours
-----------------------------------------------------------------------
Duration: 1 turn ----------------------------------------------------------------------- Casts electric energy in a 5’ radius
This spell generates a slippery, fatty -----------------------------------------------------------------------
A humanoid creature can move at sphere.
substance, covering a designated area This enchantment allows a creature to
twice its movement rate.
or object. make an improved jump. ▶ Damage: Creatures caught suffer
▶ Rest: Afterwards, the creature must 1d6 damage per four experience levels
▶ Greasy area: Any creature entering
▶ Leap: Up to 10’ high and 30’ rest for 1d6 hours. the caster has gained (5th, 9th,13th
it must save versus petrification to
horizontally. ▶ Higher level casters: May affect levels) with a successful save versus
avoid slipping and falling.
▶ Higher level casters: One more more creatures: One additional spells indicating half damage.
▶ Awareness: Creatures aware of the
leap on 4th level, two on 7th level, creature per three experience levels
slippery area gains a +2 bonus to
three on 10th level and four on 13th the caster has gained (i.e. two Spider Climb
avoid it.
level. creatures at 3rd–4th level, three Duration: The caster or a creature
▶ Application: The spell can be
creatures at 5th–6th level, etc.). touched
employed to apply a greasy coating to
objects like ropes, ladder rungs, or Mending Range: 1 round +1 per level
weapon handles. Duration: Instant Scribe -----------------------------------------------------------------------
This enchantment allows a creature to
▶ Singular Objects: Inanimate Range: The object touched Range: The caster’s spell book
move like a giant spider:
objects are always affected.
-----------------------------------------------------------------------
Duration: 6 turns per level
This spell has two usages: -----------------------------------------------------------------------
▶ Wielded Objects: If the magical ▶ Climb: Can walk on walls and
Allows the caster to copy spells into
object is in the hands of a creature, 1. Fix: An adventure gear item or ceilings surfaces: 120’ (40’).
their spell book for the spell duration,
the creature may also save versus another common object that’s broken. ▶ Sticky fingers: The subject must
regardless of level or intelligence
spells to prevent the object from 2. Polish: Cleans and makes an have bare hands and feet and cannot
restrictions.
being affected. adventure gear item or another hold anything in its hands while
common object looks like new. ▶ Scribing: Takes 1 hour per spell climbing.
Identify level of the spell. Caster must save ▶ Spell casting: Not possible while
Message versus spells to copy a spell with climbing.
Duration: 1 round + 1 per level
Range: Touch Range: 60’ +10' per level success. In a failed save, suffers 1d4
-----------------------------------------------------------------------
Duration: 1 round damage per level of the spell.
The caster can handle an item to ----------------------------------------------------------------------- ▶ Higher level spells: Caster suffers a
understand the enchantment on it. Caster can whisper a message to a -1 penalty for each spell level higher
pointed target creature. than usable.
▶ Handling: Caster suffers
▶ Caster: Will always be surprised
consequences if the item is cursed or ▶ Message travels: In a straight line.
during scribing.
boobytrapped. ▶ Messages shorter than 10
▶ Chance of success: 15% +5% per seconds: The target creature may use
caster level to determine the magical the remaining time to answer the Shocking Grasp
characteristic of the item. caster. Duration: Instant
▶ Failure: Results in no information. ▶ Obstruction: Between the caster Range: Touch
-----------------------------------------------------------------------
▶ Weapons "pluses": Are not and the target creature cancels the
Unleashes electric energy when
revealed. spell (e.g. pillar, lead).
touching a creature.
▶ Number of charges: Of a magic
item (e.g. staff, wand) is not specified; ▶ Damage: 1d6 damage and 1 point of
only an approximate range (e.g. damage per level of the caster (no
around 20 charges, around 15 saving throw).
charges).
▶ CON Drain: Caster loses 8 STR.
Recovers 1 point per 6 turns of rest. If
reduced to 3 CON, the caster becomes
unconscious for 1 day.
Summon Familiar Familiars table
Duration: Up to 24 hours (at
referee’s description) d8 Familiar Improved senses
Range: 10’ per level
-----------------------------------------------------------------------
1 Bat Hearing
Allows the caster to obtain a familiar
with an AC 7 [12] and 2d4 hp. 2 Cat Hearing and
▶ Cost: Rare herbs and materials infravision
worth 100gp, consumed during a
ritual. 3 Hawk Distance vision
▶ Summon: Referee determines the
4 Lizard Smell
probability of a creature responding
to the spell and the type of creature
5 Owl Hearing and
summoned.
infravision
▶ Familiar Abilities: Caster can
sense through its familiar and can 6 Raven Vision
communicate with it.
▶ Behaviour: Familiar is loyal and 7 Toad 180’ vision
follows orders until death.
▶ Intelligence: Higher than ordinary 8 Weasel Hearing, smell
animals.
▶ HP: Familiar grants additional hit
points to the caster when within 120’. Restriction: A new familiar of the
If the familiar is slain, the caster loses same type cannot be summoned for
the familiar's hit points from their one year.
own current hit points. Unseen Servant Wizard Hand
Duration: 6 turns +1 per level Duration: 6 turns
Range: 30’ Range: 30’
----------------------------------------------------------------------- -----------------------------------------------------------------------

This spell temporarily summons a A floating hand to help its conjurer.


non-visible humanoid to do the
▶ Useful: The magical hand can
caster’s bidding..
perform various tasks (e.g. hold a
▶ Obedient: The servant obeys the torch, open a door).
caster’s commands. ▶ Can’t: Attack, use magic items or
▶ Servant cannot: Fight or hold more hold more than 100 coins of weight.
than 200 coins weight. ▶ Within a day: The hand can be
convoked and dismissed at will, but
Servant when its duration ends, it needs to be
-----------------------------------------------------------------------
AC 9 [10], HD ½* (2hp), Att None, casted again.
THAC0 20 [–1], MV 120' (40'), SV D14
W15 P16 B17 S18 (NH). ML 12, AL
Neutral, XP 6, NA 1 (1), TT None
-----------------------------------------------------------------------
▶ Invisible: Naturally invisible;
cannot be attacked in the first round;
in subsequent rounds, may be
attacked at a –2 penalty to hit
(locatable by faint shadows and air
movement).
Flame Lash Gust of Wind
2nd LEVEL SPELLS Electric Shield Duration: Instant Duration: 1 round
Duration: 1 turn +1 per level Range: 10’ long and wide, +10’ long
Range: 60’
Range: 10’ around the caster -----------------------------------------------------------------------
per level
Acid Arrow -----------------------------------------------------------------------
Creates and wields two fire chain -----------------------------------------------------------------------
Duration: Instant This spell wards the caster and all Conjures a severe blast of air
whips that flail up to 2 creatures
Range: 30' allies within 10’ in an aura of originating from the caster that
within range.
----------------------------------------------------------------------- lightning: affects all creatures in its path.
Conjures a magical arrow that's shot ▶ Damage: Creatures flailed suffer
as a fighter of the same level of the ▶ Bonuses: Those warded gain a +1 ▶ Creatures caught in the blast of
1d6 damage for each level multiple of
caster. bonus to saving throws against air:
three (3rd, 6th, 9th, 12th levels), with
lightning. a. Smaller flying creatures: Are
▶ Arrow: Acts as a +1 arrow. a successful save versus spells
▶ Shield: When the spell is active, blown 1d6 × 10’ away.
▶ Acid: On hit, releases acid dealing indicating half damage.
caster gains a +1 bonus to AC. b. Human-sized creatures: Cannot
2d6 damage (save versus spells for ▶ Deep in flesh: 6 on a damage dice
▶ Monsters with fewer than 4 HD move forward against the force of the
half). result gives a -1 penalty to a
within 10': Suffer 2d6 damage. wind.
▶ Higher level casters: Acid inflicts creature’s AC for 1 turn.
▶ Monsters with 4 or more HD c. Larger flying creatures: Have half
1d6 damage per round per three within 10': Suffer 1d6 damage.
experience levels the caster has Frost Lash their movement speed.
gained (i.e. 1 round at 4th–6th level, 2 Duration: Instant ▶ Unprotected flames (e.g. torches):
rounds at 7th–9th level, etc.) until
Fake Trap Range: 60’
Duration: Permanent (until Are automatically extinguished.
washed off or the victim dies. -----------------------------------------------------------------------
▶ Protected flames (e.g. lanterns):
triggered) Creates and wields two ice chain
Range: Touch whips that flail up to 2 creatures Are caused to dance wildly, with a 5%
Amnesia -----------------------------------------------------------------------
within range. chance per caster level to be
Duration: Permanent Sets an inoffensive trap to deceive extinguished.
Range: 30’ certain foes. ▶ Damage: Creatures flailed suffer ▶ Gas, clouds and fog: Are
----------------------------------------------------------------------- 1d6 damage for each level multiple of neutralised, being dispersed away.
This spell erases the memory of ▶ Deceives: Classes, abilities and
three (3rd, 6th, 9th, 12th levels), with
opponents. items able to detect traps and dangers
a successful save versus spells Ice Shield
to believe that it’s a real trap.
▶ Erased memories: 1 round indicating half damage. Duration: 12 turns +1 per level
▶ Chance of Detection: A 1-in-10
memories, with an additional round ▶ Deep in flesh: 6 on a damage dice Range: 10’ around the caster
chance.
for every level of the caster. result gives a -1 penalty to a -----------------------------------------------------------------------
▶ Removal: If the removal of a Fake This spell wards the caster and all
▶ Affect: Up to 4 beings within range. creature’s AC for 1 turn.
Trap fails, a hyena laugh bursts from allies within 10’ in an aura of cold:
▶ Scope: Affect only the target's the trap, but do not harm anyone.
memory and does not alter actual ▶ Bonuses: Those warded gain a +1
events or nullify other spell effects. bonus to saving throws against cold.
▶ Saving Throw: Targeted beings
Fire Shield
Duration: 1 turn +1 per level ▶ Shield: When the spell is active,
have a save versus spells with a caster gains a +1 bonus to AC.
penalty to avoid memory erasing: Range: 10’ around the caster
----------------------------------------------------------------------- ▶ Monsters with fewer than 4 HD
a. -2 penalty: if only one creature is This spell wards the caster and all within 10': Suffer 2d6 damage.
targeted. allies within 10’ in an aura of fire: ▶ Monsters with 4 or more HD
b. -1 penalty: If 2 creatures are within 10': Suffer 1d6 damage.
targeted. ▶ Bonuses: Those warded gain a +1
c. No penalty: If 3 or 4 creatures are bonus to saving throws against fire.
targeted. ▶ Shield: When the spell is active,
caster gains a +1 bonus to AC.
▶ Restoration: If a victim realises ▶ Monsters with fewer than 4 HD
their memory has been altered, the within 10': Suffer 2d6 damage.
spells Cureall or Restore can restore ▶ Monsters with 4 or more HD
the memory. within 10': Suffer 1d6 damage.
Magic Mouth Ray of Enfeeblement Spellblade
Minor Repairing Duration: 30' Duration: 3 turns
Duration: Permanent until Duration: Instant
Range: 1 round per level Range: 60’
triggered Range: Touch Range: Object or creature touched ----------------------------------------------------------------------- -----------------------------------------------------------------------
----------------------------------------------------------------------- -----------------------------------------------------------------------
Reduces the strength of a single Calls for the forces of frost, flame and
The caster imbues an inanimate This spell has two usages:
creature. lightning to empower a bladed
object with a message that is to be
1. Healing a construct subject: weapon.
spoken out loud by a magical mouth ▶ Enfeeblement: Target suffers a -2
when a certain trigger condition Restores 1d6+1 hit points of damage. ▶ Wild magic: Roll 1d6 to know the
penalty on attack rolls and damage
occurs. This cannot raise the subject’s hit property (1-2: Cold, 3-4: Fire, 5-6:
from physical attacks (e.g. weapons,
points above their normal maximum. Lightning)
claws, stones) is reduced by 1 point
▶ The message: Must be in a 2. Repair vehicles and objects:
per damage die rolled. (Each die ▶ Damage in melee: Bladed weapon
language the caster speaks and may Repairs one hull point or 5hp of
inflicts a minimum of 1 hit point deals an additional 1d4 damage per
consist of up to 25 words. objects.
damage.). The victim may save versus odd level of the wielder (save versus
▶ The trigger condition: May be as
spells to negate. spells for half).
broad or as specific as the caster Misty Step ▶ Bladed weapon: It is considered as
wishes. It may include conditions on Duration: 1 day (until caster is Shatter a magical weapon while empowered.
the enchanted object being touched attacked)
or on the presence of creatures within Duration: Permanent
Range: 80’
30’ of the object. The trigger ----------------------------------------------------------------------- Range: 60’
-----------------------------------------------------------------------
condition may only take visual If the caster is attacked (e.g. weapon,
A magical crushing blow to destroy a
appearances into account (e.g. it claws, a damaging spell), it may
non-magical and non-metallic object
cannot discern the alignment, class, instantly transfer itself to another
(crystal, cloth, jugs, windows, etc) into
level, etc. of creatures who pass by). location up to 30’ distant.
pieces and shreds.
▶ Once triggered: The mouth
▶ Occupied destination: The spell
appears, animates, and speaks the ▶ Limit: 200 coins of weight objects.
has no effect if the destination is
predetermined message. The ▶ Wielding: If the object is in the
occupied by a solid object.
enchantment then ends. hands of a creature, the creature may
▶ Casting spells: The triggered also save versus spells to prevent the
message cannot cast spells. Phantom Sword object being destroyed.
Duration: 2 turns
Range: 80’ Shock Lash
-----------------------------------------------------------------------
Caster summons a normal sword +1 Duration: Instant
to be wielded by a mysterious force. Range: 60’
-----------------------------------------------------------------------

▶ Concentration: Required to make Creates and wields two lightning


the sword attack something within its chain whips that flail up to 2
range. If broken, the sword stops. creatures within range.
▶ Attacks: Twice per round, using the
▶ Damage: Creatures flailed suffer
caster’s THAC0.
1d6 damage for each level multiple of
▶ Cannot: Move more than 80’ away
three (3rd, 6th, 9th, 12th levels), with
from its caster or stop attacking (but
a successful save versus spells
can be wielded by an ally).
indicating half damage.
▶ Within a day: The sword can be
▶ Deep in flesh: 6 on a damage dice
convoked and dismissed at will, but
result gives a -1 penalty to a
when its duration ends, it needs to be
creature’s AC for 1 turn.
casted again.
▶ Dispelling: The magical sword may
be dispelled by Dispel Magic or Dispel
Evil.
Strength Uncontrollable Laughter
Duration: 6 turns per level Duration: 1 round (see below)
Range: Touch Range: 50’
----------------------------------------------------------------------- -----------------------------------------------------------------------
Confers a temporary STR bonus, Caster induces uncontrollable
which varies depending on the laughter in a target.
affected creature’s class.
▶ Gradual effects: A slight tingling,
▶ +1d4: Non-martial classes. followed by smiling, giggling,
▶ +1d6: Semi-martial classes. chuckling, and intense laughter.
▶ +1d8: Martial classes. ▶ Duration and Aftereffects:
Laughter lasts one round. Next round,
Character’s STR: Cannot go above
creature recovers balance, while
18.
round 3 and round 4 incurs a -2
penalty on attack rolls and damage.
Tongues ▶ Resistance: Target must save
Duration: 1 round per level versus spells with a penalty
Range: The caster depending on the creature's INT score
-----------------------------------------------------------------------
The caster becomes able to speak the to negate the effect:
language of any creature within a 15’ a. INT 3 or less: No effect.
radius area. b. INT 4-8: Save with a -4 penalty.
c. INT 9-12: Save with a -3 penalty.
d. INT 13-15: Save with a -2 penalty.
e. INT 16-18: Save with a -1 penalty.

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 -----------------------------------------------------------------------

maintain it or to change to another Caster traces mystic runes on a


subject. written object (book, map, scroll, etc.)
Blink Booby Trap ▶ Obstructions: Clairaudience is that detonate when read.
Duration: 1 round per level Duration: Permanent (until obstructed by a thin layer of lead or by ▶ Damage: Detonation deals 6d6+6
Range: The caster triggered) rock of 2’ thick or greater. points of damage in a 10' radius.
-----------------------------------------------------------------------
Range: Touch Reader suffers full damage without a
Enables caster to blink in and out of -----------------------------------------------------------------------

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 -----------------------------------------------------------------------

Duration: 2 rounds +1 per level Up to 1000 cubic feet of stone is


Range: 5’ rearranged as the caster wishes.
-----------------------------------------------------------------------
Summons a phantom hound to serve ▶ Stone size: Up to a 10’ cube area.
as a watchdog to guard a passage, ▶ Examples of uses: Caster can make
room, door, or similar space or portal weapons, doors, sculptures out of
designated by the caster: stone.

▶ Unseen: The hound is invisible to


any other than its master. Cannot be
Summon Monster: Level 3
attacked. Duration: 1 round +1 per level
▶ Detects: Invisible, ethereal, (until dismissed or slain)
concealed or any similar hard to find Range: 5’
-----------------------------------------------------------------------
creature. Summons monsters to do the caster’s
▶ Barks if: Any suspect creature bidding:
approaches its guarded place.
▶ Bites: Any intruders who enter its ▶ 3rd level monsters: Summons 1d4
range, dealing 3d6 damage. The bite 3rd level monsters.
is considered a magical melee attack ▶ Type of monsters: The referee
with THAC0 11 [+8]. should randomly determine the type
▶ Dispelling: The hound may be of monsters which are summoned, for
dispelled by Dispel Magic or if the example using dungeon wandering
caster is more than 5' away from the monster tables.
hound's guarded place. ▶ Arrival time: Summoned monsters
arrive at the character’s location in
1d4 rounds.
Interposing Hand ▶ Commanding: Monsters will attack
Duration: 1 round per level enemies as directed or, if the
Range: 10' per level character can communicate with
-----------------------------------------------------------------------
Conjures a large magical hand them, be given other tasks.
between caster and a target. ▶ Dismissing: The caster may dismiss
it at any time, sending it back to its
▶ Size: The hand's dimensions are plane of origin.
from human-sized to giant-sized,
chosen by the caster.
▶ Durability: The hand's AC and hit
points are equal to the caster's AC and
hit points.
▶ Obstruction: Creatures with up to
20,000 coins of weight: movement
speed is reduced to half its normal
rate.
5th LEVEL SPELLS Great Repairing
Duration: Instant
Range: Object or creature touched
Chain Lightning -----------------------------------------------------------------------

Duration: 1 round per level This spell has two usages:


Range: 40’ + 10' per level 1. Healing a construct subject:
-----------------------------------------------------------------------
Unleashes a series of arcs of lightning Restores 3d6+3 hit points of damage.
against one target per level of the This cannot raise the subject’s hit
caster. points above their normal maximum.
2. Repair vehicles and objects:
▶ Chain: When a target is struck, the Repairs 6 hull points or 30hp of
lightning strikes the nearest target objects.
within 30’ (the caster can be affected).
▶ Damage: The lightning deals 1d6
damage per level of the caster (save
Interposing Hand
versus spells for half), decreasing by Duration: 1 round per level
1d6 for each subsequent target. Range: 10' per level
-----------------------------------------------------------------------
▶ Priority: Against equidistant Conjures a large magical hand
targets, the lightning always strikes between caster and a target.
metal and fluids first (e.g. characters
wearing metal armour, a Green ▶ Size: The hand's dimensions are
Slime). from human-sized to giant-sized,
chosen by the caster.
▶ Durability: The hand's AC and hit
Globe of Invulnerability points are equal to the caster's AC and
Duration: 1 round per level hit points.
Range: Globe
Summon Monster: Level 4 Wall of Iron
-----------------------------------------------------------------------
▶ Force: Against a creature depending Duration: 1 round +1 per level Range: 120’
Creates an immobile magical sphere of its weight in coins: (until dismissed or slain) Duration: Permanent
with a 10' diameter around the caster a. Less than 5,000 coins: Are Range: 5’ -----------------------------------------------------------------------

completely pushed away from the A wall of solid iron appears.


that nullifies any spell effects of 4th -----------------------------------------------------------------------

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.

▶ Weapons: In the case of a tech using a Human semi and non-martials:


1st, 5th, and 9th levels.
weapon, it will be listed.
Demihumans:
▶ Progression by levels: At a certain
1st and 5th levels.
level, a character can choose a tech:

Accurate / Power Strike Impose Presence


Antibody Improved Chant
Arcane Literate Keen Infravision
Arcane Measures Leader Magnetism
Arcane Sleuth Locomotion
Blade Juggler Lore Researcher
Bloodlust Slash Lucky Appeal
Calm Spirit Magic Ponder
Channel Magic Magic Scriber
Chthonic Whisper Noise Curiosity
Clearhead Panther Motion
Concoction of Rest Piercing Thrust
Consecutive Slash Protector Manoeuvre
Construction Cunning Ram Through
Counter-Attack Return Fire
Defender Tactics Roomtrap Cunning
Device Maintainer Sand Throw
Door Finder Shape Morph
Double Shoot Sharp Shoot
Evil Vanquisher Sharp Throw
Fauna Speaker Side Steps
Fierce Spear Smashing Strike
Footwork Smooth Mind
Graceful Touch Tiger Motion
Heart Casting Wing Shooter
Techniques Available by Classes

Acrobat Bard Druid Fighter Half-Orc Paladin


Bloodlust Slash Channel Magic ● Calm Spirit Accurate / Power Strike Bloodlust Slash Accurate / Power Strike
Consecutive Slash Double Shot ● Channel Magic Bloodlust Slash Keen Infravision Counter-Attack
Fierce Spear Heart Casting ● Chthonic Whisper Consecutive Slash Panther Motion Defender Tactics
Juggler Leader Magnetism ● Concoction of Resting Counter-Attack Sand Throw Evil Vanquish
Leader Magnetism Lore Researcher ● Device Maintainer Defender Tactics Side Steps Fierce Spear
Panther Motion Lucky Appeal ● Fauna Speaker Double Shot Footwork
Piercing Thrust Magic Scriber ● Graceful Touch Fierce Spear Illusionist Impose Presence
Return Fire Return Fire ● Heart Casting Footwork Arcane Literate Leader Magnetism
Sand Throw Sharp Shoot ● Improved Chanter Impose Presence Arcane Measures Piercing Thrust
Sharp Throw Side Steps ● Leader Magnetism Leader Magnetism Arcane Sleuth Protector Manoeuvre
Side Steps Wing Shooter ● Magic Scriber Piercing Thrust Channel Magic Ram Through
● Shape Morph Protector Manoeuvre Device Maintainer Smashing Strike
Assassin Cleric Ram Through Improved Chanter
Bloodlust Slash Calm Spirit Duergar Return Fire Leader Magnetism Ranger
Consecutive Slash Channel Magic ● Antibody Sharp Shoot Magic Ponder Accurate / Power Strike
Double Shoot Chthonic Whisper ● Construction Cunning Sharp Throw Magic Scriber Consecutive Slash
Fierce Spear Device Maintainer ● Impose Presence Smashing Strike Smooth Mind Counter-Attack
Impose Presence Evil Vanquish ● Noise Curiosity Wing Shooter Double Shot
Panther Motion Fauna Speaker ● Ram Through Knight Leader Magnetism
Return Fire Graceful Touch ● Smashing Strike Gnome Accurate / Power Strike Return Firet
Sand Throw Heart Casting ● Clearhead Bloodlust Slash Sharp Shoot
Sharp Throw Improved Chanter Dwarf ● Construction Cunning Consecutive Slash Side Steps
Side Steps Leader Magnetism ● Antibody ● Keen Infravision Counter-Attack Wing Shooter
Wing Shooter Magic Scriber ● Construction Cunning ● Noise Curiosity Defender Tactics
Smashing Strike ● Keen Infravision ● Side Steps Fierce Spear Svirfneblin
Barbarian ● Noise Curiosity Footwork Clearhead
Accurate / Power Strike Drow ● Ram Through Half-Elf Impose Presence Construction Cunning
Bloodlust Slash Door Finder ● Smashing Strike ● Accurate / Power Strike Leader Magnetism Keen Infravision
Consecutive Slash Double Shot ● Door Finder Piercing Thrust Noise Curiosity
Counter-Attack Footwork Elf ● Double Shot Protector Manoeuvre Side Steps
Footwork Locomotion ● Door Finder ● Footwork Ram Through
Impose Presence Noise Curiosity ● Double Shot ● Keen Infravision Smashing Strike Thief
Leader Magnetism Sharp Shoot ● Footwork ● Sharp Shoot Consecutive Slash
Ram Through Wing Shooter ● Keen Infravision ● Wing Shooter Magic-User Counter-Attack
Return Fire ● Locomotion Arcane Literate Juggler
Smashing Strike ● Noise Curiosity Halfling Arcane Measures Leader Magnetism
Tiger Motion ● Sharp Shoot ● Clearhead Arcane Sleuth Panther Motion
● Wing Shooter ● Keen Infravision Calm Spirit Return Fire
● Lucky Appeal Channel Magic Sand Throw
● Noise Curiosity Device Maintainer Side Steps
● Sharp Shoot Improved Chanter
● Sand Throw Leader Magnetism
● Side Steps Magic Ponder
Magic Scriber
Smooth Mind
Counter-Attack Fierce Spear
Techniques Descriptions Missed melee attacks against the The character may do a melee attack
character allows it to answer its against creatures that are 5’ away its
Accurate Strike / Power Strike Channel Magic aggressor with a melee attack if able normal reach at a -4 penalty.
When making an attack roll, the The character can cast a known spell at a -4 attack penalty. Weapons: Spears, lances and
character can choose to make an using a memorised spell of a higher polearms.
Accurate Strike (roll 1d4, the result spell level. Defender Tactics
becomes a bonus to attack and a If the character is using a shield, Footwork
penalty to damage) or a Power Strike Chthonic Whisper melee attack rolls made against allies The character may move 10’ farther
(roll 1d4, the result becomes a penalty A touched character that died within 10’ near suffer a -2 penalty. than its normal movement rate to
to attack and a bonus to damage). three rounds may save vs death to make a melee attack. Character suffers
return from the dead with 1 hit point Device Maintainer no penalties on withdrawals and
Antibody and cannot return again before retreats.
After an uninterrupted night’s sleep,
The character becomes immune to gaining an experience level. Returned
the rods, staves or wands that are in
poisoning effects. character must sacrifice half its Graceful Touch
possession of the character regain one
possessions or will lose its soul and be Restores 1 point of damage that was
charge (cannot regain more charges
shredded to pieces.
Arcane Literate than the number it had when found). lost within 1 hour (Up to 1d2 points
If the Read Magic spell is known, its It is still not possible for characters to on 6th level and up to 1d3 on 12th
effects are always active. Clearhead discover the number of charges in an level). Effective on any individual at
The character becomes immune to item. most once per hour.
charm effects.
Arcane Measures
The “plus” bonuses from magic Door Finder Heart Casting
weapons are ignored. Nullifies Concoction of Rest The character has a 4-in-6 chance of The character can cast spells without
damage from spells and wands on a The character can mix herbs, fruits, locating secret or hidden doors when speaking and if unable to see its
successful save with a result of 5 roots, etc to make a magical searching. target.
above its saving throw value. concoction. Next time the drinker
rests, it restores 1d3 points of damage Double Shoot Impose Presence
(2d3 points of damage for a full day of
Arcane Sleuth The character may spend two arrows When the character kills the first
resting). Is effective on any individual creature on an encounter, creatures on
If the Detect Magic spell is known, its to roll two damage dice and keep the
at most once per day. the opposing side receive a -1 penalty
effects are always active within the 10' better result.
range. Weapons: Bows, crossbows. to morale checks.
Consecutive Slash
On a natural 18, 19, or 20 attack roll: Evil Vanquisher Improved Chanter
Bloodlust Slash
Deals an extra damage die. STR The character can move and cast
On a maximum damage dice result The character’s Turning the Undead
modifier doesn’t apply. spells in the same round. Becomes
or a natural 20: A hit creature able to ability becomes able to affect
Weapons: Swords, axes and daggers. able to cast spells even though bound
bleed loses 1 hit point per round (up malevolent beings of chaotic
to a maximum of 6 rounds). Magical alignment (e.g. nightmares, or unable to move its hands.
healing or bandaging negates further Construction Cunning rakshasas, shadows).
damage. The character has a 4-in-6 chance of Juggler
Weapons: Swords, axes and daggers. being able to detect new construction, Fauna Speaker Missile attacks with bladed and splash
sliding walls, or sloping passages weapons ignore partial cover and gain
If the Speak with Animals spell is
when searching.
Calm Spirit known, its effects are always active a +1 bonus to attack and damage rolls.
If the character loses initiative and is within the 10' range. Weapons: Hand axes, daggers, holy
successfully attacked or fails a saving water, oil.
throw before their turn, the spell
being cast has a 3-in-6 chance to not
disrupt.
Keen Infravision Panther Motion
The character has infravision to 90’. The character can move and attack
while hiding in shadows.
Leader Magnetism
The character’s maximum hirelings Piercing Thrust
increase by 2 and receive a +2 bonus On a natural attack of 18 or higher:
to loyalty checks. Deals 1d2 additional damage. Victim's
movement drops to half its maximum
speed.
Locomotion
Weapons: Spears, lances and
The character becomes immune to
polearms.
any paralysing effects.

Lore Researcher Protector Manoeuvre


If an ally 10’ near is attacked:
The character’s Lore ability has a
Character may move and receive the
4-in-6 chance of knowing lore
attack in its place. Doesn’t count as
pertaining to monsters, magic items,
retreat and the character cannot
or heroes of folktale or legend. This
attack in its next turn. Sand Throw Smashing Strike
ability may be used to identify the
nature and powers of magic items. On a melee attack roll of natural 18, On an melee attack roll of 18 or
Ram Through 19 , or 20: May choose to either deal higher: Next weapon damage victim
On a maximum damage dice result damage or throw sand upon the foe’s receives isn’t rolled, it’s considered
Lucky Appeal
or a natural 20: A hit creature eyes. Creature must save versus the maximum result.
Once per day, the character may reroll
receives a -1 penalty to AC for 1 turn. breath or be blinded for 1 round. Weapons: Maces, hammers and clubs.
a save if it has already faced that
Weapons: Maces, hammers and
challenge before in its lifetime.
clubs. Shape Morph Smooth Mind
Magic Ponder The character’s Shape Change ability +1 bonus to saving throws against
Return Fire can be used twice per day at 7th level mental powers and mind-affecting
Once per day, the caster can change
Missed missile attacks against the and three times per day at 12th level. magic.
the remaining spells memorised for
character allows it to answer its Feeblemind: No penalty on saving
that day.
aggressor with a missile attack at a -4 Sharp Shoot throw and on a fail, becomes unable to
attack penalty if able. think clearly or cast spells for 1d3
Magic Scriber Missile attacks at long distance are
done as it was at medium distance. rounds only.
If the character fails to create a scroll,
Roomtrap Cunning Weapons: Bows, crossbows, slings.
can reroll again the chance of failure.
The character has a 4-in-6 chance of Tiger Motion
detecting non-magical room traps Sharp Throw The character can move and attack
Noise Curiosity when searching. while hiding in undergrowth.
The character has a 4-in-6 chance of Missile attacks at long distance are
hearing noises when listening at done as it was at medium distance.
doors. Weapons: Spears, javelins, hand axes Wing Shooter
and daggers. On an attack roll of 18 or higher
against a creature flying: Deals
Side Steps double damage.
If attacked, the character may move Weapons: Bows, crossbows.
1d2×10’ away. Character suffers no
penalties on withdrawals and retreats.
Healing Items with Monsters Nutritious Effects from Food
OPTIONAL RULES Humanoid or intelligent monsters
individually have 1-in-6 chance to
Consuming the daily ration or the
food found in the wilderness makes
bear a healing item (e.g. potion of more than normal sustain.
healing, ointment, antidote).
Human martials: ▶ After eating: Roll a d4 to know the
Armour with Damage Reduction Blindness as Penalty 1st, 4th, 7th, and 10th levels. nutritious effect: Food effects table
Monster Item
Additionally to avoid damage in Rather than a character becoming
----------------------------------------
combat, the armour (not shields) totally unable to attack, creatures Human semi and non-martials:
Up to 4 HD Antidote, Ointment, d4 Effect
reduces the damage (each die rolled suffer a penalty. 1st, 5th, and 9th levels. etc ----------------------------------------
inflicts a minimum of 1 hit point 4+ HD Potion of Healing, 1 Recover 1 hp
Demihumans:
damage) received from physical ▶ 4 HD or higher creatures: Suffer a Antivenom, etc 2 +1 on the next attack roll
1st and 5th levels.
attacks (e.g. weapons, claws, stones, -4 penalty to attack rolls and when 3 +1 AC on next attack received
spit). making an attack roll. 4 +1 bonus on the next save

Option 1: By size Breath Based Attacks


The armour reduces damage by 1 If a character has some kind of
depending on the size of the creature resistance (e.g. Resist Fire cast on it)
that attacked. to a breath attack that inflicts damage
Leather: Smaller than human equal to the attacker’s current hit
creatures. point total (e.g. a Red Dragon’s fire
Chainmail: Human-sized or smaller breath), the damage is reduced by 1
creatures. point for each HD of the monster.
Plate mail: Creatures of any size.
Character’s Self-Regeneration
Option 2: By armour Determines additional hit points the
The damage is reduced depending on character recovered per day via
the kind of armour (light or heavy). resting, according to CON modifier.
Magistrike
Light (leather): Reduces by 1. Constitution modifiers Magic-users and illusionists can only
Heavy (chainmail, plate): Reduces ---------------------------------------- use daggers (or staves, at the referee’s
by 1. CON Restored hp discretion) as weapons in combat. In
---------------------------------------- addition to that, they can use a
▶ Magic armour: For both options, 3-8 +0 hp wand-sized object or a staff to make a
magic armour additionally reduces 9-15 +1 hp magical ranged attack against a
the damage from magic spells (by 1 16-18 +2 hp target.
point per damage die rolled) and
▶ Range:
breath weapons (by 1 point for each Elemental Protection from Druids 5’ - 30’ / 31’ - 60’ / 61’ - 90’.
HD of the monster). The Protection from Fire and
▶ Damage:
Lightning spell from Druid spell list
1d2 on 1st-5th level.
grants protection against fire or
1d3 on 6th-10th level.
electric damage. Druid may choose to
1d4 on 11th level or higher.
grant protection against cold damage
too. The spell becomes Protection ▶ Movement: The magistrike is not a
from Ice, Fire and Lightning. spell, the character can move Potion Crafting per Batch
normally. Some potions are easier to craft and
▶ Weakness: Although being magic, an alchemist can make a whole batch
the magistrike is too weak to rather than a single potion. The
overcome mundane damage alchemist makes 1d3+1 potions per
immunity. batch.
Power of Magic Swords/Weapons Spell Points
Sleep Spell Effectiveness An option for a spell caster to use its
When rolling for damage of magic The Sleep spell from Magic-User spell resources wisely and freely.
swords and weapons with pluses (+1, list cannot affect creatures with HD ▶ Total: A character spell points (Sp)
+2, +3), the pluses are converted in a higher than 4+1. is equal to the sum of its memorisable
plain bonus to the damage roll. Rather
Option: A single creature with HD spells per day multiplied by 2.
than that, the plus of a magic sword
higher than 4+1 may be affected by ▶ After an uninterrupted night’s
or weapon becomes an additional dice
Sleep spell: sleep: A character recovers 1d6+1
(with a maximum of 3 per weapon)
▶ Resist: Higher than 4 +1 HD spell points.
when rolling for damage. For
creatures must save versus spells to ▶ Cost: The value of Sp a spell spends
example, a magic Sword +1, that
avoid sleeping. depends if its an arcane spell or a
normally deals 1d8+1 damage, deals
▶ Killing: A single attack with a divine spell as in the table below:
2d8 damage instead.
bladed weapon does not kill a creature
▶ Magic bows, crossbows and enchanted by the spell. If attacked the Spell points cost
slings: In the case of magic weapons creature awakens instead. ----------------------------------------
that use ammunition, the additional ▶ Duration on creatures per HD: Spell level Arcane Divine
dice of damage are rolled only per the ----------------------------------------
plus of its ammunition. For example, a. 4+1 to 9 HD: Are affected for 1d2 1st 2sp 2sp
a magic Bow +1, that normally deals turns. 2nd 3sp 3sp
1d6+1 damage, deals 2d6 damage only b. 9+ or higher HD: Are affected for 3rd 5sp 4sp
if shooting an Arrow +1. 1d4 rounds. 4th 7sp 6sp
5th 9sp 9sp
Rolling Character’s Hit Points 6th 15sp —
When a character gains a level of
▶ Re-memorize: If an effect would
experience and rolls to add a new hit
make a character re-memorize a spell
die to its maximum hit points, if the
(e.g. Pearl of Power), it gains a number
roll is above the specified number (see
of Sp equal to that spell level. ▶ Magic
the table below), the result is kept.
missile: If conjuring additional
If the roll is below the specified
missiles the spell costs 2 sp more to
number, the result is disconsidered
cast for each missile.
and the specified number is
considered as the result.
HD Specified number
----------------------------------------
d4 2
d6 3
d8 4
TEMPLES/SHRINES Divine Spell Services (in gp)
Glyph of Warding
Augury
125gp (300gp) 350gp (600gp)
▶ Located: In villages, small towns or ▶ Affinity: Certain temples / shrines
settlements (Small) and cities or large may refuse to offer services to some Bless Minor Heal
towns or settlements (Great). characters or charge a higher price 2gp × level (5gp × level) 600gp (900gp)
▶ Runned by: A divine spellcaster than expected. Certain temples / Neutralise Poison
(e.g. cleric, druid). Referee rolls to shrines may offer services to some Commune
800gp (1,500gp) 450gp (1,000gp)
determine its level according to the characters as a charity or charge a
shrine and to know the spells lower prince than expected. Control Weather Plane Shift
available to the caster. All depends on how the temple / 5,500gp (10,000gp) 4,500gp (10,000gp)
▶ Availability: Temples / shrines have shrine see the characters.
Continual Light Protection from Evil
a certain variety of spells its divine ▶ Divine caster level: Roll 1d6 + 1 350gp (650gp)
spell casters are able to offer. Great for small temples/shrines and 1d12 + 250gp (500gp)
temples/shrines can offer more spell 2 for great temples / shrines. Create Food Purify Food and Water
services alongside those offered in ▶ Cost: The first number below a spell 150gp (300gp) 40gp (90gp)
small temples/shrines. The referee name is the price in small temples / Raise Dead
decides the spells available shrines. The second number in Cureall
2,750gp (3,500gp) 4,250gp (5,000gp)
considering the level of the divine parentheses is the price in great
spell caster running the temple / temples / shrines. Cure Blindness Regenerate
shrine. 750gp (1,000gp) 4,500gp (6,000gp)

Cure Critical Wounds Remove Curse


300gp (600gp) 600gp (1,500gp)

Cure Disease Restore


850gp (1,000gp) 5,500gp (8,500gp)

Cure Light Wounds Sacrificial Resurrection


50gp (100gp) 2,750gp (3,500gp)

Cure Serious Wounds Slow Poison


175gp (350gp) 425gp (650gp)

Detect Evil Tongues


75gp (100gp) 375gp (425gp)

Detect Magic True Seeing


100gp (150gp) 2,250gp (3,000gp)

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.

Silver Dragon, Whelp White Dragon, Whelp


----------------------------------------------------------------------- -----------------------------------------------------------------------
AC 3 [16], HD 4* (18hp), Att [2 × claw AC 7 [12], HD 1* (4hp), Att [2 × claw
(1d3), 1 × bite (1d8)] or breath, (1d2), 1 × bite (1d4)] or breath,
THAC0 16 [+3], MV 90’ (30’) / 180’ THAC0 19 [0], MV 90’ (30’) / 180’ (60’)
(60’) flying, SV D10 W11 P12 B13 S14 flying, SV D12 W13 P14 B15 S16 (1),
(4), ML 8, AL Lawful, XP 125, NA 1d8 ML 6, AL Chaotic, XP 13, NA 1d8
(1d8), TT H [¼] (1d8), TT H [¼]
----------------------------------------------------------------------- -----------------------------------------------------------------------
▶ Breath weapon: 30’ long cone of ▶ Breath weapon: 30’ long cone of
cold or cloud of paralysing gas (save cold. Once per day.
versus breath or paralysed for 3 ▶ Sleeping: 50%.
turns). Three times per turn. Once per
day White Dragon, Young
▶ Sleeping: 10%. -----------------------------------------------------------------------

▶ 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 -----------------------------------------------------------------------

threatened (e.g. touched while ▶ Diamond dust: Once per day,


▶ Love to play: Sliding and tag. may nests.
searching for secret doors). conjures a cone of freezing energy, 20’
cause accidental damage to vehicles.
▶ Trap filler: Scorpions are usually long and 15’ wide at the far end.
▶ Lair: Always contains 2 adults and 3 Phororhacos put inside chests, jars, etc, to act Creatures caught in the cone suffer
young giant otters. 10’ tall flightless birds, related to axe against thieves. 4d6 damage (save versus breath for
▶ Pelt: Worth up to 1d4 × 1000gp beaks. Also known as birds of terror. ▶ Poison: Causes death in 1d6 turns half damage).
intact. Dwell in Lost World grasslands. (save versus poison with a +2 ▶ Freezing: Creature is frozen for 3
-----------------------------------------------------------------------
AC 6 [13], HD 7 (31hp), Att 2 × claw bonus). days (save versus petrify to avoid). If
Owl (1d4), 1 × beak (2d6), THAC0 13 [+6], the frozen creature suffers damage
Nocturnal birds of prey. Sealion from a blunt weapon, the ice shatters,
----------------------------------------------------------------------- MV 150’ (50’), SV D10 W11 P12 B13
S14 (4), ML 9, AL Neutral, XP 450, NA Aquatic lion-like creatures with fish killing it instantly.
▶ Swoop: Can dive onto victims
0 (2d6), TT None tails in place of forelegs that hunt in ▶ Spell casting: Know how to cast the
visible from above. If the victim is
-----------------------------------------------------------------------
packs. Found in coastal sea waters. following spells: Control Weather
surprised, the attack inflicts double
▶ Aggressive: Normally attack on ----------------------------------------------------------------------- (Fog or Snow), ESP, Ice Storm,
damage. On an attack roll of 18 or
sight. AC 3 [16], HD 6 (27hp), Att 2 × claw Invisibility, Mirror Image,
more, the victim can be carried away
▶ Leap: At first round of combat, can (1d6), 1 × bite (2d6), THAC0 14 [+5], Phantasmal Force, Wall of Ice. Each
(if of appropriate size).
jump up to 10’ high and 50’ forward to MV 180' (60'), SV D10 W11 P12 B13 spell known may be cast once per day.
▶ Trainable: Can be trained, if
attack. Claws inflict double damage. S14 (6), ML 9, AL Neutral, XP 275, NA ▶ Cold immunity: Unharmed by
captured when young.
0 (3d6), TT B cold-based attacks.
-----------------------------------------------------------------------
Rhinoceros Beetle ▶ Magic resistance: +2 bonus to
Owl, Giant ▶ Roar: Heard even underwater.
12' long, black beetles with powerful, savings against magic.
9’ tall intelligent nocturnal birds of ▶ After hunt: Drag their prey to the
crushing mandibles, and a 6' long ▶ Leader: 40% of groups are led by a
prey feared for silent hunting skills. lair.
horn. Inhabits tropical and 6HD (27hp, AC 4 [15]) high snow
Dwell in forests. ▶Taming: Captured young can be
subtropical jungles. arcanist. The leader can use diamond
----------------------------------------------------------------------- trained to be used as guardians and to
AC 6 [13], HD 4 (18hp), Att 2 × talon ----------------------------------------------------------------------- dust (6d6 damage) twice per day.
AC 2 [17], HD 12 (54hp), Att 1 × horn hunt.
(2d4), 1 × beak (1d4 + 1), THAC0 16
(2d8), 1 × bite (3d6), THAC0 10 [+9],
[+3], MV 30’ (10’) / 180' (60') flying,
MV 60’ (20’), SV D10 W11 P12 B13
SV D10 W11 P12 B13 S14 (4), ML 8,
S14 (6), ML 10, AL Neutral, XP 1,100,
AL Neutral, XP 75, NA 1d4 (1d4), TT
NA 1d6 (2d4), TT None
M -----------------------------------------------------------------------
-----------------------------------------------------------------------
▶ Aggressive: Normally attack
▶ Surprise: On a 1–4, due to its silent
anything in their path.
flying.
▶ Eggs: 1d6 eggs or chicks in 25% of
nests.
▶ Speech: Common, plus languages of
owls.
▶ Destroying:
Stingy Monster Vampires f. Sunlight: Save versus death (at –2
Greedy, Intelligent monsters with a Greatly feared undead monsters that for minions and at –1 for lesser
chest in place of legs. Dwell in live by drinking the blood of mortals. vampires) each
dungeons, ruins and tomb complexes. Dwell in ruins, tombs, and deserted round or be disintegrated.
-----------------------------------------------------------------------
locales. g. Stake through the heart:
AC 3 [16], HD 5 (22hp), Att 2 × claw -----------------------------------------------------------------------
Permanently kills.
(1d6), THACO 15 [+4], MV 60’ (20’), ▶ Undead: Make no noise, until they
h. Immersion in water: For 6 rounds
SV D10 W11 P12 B13 S14 (5), ML 12, attack. Immune to effects that affect
permanently kills.
AL Chaotic, XP 175, NA 1 (0), TT V × living creatures (e.g. poison). Immune
i. Destroying coffins: Permanently
2 + 500gp to mind-affecting or mind-reading
killed if all hit points are lost when
-----------------------------------------------------------------------
spells (e.g. charm, hold, sleep).
▶ Surprise: On a 1–5, due to hiding unable to rest (see coffins).
▶ Mundane weapon immunity: Only
inside the chest.
harmed by silver weapons or magic.
▶ Attack if touched: Remain Vampire, Lesser
▶ Charming gaze: . Save versus
motionless, only attack if touched, AC 4 [15], HD 4 to 6** (18/22/27hp),
spells (at –1 for lesser vampires) or
projecting the upper half of its body Att 1 × touch (1d8 + energy drain) or 1
be charmed: move towards the
out of the chest. × gaze (charm), THAC0 16 [+3]/15
vampire (resisting those who try to
▶ Light sensitivity: Suffer a –2 [+4]/14 [+5], MV 120’ (40’), SV D10
prevent it); defend the vampire; obey
penalty to AC when in bright light W11 P12 B13 S14 (4 to 6), ML 10, AL
the vampire’s commands (if
(daylight, Continual Light). Chaotic, XP 175/425/725, NA 1d6
understood); unable to cast spells or
▶ Grab: If a victim is hit by both claws (1d10), TT E
use magic items; unable to harm the
in the same round, they are trapped -----------------------------------------------------------------------
vampire. Killing the vampire breaks ▶ Energy drain: A successfully
and suffer 2d6 automatic damage
the charm. Once per day (minions) or touched target permanently loses one
each round. The victim can only Vampire, Minion
three times per day (lesser). experience level (or Hit Dice). This
escape if the stingy monster is slain. AC 6 [13], HD 1 to 3** (4/9/13hp), Att
▶ Coffins: Must rest in a coffin during incurs a loss of one Hit Dice of hit
▶ Hate: Halflings and roguish classes 1 × touch (1d6 + blood drain) or 1 ×
the day or lose 2d6hp (only points, as well as all other benefits
(e.g. thief, acrobat). Attacks with a +2 gaze (charm), THAC0 19 [0]/18 [+1]/17
regenerated by resting a full day). due to the drained levels (e.g. spells,
bonus. [+2], MV 120’ (40’), SV D12 W13 P14
Cannot rest in a blessed coffin. Always saving throws, etc.). A character’s XP
▶ Treasure: Hidden inside the chest. B15 S16 (1 to 3), ML 8, AL Chaotic, XP
keep multiple coffins in hidden is reduced to the lowest amount for
locations. 16/30/65, NA 1d8 (2d8), TT C
the new level. A person drained of all
Tick, Giant levels becomes a vampire in 3 days.
-----------------------------------------------------------------------
▶ Blood drain: A vampire may drain
Large arachnids (1’ to 3’ long) that ▶ Vulnerabilities:
a. Garlic: Odour repels: save vs ▶ Regeneration: A damaged vampire blood from a victim: 1d4 hit points
feed on other creature’s blood. Dwell
poison (at –2 for minions and at –1 gains 2hp at the start of each round, automatic damage per round. A victim
in forests and caves.
----------------------------------------------------------------------- for lesser vampires) or unable to as long as it is alive. killed by blood drain becomes undead
AC 3 [16], HD 2 to 4 (9/13/18hp), Att 1 attack this round. ▶ At 0hp: Change into giant bat; flee (possibly a vampire) after 24 hours
× bite (1d4 + blood drain + disease), b. Holy symbols: If presented, will to coffin. (save versus spells).
THACO 18 [+1]/17 [+2]/16 [+3], MV keep a vampire at bay (40’ minion / ▶ Change form: At will; takes 1 ▶ Regeneration: A damaged vampire
30’ (10’), SV SV D14 W15 P16 B17 S18 20’ lesser). May attack wielder from round: gains 1hp at the start of each round,
(NH), ML 8, AL Neutral, XP 20/35/75, another direction. a. Humanoid: Standard form. as long as it is alive.
NA 3d4 (3d4), TT None c. Running water: Cannot cross (in b. Dire wolf: Att 1 × bite (2d4), MV ▶ At 0hp: Change into bat form; flee
-----------------------------------------------------------------------
any form), except by a bridge or 150’ (50’). AC, HD, morale, saves as to coffin.
▶ Blood drain: Attaches to victim on vampire. ▶ Change form: At will; takes 1
carried inside a coffin.
a successful hit, doing 1d6 automatic c. Giant bat: Att 1 × bite (1d4), MV round:
d. Mirrors: Avoid; do not cast a
damage per round. 30’ (10’) / 180’ (60’) flying. AC, HD, a. Humanoid: Standard form.
reflection.
▶ Detaching: Must be killed or morale, saves as vampire. b. Bat: Att None, MV 9’ (3’) / 120’
e. Continual light: Partly blinded by
removed by fire. ▶ Summon beasts: In human form (40’) flying. AC, HD, morale, saves as
the light from this spell (–4 to
▶ Disease: Victims bitten by a giant only. Creatures from the surrounding vampire.
attacks).
tick contract a disease that is fatal in area: 1d4 × 10 rats, 1d2 giant rats, 1d4 ▶ Summon beasts: In human form
2d4 days. × 10 bats, 1d giant bat, 1 dire wolf or only. Creatures from the surrounding
1d4 wolves. area: 1d4 × 10 rats, 1d4 × 10 bats.
Vampire Rose Wyvern, Riding Zombie, Dancer
Humanoid corpses of performers,
Plant monsters resembling normal Winged, two-legged, dragon-like
reanimated as guardians by powerful
white roses bushes. Moves slowly to monsters bred for transport and
clerics or wizards.
search for prey. Dwell in forests. patrol. Its stinger is no longer -----------------------------------------------------------------------
-----------------------------------------------------------------------
venomous. AC 4 [15], HD 2 (9hp), Att 1 × weapon
AC 7 [12], HD 4* (22hp), Att 1 × thorn -----------------------------------------------------------------------
(1d6 or by weapon), THAC0 18 [+1],
(1d8 + blood drain), THAC0 16 [+3], AC 5 [14], HD 5 (27hp), Att 1 × bite
MV 120’ (40’), SV D12 W13 P14 B15
MV 30’ (10’), SV D12 W13 P14 B15 (1d8), 1 × sting (1d4), THAC0 15 [+4],
S16 (1), ML 12, AL Chaotic, XP 20, NA
S16 (2), ML 12, AL Chaotic, XP 125, MV 90’ (30’) / 240’ (80’) flying, SV
2d3 (3d6), TT None
NA 0 (1d8), TT None D12 W13 P14 B15 S16 (3), ML 8, AL -----------------------------------------------------------------------
-----------------------------------------------------------------------
Neutral, XP 175, NA 0 (0), TT None ▶ Guardians: Always attack on sight.
▶ Blood drain: Wraps around the -----------------------------------------------------------------------
▶ Withdrawal backslide: On a
victim on a successful hit, doing 1d4 ▶ Riding: Will not allow creatures
missed attack against the dancer
hit points automatic damage per with less than 4 HD to become their
zombie, may automatically move
round. rider.
backwards at up to 20’. There must be
▶ Anaesthesic: Victims being drained ▶ Max load: Carry up to 3,500 coins
a clear path for this movement.
must save versus spells or become unencumbered; up to 7,000 at half
▶ Undead: Make no noise, until they
completely passive, unable to act or speed.
attack. Immune to effects that affect
move.
living creatures (e.g. poison). Immune
▶ If victim dies: The drained body is Wyvern, War to mind-affecting or mind-reading
released and the vampire rose’s petals Winged, two-legged, dragon-like spells (e.g. charm, hold, sleep).
become red from the blood. monsters with a long tail tipped with
a venomous stinger. Bred for warfare.
-----------------------------------------------------------------------
AC 3 [16], HD 7* (31hp), Att 1 × bite
(2d8), 1 × sting (1d6 + poison), THAC0
13 [+6], MV 90’ (30’) / 240’ (80’) flying,
SV D10 W11 P12 B13 S14 (4), ML 10,
AL Neutral, XP 850, NA 0 (0), TT
None
-----------------------------------------------------------------------
▶ Poison: Save vs poison with a +2
bonus or die.
▶ Volatile: Allow only martial
characters to become their rider.
▶ Charge: When not in melee.
Requires a clear flight of at least 20
yards. Rider’s lance inflicts double
damage. Wyvern cannot attack when
charging.
▶ Melee: When in melee, both rider
and wyvern can attack.
▶ Max load: Carry up to 4,500 coins
unencumbered; up to 9,000 at half
speed.
TRIBAL SPELL CASTERS MONSTER BULLETS
Tribal spell casters are found among (optional)
the following races of creatures:
● Bugbear 3rd Level Boar Charge Guillotine Move
● Deep one 1. Cure Blindness When not in melee. Requires a clear A melee attack roll of 18 or higher:
● Ettin 2. Cure Disease (Cause Disease) run of at least 20 yards. Tusks or gore Human-sized or smaller creatures are
● Giant (hill, stone, fire, frost) 3. Dispel Magic inflict double damage. decapitated (save versus death to
● Gnoll 4. Locate Object ▶ Suggested for: Boar-like monsters avoid).
● Goblin 5. Prayer (e.g. Boar, Wereboar, Devil Swine). ▶ Suggested for: Giant insect-like
● Gullygug 6. Remove Curse (Curse) monsters (e.g. Giant Tiger Beetle,
● Hobgoblin Bribe and Toll Giant Mantis, Giant Scorpion)
● Kobold 4th Level If the creature succeeds on a morale
● Lizard man 1. Divination check, characters may bribe it to stop Iron Headbutt
● Merman 2. Exorcise fighting paying 100 gp per HD. 3-in-6 A butt attack roll of 18 or higher: +1
● Neanderthal 3. Neutralise Poison chance to accept. damage bonus per monster’s HD.
● Ogre 4. Sticks to Snakes ▶ Suggested monsters: Outlaw and Human-sized or smaller creatures
● Orc mercenary-like monsters (e.g. Pirate, must save versus death or fall prone,
● Sahuagin 3rd level shamans: Ettin, gullygug, Brigand, Bandit). unable to attack until able to stand up
● Snake person ogre, troglodyte, troll. again.
● Triton 5th level shamans: Bugbear, deep Death Roll ▶ Suggested for: Herd animals-like
one, gnoll, kobold, orc, sahuagin, A bite attack roll of 18 or higher monsters (e.g. Goat, Elk, Caribou).
● Troglodyte
snake person, triton. indicates that one of the target’s
● Troll
7th level shamans: Giant, goblin, extremities is catched. The crocodile Titanic Smash
These spell casters are divided into hobgoblin, shaman. spins and the bitten (determined Once per day, a melee attack roll of 18
two types, shaman and warlocks. randomly, e.g. 1–2: leg, 3–4: arm, or higher: After damage roll, if the hit
▶ Warlocks: Are tribal magic-users of 5–6: head) is severed (save versus creature is smaller and didn’t die,
▶ Shamans: Are tribal clerics of 7th 7th level or under. Warlocks are able death to avoid). must save versus death or its hp is
level or under. Shamans are able to to cast the following spells: ▶ Suggested for: Crocodile-like reduced to only 1.
cast the following spells: monsters (e.g. Normal Crocodile, ▶ Suggested for: True giant monsters
1st Level Large Crocodile, Giant Crocodile). (e.g. Fire Giant, Storm Giant, Cloud
1st Level 1. Burning Hands Giant).
1. Cure Light Wounds (Cause Lt. 2. Light (Darkness) Death Roulette
Wounds) 3. Magic Missile Once per day, name up to five Wing Flurry
4. Shield opposing creatures and itself. Give a Twice per day, while the creature is in
2. Detect Evil
5. Spider Climb number to each and roll a d6: The midair all within 60’ suffers 3d6 and
3. Detect Magic
6. Ventriloquism chosen creature must save versus are pushed 30’ away (save versus
4. Light (Darkness)
death or die. death for half damage and push).
5. Protection from Evil
2nd Level ▶ Suggested for: Demon-like ▶ Suggested for: Large winged
6. Remove Fear (Cause Fear)
1. Invisibility monsters (e.g. Rakshasa, Demonic monsters (e.g. Griffon, Hippogriff,
2nd Level 2. Levitate Knight). Roc).
1. Augury 3. Web
2. Chant 4. Magic Mouth Goblin Hexstrike
5. Ray of Enfeeblement Once per day, when the goblin hits a
3. Detect Charm
6. Tongues creature, inflicts 2d3 instead of its
4. Resist Fire
normal weapon damage and the hit
5. Snake Charm
2nd level warlocks: Bugbear, gnoll, creature suffers -1 to attacks for 2
6. Speak with Animals
gullygug, kobold, lizard man. rounds.
4th level warlocks: Goblin, ▶ Suggested for: Goblin-like
hobgoblin, neanderthal, orc, triton. monsters (e.g. Goblin, Hobgoblin,
Bugbear).
ARMOURS AND SHIELDS
Armour -1, Poisonous (Cursed) Platemail +1, Draconic
Armour +1, Adamantite Platemail +1, Evil Eye
Armour +1, Anti-Blunt Platemail +1, Remorhaz
Armour +1, Anti-Edge Platemail +1, Reflection
Armour +1, Bio Platemail +2, Angelic
Armour +1, Blaze Platemail +2, Demonic
Armour +1, Chaotic Platemail +3, Behemoth
Armour +1, Darksteel Shield +1, +3 vs Missiles
Armour +1, Day Shield +1, Boiled Leather
Armour +1, Disguise Shield +1, Boomerang
Armour +1, Frost Shield +1, Bulette
Armour +1, Gorgon Shield +1, Darksteel
Armour +1, Lawful Shield +1, Day
Armour +1, Night Shield +1, Healing
Armour +1, Plume Shield +1, Light
Armour +1, Spark Shield +1, Lokapala
Armour +1, Temperature Control Shield +1, Medusa
Armour +1, Trine Shield +1, Mirror
Armour +1, Troll Shield +1, Missile Attracter
Armour +1, Zombie Shield +1, Mushroom
Armour +2, Environment Shield +1, Night
Armour +2, Pegasus Shield +1, Providence
Armour +2, Phoenix Shield +1, Sentinel
Armour +3, Heroic Shield +1, Shiny Buckler
Leather +1, Boiled Shield +1, Warding
Leather +2, Hell Hound Shield +2, Heroic
Leather +2, Thunder Beast Shield +2, Draconic
Leather +2, Winter Wolf Shield +2, Dragon Turtle
Leather +3, Draconic Shield +2, Repulsion
Armour -1, Poisonous (Cursed) Armour +1, Chaotic Armour +1, Plume Armour +1, Zombie
▶ Handling: The armour can be ▶ Against lawful: Acts as a +3 ▶ Encumbrance: As an unarmoured ▶ Initiative: Always lose (no roll).
handled safely. armour. person. ▶ Living dead: Immune to effects that
▶ Poisoning: The armour instantly ▶ Ward: Grants a +1 bonus to saving ▶ Falling: 1 point of damage per 20’ affect living creatures (e.g. poison).
slays anyone who dons it. throws against lawful creatures. fallen. Immune to mind-affecting or
▶ Reviving the victim: As long as the ▶ Alignment: Can only be worn by mind-reading spells (e.g. charm, hold,
armour remains donned, the victim chaotic characters. Armour +1, Spark sleep).
cannot be restored to life. ▶ Energy immunity: Unharmed by
Armour +1, Darksteel non-magical lightning. Armour +2, Environment
Armour +1, Adamantite ▶ Indestructible: Can’t be destroyed ▶ Resistance: Half damage from ▶ “Plus” bonus: In a certain
▶ Reinforced: A critical hit becomes a by natural or magical means. lightning. environment only.
normal hit (if using critical hit as ▶ Armour type: Chainmail and plate ▶ When the armour is found: Roll
optional rule). mail. Armour +1, Temperature Control 1d10 to know in which environment
▶ Armour type: Chainmail and plate ▶ Refreshing: Wearer is unharmed by the armour grants a bonus:
mail. Armour +1, Day the coldest or hottest of natural
▶ “Plus” bonus: During daytime only. environments (e.g. down to arctic cold d10 Environment
Armour +1, Anti-Blunt or up to desert heat.) ---------------------------------------
▶ Blunt type: Chosen randomly (e.g. ▶ Control: The wearer can adjust how 1 Barren, Hills, Mountains
weapons, natural weapons, etc.). Armour +1, Disguise it feels the temperature at will. 2 City
▶ Against specific type: Acts as a +3 ▶ Shifting: Armour and clothes ▶ Fire and cold: The armour does not 3 Clear, Grasslands
armour and halves damage. assume the appearance of the grant any protection against fire or 4 Desert
▶ Against other blunt attacks: Acts garment its wearer desires. cold attacks. 5 Forest
as a +3 armour. 6 Jungle
Armour +1, Frost 7 Lake, River
Armour +1, Trine 8 Ocean, Sea
Armour +1, Anti-Edge ▶ Energy immunity: Unharmed by ▶ Energy immunity: Unharmed by
non-magical cold. 9 Settled
▶ Edge type: Chosen randomly (e.g. non-magical fire, cold and lightning. 10 Swamp
weapons, natural weapons, etc.). ▶ Resistance: Half damage from cold. ▶ Resistance: Half damage from
▶ Against specific type: Acts as a +3 magical fire, cold and lightning.
armour and halves damage. Armour +1, Gorgon Armour +2, Pegasus
▶ Against other edged attacks: Acts ▶ Immunity: Petrifying effects. ▶ Command word: Upon speaking a
Armour +1, Troll command word, a pair of pegasus
as a +3 armour. ▶ Armour type: Chainmail and plate ▶ Regeneration: After being
mail. wings (20’ wingspan) spreads from the
damaged, start regaining 1hp per armour’s back, allowing the wearer to
Armour +1, Bio round. Severed limbs reattach. fly for a limited period.
▶ Resistance: Half damage from Armour +1, Lawful ▶ Severed limbs: Will also regrow ▶ Movement rate: 180’ (60’) for up to
non-magical gas and acid. ▶ Against chaotic: Acts as a +3 after 1 hour (no matter the size of the 6 rounds, or 120’ (40’) for up to 9
▶ Grind: Automatic damage per armour. limb). The armour becomes a normal rounds.
round from acid becomes 1. ▶ Ward: Grants a +1 bonus to saving armour +1 for 1d6 months. ▶ Load: The character can fly with up
throws against chaotic creatures. ▶ Fire and acid: Cannot regenerate to their normal maximum load.
Armour +1, Blaze ▶ Alignment: Can only be worn by and receives double damage from ▶ While flying: Wearer gains a +1
▶ Energy immunity: Unharmed by lawful characters. these sources. bonus on AC and saving throws
non-magical fire. ▶ Limit: The armour can only versus energy rays, cones, and bolts
▶ Resistance: Half damage from fire. Armour +1, Night regenerate up to 15hp per day. (lighting, cold, etc.).
▶ “Plus” bonus: During nighttime ▶ Death: The armour does not ▶ Rest: Following a flight, the
only. function if the wearer is reduced to 0 character must lay down and rest for 1
or less hit points. turn per round of flight.
▶ Usage frequency: Up to twice per
day.
Armour +2, Phoenix Leather +2, Thunder Beast Platemail +1, Evil Eye Platemail +2, Demonic
▶ Fiery aura: Enemy creatures within ▶ Normal cold: Unharmed by ▶ Anti-magic ray: The central eye in ▶ Doning: If a demihuman or
20’ suffer 1d4 damage per round. Fire non-magical lightning and storms. the armour’s chest dispels magic up non-chaotic creature dons it, it suffers
is of such intensity that magical ▶ Save bonus: Gain a +1 bonus to to 60’ in front. Spell casting fails and 6d8 damage each round.
protection from fire is ineffective. saving throws versus lightning-based ongoing spells and magic items are ▶ Blight aura: Enemies within 10’
▶ Fire immunity: Unharmed by effects (e.g. magic or breath attacks). temporarily disabled. suffer a -1 penalty to morale checks
magical and non-magical fire. ▶ Attacking the armour’s central and attack rolls.
▶ If armour is destroyed: Burn into Leather +2, Winter Wolf eye: AC 2 [17], 20 hp. If reduced to 0 ▶ Against lawful creatures: Acts as a
ashes and return attached to its ▶ Normal cold: Unharmed by hp, the anti-magic ray ceases to +3 platemail.
wearer's body after 1 round. non-magical cold or freezing function and the armour becomes a ▶ Against strictly lawful creatures:
▶ Death: Wearer disappears in a 20’ temperatures. normal plate mail +1. Acts as a +3 platemail and halves
radius ball of ash and fire, inflicting ▶ Save bonus: Gain a +1 bonus to damage from virtuous hearted beings
equal to 1d10 × wearer's hit dice (save saving throws versus cold-based Platemail +1, Reflection (e.g. unicorns, pegasi).
versus breath for half). Fire is of effects (e.g. magic or breath attacks). ▶ Gaze: Reflects a gaze attack as a ▶ Ward: Grants a +1 bonus to saving
such intensity that magical protection mirror, but the wearer does not suffer throws against lawful creatures.
from fire is ineffective. penalty to its attacks.
▶ Resurrection: 1 round after death, Leather +3, Draconic
▶ Dragon scales: Grants a +2 bonus ▶ Bouncing: On a save versus magic, Platemail +3, Behemoth
wearer returns to life from its ashes there is 1-in-6 chance to reflect it ▶ Semi mundane immunity:
with up to 45hp. Armour then to saving throws against dragon
breath. back against the caster (with halved Non-magical attacks are halved.
vanishes and reappears in a random force if it’s magic that deals damage). ▶ Movement rate: Always 30’ (10’).
place of the world after 1 year. ▶ Dragon type: Chosen randomly
(e.g. red dragons, white dragons, etc.). ▶ Light spells: Reflects back to its ▶ Rejection: After one hour, it
▶ Dragon breath damage: Of the casters (must make a saving throw in detaches from the wearer’s body and
Armour +3, Heroic specific dragon type is reduced by 1 the place of the armour wearer or be cannot be donned until the next day.
▶ Human martials: Are the only ones point for each HD of the dragon. blinded).
allowed to use it. Shield +1, +3 vs Missiles
▶ Ward: +2 bonus to all saving Platemail +1, Remorhaz ▶ +3 plus: Against missile attacks
throws against poison or death and Platemail +1, Draconic
▶ Dragon scales: Grants a +2 bonus ▶ Melt weapons: A weapon that hits only.
paralysis or petrification. has a 1-in-4 chance of contacting the
▶ Melee weapons damage: Is to saving throws against dragon
breath. red hot back and instantly melting. Shield +1, Boiled Leather
reduced by 1 point per damage die Magical weapons are unaffected.
rolled. (Each die inflicts a minimum ▶ Dragon type: Chosen randomly ▶ Hardness: +1 bonus to AC against
of 1 hit point damage.) (e.g. red dragons, white dragons, etc.). arrows and crossbow bolts attacks.
▶ Dragon breath damage: Of the Platemail +2, Angelic
specific dragon type is reduced by 1 ▶ Doning: If a demihuman or Shield +1, Boomerang
Leather +1, Boiled point for each HD of the dragon. non-lawful creature dons it, it suffers
▶ Hardness: Gain +1 bonus to AC ▶ Warrior shield: Usable by martials
6d8 damage each round. only.
against arrows and crossbow bolts ▶ Bless aura: Allies within 10' gain a
attacks. ▶ Can be thrown: As a missile
+1 bonus to morale checks and attack weapon with a ranged attack.
rolls. ▶ Range: 5’–10’ / 11’–20’ / 21’–30’.
Leather +2, Hell Hound ▶ Against chaotic creatures: Acts as ▶ Returns: To the wearer after the
▶ Normal cold: Unharmed by a +3 platemail. attack.
non-magical heat or fire. ▶ Against strictly chaotic creatures: ▶ Damage: 1d6.
▶ Save bonus: Gain a +1 bonus to Acts as a +3 platemail and halves
saving throws versus fire-based damage from wicked hearted beings
effects (e.g. magic or breath attacks). (e.g. shades, zombies).
Shield +1, Bulette
▶ Ward: Grants a +1 bonus to saving ▶ Able to burrow: 30’ (10’).
throws against chaotic creatures. ▶ Cover: Partial cover against missile
attacks.
Shield +1, Darksteel Shield +1, Mirror Shield +1, Sentinel Shield +1, Warding
▶ Indestructible: Can’t be destroyed ▶ Gaze: Reflects a gaze attack as a ▶ Alert: Wearer's side is only ▶ Magic resistance: +2 bonus to all
by natural or magical means. mirror, but the wearer does not suffer surprised if they roll 1. saves versus magic.
penalty to its attacks. ▶ Individual initiative: If using the ▶ Magic missiles: Each missile
Shield +1, Day ▶ Bouncing: On a save versus magic, optional rule for individual initiative, requires a ranged attack roll to hit the
▶ “Plus” bonus: During daytime only. there is 1-in-6 chance to reflect it halflings get a bonus of +1 bonus to wearer.
back against the caster (with halved initiative rolls.
force if it’s magic that deals damage). Shield +2, Draconic
Shield +1, Healing ▶ Light spells: Always reflects back to
▶ Divine magic: Usable by divine Shield +1, Shiny Buckler ▶ Dragon scales: Grants a +2 bonus
its casters (must make a saving throw ▶ Short: The “plus” bonus to AC to saving throws against dragon
spell casters only. in the place of the armour wearer or
▶ Heals: On command, 1d6+1 hit applies only to melee attacks. breath.
be blinded). ▶ Free hand: Attached to the arm, the ▶ Dragon type: Chosen randomly
points or paralysing effects when the
wearer or an ally touches it. wearer is able to use a secondary (e.g. red dragons, white dragons, etc.).
▶ Usage limit: Is effective on any Shield +1, Missile Attraction weapon or perform other tasks. ▶ Dragon breath damage: Of the
individual at most once per day. ▶ Curse: Attracts any missile attacks if specific dragon type is reduced by 1
the wearer is within range. point for each HD of the dragon.
▶ Removing: Once the curse is active,
Shield +1, Light the character cannot remove the
▶ On command: Produces light in a Shield +2, Dragon Turtle
shield. The curse can only be removed ▶ Immunity: Cloud non-damage
30’ radius. by magic (e.g. Remove Curse). effects (e.g. copper dragon’s cloud of
slow gas).
Shield +1, Lokapala Shield +1, Mushroom ▶ Hardened: Gain a +1 bonus against
▶ Warrior shield: Usable by martials ▶ Delicatessen: The wearer can tear larger than human-sized creatures.
only. off a chunk of the shield. It has the
▶ Charging: Every time its wearer is properties of a Rations, Iron for 1 day.
attacked by an enemy, a red pattern Shield +2, Heroic
The shield loses its “plus” ▶ Human martials: Are the only ones
appears on the shield. The shield is ▶ Nutritious: When eating the chunk,
fully charged when the eighth pattern allowed to use it.
there’s 1-in-4 chance to restore 1 ▶ Ward: +2 bonus to all saving throws
appears. point of damage.
▶ Retribution wave: Releases a 100’ against breath attacks and wands.
▶ Chunk’s regrowth: In 1d6 turns. ▶ Missile weapons damage: Is
long line of energy, 5’ wide. All caught The shield regains its “plus”.
in the area suffer damage equal to 1d8 reduced by 1 point per damage die
per HD of its wearer. rolled. (Each die inflicts a minimum of
▶ After wave: Shield’s patterns Shield +1, Night 1 hit point damage.)
vanish and it becomes a normal magic ▶ “Plus” bonus: During nighttime
shield +1 for one week. only. Shield +2, Repulsion
▶ Creatures with less than 6HD: Are
Shield +1, Medusa Shield +1, Providence pushed 20’ away if they make a melee
▶ Petrification: Anyone who looks at ▶ Divine magic: Usable by divine attack roll against the wearer (save
the shield will be turned to stone for spell casters only. versus spells to avoid).
1d4 rounds (save versus petrify). ▶ Spell effects: On command,
▶ Magic resistance: +2 bonus to produces the effect of one of the
saves versus petrify. following spells when the wearer or an
ally touches it: Remove Curse, Cure
Disease, or Neutralise Poison.
▶ Usage limit: Is effective on any
individual at most once per day.
MISCELLANEOUS ITEMS
Amphora of Mystic Water Four Leaf Amulet Quiver of Holding Shoes of the Tiny Ones
Amulet of Charming Resistance Gauntlets of Rust Rabbit’s Foot Silenus' Wineskin
Amulet of Protection from Sleep Ghost Lantern Ring Gates Skullclamp
Amulet of Shield Golden Hairpin Rival Armbands Slippers of Spider Climbing
Amulet of the Planes Goldfish Earring Robe of Bone Tokens Smouldering Ruby Egg
Arcane Regulator Golem’s Clay Ball Robe of Stars Sovereign Glue
Armband of Death Growstone Robe of the Archpriest Spider Armlet
Armband of Healing Guts Headband Robe of the Magi Stone Alarm
Armband of Strength Hat of Disguise Robe of the Priest Stone Horse
Armband of Variable Strength Hat of the Dunces Robe of Vermin Sustaining Spoon
Aromatic Smoking Pipe Healer’s Headdress Ruby Circlet Tide Jewel
Balance of Conversion Helm of the Prowler Saddle of the Cavalier Topaz Circlet
Balance of Judgment Helm of Underwater Action Sapphire Circlet Universal Solvent
Balance of Power Hermit Beans Scabbard of Blade Eating Vest of Escape
Banneret of The Tiger Heroic Greaves Scabbard of Keen Edges Weaven Silk Shirt
Bargain Tag Heroic Helmet Scabbard of Strengthening Weaven Web Shirt
Beryl Circlet Hourglass Amulet Scarab of Golems Wind Fan
Boots of Blinking Hovering Egg Pod Scarf of the Helping Hand Wind Guardian’s Sack
Boots of Cloudwalking Kangaroo Pouch Shadow Cloak
Boots of Stomping Lamp of Long Burning
Boots of Striding Lantern of Revealing
Boots of Teleportation Lesser Dark Magatama
Boots of Tracks Lesser Light Magatama
Boots of the Winterlands Mage’s Bracers
Broom of Cursed Flight Magic Mushroom
Cape of the Mountebank Magma Boots
Cat Slippers Mantle of Faith
Chitinous Cloak Necklace of Body Double
Circlet of Blasting Necklace of Glittering
Citrine Wristband Necklace of Protection
Cloak of Arachnida Needle of Death
Cloak of Stiffness Needle of Repair
Cloak of the Mastermind Number One Coin
Cobbled Wings Glider Opal Circlet
Dimensional Shackles Oil of Nauseating Stench
Druidic Vest Oil of Fiery Burning
Dullstone Orb of Storms
Egg of Wonder Peach Wood Sword
Electric Eel Bracelet Pearls of the Ebbing and Rising Tides
Eyes of the Accuracy Penny of Luck
Eyes of the Underdark Pill of Hangover
Eyes of the Weakness Tracking Pillow of Invigoration
Amphora of Mystic Water Amulet of Shield Arcane Regulator Armband of Healing
An amphora filled with a dose of A small amulet of stone that creates A silver device for arcane casters with A blessed armband engraved with two
water to release a warrior’s potential. an invisible field of force that protects an interest in element-based magic snakes and a staff that improves the
A character can only gain its benefit its wearer. that is used clipped to a belt or on the healing powers of a divine spell caster.
once, even if another amphora of chest. Each element has a different
▶ Command word: Activates the ▶ Maximised healing: Any variable
mystic water is discovered. type of device in a certain shape:
amulet. qualities of healing spells cast by the
▶ Water: Humans characters of a ▶ Expending a charge: The wearer’s ▶ Snowflake shape: For cold-based wearer have their maximum value.
combat-focused, non-magic using AC becomes 2 [17] against missile magic. (e.g. Cure Light Wounds heals the
class (e.g. fighter, knight, barbarian) attacks and 4 [15] against other ▶ Charcoal shape: For fire-based maximum: 7hp).
who drinks the water must save attacks for 1 turn. magic. ▶ Usage frequency: The armband’s
versus spells (at a -4 penalty) or ▶ Charges: 1d6+18 charges. ▶ Cloud shape: For lightning-based power may be used at most 3 times a
dies (someone killed in this way magic. day.
cannot be raised from the dead by any Amulet of the Planes
means short of a wish). If the Usage: The items may be used as
An amulet that allows its wearer to follows: Armband of Strength
character saves successfully, gains the travel between planes per the Plane A character who wears this armband
following powers: Shift cleric spell. ▶ Magical core: Once per day, the has a Strength score of 18 for 1 turn
a. Combat ability: The character caster can use a known spell of each on command.
▶ Compass: For the first 1d6 uses, level associated with its element.
gain a +1 bonus to attack rolls and there is a 20% chance that the wearer ▶ Melee attacks: +3 bonus to attack
can hit monsters that can only be Disrupted spells being cast via
will be transported to a random plane regulator deals 1d6 damage per spell and damage rolls, in melee.
harmed by magic. of existence. ▶ Unarmed attacks: Deal 1d2+3
b. Damage: Inflicts 1d6 additional level to the caster.
▶ Usage frequency: May be used at ▶ Boon: In any magical research damage.
dice of damage when attacking. most once per day. ▶ Usage frequency: The armband’s
c. Protection: +1 bonus to AC and all related to its element, the chance of
failure becomes 10% and the time of power may be used at most 3 times a
saving throws. day.
research is halved.
Amulet of Charming Resistance Armband of Variable Strength
An amulet of brass that provides
Armband of Death
A cursed armband engraved with two A cursed armband that weakens the
protection from charming effects. wearer.
snakes and a staff to kill a divine spell
▶ Protection: The amulet grants a +4 caster. ▶ Effect: Once the armband is worn,
bonus on saving throws against the wearer’s STR is reduced to 3.
charming (e.g. song of harpies, Charm ▶ Once worn: The two snakes of the
armband bite the wearer for 1d4 ▶ Variation: The STR rises by 1 per
Person). turn, until 18 is reached, and is
automatic damage per round each.
For each bite, the wearer must save reduced to 3 again on the following
Amulet of Protection from Sleep versus poison or die. turn.
An amulet of silver that protects its ▶ Removing: Once the curse is active, ▶ Removing: Once the curse is active,
wearer from falling asleep by outer the character cannot remove the the character cannot remove the
influences. armband. The curse can only be armband. The curse can only be
removed with magic (e.g. Remove removed with magic (e.g. Remove
▶ Protection: The amulet grants a +4
Curse). Curse).
bonus on saving throws against
sleeping (e.g. gaze of jackalwere, sleep
gas).
▶ Sleep: The wearer is allowed to
make a save versus spells to avoid
falling under magical slumber.
Aromatic Smoking Pipe Balance of Judgment Banneret of the Tiger Boots of Blinking
An enchanted wooden pipe that, on A metal weighing device with the A red and white banner to be held on Sparkling boots that grants the power
command, produces an aroma of any power to reveal the alignment of a the back of a warrior. to perform short teleportations.
plant or woodland scent. creature.
▶ Value of arms: At the beginning of ▶ Blink: In combat, teleport close to
▶ Area: The aroma fills a 10’ cube ▶ Using: If a non-neutral creature a combat, the holder rolls a d4 and an enemy, attack, then reappear 1d4 ×
area around the user. touches the right tray, a coin appears gains the one of the following for 3 10’ away. If the wearer have initiative,
▶ Certain aromas: Aromas like garlic on the left tray: rounds: can blink away without the opponent
or wolfsbane force all creatures within 1. Chaotic: A copper piece appears. 1. Swift as the wind: A +1 on attack being able to counter-attack.
the aroma area to make a saving 2. Lawful: An electrum piece appears. rolls.
throw or be affected. 2. Quiet as the forest: A +1 on saves. Boots of Cloudwalking
▶ The coin: Disappears after one
3. Daring as the fire: A +1 on Grants the power to walk on the
round.
Balance of Conversion damage rolls. surface of any clouds and gases,
▶ Usage frequency: The balance’s
A metal weighing device with the 4. Immovable as the mountain: A without sinking.
power may be used at most 3 times a
power to compact value on command. +1 on AC.
day. ▶ Levitate: During storms, strong
▶ Using: If coins are placed on the ▶ Warlord: The bonus becomes a +2 winds, and inside gas: the wearer can
right tray, they will vanish and be Balance of Power at 7th-12th level, and a +3 at 13th move horizontally and vertically up to
converted into a gem of equal value A metal weighing device with the level or higher. 40’ per round.
(in gp) on the left tray. power to raise a character’s ability Restriction: Only human martial
▶ Reverse: If gems are placed on the score. characters can benefit from the Boots of False Tracks
right tray, they will vanish and be effects of the banneret. Magical boots to someone that wishes
converted into coins of equal value (in ▶ Empower: When a gem of at least
1,000gp value is placed on the right not to be found.
gp) on the left tray. Bargain Tag
▶ Each tray: Holds up to 1,000 coins tray, the gem is destroyed and one of a ▶ False footsteps: The boots leave
A small shining plate in rainbow
of weight. character's ability scores is raised to tracks of any size or shape its wearer
patterns acknowledged among
▶ Usage frequency: The balance’s 18 for 1 day. wants.
merchants and specialists.
power may be used at most once per ▶ Choosing: The ability score to be ▶ Vanishing footsteps: The boots
turn. raised is decided by the character ▶ Bargain: 2-in-10 chance to get a leave no tracks if the wearer wants.
holding the balance. discount of 50% when buying or
▶ Usage frequency: The balance may paying for services (e.g. adventure Boots of Stomping
be used at most once per day. gear, weapons, fees). Cursed boots which cause the wearer’s
footsteps to produce a great noise.
Beryl Circlet
Precious circlet made by dwarves. ▶ Moving: The curse takes effect
Grants the wearer protection against when the character attempts to move
lightning. more than half its movement rate.
▶ Stomping: Can be heard up to 120’
▶ Normal lightning: Unharmed by away.
non-magical lightning ▶ Removing: Once the curse is active,
▶ Save bonus: Gain a +2 bonus to all the character cannot remove the
saving throws versus lightning-based boots. The curse can only be removed
magical or breath attacks. with magic (e.g. Remove Curse).
▶ Lightning-based damage: Is
reduced by 1 point per damage die
rolled. (Each die inflicts a minimum of
1 hit point damage.)
Boots of Striding Cape of the Mountebank Circlet of Blasting Cloak of Stiffness
The wearer is able to move 120’ A brightly red coloured cape with a A golden headband with a small gem A cursed cloak which paralyses who
(40’)— regardless of the weight being magical ability to make its wearer at its centre. dons it.
carried. disappear in a cloud of smoke and
▶ Blasting: Once per day, the wearer ▶ Handling: The cloak can be handled
reappear in another location.
▶ Encumbrance: If using the optional can release a 60' line of light from the safely.
rules for encumbrance, the wearer will ▶ Teleportation: Once per day, circlet's gem, dealing 3d6 points of ▶ Doning: The wearer is instantly
not have its movement rate reduced. wearer can teleport itself to a known damage. paralyzed, without a saving throw. As
location within 360’ ▶ Power gem: Removing the gem long as the cloak remains in place, the
Boots of Teleportation ▶ Location: Cannot be occupied by a drains the circlet from its magical victim cannot move itself even by
Magical boots that allow its wearer to solid object. properties. magic.
teleport itself, per the Teleport ▶ Removing: Once donned, can only
magic-user spell. Cat Slippers Citrine Wristband be removed by magic (e.g. Remove
Slippers with cat motifs for roguish A jewelled wristband empowered to Curse).
▶ Usage frequency: May be used at
characters. prevent poisoning.
most twice per day. Cloak of the Mastermind
▶ Light steps: The wearer steps makes ▶ Alert: Poisoned objects, foods and A deep-blue cloak from an outer world
Boots of the Winterlands no noise and do not trigger pressure drinks, or venomous creatures are being.
White boots that are perfect for cold traps (e.g. pit traps). caused to glow.
climates. ▶ Cat's landing: Ignore falling ▶ Protection: +2 bonus to all saving ▶ Mental defence: +2 bonus to all
damage from up to 50’ fallen. throws against poison. saving throws against mental powers.
▶ Snow surface: Walk without ▶ Wearing with armour: If the ▶ Prevents poisoning: 2 times, then ▶ ESP: Can read thoughts of any
sinking or slowing. character uses a shield, or wears shatters, with the wristband becoming within 20’. Obstructed by a thin layer
▶ Ice surface: Walk without breaking armour heavier utterly useless. of lead or by rock of 2’ thick or greater.
or sliding. than leather, the slippers have no ▶ Magic resistance: +2 bonus against
▶ Normal cold: Unharmed by effect. mind-affecting magic.
Cloak of Arachnida
non-magical freezing temperatures.
A black silk garment woven with
▶ Save bonus: Gain a +1 bonus to Cobbled Wings Glider
Chitinous Cloak spider web-like patterns. It provides
saving throws versus cold-based
A cloak crafted from the chitin carcass the wearer with various magical Hang glider made of bamboo and a
effects (e.g. magic or breath attacks).
of a burrowing insect. abilities related to spiders. hundred patches of silk that were
sewn together.
Broom of Cursed Flight ▶ Burrow: Wearer can move through ▶ Web Immunity: The wearer
A cursed broom that appears to be a soft earth at 60’ (20’). becomes immune to being trapped by ▶ Speed: The glider flies at 480’ (160’).
common broom of flying. ▶ Protection: The wearer gains a +1 both mundane and magical webs. ▶ Passengers: An additional
bonus to AC and all saving throws. ▶ Web Movement: The wearer can passenger may be carried. When
▶ Curse: Activates if one or more ▶ Wearing with armour: If the move at half speed through any carrying two people, the glider’s speed
creatures try to ride the broom, flying character uses a shield, or wears webbed area. is 300’ (100’).
up to 50' high or ceiling height. armour heavier ▶ Web Launch: Once per day, can ▶ Attack: The one riding the glider
▶ After reaching the height limit: than leather, the cloak has no effect. cast Web, per the magic-user spell. can’t attack or cast spells, but a
The broom falls down, causing its ▶ Spider Climb: The cloak grants the passenger can.
riders to plummet to the ground, ability to climb, as per the Spider ▶ Duration: Can fly for up to 2 hours.
resulting in falling damage. Climb magic-user spell. ▶ Landing: 1-in-3 chance to rip apart
▶ After fall: The broom becomes ▶ Poison Resistance: The wearer and become unable to fly, but with its
non-magical. gains a +2 bonus on all saves against remains can be easily remade via
spider poisons. magical research.
Dimensional Shackles Dullstone Electric Eel Bracelet Four-Leaf Clover
Sturdy shackles forged of cold iron A polished, roughly hewn piece of An eel-shaped bronze bracelet that An emerald green and gold four-leaf
with gold runes. decorative stone (e.g. agate) which wraps around its user’s arm. Its clover brooch worn on clothing or
grants its owner with a slower wearer feels always energised. armour.
▶ Binding: A restrained creature is
evolution.
bound to the material plane until the ▶ Electric Shock: Anyone within 5’ ▶ Lucky: Wearer gains a +1 bonus to
shackles are removed. ▶ XP modifier: The character has a suffer 3d4 damage; Within 5’–10’ all saving throws.
▶ Magic restriction: Creature is -10% penalty to its gain of XP. suffer 2d4 damage; Within 10’–15’ ▶ Distrust: -1 penalty to reaction
unable to use any spells or magical ▶ Discarding the stone: The stone suffer 1d4 damage. (No attack roll or rolls when encountering fairies and
abilities regardless of other abilities reappears, hidden somewhere on the saving throw.) Sylvan creatures (e.g. dryads, treants).
or conditions. character’s person, unless the curse is ▶ Electric shock frequency: May be
▶ Adjustable Size: The shackles can removed by magic (e.g. Remove used at most 3 times per day. Gauntlets of Rust
resize to fit any creature. Curse). ▶ Normal lightning: Unharmed by A pair of soft leather gloves which
non-magical lightning. bestow the power to rust metal.
Druidic Vest Egg of Wonder
▶ Rusting: Up to a human-sized metal
A lightweight garment with woodland An egg-sized item of many colours. Eyes of Accuracy
touched (e.g. weapons, armour)
patterns to divine spell casters able to Speaking the correct command word A pair of crystal lenses that fit over
crumbles to rust. In combat, a melee
change their shape. and casting the egg onto the ground the eyes, enhancing its wearer's
attack roll is required.
(up to 60’) causes it to transform into accuracy.
▶ Druidic magic: Usable by divine ▶ Magic items: Have a 10% chance
a living animal which obeys the
spell casters with access to druidic ▶ Sharp eyes: When making an per “plus”, to be unaffected on each
character’s commands.
magic only. attack, the wearer rolls two dice and successful hit. Each time a magic item
▶ Shape Change: Grants to its wearer ▶ Disappears: After 6 turns or if slain. chooses the better result. is affected, it loses one “plus”.
the ability to change into the form of ▶ Creature type: Unknown until the ▶ Against metallic monsters: Inflicts
a reptile, bird, and mammal an egg is broken; characters can never Eyes of the Underdark 1d8+6 damage.
additional time per day. know what creature will appear. The A pair of crystal lenses that fit over ▶ Usage frequency: Up to once per
referee may select the creature, or roll the eyes to grant the power to see day.
Dryad Armband a d12 to determine the creature that through darkness.
On command, the wearer takes on the will appear: Ghost Lantern
form of a living or dead tree. ▶ Everseeing: Wearer is not affected A spooky lantern with a mysterious
d12 Creature by darkness spells and blinding
---------------------------------------- light that never fades away.
▶ Appearance: The tree form is effects.
completely realistic, even to very 1 Baboon, Rock ▶ Infravision: 60’. ▶ Light: Cast in a 30’ radius. Do not
close inspection. 2 Bat, Giant require oil.
▶ Gear: All of the wearer’s clothing 3 Bear, Black ▶ Will-o’-the-wisp: Once per day, the
4 Bear, Grizzly Eyes of the Weakness Tracking
and equipment is also transformed. A pair of crystal lenses that fit over holder can release a Will-o’-the-Wisp
▶ Perception: While in this form, the 5 Boar from the lantern to help for up to 1
6 Cat, Mountain Lion the eyes showing a foe's weak point.
wearer can perceive the surroundings turn.
with their normal senses. 7 Cat, Panther ▶ Weak point: If a foe has some kind
▶ Cancelling: The wearer may end 8 Ferret, Giant of immunity, it will be negated if the
9 Lizard, Gecko
Golden Hairpin
the spell at will, returning to their wearer rolls a natural 18, 19 or 20 on An extremely rare accessory worn in
normal form. 10 Lizard, Draco an attack roll.
11 Snake, Rock Python the hair by spell casters.
▶ Usage frequency: The armband’s
power may be used once per day. 12 Wolf, Normal ▶ Magic pool: Wearer becomes able to
memorise two additional spells of 1st,
2nd, 3rd and 4th spell levels.
▶ Resistance: Wearer gains a +2
bonus on saving throws against
silence.
Goldfish Earring Growstone Healer’s Headdress Helm of Underwater Action
An accessory for one of the ears in the A polished, roughly hewn piece of A finely crafted headdress adorned A special helm to dive and explore
shape of a small goldfish to filter decorative stone (e.g. agate) which with symbols of healing and waters.
listened information. grants its owner with a faster restoration. Woven from enchanted
▶ Underwater Sight: The lenses of
evolution. threads.
▶ Listening: The wearer gains the the helmet allows its wearer to see
ability to understand information in ▶ XP modifier: The character has a ▶ Divine magic: Usable by divine five times further underwater than
any language, including coded +10% bonus to its gain of XP. spell casters only. humans and demi-humans would
messages. No ability to speak ▶ Healing: Has one of the following normally see.
unknown languages is conferred. Guts Headband effects: ▶ Underwater Breathing: On
A white cloth headband worn by a. Cure setious wounds: 2d6+2 hit command, creates a magical air
Golem’s Clay Ball resilient ones. points. bubble around the wearer's head,
A 6” diameter mass of clay in a basket b. Cure disease enabling normal breathing
that moulds itself into a golem in ▶ From the guts: Once per day, if the underwater.
wearer would be killed by damage, ▶ Usage frequency: Each function ▶ Bubble duration: Bubble persists
order to help its master. can be used up to twice per day. A
there’s a 1-in-4 chance to survive until commanded to cease.
▶ Master: An arcane or divine spell with 1 hit point instead. single subject can only be affected
caster only. ▶ Human martials: 2-in-4 chance to once per day.
Hermit Beans
▶ Frequency: May only be used once survive. Green savoury beans that can only be
per day. Helm of the Pilferer cultivated by immortal sages. 1d3
▶ Before use: The mass of clay must Hat of Disguise A special helm for roguish dungeon beans are usually found inside a small
be prepared. This takes one round. On command, it changes its wearer's delvers. pouch.
▶ Morphed clay golem: The mass of appearance as per the illusionist's
clay becomes a 8 HD golem to do its ▶ Traps: Reveals the location of any ▶ Wounds: A bean restores a person’s
Glamour spell. traps within 20’
master’s bidding. hit points to its maximum.
▶ Return to original form: After 3 ▶ Duration: Wearer's appearance ▶ Secret doors: Reveals the location ▶ Panacea: A bean cures any disease,
turns, if hp is reduced to 0 or if the returns to normal when commanded of any secret door within 20’. poison and other conditions.
golem is dispelled by Dispel Magic or again. ▶ Treasure: Reveals the location of ▶ Nourishment: Sustains a person for
Dispel Evil. any treasure within 20’. 7 days (no need to eat or drink).
▶ Concentration: The wearer must
Morphed Clay Golem
Hat of the Dunces concentrate to use the helm’s powers.
A cursed hat that weakens the
8’ tall humanoid statues of morphed ▶ Usage frequency: The helm may be
wearer's intellect.
clay. used up to once per turn.
-----------------------------------------------------------------------
▶ Effect: Within 6 rounds of putting
AC 4 [15], HD 8* (36hp), Att 1 × fist
the hat on, the wearer’s INT is reduced
(1d10 + curse), THAC0 12 [+7], MV
to 3.
60’ (20’), SV D8 W9 P10 B10 S12 (8),
▶ Wearer: Becomes an imbecile,
ML 12, AL Neutral, XP 1,200, TT
unable to think clearly or cast spells.
None
----------------------------------------------------------------------- ▶ Removing: The hat cannot be
▶ Weapon immunity: Only harmed removed, once worn.
by blunt weapons. ▶ Dispelling: The curse can be
▶ Energy immunity: Unharmed by removed by magic (e.g. Remove
fire and cold. Curse), or (at the referee’s option) by
▶ Curse: Damage inflicted can only be performing a special quest.
healed by a divine spell caster of 7th
level or higher.
Heroic Greaves Hovering Egg Pod Lantern of Revealing Mage’s Bracers
Greaves from an ancient elite hero. A pod (4’ tall) that resembles a halved A hooded lantern with a unique Enchanted wrist-guards which grants
egg shell with two levers and a chair ability to expose invisible objects and empowerment to an arcane spell
▶ Human martials: Are the only ones
inside. Acts as a hovering vehicle. creatures in a 30' radius. caster.
allowed to use it.
▶ Movement: Movement rate is ▶ Levers: ▶ Invisibility: Is negated while the ▶ Spell doubling: When casting a
doubled. 1. Move: Up to 180’ (60') on lantern's light, but the invisibility spell of 1st, 2nd or 3rd level: there is a
▶ Attacks: The number of attacks per forward/backward/left/right. itself is not removed. 1-in-6 chance of the caster being able
round the character can make is 2. Levitation control: Up to 5’ and no ▶ Oil: Consumed normally (24 turns). to copy that spell.
doubled. less than 1’ above a surface. ▶ AC granted: The bracers grant an
Lesser Dark Magatama AC of 7 [12]. (The AC granted by each
▶ Combat stats: The pod is treated as pair of bracers is fixed.)
Heroic Helmet a vehicle with AC 5 [14] and 9 hull A piece of black stone to empower
Helmet from an ancient elite hero. arcane spell casters. ▶ Wearing along with armour: The
points. bracers grant no benefit.
▶ Crew: Up to 1 human-sized person ▶ Exclusive to: Arcane spell casters.
▶ Human martials: Are the only ones can fit inside the pod. ▶ Once per day: Wielder can Magic Mushroom
allowed to use it. ▶ Attacking: Not possible with melee rememorize a 1st or 2nd level spell.
▶ Ward: +2 bonus to all saving or missile weapons, except with a Red magical mushroom which can
▶ After use: The magatama has
throws against spells, rods or staves. crossbow, oil, or holy water. change a person's size. 1d3
1-in-10 chance to crackle and
▶ Magic damage: Is reduced by 1 ▶ Max load: Up to 3,000 coins mushrooms are usually found
become utterly useless.
point per damage die rolled. (Each die unencumbered; up to 6,000 at half together.
inflicts a minimum of 1 hit point speed.
Lesser Light Magatama ▶ Bite: When a mushroom is bitten, a
damage.)
A piece of white stone to empower character doubles in size and gains
Kangaroo Pouch divine spell casters. the following powers:
Hourglass Amulet A leather pouch that can be strapped 1. Damage: The damage inflicted by
An amulet with a small hourglass around the waist to magically hold ▶ Exclusive to: Divine spell casters. the character’s attacks is doubled.
inside to improve speed reaction. weight. ▶ Once per day: Wielder can 2. Load: The amount of weight the
rememorise a 1st or 2nd level spell. character can carry is doubled.
▶ Initiative: The wielder always acts ▶ Weight: Up to 600 coins of weight ▶ After use: The magatama has ▶ Original size: The character returns
first in the round, as if they had won can be placed in the pouch. 1-in-10 chance to crackle and to normal after 2 turns or if hit.
initiative. ▶ When full: The pouch weighs 10 become utterly useless.
▶ Usage frequency: May be used at coins.
most three times per day. ▶ While worn: Is undetectable, Magma Boots
except by detect spells (e.g. Detect Boots crafted in a living inferno.
Invisible, True Seeing, etc.). ▶ Magma and fiery surfaces: Walk
without sinking or melting.
Lantern of Long Burning ▶ Normal heat: Unharmed by
An apparently normal lantern created non-magical heat or fire.
to help with deep dungeon delving. ▶ Save bonus: Gain a +1 bonus to
saving throws versus fire-based effects
▶ When filled with oil: Lits as a
(e.g. magic or breath attacks).
normal lantern, but will burn and shed
light without using oil.
▶ If the flame is doused by water:
The lantern loses its magic and
becomes a common lantern.
Mantle of Faith Necklace of Glittering Number One Coin Oil of Nauseating Stench
An overgarment to be worn over A silver necklace with translucent A golden coin of a unique beauty that A flask of thin oil which has the power
clothing or armour, providing crystals that emits a flash of light to brings fortune to its holder. to make characters have a horribly
protection to a divine spell caster hinder vision. stench. 2d4 flasks are usually found
from foes of opposed alignment. ▶ Fortune bringer: Increases the together.
▶ On command: Emits light at one chance of finding coins among hoards
▶ Damage: From a creature of creature within 30’ to partially blind it (A-O) and group treasures (U-V) by ▶ Applying: The oil must be rubbed
opposed alignment is reduced by 1 for 6 rounds (save versus spells or -4 10%. onto the character to be affected. A
point per damage die rolled. (Each die to attacks). flask is sufficient for one human-sized
inflicts a minimum of 1 hit point ▶ Creatures with a gaze attack: character and their gear.
damage.) Cannot use its gaze for one round. ▶ Nauseating stench: Oil on the skin
▶ Neutral characters: Do not benefit ▶ Undead creatures: Are unaffected. has a smell that sickens humans and
from the mantle's power. ▶ Usage frequency: May be used up demihumans: save versus poison or
to once per turn. suffer –2 to hit, while in melee with
Mantle of Spell Resistance the user.
A cloak that wards its wearer against Necklace of Protection ▶ Duration: 8 hours.
spellcasting. A fabulous jewelled necklace that
grants a measure of protection to Opal Circlet
▶ Save bonus: The wearer gains a +4
anyone who wears it Precious circlet made by dwarves.
bonus to saving throws against rods,
Grants the wearer protection against
spells, staves, and wands. ▶ Saving throws: A +1 bonus to all acid.
▶ Resist: The wearer can make a saves.
saving throw not normally allowed ▶ Normal acid: Unharmed by
against some kinds of effects from Needle of Death non-magical acid.
rods, spells, staves, and wands (e,g. A platinum needle that carries a curse ▶ Save bonus: Gain a +2 bonus to all
save versus spells to avoid a Sleep to kill anyone who uses it saving throws versus acid-based
spell). magical or breath attacks.
▶ Activating: The needle’s curse is ▶ Acid-based damage: Is reduced by
Necklace of Body Double activated when a character holds it 1 point per damage die rolled. (Each
and speaks the command word
Oil of Fiery Burning
A beautifully crafted necklace with die inflicts a minimum of 1 hit point
A flask of thin oil which ignites with
small crystals to create a mirror image engraved on the needle. damage.)
ease. 1d4 flasks are usually found
of its wearer for 1 minute. ▶ When activated: Tears through
together.
leather, cloth, and flesh, inflicting 2
▶ Behaviour: The mirror image looks points of damage per round, as it ▶ Ignites: Upon exposure to air.
and behaves exactly as the wearer. works its way in. ▶ Splash weapon: Can be thrown as a
▶ Attacks on the wearer: Destroy ▶ Removing: Once the curse is active, splash weapon (e.g. burning oil, holy
one of the mirror images (even if the the character cannot remove the water) and breaks spreading into a 10’
attack misses). needle. Can only be removed with diameter pool and affects all within
▶ Frequency: May be used at most magic (e.g. Remove Curse). the area; burns for up to 1 day.
once per hour. ▶ Inflicts: 4d8 damage when broken
Needle of Repair or exploded (save versus spells for
A platinum needle that, on command, half) and 2d8 damage on the
repairs any torn or damaged cloth, following round (save versus spells
leather, or metal item. for half). A target successfully hit by
the oil as a splash weapon may not
▶ Sewing: Takes one turn. make a saving throw.
▶ Restriction: At the referee’s ▶ If flask is opened: Deals 1d8
discretion, may not affect certain damage to holder and will explode if
magic items. not closed again within 1 round.
There is a 4-in-6 chance of success.
Orb of Storms Peach Wood Sword Penny of Luck Quiver of Holding
An 8" glass sphere that grants its A wooden device to drive off evil A magical copper piece with a horse's A apparently common quiver, created
bearer control over a heavy storm influence. head on one side and a horse's tail on by a war mage to magically contain a
(240 yards around the bearer). the other. whole variety of weaponry.
▶ Divine spell casters: Using the
Usage: The orb may be used as sword grants the following powers: ▶ Flip of luck: Once per day, the ▶ Compartments: The quiver has
follows: 1. Weapon: Against evil spirits, owner may flip the coin to receive a three compartments to hold:
▶ Frequency: The orb power may only undead and demonkind may be used bonus or a penalty depending of the 1. Ammunition (arrows, bolts): Up
be used once per month. as a normal sword +2. It’s treated as a result: to 100.
▶ Before use: The orb must be blunt weapon. ▶ Heads: A +2 bonus to AC and saves 2. Thrown weapons (javelins,
prepared. This takes one turn. 2. Evil spirits, undead and for 1 turn. daggers): Up to 50.
▶ Activation: Once prepared, demonkind hit: Instantly banished or ▶ Tails: A -2 penalty to AC and saves 3. Main weapons (swords, bows): Up
activating the orb takes one round. destroyed. The monster may save for 1 turn. to 10.
The versus spells (with a -2 penalty) to ▶ Quick draw: Any weapon or
▶ Concentration: The storm persists avoid banishment or destruction. If Pill of Hangover ammunition as if doing so from a
for up to 10 rounds as long as the the monster’s save succeeds, it flees. A small pouch with pills effective regular quiver or scabbard.
bearer concentrates on the orb and 3. Dispel: Effects or spells from evil against drunk numbness. ▶ Weight: Up to 2,000 coins of weight
does not move. spirits, undead or demonkind over a can be placed in the quiver.
being or object touched by the sword. ▶ Pouch contains: 2d6 pills. ▶ When full: The quiver weighs 100
▶ Heavy Storm: ▶ If consumed: Alcoholic hangover coins.
1st Round: Thunder deafens anyone and numbness disappear.
under the cloud for 1d4 × turns (save Pearls of Ebbing and Rising Tide
versus spells to avoid). A pair of magical pearls that causes Rabbit’s Foot
2nd Round: Acid rain inflicts 1d6 waters to recede or to rise while the
Pillow of Invigoration The paw from a once lucky white
damage on victims (No saving throw). A cushion which provides good rabbit worn on clothing or armour.
holder concentrates in them.
3rd Round: Lightning strikes up to dreams and nice resting.
▶ Lucky: Wearer gains a +1 bonus to
six targets, dealing 6d6 damage (save ▶ Ebbing tide: On command, each ▶ Doubles: Hit points restored with a all saving throws.
versus spells for half damage). Each round thereafter that the character night's sleep. ▶ Distrust: -1 penalty to reaction
target can be hit by one bolt only. concentrates, all waters within 60’ ▶ Halves: The time required to rolls when encountering herbivore
4th Round: Hailstones deal 5d6 recede at the rate of 5’ per round. memorise new spells. creatures.
points of damage to targets (No ▶ Rising tide: On command, each
saving throw). round thereafter that the character
5th-10th Rounds: Violent rain and concentrates, all waters within 60’ rise
wind gusts limit visibility to 5'. at the rate of 5’ per round.
Victims suffer a -4 penalty to melee ▶ Concentration: Is required to
attacks. maintain the waters rising or
▶ Protection: The orb's owner and receding. If the wielder loses
allies within 5' are completely concentration, the waters instantly
unharmed by the heavy storm. rush back to their normal banks or
▶ Inside the storm area: Missile depths.
attacks and spell casting becomes
impossible.
Steering Wheel of Safety Rival Armbands Robe of Stars Robe of the Magi
An enchanted ship’s wheel that aids A pair of armbands to make two Dark-coloured robe embroidered with A cheap version of the fabulous Robe
in aquatic travels. unlikely partners stand together. 6 silver or white stars. of the Archmagi.
▶ Wind blowing: Vessels are not ▶ Alignments: In order to work, one ▶ Astral plane: Once per day, the ▶ Robe’s alignment: When found,
affected by gales and storms during of the wearers must be lawful and the wearer can go to the astral plane, roll 1d20 to determine the robe’s
the travel. other one must be chaotic. becoming intangible. Cannot make alignment: 1–9: lawful, 10–15:
▶ Miles per day in water: The ▶ Pain share: If one of the wearers any action until come back from the neutral, 16–20: chaotic.
number of miles a creature or vessel would suffer damage, both wearers astral plane. ▶ Character’s alignment: Upon
can travel in a day is determined by suffer half that damage instead. ▶ Saving throw: Grants a +1 bonus donning the robe, an arcane spell
dividing its base movement rate by ▶ Within 5' of each other: The to all saves. caster whose alignment differs from
two. wearers save using the better saving ▶ Shooting stars: Each star can be that of the robe suffers 3d3 damage
▶ Wandering monsters: throw value between them. used to conjure a missile that and changes alignment to that of the
1. Frequency: At most once per day. unerringly hits a foe within 150’, robe.
2. Chance of encounters: 1-in-6 on Robe of Bone Tokens inflicting 1d6+1 damage. Each star ▶ Arcane casters: Donning a robe
oceans or rivers. A plain-looking robe with the power disappears after use. grants the following powers:
3. Distance: Wandering monsters are to conjure undead monsters out of ▶ Stars per round: Up to 2 stars may a. Protection: AC 7 [12].
always encountered 4d6 × 10 yards thin air. be expended in a single round. b. Saves: +1 bonus to all saving
away. ▶ When the last star is spent: The throws against magic.
▶ Arcane spell casters: After donning robe loses its powers. c. Spell empowerment: When the
the robe, they notice a series of tokens character casts charm, hold, or
Ring Gates
sewn into it, shaped like bones. Robe of the Archpriest polymorph spells, the target suffers a
Paired 18” diameter iron rings that
▶ Other characters: Cannot perceive –2 penalty to the saving throw.
enable teleportation between them A normal-looking robe which grants a
or use the powers of this robe.
when placed within 100 miles of each variety of magical boons to a divine
▶ Removing a token: Takes 1 round.
other. spell caster of suitable alignment. Robe of the Priest
The token permanently turns into the
A cheap version of the fabulous Robe
▶ Instantaneous: Anything that corresponding undead monster. ▶ Robe’s alignment: When found,
of the Archpriest.
enters through one ring will ▶ Types of undead monster: The roll 1d20 to determine the robe’s
immediately emerge from the other robe has the following tokens when alignment: 1–10: lawful, 11–20: ▶ Robe’s alignment: When found,
ring. found: chaotic. roll 1d20 to determine the robe’s
▶ Attacks, messages, and spells: Can a. 2 goblin skeletons ▶ Character’s alignment: Upon alignment: 1–9: lawful, 10–15:
also pass through. b. 2 goblin zombies donning the robe, a divine spell caster neutral, 16–20: chaotic.
▶ Capacity: Up to 1,000 coins of c. 2 human skeletons whose alignment differs from that of ▶ Character’s alignment: Upon
weight can pass through each day. d. 2 human zombies the robe suffers 6d4 damage and donning the robe, a divine spell caster
▶ Exception: Things partially pushed e. 2 wolf skeletons changes alignment to that of the robe. whose alignment differs from that of
through and then retracted (e.g. a f. 2 wolf zombies ▶ Divine casters: Donning a robe the robe suffers 3d3 damage and
hand) will not be counted towards the grants the following powers: changes alignment to that of the robe.
daily limit. a. Protection: AC 3 [16]. ▶ Divine casters: Donning a robe
▶ Identification: Both the entry and b. Saves: +1 bonus to all saves. grants the following powers:
exit sides of the rings are clearly c. Magic Emanation: Touch range a. Protection: AC 5 [14].
marked for easy identification. spells affect up to 6 creatures within b. Saves: +1 bonus to all saving
30’ around the caster instead. throws against magic..
c. Magic Emanation: Touch range
spells affect up to one creature within
30’ around the caster instead.
Robe of Vermins Sapphire Circlet Scabbard of Strengthening Shadow Cloak
A normal-looking, but cursed robe Precious circlet made by dwarves. A magical scabbard that hones the A black cloak which bestows a
infested with pests. Grants the wearer protection against potential of bladed weapons. remarkable ability to move in the
cold. shadows.
▶ When initially worn: The robe ▶ Adapts: To store any bladed weapon
grants a +1 bonus to all saving ▶ Normal cold: Unharmed by inside. ▶ Hide in shadows: The wearer may
throws. non-magical cold. ▶ Enhancing: The first successful hide in shadows, with a 25% chance of
▶ Combat: Once the wearer is in ▶ Save bonus: Gain a +2 bonus to all melee attack with a weapon that was success (or a +25% bonus if already
combat situation, the robe’s curse saving throws versus cold-based stored inside deals an additional dice able to hide in shadows).
activates. magical or breath attacks. of damage. ▶ Infravision: 60’, while hiding in
▶ Vermin curse: The robe infested ▶ Cold-based damage: Is reduced by ▶ Resheath: Takes 6 turns to enhance shadows.
with pests, bites its wearer, hindering 1 point per damage die rolled. (Each the blade again. ▶ Shadow warp: Up to 3 times per
its actions by the following: die inflicts a minimum of 1 hit point day: the cloak enables the wearer to
a. Initiative: Wearer always acts last damage.) Scarab of Golems warp from one shadow to another up
in the round, as if they had lost A small, scarab-shaped brooch which to 120’ away.
initiative. Scabbard of Blade Eating grants the power to detect and fight ▶ Wearing with armour: If the
b. Disrupting: Whenever casting a Cursed scabbard that ruins a bladed golems. character uses a shield, or wears
spell, wearer's spell has a 50% of weapon. armour heavier than leather, the cloak
chance of being disrupted and fails. ▶ Detect: Causes golems within 60’ to has no effect.
▶ Removing: Once donned, can only ▶ Adapts: To store any bladed weapon be haloed in a fiery glow. ▶ If the wearer is harmed by
be removed by magic (e.g. Remove inside. ▶ Hidden enemies: Even enemies magical fire: Must save versus
Curse). ▶ Blade destroyer: Destroys a bladed that are concealed or invisible are spells. If the save fails, the cloak is
weapon stored inside. If the weapon is affected. destroyed.
magical may save versus spells with ▶ Owner: Ignores golem's mundane
Ruby Circlet its “plus” as bonus to avoid damage immunity.
Precious circlet made by dwarves. Shoes of the Tiny Ones
destruction. An apparently common pair of shoes
Grants the wearer protection against ▶ Stuck: If the weapon saves
fire. Scarf of the Helping Hand to short people.
successfully, cannot be removed A long scarf with one of its ends in the
▶ Normal fire: Unharmed by unless removed by magic (e.g. Remove shape of a hand. Helps its wearer to ▶ Fake height: Anyone wearing looks
non-magical fire. Curse). do lots of things. Stretchy and 1’ taller. Some may look a little weird.
▶ Save bonus: Gain a +2 bonus to all durable.
saving throws versus fire-based Scabbard of Keen Edges Silenus’ Wineskin
magical or breath attacks. ▶ Useful hand: The magical knitted A skin full of sweet red wine of a
A magical scabbard that sharps bladed
▶ Fire-based damage: Is reduced by 1 hand can perform various tasks (e.g. bohemian god.
weapons.
point per damage die rolled. (Each die hold a torch, open a door).
inflicts a minimum of 1 hit point ▶ Adapts: To store any bladed weapon ▶ Can’t: Attack or use magic items. ▶ Everflowing: The wine that’s inside
damage.) inside. ▶ Range: 20’ never ends.
▶ Sharpening: Up to 3 times per day, ▶ Can hold: Up to 100 coins of ▶ Any who drinks: More than 1 pint
the scabbard empowers a weapon weight. of the wine must save versus poison
Saddle of the Cavalier within, granting it a +1 bonus to both or gets drunk for 3d6 turns.
Marvellous armour made for mounts. attack rolls and damage for 1 turn.
▶ Attack rolls: Against the mount ▶ Accurate hit: While under the
suffer a –2 penalty. enchantment, the weapon will always
▶ Savings: A +1 bonus to all mount’s hit on a natural 18, 19, or 20 attack
saves. roll.
▶ Rider: Cannot be forced to
dismount against its will.
Smouldering Ruby Egg Stone of Alarm Sustaining Spoon Universal Solvent
An ebony egg with glittering A 3" square stone cube that attaches A miraculous utensil, when placed in A powerful substance capable of
ruby-coloured veins. It’s said that itself to an object to warn its owner of an empty bowl, fills the bowl with a breaking bonds between glued or
when it finally hatches, something intruders. bland, but nourishing gruel. rusted items.
impressive shall happen.
▶ Activation: Its command word must ▶ Nourishment: Provides enough ▶ Versatility: The solvent can unstick
▶ The egg: Whenever the egg’s owner be spoken. sustain for a person for 1 day (no need any objects joined by glue or rust
is harmed by an enemy, it will rock ▶ Alarm trigger: If anyone touches to eat). within a one cubic foot area,
with the veins glowing brighter. the object without speaking the ▶ Produce: Up to four servings of regardless of the adhesive's strength.
▶ The tenth time owner gets command word, the stone emits a nourishing gruel per day. ▶ Sovereign glue: The solvent can
harmed: Roll 1d10: loud alarm for one round. dissolve even the bonds created by
1-9: Nothing happens and the count ▶ Audible Range: The alarm sound Topaz Circlet sovereign glue.
resets. can be heard up to a quarter mile Precious circlet made by dwarves. ▶ Container appearance: The solvent
10: The egg hatches and bursts into away. Grants the wearer protection against is always stored in a distinctive blue
8d12 rubies (1,000 gp value each). gas. and yellow container.
Stone Horse
▶ Normal gas: Unharmed by Vest of Escape
Sovereign Glue A life-sized statue war horse brought
non-magical gas, steam, etc. A silk waistcoat with lockpicks inside
An adhesive substance with to life with a command word.
▶ Save bonus: Gain a +2 bonus to all secret compartments that bestow an
exceptional bonding capabilities,
▶ Sustenance: No need for rest or saving throws versus gas-based advantage to a roguish character
creating permanent connections
food. magical or breath attacks. attempting to open locks.
between any objects it binds.
▶ Carry loads: Up to 10,000 coins ▶ Gas-based damage: Is reduced by 1
▶ Quantity: A vial contains 1d6+1 (unaffected by encumbrance). point per damage die rolled. (Each die ▶ Open locks: Roguish characters
doses of glue. ▶ Repair: By feeding it gems: 1 hp inflicts a minimum of 1 hit point (e.g. a thief) gains a +10% bonus to
▶ Coverage: Each dose of glue coats restored per 50 gp worth of gems. damage.) open locks. This does not require
up to 1 square feet of surface. ▶ Destruction: At 0 hp shatters into thieves’ tools. The character can only
▶ Once applied: The bond requires worthless dust and rock, beyond try this skill once per lock. If the roll
one round to set, allowing the items repair. fails, the character may not try the
to be separated before it becomes same lock again before gaining an
permanent. Stone Horse experience level.
▶ Permanent: After the bond has set, AC 0 [19], HD 4+4 (22hp), Att 2 × hoof ▶ Imperceptible: Only the wearer can
cannot be undone unless dissolved (1d6), THAC0 15 [+4], MV 120’ (40’), detect the concealed compartments.
with universal solvent or using a wish. SV D10 W11 P12 B13 S14 (4), ML 12,
AL Neutral, XP 125, TT None Weaven Silk Shirt
-----------------------------------------------------------------------
Spider Armlet ▶ Blend in with stone: May be
Incredible shirt made of silk to protect
A crimson armlet in pearly white web the vulnerable.
overlooked or mistaken for inanimate
pattern. Allows a man to do some statues. ▶ Cloth: If unarmoured, grants AC 6
things a spider can. ▶ Spell immunity: Unaffected by [13] to the wearer.
▶ Web Launch: Cast Web, per the sleep or charm spells. ▶ Resilience: +1 AC bonus If wearer
magic-user spell. ▶ Charge: When not in melee. is attacked by edged attacks.
▶ Web frequency: May not be used Requires a clear run of at least 20
more than once per turn. yards. Rider’s lance inflicts double Weaven Web Shirt
▶ Arachne symbol: +2 bonus to all damage. The stone horse cannot Incredible shirt made of web to
saving throws against spiders, attack when charging. protect the vulnerable.
scorpions and driders. ▶ Melee: When in melee, both rider
and stone horse can attack. ▶ Cloth: If unarmoured, grants AC 6
[13] to the wearer.
▶ Resilience: +1 AC bonus If wearer
is attacked by blunt attacks.
Wind Fan
A magical had fan that grants the
ability to cast the Gust of Wind spell.
▶ Usage frequency: A wind fan may
be used safely at most once per day.
▶ After its first daily use: It has a
cumulative 20% chance of being
shredded to pieces, becoming utterly
useless.

Wind Guardian’s Sack


A large sack to release the forces of
gales. Looks like a common bag full of
grains or treasure.
▶ Gales: Roll 1d4 to release:
1. Home Winds: Releases winds that
send the ones who opened the sack
back to their last resting place.
2. Wind Geyser: A random 6 or less
HD creature is launched 100’ upward
(save versus death to halve the
height’).
3. Enraged winds: 90’ long wind
cone. 2’ wide at the mouth, 30’ wide at
far end. Creatures with less than 3HD
swept are aside (save versus death).
4. Tornado: 120’ tall, 40’ wide at top,
10’ wide at base. Moves at 240’ (80’).
3d12 damage to all in path and then
disappears. Creatures with less than 5
HD are slain (save versus death).
▶ After release: The sack is ripped
into shreds.
POTIONS
Alchemic Bomb of Acid Fog Potion of Freedom
Alchemic Bomb of Cloudkill Potion of Immunity
Alchemic Bomb of Fire Blast Potion of Infravision
Alchemic Bomb of Flash Potion of Insomnia
Alchemic Bomb of Solid Fog Potion of Life Persistence
Alchemic Bomb of Wall of Fire Potion of Lightning Resistance
Alchemic Bomb of Wall of Fog Potion of Luck
Alchemic Bomb of Wall of Ice Potion of Macro-Healing
Philter of Love Potion of Madness
Potion of Absorption Potion of Merging
Potion of Acid Resistance Potion of Mess
Potion of Anti-Missile Potion of Necrophagy
Potion of Antivenom Potion of Nutrition
Potion of Arcane Comprehension Potion of Panacea
Potion of Blindness Potion of Paralysis
Potion of Climbing Potion of Petrification
Potion of Cold Resistance Potion of Silence
Potion of Defence Potion of Speech
Potion of Deterioration Potion of Stonebreak
Potion of Dragon Breath Potion of Swimming
Potion of Elasticity Potion of Truth
Potion of Extra-Healing Potion of Water Breathing
Potion of Fortitude Potion of Weakness Alchemical Bomb of Cloudkill
Alchemical Bomb of Acid Fog
A wall of roiling, acidic vapour is A poisonous fog appears.
conjured.
▶ Throw: The bomb can be thrown as
▶ Throw: The bomb can be thrown as a splash weapon (5’–10’ / 11’–30’ /
a splash weapon (5’–10’ / 11’–30’ / 31’–50’) to smash on a 5’ hard surface
31’–50’) to smash on a 5’ hard surface area. This is handled as an attack
area. This is handled as an attack against AC 9 [10].
against AC 9 [10]. ▶ On a hit: The vial smashes and
▶ On a hit: The vial smashes and produces its effect.
produces its effect. ▶ On a miss: The vial lands in a
▶ On a miss: The vial lands in a random location and fail to smash. It
random location and fail to smash. It has a 2-in-6 chance to be ruined.
has a 2-in-6 chance to be ruined. ▶ Effect: Produces a poisonous fog
▶ Effect: Produces a fog that fills a 30’ that fills a 30’ diameter area for 3
cube area for 1 turn. Blocks normal turns. The fog may be moved at 60’
vision and infravision. Creatures in per turn (20’ per round) driven by the
the fog move at half their normal rate. wind. The fog sinks to the lowest level
Strong winds or magical fire dissipate of the land. Creatures suffer 1 hit
the fog in one round. Plants withers point of damage per round of contact.
and dies in 2 rounds. Creatures suffer Creatures with less than 5 HD must
3 damage on each round they are in also save versus death (once per
the fog. round of contact) or die.
Alchemical Bomb of Fire Blast Alchemical Bomb of Solid Fog
Flame streaks and detonates fiercely. A wall of roiling vapour appears.
▶ Throw: The bomb can be thrown as ▶ Throw: The bomb can be thrown as
a splash weapon (5’–10’ / 11’–30’ / a splash weapon (5’–10’ / 11’–30’ /
31’–50’) to smash on a 5’ hard surface 31’–50’) to smash on a 5’ hard surface
area. This is handled as an attack area. This is handled as an attack
against AC 9 [10]. against AC 9 [10].
▶ On a successful hit: The vial ▶ On a hit: The vial smashes and
smashes and produces its effect. produces its effect.
▶ On a miss: The vial lands in a ▶ On a miss: The vial lands in a
random location and fail to smash. It random location and fail to smash. It
has a 2-in-6 chance to be ruined. has a 2-in-6 chance to be ruined.
▶ Effect: Produces a conflagration of ▶ Effect: Produces a fog that fills a 30’
raging fire in a 10’ cube area for 2 cube area for 1 turn. Blocks normal
turns. Creatures suffer 5d6 damage vision and infravision. Creatures in
(save versus spells for half damage). the fog move at half their normal rate.
Creatures passing through the area Strong winds or magical fire dissipate
suffer 1d6 points of damage from the the fog in one round.
flames over two rounds, unless a Alchemical Bomb of Wall of Fog Alchemical Bomb of Wall of Ice
round is spent to extinguish it. Alchemical Bomb of Wall of Fire A wall of roiling vapour is conjured. An immobile, translucent, wall of ice
An immobile, opaque curtain of springs into existence.
▶ Throw: The bomb can be thrown as
Alchemical Bomb of Flash shimmering, violet fire springs into a splash weapon (5’–10’ / 11’–30’ / ▶ Throw: The bomb can be thrown as
A burst of sunlight is conjured. existence. 31’–50’) to smash on a 5’ hard surface a splash weapon (5’–10’ / 11’–30’ /
▶ Throw: The bomb can be thrown as ▶ Throw: The bomb can be thrown as area. This is handled as an attack 31’–50’) to smash on a 5’ hard surface
a splash weapon (5’–10’ / 11’–30’ / a splash weapon (5’–10’ / 11’–30’ / against AC 9 [10]. area. This is handled as an attack
31’–50’) to smash on a 5’ hard surface 31’–50’) to smash on a 5’ hard surface ▶ On a hit: The vial smashes and against AC 9 [10].
area. This is handled as an attack area. This is handled as an attack produces its effect. ▶ On a successful hit: The vial
against AC 9 [10]. against AC 9 [10]. ▶ On a miss: The vial lands in a smashes and produces its effect.
▶ On a hit: The vial smashes and ▶ On a hit: The vial smashes and random location and fail to smash. It ▶ On a miss: The vial lands in a
produces its effect. produces its effect. has a 2-in-6 chance to be ruined. random location and fail to smash. It
▶ On a miss: The vial lands in a ▶ On a miss: The vial lands in a ▶ Effect: Produces a fog that fills a 30’ has a 2-in-6 chance to be ruined.
random location and fail to smash. It random location and fail to smash. It cube area for 1 turn. Blocks normal ▶ Effect: Produces a straight wall of
has a 2-in-6 chance to be ruined. has a 2-in-6 chance to be ruined. vision and infravision. Strong winds 600 cubic feet in volume (2’ thick wall,
▶ Effect: Produces a momentary flash ▶ Effect: Produces a straight wall of clear the fog instantly. 30’ long and 10’ high), lasting 6 turns.
of blazing golden light rays in a 30’ 600 cubic feet in volume (2’ thick wall, Blocks creatures with less than 4 HD.
diameter area. Undead creatures 30’ long and 10’ high). Blocks Creatures with 4+ HD can break
suffer 2d6 damage. Creatures with creatures with less than 4 HD. through but suffer 1d6 damage
less than 4 HD viewing the flash must Creatures with 4+ HD can break (creatures that use fire or are
save versus spells or be blinded for 2 through but suffer 1d6 damage accustomed to fire suffer double
rounds. Creatures with 4+ HD viewing (undead creatures or creatures that damage).
the flash must save versus spells or use cold or are accustomed to cold
be : Partly blinded (–4 to attacks) for suffer double damage). Philter of Love
2 rounds. Appears the same as any other potion.
▶ Effect: Charms the drinker to
become infatuated for the first
creature on sight.
▶ Sipping: Even a sip has the full
effect.
Potion of Absorption Potion of Anti-Missile Potion of Blindness Potion of Defence
Grants protection against a kind of Grants complete immunity to small, Appears the same as any other potion. The character is magically protected
energy. non-magical missiles. from harm.
▶ Effect: Causes blindness for the
▶ Chooses the energy to be ▶ No protection: Against hurled potion's duration, without a saving ▶ Protection: Grants a bonus to AC.
absorbed: Fire, lightning, cold, gas or boulders or enchanted missiles. throw. ▶ Bonus: When the potion is found,
acid. ▶ Sipping: Even a sip has the full roll 1d8: 1–4: +1, 5–6: +2, 7–8: +3.
▶ Absorption: Character ignores 10 Potion of Antivenom effect.
points of damage per round. Has one of two effects on the Potion of Deterioration
character who drinks it: Potion of Climbing Appears the same as any other potion.
Potion of Acid Resistance Grants the power to move like a giant
▶ Prevents poisoning: For the ▶ Effect: Destroys a character’s
Grants protection against acid. spider.
potion's duration. equipment in possession.
▶ Normal acid: Unharmed by ▶ Curing poisoning: Poisoning ▶ Climb: Can walk on walls and ▶ Magic items in possession: Makes
non-magical acid. effects are negated. A character who ceilings surfaces: 120’ (40’). a save versus spells using the
▶ Save bonus: Gain a +2 bonus to all has died from poisoning can be ▶ Sticky fingers: The subject must character’s saving throw values to
saving throws versus acid-based revived, if potion is drunk within ten have bare hands and feet and cannot survive. Items that grant a bonus in
magical or breath attacks. rounds. hold anything in its hands while combat (e.g. magical weapons and
▶ Acid-based damage: Is reduced by climbing. armour) apply this bonus to the saving
1 point per damage die rolled. (Each Potion of Arcane Comprehension ▶ Spell casting: Not possible while throw.
die inflicts a minimum of 1 hit point Grants two effects on the character climbing. ▶ Sipping: Even a sip has the full
damage.) who drinks it: effect.

▶ Understanding: This works in the Potion of Cold Resistance


same way as the magic-user spell Grants protection against cold.
Read Magic. The standard potion ▶ Normal cold: Unharmed by
duration applies. non-magical cold.
▶ Scribe: Copy spells from a source to ▶ Save bonus: Gain a +2 bonus to all
spell book without failure. saving throws versus cold-based
magical or breath attacks.
▶ Cold-based damage: Is reduced by
1 point per damage die rolled. (Each
die inflicts a minimum of 1 hit point
damage.)
Potion of Freedom Potion of Infravision
Grants immunity to any paralysis or Drinking this potion grants infravision
hold spells. 60'.
▶ Small doses: At the referee’s
Potion of Extra-Healing discretion, a potion of invisibility may
Restores 3d6+3 hit points of damage. be consumed in six smaller doses,
This cannot grant more hit points each with a reduced duration.
than the subject’s normal maximum. ▶ Demihumans: Unaffected.
▶ Small doses: At the referee’s
discretion, a Potion of Extra-Healing Potion of Insomnia
may be consumed in three smaller Prevents induced sleeping and
doses, each one restoring 1d6+1 hit magical numbness.
points of damage.
Potion of Life Persistence
Potion of Gas Resistance Has one of two effects on the
Grants protection against gas, steam. character who drinks it:
▶ Normal gas: Unharmed by ▶ Prevents: Instant death and
non-magical gas, steam, etc. disintegration effects.
▶ Save bonus: Gain a +2 bonus to all ▶ Restores a character: From Instant
saving throws versus gas-based death and disintegration effects.
magical or breath attacks.
▶ Gas-based damage: Is reduced by 1 Potion of Lightning Resistance
Potion of Dragon Breath Potion of Elasticity point per damage die rolled. (Each die Grants protection against lightning.
Grants the power to use a breath The character can stretch its body, inflicts a minimum of 1 hit point
weapon like a chromatic dragon. plus all equipment carried, to nearly damage.) ▶ Normal lightning: Unharmed by
When the potion is found, roll 1d10 to any form—flat, long, etc.—to a non-magical lightning.
know the breath granted: 1–2: acid, ▶ Save bonus: Gain a +2 bonus to all
maximum of 30' long or a minimum of Potion of Immunity
3–4: chlorine, 5–6: cold, 7–8: fire, 1" thick. saving throws versus lightning-based
Characters of a combat-focused,
9–10: lightning. magical or breath attacks.
non-magic using class (e.g. dwarf,
▶ Carried equipment: Cannot be ▶ Lightning-based damage: Is
▶ Acid breath: A line of acid: 5’ wide, fighter, halfling) who drink this potion
used or dropped unless they are first reduced by 1 point per damage die
30’ long. are granted immunity against
returned to normal form. rolled. (Each die inflicts a minimum of
▶ Chlorine breath: A cloud of physical attacks (e.g. weapons, bites).
▶ Combat effectiveness: While 1 hit point damage.)
chlorine gas: 10’ wide, 15’ long. stretched, the character is unable to ▶ Unharmed by: Physical attacks
▶ Cold breath: A cone of cold: 15’ attack or cast spells, but takes half from 4 HD or lower creatures. Potion of Luck
wide at the far end, 20’ long. damage from blunt weapons. ▶ Half damage from: Physical Grants supernatural luck to the
▶ Fire breath: A cone of fire: 15’ wide attacks from 4+1 HD or higher subject.
at the far end, 20’ long. Potion of Fortitude creatures.
▶ Lightning breat: A line of Grants a CON score of 18. ▶ Usage frequency: If a character ▶ Fate: The result of one roll of the
lightning: 5’ wide, 30’ long. consumes more than one potion of subject may be chosen rather than
▶ Damage: All caught in the area ▶ Stamina: Subject is granted immunity in the space of a month, rolling (e.g. saving throw, attack,
suffer damage equal to half the additional hit points corresponding to will suffer double damage from damage).
character’s current hit points the CON score for the potion’s physical attacks. ▶ Other character’s roll: Cannot be
(rounded up). A save versus breath is duration. changed.
allowed for half damage. ▶ Damage: Damage suffered while ▶ Duration: 6 turns.
▶ Frequency of use: Up to 3 times. under the effects of this potion is first
deducted from the pool of additional
hit points granted.
Potion of Macro-Healing Potion of Mess Potion of Speech
Restores 6d6+6 hit points of damage. Character’s mind becomes utterly Grants the power to speak and
This cannot grant more hit points confused. understand any language within 60’.
than the subject’s normal maximum.
▶ Turmoil: Roll 1d4 to know the
▶ Small doses: At the referee’s potion effect for its duration: Potion of Stonebreak
discretion, a Potion of Macro-Healing 1: Can’t do any actions. Has one of two effects on the
may be consumed in six smaller 2: See allies as enemies. character who drinks it:
doses, each one restoring 1d6+1 hit 3: Give away its weapon or magic ▶ Prevents petrification: For the
points of damage. items. potion's duration.
4: Wander off at referee’s discretion. ▶ Curing petrification: Petrification
Potion of Madness ▶ Sipping: Even a sip has the full effects are negated.
Appears the same as any other potion. effect.
▶ Effect: Causes the drinker to fiercely Potion of Swimming
attack anyone in sight for 1d6 rounds. Potion of Necrophagy Bestow remarkable swimming skill.
▶ Sipping: Even a sip has the full Grants protection against unfit food ▶ Movement rate: Up to 180’ (60’) on
effect. and drink. the surface and up to 150’ (50’)
Potion of Paralysis underwater.
▶ Vulture habits: Poisoned, rotten, Appears the same as any other potion.
Potion of Magic Resistance spoiled, or contaminated food and ▶ Breathing: The ability to breath
Raises drinker’s ward. drinks may be consumed safely. ▶ Effect: Causes paralysis for the water is not conferred.
potion's duration, without a saving ▶ Encumbrance and sink: Movement
▶ Effect: +4 bonus against all saving
throw. rate is unaffected by encumbrance and
throws against magic. Potion of Nutrition ▶ Sipping: Even a sip has the full cannot sink against its will.
▶ Resist: The wearer can make a Grants enough sustain for a week
effect. ▶ Duration: 8 hours.
saving throw not normally allowed without food or water.
against some kinds of magic (e,g. save
versus spells to avoid a Sleep spell). Potion of Petrification Potion of Truth
Potion of Panacea Appears the same as any other potion. The drinker becomes unable to lie for
Cures the character of any disease. the potion’s duration.
Potion of Merging This works in the same way as the ▶ Effect: Causes petrification (save vs
Grants the power to carry others with cleric spell Cure Disease. petrify).
its body as they were insubstantial. ▶ Sipping: Even a sip has the full
Potion of Waterbreathing
effect. Bestows the power to breathe water
▶ Merging: Up to seven other freely by means of this spell.
creatures of human-sized or smaller
and their gear can merge inside the Potion of Silence ▶ Breathing air: The spell does not
subject’s body. Appears the same as any other potion. affect the ability to breathe air.
▶ Permission: The merging cannot be ▶ Swimming: No additional
▶ Effect: Causes muteness proficiency at swimming is granted.
forced against the subject’s will and is
(conversation and spell casting are ▶ Duration: 4 hours.
only possible if the subject allows it.
impossible) for the potion's duration,
▶ Merged creatures: Can leave the
without a saving throw.
subject’s body by stepping out.
▶ Sipping: Even a sip has the full
Potion of Weakness
Attacking or spell casting is not Appears the same as any other potion.
effect.
possible amd are not affected by
damage to the subject. ▶ Effect: Causes the one who drinks
STR being reduced to 3 for the
potion's duration.
▶ Sipping: Even a sip has the full
effect.
RINGS Ring of Alignment Changing Ring of Chameleon Power Ring of Cat's Eye
A cursed ring that shifts its wearer’s A ring that grants its wearer the Grants infravision to 60’.
behaviour. ability the powers of disguise and
Ring of Alignment Changing ▶ Demihumans: With infravision are
camouflage.
Ring of Arachnid ▶ Effect: Causes the wearer’s not affected.
Ring of Blink alignment to change. The new ▶ Camouflage: The character can
Ring of Bone alignment is determined at random. blend into natural environments (e.g. Ring of Clear Thought
Ring of Chameleon Power ▶ Removing: The ring cannot be rock walls, undergrowth). Protects against mental harming.
Ring of Cat's Eye removed, once worn. ▶ Disguise: When among creatures of
▶ Dispelling: The curse can be another type, the character can ▶ Resistance: +2 bonus against
Ring of Clear Thought
removed by magic (e.g. Remove choose to appear as one of them. The mind-affecting effects (e.g. charm,
Ring of Curse Solving
Curse), or (at the referee’s option) by other type of creature may not be hold).
Ring of Dullness
Ring of Featherfall performing a special quest. larger than twice the character’s
Ring of Gaze Turning normal size or smaller than half their Ring of Curse Solving
Ring of Hearing Ring of Arachnid normal size. Wards the wearer against curses.
Ring of Holiness Blessed by the spider queen. ▶ Spotting the character: Observers
of high intelligence (e.g. INT 15 or ▶ Negates: A curse that would affect
Ring of Life Protection
▶ Cling: Can walk on walls and more) or with 10 or more Hit Dice its wearer.
Ring of Magic Resistance
ceilings. have a 1-in-6 chance per turn of ▶ Charges: After 2d6 curses are
Ring of Protection +!
▶ Immunity: To spider poison. spotting the character. negated, the ring loses its power.
Ring of Protection +2
Ring of Rebirth ▶ In webs: Cannot be entangled and ▶ Allies: Can see the character
Ring of Remedies moves at full speed. normally. Ring of Dullness
Ring of Safety A cursed ring that weakens its wearer.
Ring of Salving Ring of Blink ▶ Effect: Within 6 rounds of putting
Ring of Seeing Grants the power to perform short the ring on, the wearer’s INT, WIS,
Ring of Shooting Stars teleportations. and CHA is reduced to 3.
Ring of Silence ▶ Removing: The ring cannot be
▶ Movement rate: The wearer can
Ring of Stonebreak removed, once worn.
instantly transfer itself to another
Ring of the Ram ▶ Dispelling: The curse can be
unoccupied location within its
Ring of Vampiric Regeneration removed by magic (e.g. Remove
unencumbered movement rate.
Ring of Wizardry Curse), or (at the referee’s option) by
▶ Blink: In combat, teleport close to
an enemy, attack, then reappear 1d4 × performing a special quest.
10’ away. If the wearer have initiative,
can blink away without the opponent Ring of Featherfall
being able to counter-attack. Grants protection against falling.
▶ Falling damage: 1 point of damage
Ring of Bone per 30’ fallen.
Carved with a skeleton bone.
▶ Negates: Energy drain from undead Ring of Gaze Turning
or spells. Gaze effects on the wearer of this ring
▶ Charges: After 2d6 energy drains are reflected back onto the caster.
are negated, the ring loses its power.
▶ Charges: After 2d6 gaze effects are
reflected, the ring loses its power.
Ring of Hearing Ring of Life Protection Ring of Salving
Grants a keen hearing to its wearer. Protects its wearer from drain of life Grants a boon to the restorative
▶ Hearing: When placed against any energy. capabilities of a divine spell caster.
surface (a door, chest, etc.), the wearer ▶ Charges: Negates energy drain 2d6 ▶ Healing: Restores 1 additional point
may hear any noises within 60’ of the times. After the last charge is spent, it of damage per die rolled. (e.g. Cure
surface. becomes a Ring of Protection. Light Wounds heals 1d6+2).
▶ Usage frequency: The ring’s power ▶ Higher level casters: If the wearer
Ring of Magic Resistance is a divine spell caster of 5th level or
may be used at most 3 times a day.
Raises the wearer's magical ward. higher, restores 2 additional points of
damage per die rolled instead.
Ring of Holiness ▶ Ward: +2 bonus against all saving
A pure ring used by elite priesthood. throws against magic. Ring of Seeing
▶ Resist: The wearer can make a Grants the power to see all things
▶ Usable by: Divine spell casters only. saving throw not normally allowed within 60’ as they truly are for 3 turns.
▶ Call: When memorizing spells, the against some kinds of magic (e,g. save Ring of Rebirth
wearer can memorize an additional versus spells to avoid a Sleep spell). A ring crafted by an immortal sage. ▶ True seeing: Secret doors are
revealed. Invisible objects and
spell of 1st, 2nd, and 3rd level (if ▶ Prevents: Instant death and
Ring of Protection +2 creatures are perceived. Illusions are
available to its level). disintegration effects. seen through. Enchanted objects and
Grants a measure of protection from
▶ Removing the ring: Any additional ▶ If hp is reduced to 0 or less: creatures are made apparent.
harm:
spells memorized are erased from the Character returns to life with half its ▶ Usage frequency: The ring may be
wearer’s mind until they are ▶ Armour Class: A +2 AC bonus. hit points. After this, the ring shatters used up to once per day.
▶ Saving throws: A +2 bonus to all and loses its power.
memorized again.
saves. Ring of Shooting Stars
▶ Wearers able to turn the undead:
The ring grants a +1 bonus to the 2d6
Ring of Remedies A glittering ring , functioning only in
roll for the affected Hit Dice of
Ring of Protection +3 Produce one remedy to cure a relative darkness.
Grants a measure of protection from creature touched per one of the
undead monsters. harm: following effects: ▶ Once per hour: 1d4 glowing
spheres resembling will-o-the-wisps
▶ Armour Class: A +3 AC bonus. a. Cure disease may be conjured under the ring
▶ Saving throws: A +3 bonus to all b. Cure blindness wearer’s control.
saves. c. Remove curse ▶ Spheres: May be directed to move
d. Neutralise poison anywhere within 60’ range and last for
Ring of Quickness ▶ Usage frequency: The ring may be 1 turn.
The wearer’s movements and actions used up to once per day. The ring has two powers that can be
are magically accelerated for 1 turn. used up to once per day:
1. Ball lightning: Creatures touched
▶ Movement: Movement rate is Ring of Safety
by the glowing spheres suffer 1d6
doubled. Grants to the wearer an uncanny
damage per sphere (save versus
▶ Attacks: The number of attacks per protection.
spells for half damage).
round the character can make is 2. Shooting stars: A flurry of stars
▶ Protection: If the wearer fails a
doubled. shoots towards an area up to 60’
saving throw, it may “change its fate”
▶ Other actions: May be performed at distant within a 10’ diameter sphere.
by transforming the fail into a
double speed. The number of spells a Creatures suffer 3d6 damage, with a
success.
subject may cast per round and the successful save versus spells
▶ Charges: After 1d4 failed saving
use of magical devices are not indicating half damage.
throws are transformed, the ring’s
doubled.
magic is spent.
▶ Usage frequency: The ring may be
used up to once per day.
Ring of Silence Ring of the Ram
A cursed ring that silences its wearer. Ram-shaped metal ring that summons
ram-like force.
▶ Effect: Causes muteness
(conversation and spell casting are ▶ Melee: 1 charge, 2d6 damage on a
impossible). hit; 2 charges, 3d6 damage on a hit.
▶ Removing: The ring cannot be ▶ Open stuck door: With a 5-in-6
removed, once worn. chance of success. Expends 1 charge.
▶ Dispelling: The curse can be ▶ Blow: A creature or object within 30'
removed by magic (e.g. Remove will be knocked off (save versus
Curse), or (at the referee’s option) by spells to avoid). Expends 2 charges.
performing a special quest. ▶ Charges: 3d10 charges. After that,
the ring loses its power.
Ring of Stonebreak
A golden ring against flesh to stone. Ring of Vampiric Regeneration
The wearer heals itself half the
▶ Prevents: Petrifying effects.
damage dealt to foes.
▶ Melee: In order to heal, the damage
must be dealt by weapons in melee
(no missiles or spells).
▶ Not affected by the drain: Undead
and constructs.

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:

d100 Spells doubled


-----------------------------------------
01 -50 1st level spells
51 -75 2nd level spells
76-82 3rd level spells
83-88 1st, 2nd level spells
89-92 4th level spells
93-95 5th level spells
96-99 1st, 2nd, 3rd level spells
00 4th, 5th level spells
RODS, STAVES, WANDS Rod of Architecture Rod of Diplomacy
An ivory sceptre for exploration inside A rod with red silk strap in its
dungeons. extremity, a symbol of prestige and
Rod of Architecture authority.
Rod of Assault ▶ While holding the rod: The
Rod of Durability wielder has a 2-in-6 chance of being ▶ Negotiation: Wielder gains a +3
Rod of Diplomacy able to detect new construction, bonus when trying to parley with
Rod of Health sliding walls, or sloping passages intelligent creatures.
Rod of Restoration when searching. ▶ Once per day: Wielder can use a
Rod of the Wyrm ▶ Knock: Causes locked, barred, Suggestion spell in order to negotiate
Rod of Weaponry secured, or stuck doors, gates, chests, over something.
Staff of Aqua Blessing and so forth to open. Magically held ▶ Charges: The rod has 25 charges.
Staff of Bird Catching doors may be opened at the referee’s
Staff of Conjuring Elementals discretion. Expends 1 charge. Rod of Durability
Staff of Extra-Healing ▶ Lock: Magically locks a door, gate, Resist attempts of being bent or
Staff of Fury similar portal, or any item that has a broken.
Staff of Harming lock. The wielder can freely pass
through any portals locked by the rod. ▶ Useful to: Check for traps or to stop
Staff of Lesser Healing
Creatures with 6 HD or more can open crushing by ceilings and walls.
Staff of Radiance
the held portal with one round of ▶ Destruction: 10% chance of being
Staff of the Element: Air
effort. Expends 1 charge. destroyed by magical ways.
Staff of the Element: Earth
▶ Pass-wall: A 5’ diameter hole is ▶ No charges: Does not use charges;
Staff of the Element: Fire
opened by 1 turn in solid rock or may be used an unlimited number of
Staff of the Element: Water
stone, forming a passageway up to 10’ times.
Staff of the Necromancer
Staff of the Spider Queen deep. Expends 2 charges.
Staff of the Wandering
Wand of Disarming Rod of Assault
Wand of Dueling An enchanted sceptre that operates
Wand of Knockback marvellous deeds in the tide of battle.
Wand of Dueling
Wand of Size Alteration ▶ Inspiring wave: Grants a +2 bonus
to morale, AC, saving throws, attack
and damage rolls of party retainers
within 200'.
▶ Effect duration: 1d6 rounds.
▶ Wielder: Cannot attack or cast
damaging spells while using the rod’s
power.
▶ Usage frequency: Up to once per
day.
Rod of the Wyrm Gold Dragon
A magical rod that has the power to AC –2 [21], HD 6* (28hp), Att [2 × claw
transform into a dragon, on (1d4), 1 × bite (2d8)] or breath, THAC0
command. 14 [+5], MV 90’ (30’) / 240’ (80’) flying,
SV D10 W11 P12 B13 S14 (6), ML 12,
▶ Dragon type: Determined by the AL Neutral, XP 500
alignment of the wielder: gold dragon -----------------------------------------------------------------------

(lawful characters), blue dragon ▶ Breath weapon: 90’ long cone of


(neutral characters), black dragon fire or cloud of chlorine gas.
(chaotic characters).
▶ In combat: The rod attacks as a +2
Blue Dragon
magic item, doing 1d8 damage. AC 0 [19], HD 6* (28hp), Att [2 × claw
▶ Dragon form: Once per day, the (1d4), 1 × bite (2d8)] or breath, THAC0
wielder may transform the rod into a 14 [+5], MV 90’ (30’) / 240’ (80’) flying,
dragon to serve for 6 turns. The SV D10 W11 P12 B13 S14 (6), ML 12,
dragon cannot cast spells, and uses its AL Neutral, XP 500
-----------------------------------------------------------------------
breath once per day. ▶ Breath weapon: 100’ long line of
▶ Returning: By speaking the lightning.
command word, the rod’s wielder may
transform the dragon back into a rod. Black Dragon
(At this point, it is healed of any AC 2 [17], HD 6* (28hp), Att [2 × claw
damage it has suffered.) (1d4), 1 × bite (2d8)] or breath, THAC0
▶ If the dragon is killed: It does not 14 [+5], MV 90’ (30’) / 240’ (80’) flying,
return to its rod form, becoming SV D10 W11 P12 B13 S14 (6), ML 12,
non-magical. AL Chaotic, XP 500
-----------------------------------------------------------------------
▶ Breath weapon: 60’ long line of
Rod of Health Rod of Restoration acid.
Has the power to heal those touched. Has the power to restore the lost
capabilities to those touched. Rod of Weaponry
▶ Divine magic: Usable by divine
spell casters only. ▶ Divine magic: Usable by divine A 2’ length of metal rod which has the
▶ Healing: Each usage has one of the spell casters only. power
following effects: ▶ Restoration: Each usage has one of to divide itself into a set of weapons.
1. Cure wounds: 2d6+2 hit points. the following effects: ▶ Usage restriction: Only usable by
2. Cure disease or blindness a. Lost level: Restores 1d4 experience non-spell casting martial characters
3. Neutralise poison levels (or Hit Dice) of a creature with (e.g. fighters).
each usage. A character’s XP is ▶ In combat: The rod attacks as a +2
▶ Usage frequency: Each function restored to the original amount for magic item, doing 1d6 damage.
can be used at most once per day. A the new level. ▶ Divide: A command word causes the
single subject can only be affected b. Ability score: Restores 1d4 points rod to grow and divide itself into two
once per day. of an ability score of a creature (up to rods of 2’ length. Each rod attacks as a
▶ No charges: Does not use charges; its original maximum) with each +1 magic item, doing 1d6 damage.
may be used an unlimited number of usage. ▶ Reassembling: Connecting the two
times. c. Mind: Restores the mental divided rods and speaking the
capabilities of an arcane spell caster command word, the rods return to its
affected by Feeblemind. original form.
▶ Usage frequency: The rod can be ▶ No charges: Does not use charges;
used at most once per week. may be used an unlimited number of
times.
Staff of Aqua Blessing Staff of Bird Catching Staff of Conjuring Elementals Staff of Extra-Healing
A magical staff with the blessings of a A magical staff against sky dwellers. Has the power to summon a 8 HD Has the power to heal those touched.
water goddess. Elemental from a random elemental
▶ Divine magic: Usable by divine ▶ Divine magic: Usable by divine
plane to do the wielder’s bidding.
▶ Divine magic: Usable by divine spell casters only. spell casters only.
spell casters only. ▶ Catch: 1d4 flying creatures within ▶ Summoned elemental: A random 8 ▶ Healing: Each usage has one of the
▶ While holding the staff: The 120’. Creatures up to 20’ in the air are HD Elemental (Roll 1d4: 1: Air, 2: following effects:
wielder can breathe water. catched instantly. Higher than 20’ Earth, 3: Fire, 4: Water) is conjured to 1. Cure light wounds: 1d6+1 hit
▶ Bless: Up to three times per day. creatures may avoid catching saving do the summoner’s bidding . points.
Allies within a 10’ square area who are versus spells with a bonus or penalty ▶ Concentration: Is required to 2. Cure critical wounds: 3d6+3 hit
not yet in melee gain a +1 bonus to depending on their HD: command an elemental. points.
attack rolls and a +1 bonus to saving Up to 6 HD: –2 penalty. ▶ Dismissing: While control over the
throws for 6 turns. elemental is maintained, the wielder ▶ Usage limit: Only one function can
6+ to 12 HD: No bonus or penalty.
▶ Control: A body of water of an area may dismiss it at any time, sending it be used per day. Is effective on any
12+ or higher HD: +2 bonus.
of up to 10,000 square feet within 240’ back to its plane of origin. individual at most three times per day
for 6 turns. This expends 2 charges. ▶ Catched creature: Is dragged down, ▶ Disruption: If the wielder moves at if using Cure Light Wounds or at most
▶ Spells: Can cast: Purify Water (up moving only at half speed and no more than half speed or its once per day if using Cure Critical
to 36 quarts), Create Water (up to 50 more than 5' above the ground or 20' concentration is disturbed, the Wounds.
gallons). away from the staff wielder; cannot command over the elemental ends. It ▶ No charges: Does not use charges;
▶ When all charges are expended: harm the staff wielder. is, henceforth, a free-willed entity and may be used an unlimited number of
The Control and Spells no longer ▶ Concentration: The catching will immediately try to kill the caster times.
function. persists as long as the wielder and any who get in its way.
concentrates and does not move. ▶ Dispelling: A conjured elemental Staff of Fury
may be dispelled by Dispel Magic or An ebony with fuchsia details staff
Dispel Evil. known for influencing its wielder’s
▶ No charges: Does not use charges; power lust.
may be used an unlimited number of
▶ Arcane magic: Usable by arcane
times.
spell casters only.
Restrictions: The wielder may ▶ Damage: From damage spells is
summon at most one elemental in a increased by 1 point per damage die
single day. rolled. (Each die inflicts a minimum of
2 hit points damage.)
▶ Foes: Saving against spells
empowered by the staff suffer a -1
penalty.
▶ Backlash: When the last charge of
the staff is consumed, unleashes 8d6
of damage against its user.
Staff of Harming Staff of Lesser Healing
Has the power to harm those touched. Has the power to heal those touched.
▶ Divine magic: Usable by divine ▶ Divine magic: Usable by divine
spell casters only. spell casters only.
▶ Harming: Each usage has one of the ▶ Effect: Heals 1 hit point with each
following effects: usage.
a. Cause wounds: 3d6+3 hit points. ▶ Usage frequency: May be used up
b. Cure disease or blindness to once per 6 turns. A single subject
c. Poison: Save versus poison or die. can only be affected twice per day.
▶ No charges: Does not use charges;
▶ Usage frequency: Each function may be used an unlimited number of
can be used at most twice per day. A times.
single subject can only be affected
once per day.
Staff of Radiance
A white staff encrusted with golden
veins, with three different
light-bringing effects.
▶ Divine magic: Usable by lawful
divine spell casters only.
▶ In melee: Acts as a Staff +1, +3 vs
Undead.
▶ Light: Expending one charge
conjures light in a 15’ radius, lasting
for 6 turns. The light may be caused to
emanate from a location or object
within 120’.
▶ Continual light: Expending 2
charges conjures permanent light with
a 30’ radius. The light may be caused
to emanate from a location or object
within 120’.
▶ Burst of sunlight: Expending 3
charges conjures a momentary flash of
blazing golden light rays, emanating
from a point within 120’. Undead
creatures within 40’ of the flash suffer
8d6 damage. Creatures viewing the
flash must save versus spells or be
blinded for 1 round.
Staff of the Element: Air Staff of the Element: Fire
A magical staff with power over the A magical staff with power over the
air element. fire element.
▶ Arcane magic: Usable by arcane ▶ Arcane magic: Usable by arcane
spell casters only. spell casters only.
▶ In melee: Treated as a staff with a ▶ In melee: Treated as a staff with a
+1 magic bonus to attack and damage +1 magic bonus to attack and damage
rolls. rolls.
▶ Save bonus: The wielder gains a +4 ▶ Save bonus: The wielder gains a +4
bonus against lightning-based bonus against fire based attacks.
attacks. ▶ Protection: The wielder cannot be
▶ Protection: The wielder cannot be harmed by fire elementals (unless
harmed by air elementals (unless attacking the elemental in melee).
attacking the elemental in melee). ▶ Fireball: Conjures a streak of flames
▶ Lightning bolt: Conjures a line of to all in a 20’ radius area up to 240’
electrical energy 60’ long, 5’ wide, up away. Creatures caught in the line
to 180’ away. Creatures caught in the suffer 8d6 damage (save versus
line suffer 8d6 damage (save versus spells for half damage).
spells for half damage). ▶ Wall of fire: Conjures a wall of
▶ Wall of fog: Conjures a fog to fill an flames up to 1,200 sq ft, lasting 12
up to 80’ cube area, lasting for 12 turns. Blocks creatures with less than
turns. The fog blocks normal vision 4 HD. Creatures with 4+ HD can break
and infravision. Staff of the Element: Earth through but suffer 1d6 damage.
A magical staff with power over the
earth element.
Staff of the Element: Fire
▶ Arcane magic: Usable by arcane A magical staff with power over the
spell casters only. fire element.
▶ In melee: Treated as a staff with a
+1 magic bonus to attack and damage ▶ Arcane magic: Usable by arcane
rolls. spell casters only.
▶ Save bonus: The wielder gains a +4 ▶ In melee: Treated as a staff with a
bonus against stone-based attacks. +1 magic bonus to attack and damage
▶ Protection: The wielder cannot be rolls.
harmed by earth elementals (unless ▶ Save bonus: The wielder gains a +4
attacking the elemental in melee). bonus against fire based attacks.
▶ Stone rain: Conjures a hail of ▶ Protection: The wielder cannot be
stones to all in a 10’ radius area up to harmed by fire elementals (unless
60’ away. Creatures caught in the area attacking the elemental in melee).
suffer 8d6 damage (save versus spells ▶ Fireball: Conjures a streak of flames
for half damage). to all in a 20’ radius area up to 240’
▶ Wall of stone: Conjures a wall 1,000 away. Creatures caught in the line
cubic feet in volume. Must rest upon a suffer 8d6 damage (save versus spells
solid surface and may not be evoked for half damage).
so that it appears where objects are. ▶ Wall of fire: Conjures a wall of
flames up to 1,200 sq ft, lasting 12
turns. Blocks creatures with less than
4 HD. Creatures with 4+ HD can break
through but suffer 1d6 damage.
Staff of the Necromancer Staff of the Wandering Sage Wand of Dueling Wand of Size Alteration
A pale staff for wizards with an Staff to let travelling spell casters go Wand for duelist mages. By expending a charge, the wielder of
interest in the dark arts. Made from there and back again. the wand or another creature within
the spine bones of a black dragon, this ▶ Magistrike: If using the Magistrike 10’ changes grows or shrinks, as
staff may be used in melee. ▶ Pathfinding: If the group would optional rule for magic-users and selected by the wielder.
lose direction, the referee may reroll. illusionists, the magistrike gains the
▶ Necromancy magic: Usable by ▶ Expends a charge to: following powers when aiming with ▶ Enlarge: A character doubles in
arcane spell casters with access to a. Foraging: Expend a charge to find this wand: size: its melee attacks deal double
necromancy magic only. enough food for 1d6+2 human-sized a. A +2 bonus: To attack rolls. damage and its ability to carry weight
▶ Melee: Acts as a +2 staff. beings. b. Ignores: Mundane damage is increased by 1,000 coins.
▶ Spells: Can cast: Animate Dead, b. Hunting: Let the group travel or immunity. ▶ Diminution: A character shrinks to
Command Undead, Hold Undead, rest that day. ▶ Otherwise: Can cast Magic Missile 6” high: becomes unable to harm
Speak with Dead. ▶ Expends two charges to: once per day. (Illusionists cannot use creatures larger than 1’ tall, it can slip
a. Miles per day: Determined by this way). through narrow spaces and only has a
Staff of the Spider Queen dividing base movement rate by three. ▶ No charges: Does not use charges; 10% chance of being spotted if
A black staff with the blessings of a b. Forced march: Characters must may be used an unlimited number of remains motionless.
spider goddess. rest for half day. times. ▶ Subjects: Are affected for 1 turn. An
c. Prevent: Monsters move to encircle unwilling subject may make a saving
▶ Divine magic: Usable by divine throw versus wands to negate the
the party. Wand of Knockback
spell casters from the Underworld effect.
only. Wand for trickster mages.
▶ Spider climb: By expending one Wand of Disarming ▶ Knockback hex: A creature must
charge, it allows a creature to walk on A wand to push away items held by
save versus wands or fall prone,
walls and ceilings surfaces: 120’ (40’) foes.
unable to attack until able to stand up
like a giant spider. The subject must ▶ Disarming weapon wielders: A foe again. Creatures larger than ogres are
have bare hands and feet and cannot drops a weapon up to 10’ away from unaffected.
cast spells or hold anything in its its wielder (save versus wands to ▶ Range: 60’
hands while climbing. avoid). ▶ Usage frequency: May be used up
▶ Web: By expending one charge, ▶ Disarming magic devices: A foe to once per turn.
conjures a many-layered mass of drops a magic device (e.g. wand, ▶ No charges: Does not use charges;
strong, sticky threads, blocking a 10’ books, rings) up to 10’ away from its may be used an unlimited number of
cube area for 24 turns. Creatures wielder (save versus wands with a -2 times.
caught in webs become entangled and penalty to avoid).
unable to move. Breaking free ▶ Disarming other items: A foe drops
depends on Strength: 2d4 turns for a non-weapon or non-magic item (e.g.
strength in the normal human range; lantern, torch, sack) up to 10’ away
4 rounds for strength above 18; 2 from its wielder (save versus wands
rounds for creatures with giant with a -4 penalty to avoid).
strength. The webs can be destroyed ▶ Roll 1d8 for direction: At the
by fire in two rounds. All creatures in referee’s discretion: 1-forward,
a flaming web suffer 1d6 points of 2-forward right, 3-right, 4-backward
damage. right, 5-backward, 6-backward left,
▶ Spider summon: Once per week the 7-left, 8-forward left.
wielder can summon 1 Giant Spider
to aid. This expends 1 charge.
SWORDS Short Sword +1, Shotel Sword +1, Acala
Sickle-like curved sword from An orange shiny blade wielded by a
southern lands. Wisdom King.
Short Sword +1, Shotel
Sword -1, Black Snake (Cursed) ▶ Can be thrown: As a missile ▶ Wiseful: Wielder gain the
Sword -2, Leech (Cursed) weapon (5’–10’ / 11’–20’ / 21’–30’). following:
Sword +1, Acala ▶ Grasscutter: Grants +1 bonus on a. +1 bonus: On saving throws
Sword +1, Darksteel attack rolls against treants (or other against mind-affecting magic.
Sword +1, Dawnbringer plant-based creatures). b. Wisdom modifier: May be added
Sword +1, Day ▶ Druids: Are allowed to use it. to attack and damage rolls.
Sword +1, Drilling ▶ Mind purify: The wielder is
Sword +1, Explosive Sword -1, Black Snake (Cursed) unaffected by fear, charm and other
Sword +1, Gorgon A sword that magically injects venom mind-based effects. If a creature is
Sword +1, Immunity Reaver into both wielder and victim. touched with the sword's point will be
Sword +1, Maguro released of the same effects.
Sword +1, Night ▶ Venom: On a successful hit, the
Sword +1, Planes sword injects venom into the victim
Sword +1, Rebirth and wielder (save versus poison with Sword +1, Darksteel
Sword +1, Shooting Star a –1 penalty or die instantly). Beyond time forged sword.
Sword +1, Tar ▶ Creatures with 5 or more HD: Are
unaffected. ▶ Indestructible: Can’t be destroyed
Sword +1, Treasure by natural or magical means.
Sword +1, Wolfgeist
Sword +2, Blessed Winds Sword -2, Leech (Cursed)
Sword +3, Heretic Defiler Makes its wielder see, in despair, the
Sword +3, Safe final blow coming with any hope soon
2H Sword -1, Dryhand (Cursed) vanishing.
2H Sword +1, Horseslayer
▶ Melee combat: The curse activates
2H Sword +1, Shade Knight
when the character is in melee.
2H Sword +1, Vampiric
▶ Drain: 1d6 hit points damage per
2H Sword +2, Arc Lightning
round, but leaving only 1 hit point at
last.
▶ If the victim's hit points is 1: CA 9
[10].
▶ Removing: Once the curse is active,
the character cannot remove the
sword. The curse can only be removed
by magic (e.g. Remove Curse).
Sword +1, Dawnbringer Sword +1, Shooting Star
Sword to cut through the dreadful A sword with three silver stars in its
darkness. blade which can be shot far away.
▶ Casts light: In 60’ radius as bright ▶ On command: Three shooting stars
as daylight, on command. are expelled from the blade against a
▶ Dusk vanish: Grants +3 bonus vs target up to 90’ away.
undead, devils, and shadows. ▶ Each shooting star: Attacks using
▶ Dawn time: On a natural attack the wielder’s THAC0 and inflicts
roll of 18, 19, 20: 1d6+1 damage on a hit.
a. Against undead, devils and ▶ Usage frequency: The shooting
shadows of 4 HD or less: Save stars may be used up to three times
versus death or be fulminated. per day.
Sword +1, Night
b. Other creatures: Save versus A nighttime magic sword.
spells or it's blinded for 12 turns. Sword +1, Tar
▶ “Plus” bonus: During nighttime A sword that releases tar against foes.
Sword +1, Day Sword +1, Gorgon only.
▶ On a successful hit: A creature
A daytime magic sword. Greyish sword forged in a gorgon’s must save versus petrify or suffers a
breath. Sword +1, Planes
▶ “Plus” bonus: During daytime only. –4 penalty to hit for 6 turns. This
A sword with dimensional properties.
▶ Petrify: A successful hit of natural penalty is reduced to –2 on a
Sword +1, Drilling 18, 19, or 20: turns the victim to ▶ Used against warping creatures: creature’s second or subsequent
stone for 12 turns (save versus Acts as a +3 sword. attempts to hit.
Deadly to burrowing and stone-based
petrify). ▶ Used against outer plane beings: ▶ Lost World creatures: Are not
creatures (e.g. bulettes, basilisks,
▶ Gorgon's ward: +2 bonus on saving Acts as a +3 sword and inflicts double allowed to make a saving throw; the
etc.).
throws against petrifying effects. damage. penalty is not reduced on the second
▶ Used against burrowing ▶ Plane anchor: If wielder is subject or subsequent attempts to hit.
creatures: Acts as a +3 sword. to unwilling teleport or plane shift ▶ Frequency of usage: Up to three
Sword +1, Immunity Reaver
▶ Used against stone-based effects, it gains a +2 bonus to the times per day.
Cancel immunity from monsters.
creatures: Acts as a +3 sword and saving throw.
inflicts double damage. ▶ Mundane immunity: On a Sword +1, Treasure
successful hit, the target may be Sword +1, Rebirth Quicksilver-like sword of wealth and
Sword +1, Explosive harmed by non-magical attacks for 3 Restores the life (and all its hit luxury.
A sword empowered by an impulsive turns. points) of a recently deceased
▶ Specific immunities: Once per day, ▶ Golden breach: Each point of
and chaotic spirit. creature by piercing its heart and
on successful hit, a target may be damage dealt by the sword against a
drawing it back.
▶ Explosion: On a successful hit, the normally harmed by any damage for 1 foe produces a gold piece (gp).
wielder may unleash an explosion turn (e.g. a Grey Ooze may be harmed ▶ Blade: The sword cannot harm ▶ Gem breach: On a natural 20: Each
within a 10’ radius that inflicts 2 by fire and cold). humans and acts a Sword +3 against point of damage dealt by the sword
points of damage per HD of the non-human chaotic creatures. against a foe becomes a gem (see
wielder. The wielder of the sword ▶ Time limit: The wielder can raise a Gems to know value).
Sword +1, Maguro
suffers 1 point of damage per HD. person that has been dead for no
Deadly to fish and aquatic beings (e.g.
▶ Chaotic characters: Are the only longer than one day per level of the
octopuses, whales, etc.).
ones able to unleash the explosion. wielder.
▶ Non-magic items held: May be ▶ Used against aquatic beings: Acts ▶ Usage limit: The sword may only
affected or destroyed by the explosion as a +3 sword. restore life once per month. The
(at the referee’s discretion). ▶ Used against fish: Acts as a +3 sword cannot restore the life of a
▶ Usage limit: The explosion may sword and inflicts double damage. creature a second time.
only be unleashed once per day. ▶ Restrictions: Undeads and
constructs are not affected.
Sword +3, Safe Two-Handed Sword +1, Duskwatch
Sword safe for training. Enchanted sword from a vicious
underworld liege.
▶ Blunt: Although being a sword, it's a
blunt weapon. ▶ Reinforcement: If more than one
▶ Safe blow: Creatures hit suffer creature attacks the wielder in the
subdual damage only. same round, summon 1d4 Duskwatch
▶ Coup de grâce: Deals double Soldiers. in a 10’ cube directly in front
damage on creatures with less HD for 1 turn.
than wielder. ▶ Duration: The soldiers disappear
after 1 turn.
Two-Handed Sword -1, Dryhand ▶ Usage frequency: The sword's
power may be used up once per day.
(Cursed)
Sword +1, Wolfgeist Sword +2, Blessed Winds Cursed sword to ruin a swordsman Duskwatch Soldier
On command, summon ethereal Pale blade made from tears of winds career. Skeletal remains of humanoids,
wolves to aid the wielder. and gales. reanimated as guardians by an
▶ Dead hands: The curse activates
underworld liege. The Duskwatch
▶ Number of wolves: 1d4 Shade ▶ Soaring: Grants +1 bonus on attack when the character is in melee: User’s
Sword’s wielder is their commander.
Wolves per four levels of the wielder rolls against flying creatures). hand become like those a corpse and -----------------------------------------------------------------------
will be summoned. ▶ Wind blades: Brandishing the cannot attack or perform any task, AC 7 [12], HD 1 (4hp), Att 1 × weapon
▶ Arrival: Summoned wolves arrive sword may launch a 60’ long cone (30’ ▶ Removing: Once the curse is active, (1d6 + 1 or by weapon + 1), THAC0 19
within a 20’ radius area around the wide at the end). Creatures caught in the character cannot remove the [0], MV 60’ (20’), SV D12 W13 P14 B15
wielder after 1 round. the cone suffer 2d6 damage (1d6 extra sword. The curse can only be removed S16 (1), ML 12, AL Chaotic, XP 10, TT
▶ Commanding: The wolves will aid damage against flying creatures). by magic (e.g. Remove Curse). None
the wielder in whatever way they can ▶ Gas, clouds and fog: Are ▶ Rehabilitation: The victim’s hands -----------------------------------------------------------------------

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

D Expl Enc -4 6d4 15 6d6 21 6d8 27 6d10 33 6d12 39


E
X
P: ( ) FUNDS -3 7d4 17 7d6 24 7d8 31 7d10 38 7d12 45
C PP:
O
N
B: Miles/day
GP: -2
8d4 20 8d6 28 8d8 36 8d10 44 8d12 52
EP:
C
SP: 9d4 22 9d6 31 9d8 40 9d10 49 9d12 58
H
A
S: CP: -1
10d4 25 10d6 35 10d8 45 10d10 55 10d12 65
ENCUMBRANCE 0
Abilities, Skills Weapons, Gear 11d4 27 11d6 38 11d8 49 11d10 60 11d12 71
COINS
1 12d4 30 12d6 42 12d8 54 12d10 66 12d12 78

2 13d4 32 13d6 45 13d8 68 13d10 71 13d12 84

14d4 35 14d6 49 14d8 63 14d10 77 14d12 91


3
MAGIC ITEMS
4

8
MOUNT & ANIMALS
9

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