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OSRIC v.2.2

Versão mais atualizada e um pouco pesada do OSRIC
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93% found this document useful (14 votes)
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OSRIC v.2.2

Versão mais atualizada e um pouco pesada do OSRIC
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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OSRIC

Old School Reference and Index Compilation

Text © Stuart Marshall 2006-08 or contributing author 2006-08


and used with permission—see the Open Game License section 15
Illustrations and maps © respective artists 2006-08, used with permission
“OSRIC”, “Osric” and “O.S.R.I.C.” are trademarks of Matthew Finch and Stuart Marshall
Final Author and Editor in Chief:  Stuart Marshall
Initial Author:  Matthew Finch
Initial Developers:  David M. Prata and Allan T. Grohe Jr
Contributing Authors and Editors:  Chris Hopkins, James Boney, Trent Foster, David M. Prata,
Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain,
Bill Silvey, Floyd Canaday, Vincent Frugé, Matthew James Stanham, John Adams,
Fabrice Philibert-Caillat, Nick Bogan, Mark Evans, and Matthew Steward
Illustrations:  Matthew Finch, John Bingham, Peter Mullen, James Wesley Blair,
Jason Braun, Fabrice Philibert-Caillat, Andy “Atom” Taylor
Maps:  Sean Stone
Cover Art:  Mark Ahmed

The authors would like to express their sincere gratitude, admiration and respect to Gary Gygax
and Dave Arneson, who originally created this hobby and devised many of the algorithms used
in this game; and to the regulars at the Knights & Knaves Alehouse for much support.

Legal Note:  The authors of this document are not affiliated in any way with Wizards of the Coast, Inc. (WOTC);
any use of a trademark of WOTC or any other party is unauthorised, inadvertent, and is not intended
to infringe upon the intellectual property rights of such parties.

Nothing in this document is to be construed as legal advice.


For legal questions you should retain a solicitor or attorney to advise you.

FOR FREE UPDATES, ERRATA AND OTHER OSRIC SUPPORT, VISIT:


http://www.knights-n-knaves.com/osric
CONTENTS
explanatory notes and definitions of terms xiii CHAPTER III: hOW tO plaY 117
preamble: OSRIc—first edition Reborn xiv Time Measurement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Introduction and purpose xiv Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

CHAPTER I: cReatInG a chaRacteR 1 Encumbrance and Base Movement Rate. . . . . . . . . . . . . . . 117

Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Gaining Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118


Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Dexterity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Light and Vision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Constitution. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Infravision. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Wisdom. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Falling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Charisma. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Item Saving Throws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Character Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Dwarfs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Combat Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Combat Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Gnomes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Attack and Saving Throw Matrices for Monsters. . . . . . . . 123
Half Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Halflings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Turning the Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Half-orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Damage and Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Humans. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Natural Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Character Classes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Subdual Damage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Assassin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Life Energy Levels and Level Drain . . . . . . . . . . . . . . . . . . . 125
Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Poison, Disease and Insanity . . . . . . . . . . . . . . . . . . . . . . . . 125
Illusionist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Magic User . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Hirelings and Henchmen . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Paladin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Standard Hirelings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Expert Hirelings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Thief. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Henchmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Multi-Classing and Dual-Classing. . . . . . . . . . . . . . . . . . . . . . 25 Loyalty of Hirelings and Henchmen . . . . . . . . . . . . . . . . . . . 136
Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Adventure and Exploration. . . . . . . . . . . . . . . . . . . . . . . . . . 138
The Nine Alignments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Searching the Dungeon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Money . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Exploring the Wilderness . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
Equipment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Aerial Agility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Armour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Special Cases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Height and Weight (Optional Rule) . . . . . . . . . . . . . . . . . . . . 31
Adventures in Town. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
CHAPTER II: SpellS 35 Exploring the Planes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Spell Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 An Example Dungeon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Example Dungeon Key. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Explanatory Notes Concerning The Spell Descriptions . . . 35 Sample Play Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Spells by Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
CHAPTER IV: dUnGeOnS, tOWnS and
Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
WIldeRneSSeS 153
Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
DUNGEONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Magic User Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Trap Generation and Placement . . . . . . . . . . . . . . . . . . . . . . 156
Tricks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Illusionist Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Random Dungeon Generation . . . . . . . . . . . . . . . . . . . . . . . 158
Using the Random Dungeon Generator for Solo Play . . . 162
Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Random Dungeon Encounters. . . . . . . . . . . . . . . . . . . . . . . . 162
Creating Unique Encounter Tables . . . . . . . . . . . . . . . . . . . . 163
NPC Parties (All Dungeon Levels). . . . . . . . . . . . . . . . . . . . . 166
Random Urban Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Random Wilderness Encounters . . . . . . . . . . . . . . . . . . . . . . 170

iii
CHAPTER V:  MONSTERS 189 Rods, Staves And Wands . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
Rods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
Monster Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189 Staves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322
Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Wands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
Witch Doctor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Optional Rules for Tribal Spell Casters . . . . . . . . . . . . . . . . 190 Magic Armour And Shields . . . . . . . . . . . . . . . . . . . . . . . . . . 325
Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Magic Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325
Unusual Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326
Demi-Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 A Battle of the Wills: Swords vs Characters . . . . . . . . . . . . 328
Humanoids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196 Miscellaneous Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 329
Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 Miscellaneous Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 340
Dragons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207 Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346
Demons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212 Cursed Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
Devils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353
Dinosaurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227 Minor Artifact Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . 353
Major Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357
Golems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
Lycanthropes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 APPENDIX A: COMPILED TABLES 359
Sylvan or Faerie Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . 233 Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 360
Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239 Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361
Animals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
Other Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259 Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
Magic User . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 364
CHAPTER VI: TREASURE 309
Illusionist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 366
Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309
Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 367
Coin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309
Thief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 368
Gemstones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310
Gem Examples, by Value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310 Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370
Jewellery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310 Weaponry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 371
Master Magic Item Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . 311 Armour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 315 Item Saving Throws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
Admixture of Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
Monster Level/XP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 373
Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319
Spell Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319 APPENDIX B: CHARACTER SHEET 375
Scrolls Of Warding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319
AFTERWORD  377
INDEX  379

iv
LIST OF SPELLS
cleric Spells . . . . . . . . . . . . . . . . . . . 39 Spiritual Weapon . . . . . . . . . . . . . . . . . . . . . 52 Repel Insects . . . . . . . . . . . . . . . . . . . . . . . . 64
Aerial Servant . . . . . . . . . . . . . . . . . . . . . . . . 39 Sticks to Snakes (Reversible) . . . . . . . . . . . 52 Shillelagh. . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Animate Dead . . . . . . . . . . . . . . . . . . . . . . . 39 Stone Tell . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Snare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Animate Object . . . . . . . . . . . . . . . . . . . . . . 39 Symbol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Speak With Animals . . . . . . . . . . . . . . . . . . 65
Astral Spell . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Tongues (Reversible) . . . . . . . . . . . . . . . . . . 52 Speak With Plants . . . . . . . . . . . . . . . . . . . . 65
Atonement . . . . . . . . . . . . . . . . . . . . . . . . . . 40 True Seeing (Reversible) . . . . . . . . . . . . . . . 53 Sticks to Snakes (Reversible) . . . . . . . . . . . 65
Augury. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Wind Walk . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Stone Shape . . . . . . . . . . . . . . . . . . . . . . . . . 65
Blade Barrier. . . . . . . . . . . . . . . . . . . . . . . . . 40 Word of Recall . . . . . . . . . . . . . . . . . . . . . . . 53 Summon Insects . . . . . . . . . . . . . . . . . . . . . 65
Bless (Reversible). . . . . . . . . . . . . . . . . . . . . 40 Transmute Metal to Wood . . . . . . . . . . . . . 66
druid Spells . . . . . . . . . . . . . . . . . . . 54 Transmute Rock to Mud (Reversible) . . . . 66
Chant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Command . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Animal Friendship . . . . . . . . . . . . . . . . . . . . 54 Transport via Plants . . . . . . . . . . . . . . . . . . . 66
Commune . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Animal Growth (Reversible). . . . . . . . . . . . 54 Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Conjure Animals . . . . . . . . . . . . . . . . . . . . . .41 Animal Summoning I. . . . . . . . . . . . . . . . . . 54 Trip. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Continual Light (Reversible). . . . . . . . . . . . .41 Animal Summoning II . . . . . . . . . . . . . . . . . 54 Turn Wood . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Control Weather . . . . . . . . . . . . . . . . . . . . . .41 Animal Summoning III . . . . . . . . . . . . . . . . 54 Wall of Fire . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Create Food and Water. . . . . . . . . . . . . . . . .41 Animate Rock . . . . . . . . . . . . . . . . . . . . . . . . 54 Wall of Thorns . . . . . . . . . . . . . . . . . . . . . . . .67
Create Water (Reversible) . . . . . . . . . . . . . 42 Anti-Animal Shell. . . . . . . . . . . . . . . . . . . . . 54 Warp Wood . . . . . . . . . . . . . . . . . . . . . . . . . .67
Cure Blindness (Reversible) . . . . . . . . . . . . 42 Anti-Plant Shell . . . . . . . . . . . . . . . . . . . . . . 55 Water Breathing (Reversible) . . . . . . . . . . . .67
Cure Critical Wounds (Reversible) . . . . . . 42 Barkskin . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Weather Summoning . . . . . . . . . . . . . . . . . .67
Cure Disease (Reversible) . . . . . . . . . . . . . 42 Call Lightning . . . . . . . . . . . . . . . . . . . . . . . . 55
Call Woodland Beings. . . . . . . . . . . . . . . . . 55 magic User Spells . . . . . . . . . . . . . . . 68
Cure Light Wounds (Reversible) . . . . . . . . 42
Cure Serious Wounds (Reversible) . . . . . . 42 Chariot of Fire . . . . . . . . . . . . . . . . . . . . . . . 55 Affect Normal Fires . . . . . . . . . . . . . . . . . . . 68
Detect Charm (Reversible). . . . . . . . . . . . . 42 Charm Person or Mammal . . . . . . . . . . . . . 56 Airy Water. . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Detect Evil (Reversible). . . . . . . . . . . . . . . . 43 Commune With Nature . . . . . . . . . . . . . . . 56 Animal Growth (Reversible). . . . . . . . . . . . 68
Detect Lie (Reversible) . . . . . . . . . . . . . . . . 43 Confusion . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Animate Dead . . . . . . . . . . . . . . . . . . . . . . . 68
Detect Magic . . . . . . . . . . . . . . . . . . . . . . . . 43 Conjure Earth Elemental (Reversible). . . . 56 Anti-Magic Shell . . . . . . . . . . . . . . . . . . . . . 68
Dispel Evil (Reversible) . . . . . . . . . . . . . . . . 43 Conjure Fire Elemental (Reversible) . . . . . .57 Antipathy/Sympathy . . . . . . . . . . . . . . . . . . 68
Dispel Magic. . . . . . . . . . . . . . . . . . . . . . . . . 43 Control Temperature 10 ft Radius . . . . . . . .57 Astral Spell . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Divination . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Control Weather . . . . . . . . . . . . . . . . . . . . . .57 Audible Glamour . . . . . . . . . . . . . . . . . . . . . 69
Earthquake . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Control Winds . . . . . . . . . . . . . . . . . . . . . . . 58 Blink. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Exorcise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Create Water . . . . . . . . . . . . . . . . . . . . . . . . 58 Burning Hands . . . . . . . . . . . . . . . . . . . . . . . 69
Feign Death . . . . . . . . . . . . . . . . . . . . . . . . . 44 Creeping Doom . . . . . . . . . . . . . . . . . . . . . . 58 Cacodemon . . . . . . . . . . . . . . . . . . . . . . . . . 69
Find the Path (Reversible) . . . . . . . . . . . . . 44 Cure Disease (Reversible) . . . . . . . . . . . . . 58 Charm Monster . . . . . . . . . . . . . . . . . . . . . . .70
Find Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Cure Critical Wounds (Reversible) . . . . . . 58 Charm Person. . . . . . . . . . . . . . . . . . . . . . . . .70
Flame Strike . . . . . . . . . . . . . . . . . . . . . . . . . 44 Cure Light Wounds (Reversible) . . . . . . . . 58 Charm Plants . . . . . . . . . . . . . . . . . . . . . . . . .70
Gate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Cure Serious Wounds (Reversible) . . . . . . 58 Clairaudience . . . . . . . . . . . . . . . . . . . . . . . . .70
Glyph of Warding . . . . . . . . . . . . . . . . . . . . 45 Detect Magic . . . . . . . . . . . . . . . . . . . . . . . . 59 Clairvoyance. . . . . . . . . . . . . . . . . . . . . . . . . .70
Heal (Reversible) . . . . . . . . . . . . . . . . . . . . . 45 Detect Pits and Snares . . . . . . . . . . . . . . . . 59 Clenched Fist . . . . . . . . . . . . . . . . . . . . . . . . 71
Hold Person . . . . . . . . . . . . . . . . . . . . . . . . . 45 Dispel Magic. . . . . . . . . . . . . . . . . . . . . . . . . 59 Clone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Holy Word (Reversible) . . . . . . . . . . . . . . . 46 Entangle . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Cloudkill . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Insect Plague . . . . . . . . . . . . . . . . . . . . . . . . 46 Faerie Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Comprehend Languages (Reversible). . . . 71
Know Alignment (Reversible) . . . . . . . . . . 46 Feeblemind. . . . . . . . . . . . . . . . . . . . . . . . . . 59 Cone of Cold . . . . . . . . . . . . . . . . . . . . . . . . 72
Light (Reversible). . . . . . . . . . . . . . . . . . . . . 46 Feign Death . . . . . . . . . . . . . . . . . . . . . . . . . 59 Confusion . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Locate Object (Reversible). . . . . . . . . . . . . 46 Finger of Death . . . . . . . . . . . . . . . . . . . . . . 60 Conjure Elemental . . . . . . . . . . . . . . . . . . . . 72
Lower Water (Reversible) . . . . . . . . . . . . . . .47 Fire Seeds . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Contact Other Plane . . . . . . . . . . . . . . . . . . 72
Neutralise Poison (Reversible). . . . . . . . . . .47 Fire Storm (Reversible) . . . . . . . . . . . . . . . . 60 Continual Light. . . . . . . . . . . . . . . . . . . . . . . 73
Part Water. . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Fire Trap . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Control Weather . . . . . . . . . . . . . . . . . . . . . 73
Plane Shift. . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Hallucinatory Forest . . . . . . . . . . . . . . . . . . 60 Crushing Hand . . . . . . . . . . . . . . . . . . . . . . . 73
Prayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Heat Metal (Reversible) . . . . . . . . . . . . . . . .61 Dancing Lights . . . . . . . . . . . . . . . . . . . . . . . 73
Protection from Evil (Reversible). . . . . . . . 48 Hold Animal . . . . . . . . . . . . . . . . . . . . . . . . . .61 Darkness, 15 ft Radius. . . . . . . . . . . . . . . . . 73
Protection from Evil, 10 ft Radius (Rev.) . . 48 Hold Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . .61 Death Spell . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Purify Food and Drink (Reversible). . . . . . 48 Insect Plague . . . . . . . . . . . . . . . . . . . . . . . . .61 Delayed Blast Fireball . . . . . . . . . . . . . . . . . .74
Quest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Invisibility to Animals . . . . . . . . . . . . . . . . . .61 Detect Evil (Reversible). . . . . . . . . . . . . . . . .74
Raise Dead (Reversible) . . . . . . . . . . . . . . . 49 Locate Animals . . . . . . . . . . . . . . . . . . . . . . . 62 Detect Invisibility . . . . . . . . . . . . . . . . . . . . .74
Regenerate (Reversible) . . . . . . . . . . . . . . . 49 Locate Plants . . . . . . . . . . . . . . . . . . . . . . . . 62 Detect Magic . . . . . . . . . . . . . . . . . . . . . . . . .74
Remove Curse (Reversible) . . . . . . . . . . . . 49 Neutralise Poison (Reversible). . . . . . . . . . 62 Dig . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Remove Fear (Reversible). . . . . . . . . . . . . . 49 Obscurement . . . . . . . . . . . . . . . . . . . . . . . . 62 Dimension Door . . . . . . . . . . . . . . . . . . . . . .74
Resist Cold . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Pass Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Disintegrate . . . . . . . . . . . . . . . . . . . . . . . . . 75
Resist Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Pass Without Trace . . . . . . . . . . . . . . . . . . . 62 Dispel Magic. . . . . . . . . . . . . . . . . . . . . . . . . 75
Restoration (Reversible) . . . . . . . . . . . . . . . 50 Plant Door. . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Distance Distortion . . . . . . . . . . . . . . . . . . . 75
Resurrection (Reversible) . . . . . . . . . . . . . . 50 Plant Growth . . . . . . . . . . . . . . . . . . . . . . . . 63 Duo-Dimension . . . . . . . . . . . . . . . . . . . . . . 75
Sanctuary . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Predict Weather . . . . . . . . . . . . . . . . . . . . . . 63 Enchant an Item . . . . . . . . . . . . . . . . . . . . . . 75
Silence, 15 ft Radius. . . . . . . . . . . . . . . . . . . 50 Produce Fire (Reversible) . . . . . . . . . . . . . . 63 Enchanted Weapon (Reversible) . . . . . . . . .76
Slow Poison . . . . . . . . . . . . . . . . . . . . . . . . . .51 Produce Flame . . . . . . . . . . . . . . . . . . . . . . . 63 Enlarge (Reversible). . . . . . . . . . . . . . . . . . . .76
Snake Charm . . . . . . . . . . . . . . . . . . . . . . . . .51 Protection From Fire . . . . . . . . . . . . . . . . . . 63 Erase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Speak with Animals . . . . . . . . . . . . . . . . . . . .51 Protection From Lightning . . . . . . . . . . . . . 63 ESP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Speak with Dead . . . . . . . . . . . . . . . . . . . . . .51 Purify Water (Reversible) . . . . . . . . . . . . . . 64 Explosive Runes . . . . . . . . . . . . . . . . . . . . . . .76
Speak with Monsters. . . . . . . . . . . . . . . . . . .51 Pyrotechnics. . . . . . . . . . . . . . . . . . . . . . . . . 64 Extension I . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Speak with Plants. . . . . . . . . . . . . . . . . . . . . .51 Reincarnate. . . . . . . . . . . . . . . . . . . . . . . . . . 64 Extension II . . . . . . . . . . . . . . . . . . . . . . . . . . 77

vi
Extension III . . . . . . . . . . . . . . . . . . . . . . . . . 77 Monster Summoning III . . . . . . . . . . . . . . . 91 Wizard Eye . . . . . . . . . . . . . . . . . . . . . . . . . 105
False Trap . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Monster Summoning IV . . . . . . . . . . . . . . . 91 Wizard Lock . . . . . . . . . . . . . . . . . . . . . . . . 106
Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Monster Summoning V . . . . . . . . . . . . . . . . 92 Write . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Feather Fall . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Monster Summoning VI . . . . . . . . . . . . . . . 92
Feeblemind. . . . . . . . . . . . . . . . . . . . . . . . . . 77 Monster Summoning VII. . . . . . . . . . . . . . . 92 Illusionist Spells . . . . . . . . . . . . . . . 106
Feign Death . . . . . . . . . . . . . . . . . . . . . . . . . 78 Move Earth . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Alter Reality . . . . . . . . . . . . . . . . . . . . . . . . 106
Find Familiar . . . . . . . . . . . . . . . . . . . . . . . . . 78 Part Water. . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Arcane Spells, Level 1 . . . . . . . . . . . . . . . . 106
Fire Charm . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Passwall. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Astral Spell . . . . . . . . . . . . . . . . . . . . . . . . . 106
Fire Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Permanency . . . . . . . . . . . . . . . . . . . . . . . . . 93 Audible Glamour . . . . . . . . . . . . . . . . . . . . 106
Fire Trap . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Phantasmal Force. . . . . . . . . . . . . . . . . . . . . 93 Blindness. . . . . . . . . . . . . . . . . . . . . . . . . . . .107
Fireball. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Phase Door . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Blur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
Flame Arrow . . . . . . . . . . . . . . . . . . . . . . . . . 79 Plant Growth . . . . . . . . . . . . . . . . . . . . . . . . 93 Change Self. . . . . . . . . . . . . . . . . . . . . . . . . .107
Floating Disk. . . . . . . . . . . . . . . . . . . . . . . . . 79 Polymorph Object . . . . . . . . . . . . . . . . . . . . 94 Chaos. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
Fly. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Polymorph Other. . . . . . . . . . . . . . . . . . . . . 94 Colour Spray. . . . . . . . . . . . . . . . . . . . . . . . .107
Fool’s Gold . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Polymorph Self. . . . . . . . . . . . . . . . . . . . . . . 94 Confusion . . . . . . . . . . . . . . . . . . . . . . . . . . .107
Forceful Hand. . . . . . . . . . . . . . . . . . . . . . . . 80 Power Word, Blind . . . . . . . . . . . . . . . . . . . 94 Conjure Animals . . . . . . . . . . . . . . . . . . . . 108
Forget . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Power Word, Kill . . . . . . . . . . . . . . . . . . . . . 95 Continual Darkness . . . . . . . . . . . . . . . . . . 108
Freezing Sphere . . . . . . . . . . . . . . . . . . . . . . 80 Power Word, Stun . . . . . . . . . . . . . . . . . . . . 95 Continual Light. . . . . . . . . . . . . . . . . . . . . . 108
Friends. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Prismatic Sphere . . . . . . . . . . . . . . . . . . . . . 95 Dancing Lights . . . . . . . . . . . . . . . . . . . . . . 108
Fumble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Project Image . . . . . . . . . . . . . . . . . . . . . . . . 95 Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Gate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Protection From Evil (Reversible) . . . . . . . 96 Deafness . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Geas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Protection From Evil 10 ft Radius Demi-Shadow Magic. . . . . . . . . . . . . . . . . 108
Glass-steel . . . . . . . . . . . . . . . . . . . . . . . . . . .81 (Reversible). . . . . . . . . . . . . . . . . . . . . . . . . . 96 Demi-Shadow Monsters. . . . . . . . . . . . . . 108
Glasseye . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Protection From Normal Missiles . . . . . . . 96 Detect Illusion . . . . . . . . . . . . . . . . . . . . . . 109
Globe of Invulnerability . . . . . . . . . . . . . . . .81 Push . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Detect Invisibility . . . . . . . . . . . . . . . . . . . 109
Grasping Hand . . . . . . . . . . . . . . . . . . . . . . . 82 Pyrotechnics. . . . . . . . . . . . . . . . . . . . . . . . . 96 Detect Magic . . . . . . . . . . . . . . . . . . . . . . . 109
Guards and Wards . . . . . . . . . . . . . . . . . . . . 82 Ray of Enfeeblement . . . . . . . . . . . . . . . . . . 96 Dispel Exhaustion . . . . . . . . . . . . . . . . . . . 109
Gust of Wind . . . . . . . . . . . . . . . . . . . . . . . . 82 Read Magic (Reversible) . . . . . . . . . . . . . . . .97 Dispel Illusion . . . . . . . . . . . . . . . . . . . . . . 109
Hallucinatory Terrain . . . . . . . . . . . . . . . . . 82 Remove Curse (Reversible) . . . . . . . . . . . . .97 Emotion. . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Haste . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Reincarnation . . . . . . . . . . . . . . . . . . . . . . . . .97 Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Hold Monster . . . . . . . . . . . . . . . . . . . . . . . . 83 Repulsion . . . . . . . . . . . . . . . . . . . . . . . . . . . .97 Fog Cloud . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Hold Person . . . . . . . . . . . . . . . . . . . . . . . . . 83 Reverse Gravity . . . . . . . . . . . . . . . . . . . . . . .97 Gaze Reflection . . . . . . . . . . . . . . . . . . . . . .110
Hold Portal . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Rope Trick. . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Hallucinatory Terrain . . . . . . . . . . . . . . . . .110
Ice Storm. . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Scare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Hypnotic Pattern . . . . . . . . . . . . . . . . . . . . .110
Identify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Secret Chest . . . . . . . . . . . . . . . . . . . . . . . . . 98 Hypnotism . . . . . . . . . . . . . . . . . . . . . . . . . .110
Imprisonment (Reversible). . . . . . . . . . . . . 84 Shape Change . . . . . . . . . . . . . . . . . . . . . . . 98 Illusory Script . . . . . . . . . . . . . . . . . . . . . . . .110
Incendiary Cloud . . . . . . . . . . . . . . . . . . . . . 84 Shatter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Improved Invisibility . . . . . . . . . . . . . . . . . .110
Infravision . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Shield. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Improved Phantasmal Force . . . . . . . . . . .110
Instant Summons . . . . . . . . . . . . . . . . . . . . . 84 Shocking Grasp . . . . . . . . . . . . . . . . . . . . . . 99 Invisibility . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Interposing Hand. . . . . . . . . . . . . . . . . . . . . 85 Simulacrum. . . . . . . . . . . . . . . . . . . . . . . . . . 99 Invisibility 10 ft Radius . . . . . . . . . . . . . . . .111
Invisibility . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Sleep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Invisibility, 10 ft Radius . . . . . . . . . . . . . . . . 85 Slow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Magic Mouth . . . . . . . . . . . . . . . . . . . . . . . .111
Invisible Stalker . . . . . . . . . . . . . . . . . . . . . . 85 Spell Immunity. . . . . . . . . . . . . . . . . . . . . . . 99 Major Creation. . . . . . . . . . . . . . . . . . . . . . .111
Irresistible Dance. . . . . . . . . . . . . . . . . . . . . 85 Spider Climb. . . . . . . . . . . . . . . . . . . . . . . . 100 Mass Suggestion . . . . . . . . . . . . . . . . . . . . .111
Jump . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Spirit-Rack . . . . . . . . . . . . . . . . . . . . . . . . . 100 Massmorph. . . . . . . . . . . . . . . . . . . . . . . . . .111
Knock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Statue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Maze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Legend Lore . . . . . . . . . . . . . . . . . . . . . . . . . 86 Stinking Cloud . . . . . . . . . . . . . . . . . . . . . . 100 Minor Creation. . . . . . . . . . . . . . . . . . . . . . .111
Levitate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Stone Shape . . . . . . . . . . . . . . . . . . . . . . . . 101 Mirror Image . . . . . . . . . . . . . . . . . . . . . . . .112
Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Stone to Flesh (Reversible). . . . . . . . . . . . 101 Misdirection . . . . . . . . . . . . . . . . . . . . . . . . .112
Lightning Bolt . . . . . . . . . . . . . . . . . . . . . . . . 86 Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Non-Detection. . . . . . . . . . . . . . . . . . . . . . .112
Limited Wish . . . . . . . . . . . . . . . . . . . . . . . . .87 Suggestion . . . . . . . . . . . . . . . . . . . . . . . . . 101 Paralysation . . . . . . . . . . . . . . . . . . . . . . . . .112
Locate Object. . . . . . . . . . . . . . . . . . . . . . . . .87 Symbol . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Permanent Illusion. . . . . . . . . . . . . . . . . . . .112
Lower Water (Reversible) . . . . . . . . . . . . . . .87 Telekinesis . . . . . . . . . . . . . . . . . . . . . . . . . 102 Phantasmal Force. . . . . . . . . . . . . . . . . . . . .112
Mage’s Faithful Hound . . . . . . . . . . . . . . . . .87 Teleport. . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Phantasmal Killer . . . . . . . . . . . . . . . . . . . . .112
Mage’s Sword . . . . . . . . . . . . . . . . . . . . . . . . .87 Temporal Stasis (Reversible) . . . . . . . . . . 102 Prismatic Spray. . . . . . . . . . . . . . . . . . . . . . .113
Magic Aura . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Time Stop . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Prismatic Wall. . . . . . . . . . . . . . . . . . . . . . . .113
Magic Jar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Tiny Hut. . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Programmed Illusion. . . . . . . . . . . . . . . . . .113
Magic Missile . . . . . . . . . . . . . . . . . . . . . . . . 88 Tongues (Reversible) . . . . . . . . . . . . . . . . . 103 Project Image . . . . . . . . . . . . . . . . . . . . . . . .113
Magic Mouth . . . . . . . . . . . . . . . . . . . . . . . . 88 Transformation. . . . . . . . . . . . . . . . . . . . . . 103 Rope Trick. . . . . . . . . . . . . . . . . . . . . . . . . . .113
Mass Charm . . . . . . . . . . . . . . . . . . . . . . . . . 89 Transmute Rock to Mud . . . . . . . . . . . . . . 103 Shades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Mass Invisibility . . . . . . . . . . . . . . . . . . . . . . 89 Trap the Soul . . . . . . . . . . . . . . . . . . . . . . . 103 Shadow Door . . . . . . . . . . . . . . . . . . . . . . . .114
Massmorph. . . . . . . . . . . . . . . . . . . . . . . . . . 89 Unseen Servant . . . . . . . . . . . . . . . . . . . . . 104 Shadow Magic . . . . . . . . . . . . . . . . . . . . . . .114
Maze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Vanish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Shadow Monsters . . . . . . . . . . . . . . . . . . . .114
Mending . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Ventriloquism. . . . . . . . . . . . . . . . . . . . . . . 104 Spectral Force . . . . . . . . . . . . . . . . . . . . . . .114
Message . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Wall of Fire . . . . . . . . . . . . . . . . . . . . . . . . . 104 Suggestion . . . . . . . . . . . . . . . . . . . . . . . . . .114
Meteor Swarm . . . . . . . . . . . . . . . . . . . . . . . 90 Wall of Force . . . . . . . . . . . . . . . . . . . . . . . 104 Summon Shadow. . . . . . . . . . . . . . . . . . . . .115
Mind Blank . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Wall of Ice . . . . . . . . . . . . . . . . . . . . . . . . . . 104 True Sight . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Minor Globe of Invulnerability . . . . . . . . . 90 Wall of Iron. . . . . . . . . . . . . . . . . . . . . . . . . 104 Veil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Mirror Image . . . . . . . . . . . . . . . . . . . . . . . . 90 Wall of Stone . . . . . . . . . . . . . . . . . . . . . . . 105 Ventriloquism. . . . . . . . . . . . . . . . . . . . . . . .115
Mnemonic Enhancement . . . . . . . . . . . . . . 90 Water Breathing (Reversible) . . . . . . . . . . 105 Vision. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Monster Summoning I . . . . . . . . . . . . . . . . 90 Web . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Wall of Fog . . . . . . . . . . . . . . . . . . . . . . . . . .115
Monster Summoning II . . . . . . . . . . . . . . . . 91 Wish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105

vii
LIST OF MONSTERS
men . . . . . . . . . . . . . . . . . . . . . . . . 191 demons . . . . . . . . . . . . . . . . . . . . . 213 Sylvan or faerie creatures . . . . . . . 233
Bandit (Brigand) . . . . . . . . . . . . . . . . . . . . .191 Babau. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .213 Brownie. . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
Berserker. . . . . . . . . . . . . . . . . . . . . . . . . . . .191 Class A Demon. . . . . . . . . . . . . . . . . . . . . . .214 Centaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Buccaneer (Pirate) . . . . . . . . . . . . . . . . . . .191 Class B Demon . . . . . . . . . . . . . . . . . . . . . . .214 Dryad. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Dervish (Nomad) . . . . . . . . . . . . . . . . . . . 192 Class C Demon. . . . . . . . . . . . . . . . . . . . . . .214 Faun (Satyr) . . . . . . . . . . . . . . . . . . . . . . . . 234
Pilgrim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192 Class D Demon . . . . . . . . . . . . . . . . . . . . . .215 Leprechaun. . . . . . . . . . . . . . . . . . . . . . . . . 235
Merchant. . . . . . . . . . . . . . . . . . . . . . . . . . . 193 Class E Demon . . . . . . . . . . . . . . . . . . . . . . .215 Nixie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
Class F Demon . . . . . . . . . . . . . . . . . . . . . . .216 Nymph. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
demi-humans . . . . . . . . . . . . . . . . 194
Demonette . . . . . . . . . . . . . . . . . . . . . . . . . .216 Pixie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
Dwarf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Demoniac . . . . . . . . . . . . . . . . . . . . . . . . . . .217 Quickling . . . . . . . . . . . . . . . . . . . . . . . . . . 237
Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Dretch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .217 Sprite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
Gnome . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Ekivu (Fly Demon). . . . . . . . . . . . . . . . . . . .218 Sylph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
Halfling . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Kullule (Demonic Hordling) . . . . . . . . . . .218 Treant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
humanoids. . . . . . . . . . . . . . . . . . . 196 Quasit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .218 Tree, Animated. . . . . . . . . . . . . . . . . . . . . . 238
Batrachian . . . . . . . . . . . . . . . . . . . . . . . . . . 196 Shub. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .219 Unicorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
Bugbear . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196 Succubus. . . . . . . . . . . . . . . . . . . . . . . . . . . .219
Undead. . . . . . . . . . . . . . . . . . . . . . 239
Caveman (Tribesman) . . . . . . . . . . . . . . . .197 Uduk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Banshee (Groaning Spirit) . . . . . . . . . . . . 239
Gnoll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
devils . . . . . . . . . . . . . . . . . . . . . . . 221 Coffer Corpse. . . . . . . . . . . . . . . . . . . . . . . 239
Flind . . . . . . . . . . . . . . . . . . . . . . . . . . . .197
Assagim (Least Devil) . . . . . . . . . . . . . . . . 221 Ghast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
Goblin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Barbed Devil (Lesser Devil) . . . . . . . . . . . 221 Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
Grimlock . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Bearded Devil (Lesser Devil). . . . . . . . . . . 222 Ghoul. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
Hobgoblin. . . . . . . . . . . . . . . . . . . . . . . . . . 199
Bone Devil (Lesser Devil). . . . . . . . . . . . . 222 Lich . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
Kobold. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Devilcat (Lesser Devil) . . . . . . . . . . . . . . . 223 Mummy . . . . . . . . . . . . . . . . . . . . . . . . . . . . .241
Lizard Man . . . . . . . . . . . . . . . . . . . . . . . . . 200
Erinyes (Lesser Devil) . . . . . . . . . . . . . . . . 223 Poltergeist. . . . . . . . . . . . . . . . . . . . . . . . . . 242
Orc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Horned Devil (Greater Devil) . . . . . . . . . 223 Shadow . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Troglodyte . . . . . . . . . . . . . . . . . . . . . . . . . 201
Ice Devil (Greater Devil) . . . . . . . . . . . . . 224 Skeleton . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
Giants . . . . . . . . . . . . . . . . . . . . . . . 201 Imp (Lesser Devil) . . . . . . . . . . . . . . . . . . . 224 Spectre . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
Cyclops . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 Lemure (Least Devil). . . . . . . . . . . . . . . . . 224 Vampire. . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
Giant, Cloud . . . . . . . . . . . . . . . . . . . . . . . . 202 Scaly Devil (Lesser Devil). . . . . . . . . . . . . 225 Wight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Giant, Fire . . . . . . . . . . . . . . . . . . . . . . . . . . 202 Shaitan (Greater Devil). . . . . . . . . . . . . . . 225 Wraith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Giant, Frost . . . . . . . . . . . . . . . . . . . . . . . . . 203 Spiked Devil (Least Devil) . . . . . . . . . . . . 226 Zombie . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Giant, Hill . . . . . . . . . . . . . . . . . . . . . . . . . . 203 Pit Fiend (Greater Devil) . . . . . . . . . . . . . 226 Zombie, Juju . . . . . . . . . . . . . . . . . . . . . . . . 245
Giant, Stone . . . . . . . . . . . . . . . . . . . . . . . . 204 Soul Worm . . . . . . . . . . . . . . . . . . . . . . . . . 226
animals . . . . . . . . . . . . . . . . . . . . . 245
Giant, Storm . . . . . . . . . . . . . . . . . . . . . . . . 204
dinosaurs . . . . . . . . . . . . . . . . . . . . 227 Ape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
Ettin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Tyrannosaurids and Allosaurids. . . . . . . . 227 Axe Beak (Phorusrhacid) . . . . . . . . . . . . . 245
Ogre. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205 Hadrosaurids . . . . . . . . . . . . . . . . . . . . . . . 228 Baboon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
Ogre Mage. . . . . . . . . . . . . . . . . . . . . 205 Sauropods. . . . . . . . . . . . . . . . . . . . . . . . . . 228 Badger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
Troll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206 Ceratopsians. . . . . . . . . . . . . . . . . . . . . . . . 229 Bat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
Troll, Giant . . . . . . . . . . . . . . . . . . . . . .206 Other Dinosaurs I . . . . . . . . . . . . . . . . . . . 229 Bat, Mobat . . . . . . . . . . . . . . . . . . . . . . . . . 246
Troll, Giant Two-Headed . . . . . . . . . .206 Other Dinosaurs II. . . . . . . . . . . . . . . . . . . 230 Barracuda . . . . . . . . . . . . . . . . . . . . . . . . . . .247
Troll, Ice . . . . . . . . . . . . . . . . . . . . . . . .206 Marine Dinosaurs . . . . . . . . . . . . . . . . . . . 230 Bear, Lesser. . . . . . . . . . . . . . . . . . . . . . . . . .247
Troll, Spectral. . . . . . . . . . . . . . . . . . . .207 Flying Dinosaurs . . . . . . . . . . . . . . . . . . . . 231 Bear, Greater . . . . . . . . . . . . . . . . . . . . . . . .247
Bird . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .247
dragon . . . . . . . . . . . . . . . . . . . . . . 208 Golems . . . . . . . . . . . . . . . . . . . . . . 231
Boar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
Black . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208 Flesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
Boar, Warthog . . . . . . . . . . . . . . . . . . . . . . 248
Blue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208 Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
Camel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
Brass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208 Iron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
Cat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
Bronze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209 Clay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
Cattle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Copper . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210
lycanthropes . . . . . . . . . . . . . . . . . 232 Buffalo. . . . . . . . . . . . . . . . . . . . . . . . . .249
Gold. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210
Werebear . . . . . . . . . . . . . . . . . . . . . . . . . . 233 Bull . . . . . . . . . . . . . . . . . . . . . . . . . . . . .249
Green. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211
Wereboar . . . . . . . . . . . . . . . . . . . . . . . . . . 233 Wild . . . . . . . . . . . . . . . . . . . . . . . . . . . .249
Red. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211
Wererat . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233 Crocodile . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Silver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .212
Weretiger . . . . . . . . . . . . . . . . . . . . . . . . . . 233 Crustacean, Giant . . . . . . . . . . . . . . . . . . . 250
White. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .212
Werewolf . . . . . . . . . . . . . . . . . . . . . . . . . . 233 Dog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250
viii
Eel, Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . 250 Crypt Thing. . . . . . . . . . . . . . . . . . . . . . . . . 269 Phoenix . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290
Elephant . . . . . . . . . . . . . . . . . . . . . . . . . . . 250 Dakon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269 Piercer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
Fish, Giant . . . . . . . . . . . . . . . . . . . . . . . . . . 251 Dark Creeper . . . . . . . . . . . . . . . . . . . . . . . 269 Pseudo-Dragon . . . . . . . . . . . . . . . . . . . . . 291
Frog, Giant . . . . . . . . . . . . . . . . . . . . . . . . . 251 Disenchanter . . . . . . . . . . . . . . . . . . . . . . . 270 Purple Worm . . . . . . . . . . . . . . . . . . . . . . . 291
Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Doppelgänger . . . . . . . . . . . . . . . . . . . . . . 271 Rakshasa . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
Hippopotamus . . . . . . . . . . . . . . . . . . . . . . 252 Dracolisk . . . . . . . . . . . . . . . . . . . . . . . . . . . 271 Remorhaz . . . . . . . . . . . . . . . . . . . . . . . . . . 292
Hyena . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253 Dragon Turtle . . . . . . . . . . . . . . . . . . . . . . . 271 Roc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
Indricotherium . . . . . . . . . . . . . . . . . . . . . . 253 Elemental . . . . . . . . . . . . . . . . . . . . . . . . . . 272 Roper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
Jackal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253 Air. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .272 Rot Grub . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
Lion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253 Earth. . . . . . . . . . . . . . . . . . . . . . . . . . . .272 Rust Monster . . . . . . . . . . . . . . . . . . . . . . . 294
Mule. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254 Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . .272 Sahuagin . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
Portuguese Man O’ War, Giant . . . . . . . . 254 Water . . . . . . . . . . . . . . . . . . . . . . . . . . .273 Scorpion . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
Rat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254 Ettercap . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273 Sea Hag . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
Rhinoceros . . . . . . . . . . . . . . . . . . . . . . . . . 255 Executioner’s Hood . . . . . . . . . . . . . . . . . . 273 Sea Serpent. . . . . . . . . . . . . . . . . . . . . . . . . 296
Shark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255 Eye of the Deep . . . . . . . . . . . . . . . . . . . . . 273 Shambling Mound . . . . . . . . . . . . . . . . . . . 296
Squid, Giant . . . . . . . . . . . . . . . . . . . . . . . . 255 Fly, Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . .274 Shedu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
Tiger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256 Fungi, Violet . . . . . . . . . . . . . . . . . . . . . . . . .274 Shrieker. . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
Toad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256 Gargoyle . . . . . . . . . . . . . . . . . . . . . . . . . . . .274 Skeleton Warrior . . . . . . . . . . . . . . . . . . . . 297
Turtle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256 Gelatinous Cube . . . . . . . . . . . . . . . . . . . . .274 Slithering Tracker. . . . . . . . . . . . . . . . . . . . 297
Walrus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257 Genie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275 Slime, Green. . . . . . . . . . . . . . . . . . . . . . . . 298
Weasel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257 Gorgon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275 Slug, Giant . . . . . . . . . . . . . . . . . . . . . . . . . 298
Whale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257 Grey Ooze . . . . . . . . . . . . . . . . . . . . . . . . . .276 Snake, Giant . . . . . . . . . . . . . . . . . . . . . . . . 298
Wolf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257 Griffon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .276 Sphinx . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299
Wolverine . . . . . . . . . . . . . . . . . . . . . . . . . . 258 Harpy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .276 Andro- . . . . . . . . . . . . . . . . . . . . . . . . . .299
Worg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 Hell Hound . . . . . . . . . . . . . . . . . . . . . . . . . 277 Crio-. . . . . . . . . . . . . . . . . . . . . . . . . . . .299
Hippogriff . . . . . . . . . . . . . . . . . . . . . . . . . . 277 Gyno-. . . . . . . . . . . . . . . . . . . . . . . . . . .299
Other creatures . . . . . . . . . . . . . . . 259
Homonculus . . . . . . . . . . . . . . . . . . . . . . . . 277 Hieraco- . . . . . . . . . . . . . . . . . . . . . . . .300
Achaierai . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Hydra. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278 Spider, Giant. . . . . . . . . . . . . . . . . . . . . . . . 300
Aerial Servant . . . . . . . . . . . . . . . . . . . . . . . 259
Invisible Stalker . . . . . . . . . . . . . . . . . . . . . 278 Spider, Huge . . . . . . . . . . . . . . . . . . . . . . . . 301
Afreet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Jackalwere . . . . . . . . . . . . . . . . . . . . . . . . . 279 Spider, Large. . . . . . . . . . . . . . . . . . . . . . . . 301
Al-Mi’raj . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
Kraken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279 Spider, Phase . . . . . . . . . . . . . . . . . . . . . . . 301
Amber Creeping Vine . . . . . . . . . . . . . . . . 260
Lamia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279 Spider, Giant Water . . . . . . . . . . . . . . . . . . 301
Ankheg . . . . . . . . . . . . . . . . . . . . . . . . . . . . .261
Lammasu. . . . . . . . . . . . . . . . . . . . . . . . . . . 280 Squealer . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Annis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .261
Leech, Giant . . . . . . . . . . . . . . . . . . . . . . . . 280 Stirge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Ant, Giant . . . . . . . . . . . . . . . . . . . . . . . . . . .261
Lizard, Giant . . . . . . . . . . . . . . . . . . . . . . . . 280 Stunjelly . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
Aurumvorax . . . . . . . . . . . . . . . . . . . . . . . . .261
Locathah . . . . . . . . . . . . . . . . . . . . . . . . . . . 281 Tick, Giant. . . . . . . . . . . . . . . . . . . . . . . . . . 303
Babbler . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
Lurker Above . . . . . . . . . . . . . . . . . . . . . . . 282 Titan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Barghest . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
Manticore . . . . . . . . . . . . . . . . . . . . . . . . . . 282 Trapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Basilisk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
Medusa . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282 Triton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Bee, Giant . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Mephit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282 Vilstrak . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Beetle, Giant. . . . . . . . . . . . . . . . . . . . . . . . 263
Merman. . . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Volt. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Behir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
Minotaur . . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Vulchling . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
Blindheim . . . . . . . . . . . . . . . . . . . . . . . . . . 264
Mongrelman . . . . . . . . . . . . . . . . . . . . . . . . 285 Wasp, Giant . . . . . . . . . . . . . . . . . . . . . . . . 305
Blink Dog . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Mould . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285 Will-O-the-Wisp . . . . . . . . . . . . . . . . . . . . 305
Bulette. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Naga. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285 Wyvern . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
Carbuncle . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Necrophidius . . . . . . . . . . . . . . . . . . . . . . . 286 Xorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306
Carcass Creeper. . . . . . . . . . . . . . . . . . . . . 266
Nereid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 Yeti . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306
Caryatid Column . . . . . . . . . . . . . . . . . . . . 266
Night Hag . . . . . . . . . . . . . . . . . . . . . . . . . . 287 Dread Wraith . . . . . . . . . . . . . . . . . . . . . . . 355
Caterwaul . . . . . . . . . . . . . . . . . . . . . . . . . . 266
Nightmare. . . . . . . . . . . . . . . . . . . . . . . . . . 288
Centipede . . . . . . . . . . . . . . . . . . . . . . . . . . 267
Nilbog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
Chimæra . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
Owlbear . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
Cockatrice . . . . . . . . . . . . . . . . . . . . . . . . . 267
Otyugh . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
Coeurl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
Pegasus . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
Couatl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
Phantom . . . . . . . . . . . . . . . . . . . . . . . . . . . 290
Crabman . . . . . . . . . . . . . . . . . . . . . . . . . . . 268

ix
LIST OF MAGIC ITEMS
Master Magic Item Tables . . . . . . . . . .311 Wizardry . . . . . . . . . . . . . . . . . . . . . . . . . . . 322 Amulet of the Planes . . . . . . . . . . . . . . . . . 330
Detecting Magic . . . . . . . . . . . . . . . . . . . . . 323 Amulet of Proof Against Detection
Potions . . . . . . . . . . . . . . . . . . . . . . . . . 315
Detecting Minerals and Metals . . . . . . . . 323 or Location . . . . . . . . . . . . . . . . . . . . . . . . . 330
Animal Control . . . . . . . . . . . . . . . . . . . . . . .316
Detecting Traps and Secret Doors . . . . . 323 Apparatus of the Lobster . . . . . . . . . . . . . 330
Clairaudience . . . . . . . . . . . . . . . . . . . . . . . .316
Enemy Detection . . . . . . . . . . . . . . . . . . . . 323 Arrow of Direction . . . . . . . . . . . . . . . . . . 330
Clairvoyance . . . . . . . . . . . . . . . . . . . . . . . . .316
Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323 Bag of Holding . . . . . . . . . . . . . . . . . . . . . . .331
Climbing . . . . . . . . . . . . . . . . . . . . . . . . . . . .316
Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323 Bag of Tricks . . . . . . . . . . . . . . . . . . . . . . . . .331
Delusion . . . . . . . . . . . . . . . . . . . . . . . . . . . .316
Ice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323 Bead of Force . . . . . . . . . . . . . . . . . . . . . . . .331
Diminution . . . . . . . . . . . . . . . . . . . . . . . . . .317
Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323 Belt of Dwarfkind . . . . . . . . . . . . . . . . . . . .331
Dragon Control . . . . . . . . . . . . . . . . . . . . . .317
Illusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323 Belt of Giant Strength . . . . . . . . . . . . . . . . .331
ESP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .317
Lightning . . . . . . . . . . . . . . . . . . . . . . . . . . . 324 Blemish Blotter . . . . . . . . . . . . . . . . . . . . . . .331
Extra-Healing . . . . . . . . . . . . . . . . . . . . . . . .317
Magic Missiles . . . . . . . . . . . . . . . . . . . . . . 324 Blessed Book . . . . . . . . . . . . . . . . . . . . . . . .331
Fire Resistance . . . . . . . . . . . . . . . . . . . . . . .317
Negation . . . . . . . . . . . . . . . . . . . . . . . . . . . 324 Boat, Folding . . . . . . . . . . . . . . . . . . . . . . . .331
Flying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .317
Paralysation . . . . . . . . . . . . . . . . . . . . . . . . 324 Boots of Elvenkind . . . . . . . . . . . . . . . . . . . 332
Gaseous Form . . . . . . . . . . . . . . . . . . . . . . .317
Polymorphing . . . . . . . . . . . . . . . . . . . . . . . 324 Boots of Levitation . . . . . . . . . . . . . . . . . . . 332
Giant Control . . . . . . . . . . . . . . . . . . . . . . . .317
Summoning . . . . . . . . . . . . . . . . . . . . . . . . 324 Boots of Speed . . . . . . . . . . . . . . . . . . . . . . 332
Giant Strength . . . . . . . . . . . . . . . . . . . . . . .317
Wonder . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324 Boots of Striding and Springing . . . . . . . . 332
Growth . . . . . . . . . . . . . . . . . . . . . . . . . . . . .317
Boots of Teleportation . . . . . . . . . . . . . . . 332
Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . .317 Magic Armour and Shields . . . . . . . . 325
Boots of the Winterlands . . . . . . . . . . . . . 332
Heroism . . . . . . . . . . . . . . . . . . . . . . . . . . . . .317 Plate Mail of Æthereality . . . . . . . . . . . . . . 325
Boots, Winged . . . . . . . . . . . . . . . . . . . . . . 332
Human Control . . . . . . . . . . . . . . . . . . . . . .317 Large Shield +1, Missile Deflector . . . . . . 325
Bottle of Air . . . . . . . . . . . . . . . . . . . . . . . . 332
Invisibility . . . . . . . . . . . . . . . . . . . . . . . . . . .318 Magic Swords . . . . . . . . . . . . . . . . . . . 325 Bowl Commanding Water Elementals . . 332
Invulnerability . . . . . . . . . . . . . . . . . . . . . . .318 Bleeding Sword . . . . . . . . . . . . . . . . . . . . . 325 Bracelet of Friends . . . . . . . . . . . . . . . . . . . 332
Levitation . . . . . . . . . . . . . . . . . . . . . . . . . . .318 Dancing Sword . . . . . . . . . . . . . . . . . . . . . . 325 Bracers of Archery, Greater . . . . . . . . . . . 332
Longevity . . . . . . . . . . . . . . . . . . . . . . . . . . .318 Defender . . . . . . . . . . . . . . . . . . . . . . . . . . . 325 Bracers of Archery, Lesser . . . . . . . . . . . . 332
Oil of Ætherealness . . . . . . . . . . . . . . . . . . .318 Dragonbane . . . . . . . . . . . . . . . . . . . . . . . . 325 Bracers of Armour . . . . . . . . . . . . . . . . . . . 332
Oil of Slipperiness . . . . . . . . . . . . . . . . . . . .318 Flaming Blade . . . . . . . . . . . . . . . . . . . . . . . 325 Brazier of Commanding Fire Elementals 332
Philtre of Love . . . . . . . . . . . . . . . . . . . . . . .318 Frost Brand . . . . . . . . . . . . . . . . . . . . . . . . . 326 Brooch of Instigation . . . . . . . . . . . . . . . . . 332
Philtre of Persuasiveness . . . . . . . . . . . . . .318 Giantbane . . . . . . . . . . . . . . . . . . . . . . . . . . 326 Brooch of Shielding . . . . . . . . . . . . . . . . . . 332
Plant Control . . . . . . . . . . . . . . . . . . . . . . . .318 Holy Sword . . . . . . . . . . . . . . . . . . . . . . . . . 326 Broom of Flying . . . . . . . . . . . . . . . . . . . . . 332
Polymorph . . . . . . . . . . . . . . . . . . . . . . . . . .318 Keenblade . . . . . . . . . . . . . . . . . . . . . . . . . . 326 Candle of Invocation . . . . . . . . . . . . . . . . . 333
Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .318 Luck Blade . . . . . . . . . . . . . . . . . . . . . . . . . . 326 Candle of Truth . . . . . . . . . . . . . . . . . . . . . 333
Super-Heroism . . . . . . . . . . . . . . . . . . . . . . .318 Magebane . . . . . . . . . . . . . . . . . . . . . . . . . . 326 Cape of the Mountebank . . . . . . . . . . . . . 333
Sweet Water . . . . . . . . . . . . . . . . . . . . . . . . .318 Nine Lives Stealer . . . . . . . . . . . . . . . . . . . 326 Carpet of Flying . . . . . . . . . . . . . . . . . . . . . 333
Treasure Finding . . . . . . . . . . . . . . . . . . . . .318 Trollbane . . . . . . . . . . . . . . . . . . . . . . . . . . . 326 Censer of Controlling Air Elementals . . . 333
Undead Control . . . . . . . . . . . . . . . . . . . . . .318 Vampire Blade . . . . . . . . . . . . . . . . . . . . . . 326 Chime of Interruption . . . . . . . . . . . . . . . . 333
Water Breathing . . . . . . . . . . . . . . . . . . . . . .319 Vorpal Blade . . . . . . . . . . . . . . . . . . . . . . . . 326 Chime of Opening . . . . . . . . . . . . . . . . . . . 333
Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . 319 Werebane . . . . . . . . . . . . . . . . . . . . . . . . . . 326 Circlet of Blasting, Major . . . . . . . . . . . . . 333
Ward of Demons . . . . . . . . . . . . . . . . . . . . .319 Wyrmbane . . . . . . . . . . . . . . . . . . . . . . . . . 326 Circlet of Blasting, Minor . . . . . . . . . . . . . 333
Ward of Devils . . . . . . . . . . . . . . . . . . . . . . .319 Miscellaneous Weapons . . . . . . . . . . 329 Circlet of Persuasion . . . . . . . . . . . . . . . . . 333
Ward of Elementals . . . . . . . . . . . . . . . . . . .319 Arrow of Slaying . . . . . . . . . . . . . . . . . . . . . 329 Cloak of Arachnida . . . . . . . . . . . . . . . . . . 333
Ward of Lycanthropes . . . . . . . . . . . . . . . . 320 Axe of Hurling . . . . . . . . . . . . . . . . . . . . . . 329 Cloak of the Bat . . . . . . . . . . . . . . . . . . . . . 333
Ward of Magic . . . . . . . . . . . . . . . . . . . . . . 320 Crossbow of Accuracy . . . . . . . . . . . . . . . 329 Cloak of Charisma . . . . . . . . . . . . . . . . . . . 333
Ward of Petrifaction . . . . . . . . . . . . . . . . . 320 Crossbow of Range . . . . . . . . . . . . . . . . . . 329 Cloak of Displacement, Major . . . . . . . . . 333
Ward of Possession . . . . . . . . . . . . . . . . . . 320 Crossbow of Speed . . . . . . . . . . . . . . . . . . 329 Cloak of Displacement, Minor . . . . . . . . . 333
Ward of Undead . . . . . . . . . . . . . . . . . . . . . 320 Dagger of Venom . . . . . . . . . . . . . . . . . . . . 329 Cloak of Elvenkind . . . . . . . . . . . . . . . . . . . 333
Rods, Staves And Wands . . . . . . . . . . . . . 320 Hammer of the Dwarfs . . . . . . . . . . . . . . . 329 Cloak of Ætherealness . . . . . . . . . . . . . . . 334
Absorption . . . . . . . . . . . . . . . . . . . . . . . . . 320 Holy Mace . . . . . . . . . . . . . . . . . . . . . . . . . . 329 Cloak of the Manta Ray . . . . . . . . . . . . . . . 334
Cancellation . . . . . . . . . . . . . . . . . . . . . . . . 320 Sling of the Halfling . . . . . . . . . . . . . . . . . . 329 Cloak of Resistance . . . . . . . . . . . . . . . . . . 334
Captivation . . . . . . . . . . . . . . . . . . . . . . . . . 321 Trident/Fork . . . . . . . . . . . . . . . . . . . . . . . . 329 Crystal Ball . . . . . . . . . . . . . . . . . . . . . . . . . 334
Lordly Might . . . . . . . . . . . . . . . . . . . . . . . . 321 Cube of Force . . . . . . . . . . . . . . . . . . . . . . . 334
Resurrection . . . . . . . . . . . . . . . . . . . . . . . . 321
Miscellaneous Magic . . . . . . . . . . . . . 330
Cube of Frost Resistance . . . . . . . . . . . . . 334
Afreeti Bottle . . . . . . . . . . . . . . . . . . . . . . . 330
Rulership . . . . . . . . . . . . . . . . . . . . . . . . . . . 321 Cubic Gate . . . . . . . . . . . . . . . . . . . . . . . . . 334
Ahmek’s Copious Coin Purse . . . . . . . . . . 330
Striking . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322 Dark Skull . . . . . . . . . . . . . . . . . . . . . . . . . . 334
Alchemy Jug . . . . . . . . . . . . . . . . . . . . . . . . 330
Compulsion . . . . . . . . . . . . . . . . . . . . . . . . 322 Decanter of Endless Water . . . . . . . . . . . . 335
Amulet of Health . . . . . . . . . . . . . . . . . . . . 330
Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322 Deck of Illusions . . . . . . . . . . . . . . . . . . . . 335
Amulet of Mighty Fists . . . . . . . . . . . . . . . 330
Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322 Dimensional Shackles . . . . . . . . . . . . . . . 335
Amulet of Natural Armour . . . . . . . . . . . . 330
Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322 Drums of Panic . . . . . . . . . . . . . . . . . . . . . 335
Amulet of Life Protection . . . . . . . . . . . . . 330
Withering . . . . . . . . . . . . . . . . . . . . . . . . . . 322 Dust of Appearance . . . . . . . . . . . . . . . . . 335

x
Dust of Disappearance . . . . . . . . . . . . . . 336 Mattock of the Titans . . . . . . . . . . . . . . . 341 Rings . . . . . . . . . . . . . . . . . . . . . . . . . . 346
Dust of Dryness . . . . . . . . . . . . . . . . . . . . 336 Maul of the Titans . . . . . . . . . . . . . . . . . . 341 Ring of Charisma . . . . . . . . . . . . . . . . . . . 346
Dust of Illusion . . . . . . . . . . . . . . . . . . . . . 336 Medallion of Thoughts . . . . . . . . . . . . . . . 341 Ring of Feather Falling . . . . . . . . . . . . . . . 346
Dust of Tracelessness . . . . . . . . . . . . . . . 336 Mirror of Life Trapping . . . . . . . . . . . . . . 341 Ring of Fire Resistance . . . . . . . . . . . . . . 346
Efficient Quiver . . . . . . . . . . . . . . . . . . . . 336 Mirror of Mental Prowess . . . . . . . . . . . . 341 Ring of Free Action . . . . . . . . . . . . . . . . . 346
Elemental Gem . . . . . . . . . . . . . . . . . . . . . 336 Mirror of Opposition . . . . . . . . . . . . . . . . 341 Ring of Genie Summoning . . . . . . . . . . . 346
Elixir of Fire Breath . . . . . . . . . . . . . . . . . . 336 Necklace of Adaptation . . . . . . . . . . . . . . 341 Ring of Invisibility . . . . . . . . . . . . . . . . . . 346
Elixir of Hiding . . . . . . . . . . . . . . . . . . . . . 336 Necklace of Fireballs . . . . . . . . . . . . . . . . 341 Ring of Protection . . . . . . . . . . . . . . . . . . 346
Elixir of Swimming . . . . . . . . . . . . . . . . . . 336 Oil of Famishing . . . . . . . . . . . . . . . . . . . 342 Ring of Regeneration . . . . . . . . . . . . . . . 347
Elixir of Truth . . . . . . . . . . . . . . . . . . . . . . 336 Orb of Storms . . . . . . . . . . . . . . . . . . . . . 342 Ring of Spell Storing . . . . . . . . . . . . . . . 347
Elixir of Vision . . . . . . . . . . . . . . . . . . . . . . 336 Pearl of Power . . . . . . . . . . . . . . . . . . . . . 342 Ring of Spell Turning . . . . . . . . . . . . . . . . 347
Eversmoking Bottle . . . . . . . . . . . . . . . . . 336 Pearl of the Sirines . . . . . . . . . . . . . . . . . . 342 Ring of Swimming . . . . . . . . . . . . . . . . . . 347
Eyes of Charming . . . . . . . . . . . . . . . . . . . 336 Periapt of Health . . . . . . . . . . . . . . . . . . . . 342 Ring of Telekinesis . . . . . . . . . . . . . . . . . . 348
Eyes of Doom . . . . . . . . . . . . . . . . . . . . . . 336 Periapt of Proof Against Poison . . . . . . . 342 Ring of Three Wishes . . . . . . . . . . . . . . . . 348
Eyes of the Eagle . . . . . . . . . . . . . . . . . . . . .337 Periapt of Wisdom . . . . . . . . . . . . . . . . . . 342 Ring of Warmth . . . . . . . . . . . . . . . . . . . . 348
Eyes of Petrifaction . . . . . . . . . . . . . . . . . . .337 Periapt of Wound Closure . . . . . . . . . . . 342 Ring of Water Walking . . . . . . . . . . . . . . 348
Feather Token . . . . . . . . . . . . . . . . . . . . . . .337 Phylactery of Faithfulness . . . . . . . . . . . . 342 Ring of Wizardry . . . . . . . . . . . . . . . . . . . 348
Figurines of Wondrous Power . . . . . . . . .337 Phylactery of Undead Turning . . . . . . . . 342
Cursed Items . . . . . . . . . . . . . . . . . . . 348
Gauntlets of Ogre Power . . . . . . . . . . . . .337 Pipes of Haunting . . . . . . . . . . . . . . . . . . . 342
Amulet of Inescapable Location . . . . . . 350
Gauntlet of Rust . . . . . . . . . . . . . . . . . . . . 338 Pipes of Pain . . . . . . . . . . . . . . . . . . . . . . . 342
Armour of Arrow Attraction . . . . . . . . . . 350
Gem of Brightness . . . . . . . . . . . . . . . . . . 338 Pipes of the Sewers . . . . . . . . . . . . . . . . . 342
Armour of Rage . . . . . . . . . . . . . . . . . . . . . 350
Gem of Seeing . . . . . . . . . . . . . . . . . . . . . 338 Pipes of Sounding . . . . . . . . . . . . . . . . . . . 342
Bag of Devouring . . . . . . . . . . . . . . . . . . . 350
Gloves of Arrow Snaring . . . . . . . . . . . . . 338 Plentiful Vessel . . . . . . . . . . . . . . . . . . . . . 342
Boots of Dancing . . . . . . . . . . . . . . . . . . . 350
Gloves of Dexterity . . . . . . . . . . . . . . . . . 338 Portable Hole . . . . . . . . . . . . . . . . . . . . . . 343
Bracers of Defencelessness . . . . . . . . . . . 350
Glove of Storing . . . . . . . . . . . . . . . . . . . . 338 Restorative Ointment . . . . . . . . . . . . . . . 343
Broom of Animated Attack . . . . . . . . . . 350
Gloves of Swimming and Climbing . . . . 338 Ring Gates . . . . . . . . . . . . . . . . . . . . . . . . 343
Cloak of Poisonousness . . . . . . . . . . . . . 350
Goggles of Minute Seeing . . . . . . . . . . . . 338 Robe of the Archmagi . . . . . . . . . . . . . . . 343
Crystal Hypnosis Ball . . . . . . . . . . . . . . . 350
Goggles of Night . . . . . . . . . . . . . . . . . . . . 338 Robe of Blending . . . . . . . . . . . . . . . . . . . 343
Dust of Sneezing and Choking . . . . . . . .351
Golem Manual . . . . . . . . . . . . . . . . . . . . . 338 Robe of Bones . . . . . . . . . . . . . . . . . . . . . 343
Flask of Curses . . . . . . . . . . . . . . . . . . . . . .351
Handy Haversack . . . . . . . . . . . . . . . . . . . 338 Robe of Eyes . . . . . . . . . . . . . . . . . . . . . . . 343
Gauntlets of Fumbling . . . . . . . . . . . . . . .351
Harp of Charming . . . . . . . . . . . . . . . . . . 338 Robe of Scintillating Colours . . . . . . . . . 343
Helm of Opposite Alignment . . . . . . . . . .351
Hat of Disguise . . . . . . . . . . . . . . . . . . . . . 338 Robe of Stars . . . . . . . . . . . . . . . . . . . . . . 343
Incense of Obsession . . . . . . . . . . . . . . . .351
Headband of Intellect . . . . . . . . . . . . . . . 338 Robe of Useful Items . . . . . . . . . . . . . . . . 343
Mace of Blood . . . . . . . . . . . . . . . . . . . . . . .351
Helm of Brilliance . . . . . . . . . . . . . . . . . . . 338 Rope of Climbing . . . . . . . . . . . . . . . . . . . 344
Medallion of Thought Projection . . . . . .351
Helm of Comprehend Languages Rope of Entanglement . . . . . . . . . . . . . . . 344
Necklace of Strangulation . . . . . . . . . . . .351
and Read Magic . . . . . . . . . . . . . . . . . . . . 339 Sagacious Volume . . . . . . . . . . . . . . . . . . 344
Net of Snaring . . . . . . . . . . . . . . . . . . . . . . 352
Helm of Telepathy . . . . . . . . . . . . . . . . . . 339 Scabbard of Keen Edges . . . . . . . . . . . . . 344
Periapt of Foul Rotting . . . . . . . . . . . . . . 352
Helm of Teleportation . . . . . . . . . . . . . . . 339 Scarab of Protection . . . . . . . . . . . . . . . . . 344
Plate Mail of Vulnerability . . . . . . . . . . . 352
Helm of Underwater Action . . . . . . . . . . 339 Scarab of Golem Bane . . . . . . . . . . . . . . . 344
Ring of Clumsiness . . . . . . . . . . . . . . . . . . 352
Horn of Blasting . . . . . . . . . . . . . . . . . . . . 339 Shrouds of Disintegration . . . . . . . . . . . . 344
Ring of Contrariness . . . . . . . . . . . . . . . . 352
Horn of Blasting, Greater . . . . . . . . . . . . 339 Silversheen . . . . . . . . . . . . . . . . . . . . . . . . 344
Ring of Weakness . . . . . . . . . . . . . . . . . . 352
Horn of Fog . . . . . . . . . . . . . . . . . . . . . . . . 339 Slippers of Spider Climbing . . . . . . . . . . 344
Robe of Powerlessness . . . . . . . . . . . . . . 352
Horn of Goodness/Evil . . . . . . . . . . . . . . 339 Sovereign Glue . . . . . . . . . . . . . . . . . . . . 344
Robe of Vermin . . . . . . . . . . . . . . . . . . . . 352
Horn of the Tritons . . . . . . . . . . . . . . . . . . 339 Stone of Alarm . . . . . . . . . . . . . . . . . . . . . 345
Scarab of Death . . . . . . . . . . . . . . . . . . . . 352
Horn of Valhalla . . . . . . . . . . . . . . . . . . . . 339 Stone of Controlling Earth Elementals . 345
Shield -1, Missile Attractor . . . . . . . . . . . 353
Horseshoes of Speed . . . . . . . . . . . . . . . . 339 Stone of Good Luck . . . . . . . . . . . . . . . . . 345
Spear, Cursed Backbiter . . . . . . . . . . . . . 353
Horseshoes of the Zephyr . . . . . . . . . . . . 339 Stone Horse . . . . . . . . . . . . . . . . . . . . . . . 345
Stone of Weight, or, Loadstone . . . . . . . 353
Incense of Meditation . . . . . . . . . . . . . . . 339 Stone Salve . . . . . . . . . . . . . . . . . . . . . . . . 345
Sword +1, Cursed . . . . . . . . . . . . . . . . . . 353
Instant Fortress . . . . . . . . . . . . . . . . . . . . 339 Strand of Prayer Beads . . . . . . . . . . . . . . 345
Sword -2, Cursed . . . . . . . . . . . . . . . . . . . 353
Ioun Stones . . . . . . . . . . . . . . . . . . . . . . . . 340 Sustaining Spoon . . . . . . . . . . . . . . . . . . . 345
Sword of the Berserker +2 . . . . . . . . . . . 353
Iron Bands of Binding . . . . . . . . . . . . . . . 340 Thunder Spear . . . . . . . . . . . . . . . . . . . . . 345
Vacuous Grimoire . . . . . . . . . . . . . . . . . . 353
Iron Flask . . . . . . . . . . . . . . . . . . . . . . . . . 340 Tome of Clear Thought . . . . . . . . . . . . . . 345
Javelin of the Raptor . . . . . . . . . . . . . . . . 340 Tome of Leadership and Influence . . . . . 345 Artifacts . . . . . . . . . . . . . . . . . . . . . . . . 353
Lantern of Revealing . . . . . . . . . . . . . . . . 340 Tome of Understanding . . . . . . . . . . . . . . 345 Book of Infinite Spells . . . . . . . . . . . . . . . 353
Lyre of Building . . . . . . . . . . . . . . . . . . . . 340 Unguent of Timelessness . . . . . . . . . . . . 345 Deck of Many Things . . . . . . . . . . . . . . . 354
Mantle of Faith . . . . . . . . . . . . . . . . . . . . . 340 Universal Solvent . . . . . . . . . . . . . . . . . . . 345 Hammer of Thunderbolts . . . . . . . . . . . . 356
Mantle of Magic Resistance . . . . . . . . . . 340 Vest of Escape . . . . . . . . . . . . . . . . . . . . . . 345 Philosopher’s Stone . . . . . . . . . . . . . . . . 356
Manual of Bodily Health . . . . . . . . . . . . . 340 Vestment, Druid’s . . . . . . . . . . . . . . . . . . . 346 Sphere of Annihilation . . . . . . . . . . . . . . 356
Manual of Gainful Exercise . . . . . . . . . . . 340 Well of Many Worlds . . . . . . . . . . . . . . . . 346 Talisman of Pure Good . . . . . . . . . . . . . . 356
Manual of Quickness of Action . . . . . . . 341 Wind Fan . . . . . . . . . . . . . . . . . . . . . . . . . . 346 Talisman of the Sphere . . . . . . . . . . . . . 356
Marvellous Pigments . . . . . . . . . . . . . . . 341 Wings of Flying . . . . . . . . . . . . . . . . . . . . . 346 Talisman of Reluctant Wishes . . . . . . . . . 357
Mask of the Skull . . . . . . . . . . . . . . . . . . . 341 Talisman of Pure Evil . . . . . . . . . . . . . . . . 357

xi
explanatORY nOteS and defInItIOnS Of teRmS
The authors envisage that OSRIC will be used primarily by humanoid; Humanoids are human-like creatures generally of
people who are already familiar with 1e-compatible systems, evil alignment or ill-disposed towards humankind, for example,
so we have not burdened the following text with long passages orcs, goblins or hobgoblins.
of explanation concerning matters probably already familiar
level; This term has a wide variety of meanings in OSRIC-
to our target audience. Nevertheless, we cannot assume that
compatible games. It can refer to a character’s progression on
everyone who uses OSRIC will already be familiar with every
his or her experience chart, to a monster’s power relative to
term that we use, so we have provided brief explanations of
character level, to the relative power of a spell, or to a particular
some of the terminology here.
depth into a dungeon.
Readers who are familiar with 1e-compatible systems will prob-
monster; “Monster” is sometimes used interchangeably with
ably not need to refer to this section and should skip on ahead
“NPC”—thus, a wandering “monster” table might include help-
to the next.
ful creatures and humans or humanoids. Generally, “NPC”
attribute; (also called: Ability Score; Characteristic)—defined means a human or humanoid character while “monster” could
in paragraph 1, page 1. mean any creature the players might encounter.

character; A character is an individual featuring in the game. player; In an OSRIC-compatible game, one participant must
Each player controls one character, save the GM, who controls be the Game Master (see below). All the others are referred
all the characters not controlled by a player. to as “players”. This term is sometimes used to distinguish be-
tween a player and his or her character.
class; Characters in OSRIC-compatible games frequently
have special skills and talents. (This is always the case with “pc” and “npc”; “PC” is an abbreviation for “Player Character”
PCs.) These special skills and talents are summarised by de- and refers to a character controlled by a player. “NPC” is an ab-
scribing the individual as a member of a particular character breviation for “Non-Player Character” and refers to a character
class—”class” for short. See Chapter I for a detailed explana- controlled by the GM.
tion of character classes.
prime Requisite; The Prime Requisites for a character class
demi-human; Demi-humans are human-like creatures gener- are those Attributes which affect its experience point bonus,
ally of good alignment or well-disposed towards humankind. e.g. strength for fighters, intelligence for magic users, and so
They include elves, dwarfs, gnomes, halflings, and other similar on. Classes such as assassin which have no experience point
creatures. bonus use the most logical attribute. (In the case of assassins,
this would be dexterity.)
dice and notation; Game and hobby stores often sell dice
with varying numbers of sides. If there is no such game or Race; This refers to a character’s species (rather than his or her
hobby store near you, you can also order them from distribu- ethnic origin, which is irrelevant to OSRIC-compatible games
tors such as Chessex (http://www.chessex.com). You will need except in very unusual circumstances). OSRIC-compatible
a set of such dice in order to play OSRIC. games feature a wide variety of non-human races, some of
which (such as elves or dwarfs) can be PCs, but the majority
The abbreviation “d” means “die” or “dice”, always printed in
of which (such as dragons) are confined to NPCs only. See
conjunction with a subsequent number indicating the number
Chapter I for a detailed description of the various nonhuman
of sides (hence, a traditional cube-shaped dice with six sides
PC races.
is called a d6). A number appearing before the “d” indicates
how many dice are to be rolled (and if there is no number, it to hit and Saving throw tables; The numbers indicated on
should be assumed to be 1)—hence, “3d8” means “roll three the to hit and saving throw tables are the scores required (or
eight-sided dice and sum the total.” greater) on a d20 for the creature to hit its target or save against
an attack of the type indicated.
You will need at least one d4, d6, d8, d10, d12 and d20 to play
OSRIC, and the authors recommend at least one complete set Weapon proficiencies; Each character class may only have a
per player. The special notation “d%” means “roll 2d10 and certain number of “Weapons of Proficiency” at first level. All
treat the first number as tens and the second number as units”, classes gain additional proficiencies at regular intervals. The
thus generating a random number from 1 to 100. (If both dice weapon proficiencies for each specific class are described in
show “0”, this is interpreted as a roll of “100”.) the rules entry pertaining to that class.
Gm; The Game Master (“GM”) does not normally have a par- The Weapon of Proficiency must be an individual weapon type
ticular character of his or her own. Instead, he or she is respon- (e.g. “Longsword” rather than “Sword”). If a character is fight-
sible for controlling the remainder of the game universe apart ing with a weapon with which he or she is not proficient, the
from the player characters. The GM has ultimate power over the Non-Proficiency Penalty is applied to his or her rolls “to hit”.
game, including the ability to waive or rewrite the rules, and also
controls all the Non-Player Characters (“NPCs”—see below) in
the game universe. The GM’s job is to ensure that the game is
entertaining, yet difficult and demanding, for the players.

xiii
() ()

pReamBle:
OSRIc—fIRSt edItIOn ReBORn IntROdUctIOn and pURpOSe
Much
Much hashas happened
happened since since my
my friend
friend and
and colleague
colleague Matt
Matt Finch
Finch This
This document
document represents
represents aa compilation
compilation of of rules
rules for
for old
old school-style
school-style
wrote
wrote the
the paragraphs
paragraphs below below (the
(the ones
ones entitled
entitled “Introduction
“Introduction and and fantasy
fantasy gaming.
gaming. The
The book
book isis intended
intended toto reproduce
reproduce underlying
underlying rules
rules
Purpose”).
Purpose”). II think
think it’s
it’s fair
fair to
to say
say that
that Matt
Matt wrote
wrote these
these words
words inin fear
fear used
used inin the
the late
late 1970s
1970s to
to early
early 1980s,
1980s, which
which being
being rules
rules are
are not
not sub-
sub-
and
and hope—fear
hope—fear thatthat the
the document
document might
might not
not be
be well-received
well-received by by ject
ject to
to copyright,
copyright, without
without using
using any
any of
of the
the copyrighted
copyrighted “artistic
“artistic pres-
pres-
the
the gaming
gaming public,
public, balanced
balanced by by the
the hope
hope that
that we
we would
would achieve
achieve entation”
entation” originally
originally used
used to
to convey
convey those
those rules.
rules. In
In creating
creating this
this new
new
what
what wewe always
always intended:
intended: aa revival
revival of
of First
First Edition
Edition in
in print.
print. II cer-
cer- “artistic
“artistic presentation,”
presentation,” wewe have
have made
made use
use ofof the
the System
System Reference
Reference
tainly
tainly believe
believe that
that Matt’s
Matt’s fears
fears have
have been
been allayed,
allayed, and
and his
his hopes
hopes Document
Document produced
produced by by Wizards
Wizards ofof the
the Coast
Coast (“WOTC”).
(“WOTC”).
wildly
wildly exceeded.
exceeded. The
The reason
reason for for going
going back
back to
to square
square one
one and
and restating
restating the
the underly-
underly-
II write
write this
this now
now with
with the
the advantage
advantage ofof considerable
considerable hindsight,
hindsight, and
and II ing
ing rules
rules is is simple.
simple. It
It allows
allows old
old school
school publishers
publishers (both
(both commercial
commercial
can
can say
say that
that OSRIC’s
OSRIC’s success
success has
has gone
gone beyond
beyond anything
anything wewe ever
ever ex-
ex- and
and fans)
fans) toto reference
reference thethe rules
rules set
set forth
forth in
in this
this document
document without
without
pected.
pected. II certainly
certainly never
never expected
expected such
such demand
demand for
for aa print
print edition!
edition! making
making reference
reference to to any
any protected
protected trademark.
trademark. (This
(This document
document is is
And
And neither
neither did
did II expect
expect to
to receive
receive so
so much
much help
help in
in drafting
drafting it.
it. trademarked,
trademarked, but but the
the use
use of
of the
the trademark
trademark is is permitted
permitted under
under the
the
This terms
terms of of the
the OSRIC
OSRIC OpenOpen License—see
License—see below).
below). ByBy using
using this
this docu-
docu-
This document
document isis aa collaborative
collaborative work
work from
from more
more than
than twenty
twenty art-
art-
ists, ment
ment in in tandem
tandem withwith the
the Open
Open Game
Game License
License (“OGL”)
(“OGL”) ofof WOTC,
WOTC, aa
ists, editors
editors and
and authors,
authors, who
who have
have given
given freely
freely of
of their
their time
time and
and
expertise publisher
publisher should
should bebe able
able to
to create
create products
products forfor old-school
old-school fantasy
fantasy
expertise to
to bring
bring itit to
to you.
you. II am
am immensely
immensely proud
proud ofof it.
it.
gaming
gaming and and clearly
clearly refer
refer to
to this
this particular
particular rule
rule set
set without
without violating
violating
There
There have
have been
been challenges
challenges along
along the
the way,
way, and
and doubtless
doubtless there
there the
the terms
terms of of the
the OGL.
OGL.
are
are more
more toto come,
come, but
but nevertheless,
nevertheless, OSRIC
OSRIC hashas reached
reached the
the stage
stage
where Thus,
Thus, in
in many
many ways,
ways, this
this entire
entire book
book isis nothing
nothing more
more than
than aa tool
tool
where II feel
feel II can
can truly
truly describe
describe itit as:
as: First
First Edition
Edition Reborn.
Reborn. II hope
hope
there for
for old-school
old-school writers,
writers, aa stepping
stepping stone
stone toto put
put the
the original,
original, non-
non-
there remain
remain new new heights
heights to
to reach.
reach.
copyrightable
copyrightable portion
portion of of the
the old-school
old-school rules
rules into
into an
an open
open license,
license,
II cannot
cannot thank
thank everyone
everyone II ought
ought to to thank,
thank, or
or this
this book
book would
would be be as
as permitted
permitted by
by law.
law. Great
Great pains
pains have
have been
been taken
taken to
to ensure
ensure that
that we
we
much
much longer.
longer. Writing
Writing OSRIC
OSRIC has has been
been such
such aa huge
huge project,
project, in-
in- have
have used
used none
none of of the
the original
original artistic
artistic presentation,
presentation, forfor we
we have
have
volving
volving so
so many
many people,
people, thatthat itit is
is quite
quite beyond
beyond meme to to express
express my
my the
the greatest
greatest possible
possible respect
respect for
for the
the authors
authors who
who originally
originally created
created
gratitude
gratitude to
to every
every single
single one one of of you.
you. So
So II hope
hope you
you will
will forgive
forgive these
these games.
games.
me
me for
for simply
simply saying,
saying, ifif you
you contributed
contributed to to OSRIC
OSRIC in in some
some way—
way—
large We
We considered
considered thethe non-copyrightable
non-copyrightable rules rules to
to be
be the
the numerical
numerical
large or
or small,
small, with
with advice,
advice, suggestions,
suggestions, or or merely
merely aa kindly
kindly word
word ofof
encouragement—then, algorithms
algorithms that
that would
would bebe in
in aa computer
computer version
version of
of the
the game
game (most
(most
encouragement—then, thank thank you!
you!
precedent
precedent inin the
the area
area of
of game
game copyrights
copyrights has
has come
come from
from compu-
compu-

— Stuart
Stuart Marshall
Marshall ter
ter games,
games, not
not RPGs),
RPGs), and
and have
have included
included these
these and
and the
the relations
relations
between
between the
the results
results of
of the
the formulae.
formulae. “To “To hit”
hit” numbers
numbers areare aa clear
clear
example.
example. OnOn the
the other
other hand,
hand, level
level titles
titles other
other than
than “name”
“name” level
level
are
are clearly
clearly artistic
artistic presentation
presentation and and are
are excluded.
excluded.
When
When “name”
“name” level
level does
does not
not create
create aa numerical
numerical effect
effect such
such as
as taxes
taxes
from
from aa stronghold
stronghold or
or the
the ability
ability to
to improve
improve fifighting
ghting power
power with
with fol-
fol-
lowers,
lowers, we
we have
have not
not used
used name
name level
level titles,
titles, even
even though
though the
the titles
titles
themselves
themselves are
are generic
generic words.
words.
In
In aa few
few cases
cases you
you may
may fifindnd that
that rules
rules themselves
themselves have
have been
been clari-
clari-
fified,
ed, or
or are
are more
more based
based on on the
the SRD
SRD than
than on
on original
original rules
rules (when
(when
itit was
was diffi
difficult
cult to
to separate
separate rules
rules from
from artistic
artistic presentation).
presentation). TheThe
greatest
greatest difference
difference isis in
in the
the inclusion
inclusion ofof some
some random
random factors
factors into
into
the
the experience
experience progression.
progression.

xiv
ability Scores ability Scores
(Strength) (Dexterity)

CHAPTER I:
cReatInG a chaRacteR
aBIlItY ScOReS best to let the players take on the fantasy roles that satisfy
them most.
A character’s basic attributes are represented in the game by As well as eliminating or reducing the randomness of a charac-
six “ability scores.” These abilities are Strength (Str), Dexterity ter’s strengths and weaknesses, the GM may also allow players
(Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), a bit of a numerical advantage. Many GMs permit ability scores
and Charisma (Cha). The first three represent the character’s to be rolled using 4d6, dropping the result of the lowest die.
physical qualities, and the second three his or her mental ones. This method, obviously, will tend to result in higher scores.
Each of these abilities is represented by a number from 3-18,
the higher the better. The Game Master (“GM”) will decide
StRenGth
how you should generate these scores. For a truly brutal game,
characters are generated using 3d6 for each ability in order. Strength (“Str”) is a measure of physical power, and is the most
Because these numbers will be relatively low (compared to important attribute for fighters. If a fighter, paladin, or ranger
other methods for generating scores, described hereafter) character rolls an 18 strength, the player then rolls a d%, and
and cannot be switched around, the players will be forced to that number is added as a decimal, or percentage, to the 18
use their utmost skill in creating a party of adventurers from strength. (See the table below for details.) A roll of 00 on the
whatever raw material the dice hand to them. percentage die indicates a strength score of 19. Members of
other classes cannot naturally gain strength in excess of 18.
Many GMs will allow the players to roll up six ability scores
and then decide which scores will go with which ability. This The following table summarises the bonuses and penalties for
gives the players more flexibility to create a good party and to strength scores. Note that an “Extraordinary Success” indi-
decide among themselves who will be playing which class. A cates the possibility for extremely strong characters to perform
player may come to the table wanting to play a particular type exceptional or normally impossible feats of strength, such as
of character, and unless the gamers agree that they want to opening a door which is held closed by some relatively minor
test their skills with a completely random challenge it is usually magic rather than a lock.

Bonus to Bonus to encumbrance minor tests, e.g. forcing major tests, e.g. bending bars and lifting
Strength hit damage adjustment (in lbs) doors (chance on d6) portcullis (chance on d%)
3 -3 -1 -35 1 0
4-5 -2 -1 -25 1 0
6-7 -1 0 -15 1 0
8-9 0 0 0 1-2 1
10-11 0 0 0 1-2 2
12-13 0 0 +10 1-2 4
14-15 0 0 +20 1-2 7
16 0 +1 +35 1-3 10
17 +1 +1 +50 1-3 13
18 +1 +2 +75 1-3 16
18.01-18.50 +1 +3 +100 1-3 20
18.51-18.75 +2 +3 +125 1-4 25
18.76-18.90 +2 +4 +150 1-4 30
18.91-18.99 +2 +5 +200 1-4 (1 in 6 extraordinary 35
success)
19 +3 +6 +300 1-5 (1 in 6 extraordinary 40
success)

dexteRItY missile Bonus


Dexterity (“Dex”) is a measure of the character’s speed, hand- dexterity Score Surprise Bonus to hit ac adjustment
eye coordination, and nimbleness of foot. It affects the accu- 3 -3 -3 +4
racy of missile fire and the character’s ability to dodge blows, 4 -2 -2 +3
so a high dexterity score can be extremely useful to characters 5 -1 -1 +2
of any class. It is the most important ability score for thieves. 6 0 0 +1
Except in surprise situations, dexterity does not modify the 7 0 0 0
initiative roll in melee combat. However, it may modify initia- 8 0 0 0
tive in missile combat (see “Combat”).

1
cReatInG a chaRacteR
ability Scores ability Scores
(Constitution) (Wisdom)

missile Bonus IntellIGence


dexterity Score Surprise Bonus to hit ac adjustment Intelligence (“Int”) is a measure of a character’s raw mental
9 0 0 0 power—his or her ability to calculate, recall facts, and solve
10 0 0 0 abstract problems. It is the most important attribute for magic
11 0 0 0 users and illusionists. Intelligence also determines how many
12 0 0 0 additional languages the character may learn beyond those he
13 0 0 0
or she knows at the start of play.
14 0 0 0 Characters with intelligence higher than 18 are not affected
15 0 0 -1 by certain spells of the illusion type (whether cast by a magic
16 +1 +1 -2 user, cleric, illusionist, etc.). A character with intelligence 19
17 +2 +2 -3 is immune to the effects of first level illusion spells. If a char-
18 +3 +3 -4 acter were somehow to attain the godly intelligence of 20, he
19 +3 +3 -4 or she would also be immune to second level illusion spells,
and so on.

cOnStItUtIOn Intelligence Score maximum additional languages


Constitution (“Con”) is a measure of the character’s overall 3 0
health and vitality. A high constitution score can give the char- 4 0
acter bonus hit points (“hp”), so it is a desirable score for any 5 0
character class. Constitution is also important in two other 6 0
regards, for it determines both a character’s ability to survive 7 0
being raised from the dead (Survive Resurrection/Raise Dead) 8 1
and to survive a traumatic magical change in form, such as that 9 1
caused by a polymorph spell (Survive System Shock). 10 2
11 2
Survive 12 3
Resurrection/ Survive System
13 3
constitution hit point Bonus Raise dead Shock (minor
Score per die (d%) test) (d%) 14 4
15 4
3 -2 40 35
16 5
4 -1 45 40
17 6
5 -1 50 45
18 7
6 -1 55 50
19 8
7 0 60 55
8 0 65 60
9 0 70 65
WISdOm
10 0 75 70
A character’s wisdom score (“Wis”) indicates how “in tune”
11 0 80 75
the character is with his or her surroundings. This translates not
12 0 85 80
only to general awareness, but also to mystical attunement and
13 0 90 85
the ability to understand peoples’ motives. It is, in many ways,
14 0 92 88
a measure of the “sixth sense.” Wisdom is the most important
15 +1 94 91 attribute for clerics and druids.
16 +2 96 95
17 +2 (+3 for 98 97 Wisdom Score mental Saving throw Bonus
Fighters,
Paladins, and 3 -3
Rangers) 4 -2
18 +2 (+4 for 100 99 5 -1
Fighters, 6 -1
Paladins, and 7 -1
Rangers)
8 0
19 +2 (+5 for 100 99
9 0
Fighters,
Paladins and 10 0
Rangers) 11 0
12 0
13 0
14 0
15 +1

2
cReatInG a chaRacteR
character Races character Races
(Charisma) (Dwarfs)

Wisdom Score mental Saving throw Bonus but not to raise it for the same reason unless the GM grants
special permission.
16 +2
17 +3 a note on starting ages and aging: It is a matter for the GM’s
18 +4 discretion whether to adjust a character’s ability scores based
19 +5 on the character’s age. Some GMs add to constitution, and
sometimes strength, and subtract from wisdom for younger
characters, and make the converse change for older ones.
chaRISma a note on racial languages: Demi-humans usually begin with
Charisma (“Cha”) determines the character’s maximum several “free” languages. None may learn more than two ad-
number of henchmen (see Chapter III), the henchmen’s loy- ditional languages over and above these, however, irrespective
alty (which is also applied as a modifier to the henchmen’s of their intelligence, save elves, who may learn three languages
morale scores, see “Morale” in Chapter III) and a Reaction if their intelligence is 18.
Bonus. The Reaction Bonus should be added to the d% roll
which indicates how an NPC or creature reacts to negotiation dWaRfS
approaches; scores under 30% will generally indicate hostility
Dwarfs are a short and burly race, living in mountain fastnesses
or attacks, while higher scores may indicate a willingness to
underground. They are loyal friends and fierce adversaries,
negotiate or even make friends. Note that a character is not
known for their steadfastness in all things.
always permitted a Reaction roll, since some creatures will be
hostile irrespective of the character’s charisma, and of course The dwarfs are inherently resistant to many spells and spell-like
any negotiation approaches must be made in a language that effects. Dwarfish characters gain bonuses against the use of
the creature understands. most magic, including all spells, wands, rods, and staves. The
amount of the bonus depends upon the dwarf’s constitution:
Charisma does not determine the outcome of negotiations,
every 3.5 points of constitution (rounding down fractions)
although it will affect them. The GM may well wish to roleplay
grants a bonus of +1 against such magic. Moreover, the hardy
through the encounter and determine the creature or NPC’s
dwarfish nature imparts a similar bonus on any saving throws
reactions based on what the player says rather than the scores
against poison.
on the character sheet.
Dwarfs are not a numerous folk, but they are adventurous,
For players who understand the importance of henchmen and
loving the lustre of gold, the glitter of gems, and the quality
use them intelligently, charisma is the most important attribute
of well-wrought metals. Dwarfs can live to an age of 350 years
in OSRIC.
or more.
maximum loyalty Bonus Reaction Bonus Summary of dwarfish Racial abilities:
charisma Score henchmen (d%) (d%)
• +1 constitution, -1 charisma (with respect to all but
3 1 -30 -25 dwarfs)
4 1 -25 -20 • +1 to hit against goblins, half-orcs, hobgoblins, and orcs
5 2 -20 -15
• +1 bonus per 3.5 points of Con to saves against magic and
6 2 -15 -10
poison
7 3 -10 -5
• -4 penalty to any attacks made against the dwarf by giants,
8 3 -5 0
ogres, ogre mages, titans and trolls.
9 4 0 0
10 4 0 0 languages: Dwarfish, gnomish, goblin, kobold, and orcish,
11 4 0 0 and the common tongue and the appropriate alignment
12 5 0 0 tongue. Regardless of intelligence, a dwarf may only ever learn
13 5 0 +5 two languages in addition to those listed.
14 6 +5 +10
Infravision*: 60 ft
15 7 +15 +15
* Infravision is defined under Light and Vision on page 119.
16 8 +20 +25
17 10 +30 +30 Within ten ft, a dwarf can detect certain facts concerning
18 15 +40 +35 engineering, stonework, etc. Although no significant time is
19 20 +50 +40 required, the character must deliberately observe his or her
surroundings (i.e., the player must state that the dwarf is using
this particular talent in order to gain information).
chaRacteR RaceS • Detect the existence of slopes or grades: 75%
• Detect the existence of new construction: 75%
A character’s race is a matter for the creating player’s choice,
from all the races for which the character qualifies by virtue of • Detect sliding or shifting rooms or walls: 66%
his or her ability scores. It is possible for a player voluntarily • Detect traps involving stonework: 50%
to lower an ability score in order to qualify for a desired race, • Determine depth underground: 50%

3
cReatInG a chaRacteR
character Races character Races
(Elves) (Elves)

multi-class restrictions: The more restrictive of any two class Summary of elven Racial abilities:
requirements apply to multi-classed Dwarfish characters for • +1 dexterity, -1 constitution
the use of class abilities.
• 90% resistance to sleep and charm spells
permitted class options: Assassin, Cleric, Fighter, Thief,
Fighter/Thief any pulled bow: +1 to hit

movement Rate: 90 ft longsword and short sword: +1 to hit

Starting age*: languages: Common, elven, gnoll, gnomish, goblin, halfling,


hobgoblin, orcish. Languages in addition to these are only pos-
• Cleric 250 + 2d20
sible if the character has an intelligence of 16+, with one addi-
• Fighter 40+5d4 tional language possible for each point of intelligence over 15.
• Thief 75+3d6
Infravision: 60 ft
* For the purposes of starting age, for all races, treat assassins as thieves,
illusionists as magic users, druids as clerics, and paladins and rangers as detect secret doors: 1 in 6 chance to notice secret doors when
fighters. passing within 10 ft, 2 in 6 chance to discover secret doors
when searching, and 3 in 6 chance to discover concealed doors
Racial limitations: when searching.
Minimum/Maximum ability scores (after adjustment for race); Surprise: 4 in 6 chance to surprise when travelling in non-
if the ability scores rolled do not fall within these limits, then metal armour and alone, or more than 90 ft in advance of oth-
the race of dwarf is not a valid choice for the character: ers, or with a party entirely consisting of elves and/or halflings.
• Strength 8/18 If a door must be opened (or some similar task), the chance of
surprise drops to 2 in 6.
• Dexterity 3/17
• Constitution 12/19 multi-class restrictions: The less restrictive of any two class
requirements apply to multi-classed elven characters, except
• Intelligence 3/18
that thieving abilities can only be used while wearing armour
• Wisdom 3/18 permitted to thieves.
• Charisma 3/16
permitted class Options: Assassin, Cleric, Fighter, Magic
level limitations: user, Thief, Fighter/Magic user, Fighter/Thief, Magic user/Thief,
Fighter/ Magic user/Thief.
• Assassin 9
• Cleric 8 movement Rate: 120 ft
• Druid N/A Starting age:
• Fighter 9 (Str 18), 8 (Str 17), 7 (Str 16 or less) • Cleric: 500 + 10d10
• Illusionist N/A • Fighter: 130+5d6
• Magic User N/A • Magic User: 150+5d6
• Paladin N/A • Thief: 100+5d6
• Ranger N/A Racial limitations:
• Thief Unlimited minimum /maximum ability scores (after adjustment for
race); if the ability scores rolled do not fall within these limits,
elVeS then the race of Elf is not a valid choice for the character:
Elves are thinner and generally smaller in stature than humans.
• Strength 3/18
The elves have a powerful bond with nature and do not have
souls; their thinking and motives are quite alien to those of • Dexterity 7/19
humankind, and in any dealings with elves, it is perilous to • Constitution 8/17
forget this. • Intelligence 8/18
Some elven clans have built elaborate civilisations, remote and • Wisdom 3/18
beautiful places of profound learning, master craftsmanship, and • Charisma 8/18
long history. Such elves tend to be chaotic good in alignment and
friendly, if aloof, from humans. More numerous are the wilder level limitations:
elves, predominantly chaotic neutral in alignment and often not
• Assassin 10
friendly to other races, inclining even toward hostility.
• Cleric 7
Intruding into the territory of such elves is inadvisable, for their
• Druid N/A
sense of humour with regard to humans is, at best, arbitrary
and, at worst, cruel. Different as they are, these varied elven cul- • Fighter 7 (Str 18), 6 (Str 17), 5 (Str 16 and below)
tures all share the same racial abilities, unless the GM chooses • Illusionist N/A
otherwise. Elves can live to an age of 1,000 years or more.

4
cReatInG a chaRacteR
character Races character Races
(Gnomes) (Half Elves)

• Magic User 11 (Int 18+), 10 (Int 17), 9 (Int 16 and below) • Strength 6/18
• Paladin N/A • Dexterity 3/18
• Ranger N/A • Constitution 8/18
• Thief Unlimited • Intelligence 7/18
• Wisdom 3/18
GnOmeS
• Charisma 3/18
Gnomes are small folk imbued with the wilding power of il-
lusion and misdirection. They are inveterate burrowers, often level limitations:
seeking hilly lands where gems and precious metals may be
• Assassin 8
found. On average, they are shorter and slimmer of build than
dwarfs, with larger noses and longer beards. • Cleric 7
• Druid N/A
Like dwarfs, who are perhaps related to gnomes from some
time in the distant and mythical past, gnomes are quite re- • Fighter 6 (Str 18), 5 (Str 17 and below)
sistant to magic and sensitive to the nuances of construction. • Illusionist 7 (One of Dex or Int 18+ and the other 17+),
Gnomes can live to an age of 650 years or more. 6 (Dex and Int 17), 5 (Dex or Int under 17)
Summary of Gnomish Racial abilities: • Magic User N/A
• +1 bonus per 3.5 points of Con to saves against magic and • Paladin N/A
poison • Ranger N/A
• +1 to hit kobolds and goblins • Thief Unlimited
• -4 to attack rolls by bugbears, giants, gnolls, ogres, ogre
mages, titans, and trolls. half elVeS
languages: Common, dwarfish, gnomish, goblin, halfling, It is possible for elves and humans to interbreed, although el-
kobold. Gnomes may communicate with any normal burrow- ven fastidiousness makes this a fairly uncommon occurrence.
ing animal. They may not learn more than two additional lan- Half elves do not have a separate culture or civilisation of their
guages to those listed, regardless of intelligence. own, usually assimilating into the elven or human society in
which they were raised.
Infravision: 60 ft
Summary of half-elven racial abilities:
Within ten ft, a gnome can detect certain facts concerning
• 30% resistance to sleep and charm spells
engineering, stonework, etc. Although no significant time is
required, the character must deliberately observe his or her Secret doors: When searching, a half-elf character can detect
surroundings (i.e., the player must state that the gnome is using secret doors on a 2 in 6 and concealed doors on a 3 in 6. When
this particular talent in order to gain information). passing within 10ft of a concealed door, a half-elf will notice
• Detect the existence of slopes or grades: 80% it on a 1 in 6.
• Detect the existence of unsafe wall, ceiling, floor: 70% languages: Common, elven, gnoll, gnome, goblin, halfling,
• Determine depth underground: 60% hobgoblin, orcish.
• Determine direction of north underground: 50% multi-class restrictions: The less restrictive of any class re-
quirements apply to multi-classed half-elven characters, except
multi-class restrictions: Multi-classed gnomish characters that thieving abilities can only be used while wearing armour
may wear only leather armour, no better. permitted to thieves.
permitted class Options: Assassin, Cleric, Fighter, Illusionist, permitted class Options: Assassin, Cleric, Fighter, Magic user,
Thief, Fighter/Illusionist, Fighter/Thief, Illusionist/Thief. Ranger, Thief, Cleric/Fighter, Cleric/Ranger, Cleric/Magic user,
movement Rate: 90 ft Fighter/Magic user, Fighter/Thief, Magic user/Thief, Cleric/
Fighter/ Magic user, or Fighter/Magic user/Thief.
Starting age:
Infravision: 60 ft
• Cleric 300 + 3d12
movement Rate: 120 ft
• Fighter 60+5d4
• Magic User 100+2d12 Starting age:
• Thief 80+5d4 • Cleric 40 + 2d4
• Fighter 22+3d4
Racial limitations:
• Magic User 30+2d8
minimum /maximum ability scores (after adjustment for
• Thief 22+3d8
race); if the ability scores rolled do not fall within these
limits, then the race of gnome is not a valid choice for the
character:

5
cReatInG a chaRacteR
character Races character Races
(Halflings) (Half-orcs)

Racial limitations: multi-class restrictions: Use of thieving abilities is only pos-


minimum /maximum ability scores (after adjustment for sible when wearing armour permitted to thieves.
race); if the ability scores rolled do not fall within these permitted class Options: Fighter, Druid, Thief, or Fighter/
limits, then the race of half-elf is not a valid choice for the Thief.
character:
Infravision: 60 ft
• Strength 3/18
movement Rate: 90 ft
• Dexterity 6/18
• Constitution 6/18 Starting age:
• Intelligence 4/18 • Fighter 20+3d4
• Wisdom 3/18 • Druid 40+3d4
• Charisma 3/18 • Thief 40+2d4

level limitations: Racial limitations:


• Assassin 11 minimum/maximum ability scores (after adjustment for race);
• Cleric 5 if the ability scores rolled do not fall within these limits, then
the race of halfling is not a valid choice for the character:
• Druid N/A
• Fighter 8 (Str 18), 7 (Str 17 and below), 6 (Str 16 and • Strength 6/17
below) • Dexterity 8/19
• Illusionist N/A • Constitution 10/18
• Magic User 8 (Int 18+), 7 (Int 17), 6 (Int 16 and below) • Intelligence 6/18
• Paladin N/A • Wisdom 3/17
• Ranger 8 (Str 18), 7 (Str 17 and below), 6 (Str 16 and • Charisma 3/18
below) level limitations:
• Thief Unlimited • Assassin N/A

halflInGS • Cleric N/A

Halflings are a small and unprepossessing race, often living • Druid 6


near human settlements at an agreeable remove from the bus- • Fighter 4
tle and hurriedness characteristic of humans. Halfling society • Illusionist N/A
is comfortable and staid, rooted in polite, placid, well-fed life.
• Magic User N/A
Halfling adventurers are thought aberrant, even lunatic, but
also dashing and heroic figures, a charming and amusing con- • Paladin N/A
tradiction of logic. • Ranger N/A
Halflings value learning and craftsmanship, as long as nothing • Thief Unlimited
is taken to an embarrassing extreme. They are capable of mov-
ing very quietly and are excellent marksmen; given the right half-ORcS
personality, halflings can become excellent thieves. Halflings
The progeny of human/orc breeding are normally indistin-
live to be 150 or more years old.
guishable from orcs. However, a few are sufficiently human
Summary of halfling racial abilities: to gain levels in a character class, although they are severely
limited in classes that do not focus upon violence and death.
• -1 Str, +1 Dex
• +1 bonus per 3.5 points of Con to saves against magic (both Orcish blood runs strong in these half-breeds, and most of
aimed magic items and spells) and poison. them are shifty, morally questionable, and unsophisticated.
They are typically ugly, carrying the mark of orcish ancestry,
• +3 bonus to attacks with a bow or sling
but the same ancestry makes them deadly adversaries when
Surprise: 4 in 6 chance to surprise when travelling in non- the chips are down and the swords are out. Half-orcs can live
metal armour and alone, or more than 90 ft in advance of oth- to be 70 years old or older.
ers, or with a party entirely consisting of elves and/or halflings. Summary of half-orcish racial abilities:
If a door must be opened (or some similar task), the chance of
surprise drops to 2 in 6. • +1 Str and Con, -2 Cha

languages: Common, dwarfish, gnome, goblin, halfling and languages: Common, orcish. A half-orc may learn a maximum
orcish. For every point of intelligence above 16, a halfling may of two additional languages, regardless of intelligence.
learn an additional language, but may not more than two ad-
multi-class Restrictions: For armour, the more restrictive of
ditional languages regardless of intelligence.
any two class requirements apply to multi-classed half-orc

6
cReatInG a chaRacteR
character classes character classes
(Humans) (Assassin)

characters for the use of class abilities. For weapons, the less • Illusionist Unlimited
restrictive requirements apply. • Magic User Unlimited
class Options: Assassin, Cleric, Fighter, Thief, Cleric/Fighter, • Paladin Unlimited
Cleric/Thief, Cleric/Assassin, Fighter/Thief, Fighter/Assassin. • Ranger Unlimited
Infravision: 60 ft • Thief Unlimited
movement Rate: 120 ft Starting age:
Starting age: • Cleric 20+1d4
• Cleric 20+1d4 • Fighter 15+1d4
• Fighter 13+1d4 • Mage 24+2d8
• Thief 20+2d4 • Thief 20+1d4
Racial limitations:
minimum /maximum ability scores (after adjustment for chaRacteR claSSeS
race); if the ability scores rolled do not fall within these
limits, then the race of half-orc is not a valid choice for the
A character’s class is a matter for the creating player’s choice,
character:
within the range of classes for which the character qualifies
• Strength 6/18 by virtue of his or her ability scores and race. Some classes—
• Dexterity 3/17 particularly those with very high ability score requirements,
such as paladin—should be very rare within the campaign, and
• Constitution 13/19 even if some exceptional player character qualifies for the class,
• Intelligence 3/17 non-player characters of that class will be very uncommon.
• Wisdom 3/14 Non-player characters will, for the most part, lack any kind
• Charisma 3/12 of class at all. Such individuals are called “0-level” and their
abilities are subsumed into fighters, hence the “0-level” entries
level limitations: for fighters; all player character fighters should begin at level 1.
• Assassin 15 In the author’s campaign, perhaps one non-player character
• Cleric 4 in a hundred has a class (rising to as many as one in fifty in
borderlands, or even one in thirty in the wilderness).
• Druid N/A
• Fighter 10 aSSaSSIn
• Illusionist N/A Assassins are stealthy killers, trained by their shadowy guilds
• Magic User N/A in the arts of spying, disguise, poison, and murder. Although
• Paladin N/A assassins of lower level are little more than well-trained thugs,
the eminences of this reprehensible profession are so feared
• Ranger N/A
as to be spoken of only in whispers. High-level assassins are
• Thief 7 (Dex 17), 6 (Dex 16 and below) artists of murder, and their experience with hunting highly-
placed targets, coupled with extensive education and training,
hUmanS often gives the sinister nobility of this class a silken, refined
Humans are the standard for the game, and as such, humans veneer over their true, murderous natures. This veneer, like
have no unusual abilities or limitations in game terms. Because many things pertaining to the assassins, is deceptive; survival
of their potential for unlimited progression in all the character in the higher echelons of an assassins’ guild requires animal
classes save assassin and druid, humans are a popular choice cunning and a complete absence of mercy. Assassin characters
for most players. This is an intentional feature of the rules. must begin with an evil alignment.
A common house rule in OSRIC-compatible games is the Virtually all cities (and many towns) will have a guild of as-
adjustment or removal of demi-human level limits. This will sassins operating within the city walls and in the surrounding
unbalance the game in favour of demi-humans unless humans region, made up of 6-24 assassins of varying level. Player char-
are given some corresponding advantage. GMs considering acter assassins, if they are identified by the local guild, will be
such a house rule for their own OSRIC-compatible games are invited to join (such invitations ranging from polite to violent).
advised to ensure that in most campaigns, humans should still Joining a guild places the assassin under the command of the
represent an attractive choice for their players. local guildmaster, which may be inconvenient (and will require
the assassin to pay a share of his take to the guild), but assas-
level limitations: sins’ guilds take a very dim view of freelancers working in their
• Assassin 15 territory. Freelance assassins—and their companions—do not
• Cleric Unlimited ordinarily live to enjoy old age. There are, of course, benefits
to joining such a guild; training costs may be reduced, and the
• Druid 14
guild may be a good source of information about potential
• Fighter Unlimited missions or nearby enemies.

7
cReatInG a chaRacteR
character classes character classes
(Assassin) (Assassin)

disguise: Assassins are masters of disguise. Within reasonable


limits, an assassin can make him- or herself appear slightly
shorter or considerably taller, fatter or thinner, or of the op-
posite gender. An assassin can even disguise him- or herself as
a member of another race (again, within reason). Any person
observing the disguised assassin has a base 2% chance to see
through the disguise, with one chance per day to do so. The
Assassins’ guilds are controlled by a guildmaster of 14th level—
base chance of seeing through a disguise increases another
an assassin of lower level might take control, but would be
2% if the assassin is posing as another class, race or gender
unable to inspire the fear necessary to keep rival guilds from
(max 8% chance). The GM may assign additional penalties and
forming. To gain 14th level, an assassin character must take
bonuses to this check if the observer is unusually wise or intel-
control of an assassins’ guild by killing (directly or indirectly)
ligent (or particularly stupid), and common sense, of course,
the existing guildmaster. Whenever the control of an assassins’
applies at all times.
guild changes hands, most of the assassins will abandon the
guild and depart the area, normally leaving the guild reduced poison: Assassins are not inherently better at using poison
to a quarter of its original membership. than any other character class capable of using poison, but
generally have more opportunities to gain knowledge of poi-
The grandmaster of assassins (a campaign may have one or
sons and their effects.
more) is a figure of legend and fear. These dark eminences
usually live far from the cities, in remote and well-guarded thief abilities: The assassin has thief abilities as a thief two
locations—their fame is such that those who need their serv- levels below the assassin’s level. At first level, the assassin has
ices will seek them out. To advance to 15th level, an assassin the thieving abilities of a first level thief, but does not gain the
must find and kill one of the existing grandmasters. abilities of a second level thief until reaching fourth level.
the assassin character advanced abilities
Minimum Scores: Str 12, Dex 12, Con 6, Int 11, Wis 6 languages (9th): Ninth and higher-level assassins with Int 15+
Hit Die Type: d6 (max 15) may learn languages that it would be impossible for a non-
Alignment: Any evil assassin to learn. An assassin can learn an alignment tongue
Experience bonus: None other than his or her own, druids’ cant, and thieves’ cant as ad-
ditional languages, but can only learn a maximum of four such
Armour/Shield Leather or studded leather only
special languages, one for each point of intelligence above 14.
Permitted: (shields allowed)
Only one such language can be learned per level above eighth.
Weapons Permitted: Any Such languages are over and above any limits imposed by the
Weapon Proficiencies: 3 + 1 every 4 levels assassin’s race and intelligence.
Penalty to hit for non- -3
Read Scrolls (12th): When an assassin reaches 12th level, he
proficiency:
or she has received sufficient training to cast spells from an
Weapon Specialisation: N/A
arcane scroll (magic user or illusionist).
assassin class abilities: assassin level advancement
assassination: If an assassin gains surprise (see “Combat”) he
or she may elect to assassinate the victim. The assassin need Base experience hit dice
not roll to hit for an assassination attempt, which is a special at- level points Required (d6) notes
tack resulting in a chance to kill the victim instantly and ensure 1 0 1
damage even if the victim is not successfully killed. The per- 2 1,600 2
centage chance to kill a victim is 50%, with a bonus of 5% per 3 3,000 3
level of the assassin and a penalty of 5% for every two levels 4 5,750 4 The assassin may recruit as-
of the target (rounding down; in the case of monsters, substi- sassins as henchmen
tute “hit dice” for “level”). These numbers are approximate, 5 12,250 5
for the GM should modify the assassin’s chances slightly up- 6 24,750 6
ward or downward according to the circumstances—guarded 7 50,000 7
or wary targets are less likely to be killed, and unwary victims
8 99,000 8 The assassin may recruit
are more likely to die. If the assassination attempt does not thieves as henchmen
succeed, the attack still inflicts normal damage, together with
9 200,500 9 Master Assassin
any applicable bonuses. The assassin does not gain backstab
10 300,000 10
multiple damage on a failed assassination attempt, even if the
11 400,000 11
assassination attempt was made from behind.
12 600,000 12 The assassin may recruit
Backstab: An assassin may backstab with any of the melee henchmen of any class
weapons permissible to the thief class. Backstabbing doubles 13 750,000 13
the weapon’s damage at levels 1-4, triple at levels 5-8, quad- 14 1,000,000 14 Guildmaster
ruple at level 9-12, and so on. Also, an assassin attacks from 15* 1,500,000 15 Grandmaster Assassin
behind with a bonus to hit of +4 rather than the ordinary +2.
*Level 15 at 1,500,000 experience points is the ceiling for assassins. Any
further experience points gained by a character of this level are simply lost.

8
cReatInG a chaRacteR
character classes character classes
(Assassin) (Cleric)

assassin Saving throw table

type of Saving throw


aimed magic Items death, paralysis, petrifaction, Spells for unlisted
level (e.g., rod, staff, wand) Breath Weapons poison polymorph categories
1-4 14 16 13 12 15
5-8 12 15 12 11 13
9-12 10 14 11 10 11
13-15 8 13 10 9 9

assassin to hit table

Roll required to hit armour class


level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
1-4 26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11
5-8 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
9-12 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
13-15 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4

cleRIc Cleric spells are automatically acquired as the cleric gains lev-
Clerics are moral and spiritual leaders, warriors of faith who els and no check is necessary to ensure they are understood;
preach the will of the gods, interpret omens and portents, and thus clerics may normally memorise any spell appropriate to
strike down the evil or unfaithful. Most clerics have a patron their level. However, in some circumstances the powers the
deity, but some are champions of a particular moral alignment, cleric serves may intervene and grant different spells to those
venerating all deities of that alignment in addition to a patron requested; it is suggested that this is only done in extreme
deity, and yet others are the servants of a particular pantheon cases (such as when the cleric has been guilty of an alignment
of deities. In a world of swords and sorcery, force of arms often transgression of some kind, for example; more serious trans-
speaks louder than moral suasion, and clerics are trained to do gressions may result in fewer spells being granted, or even
battle against the enemies of their gods. Some clerics are fanat- none at all). Some GMs may permit clerics of specific deities to
ics, zealously seeking new converts or hunting heretics. Others have slightly different abilities from those described here.
seem almost burdened by an inconvenient or even oppressive When a cleric attains ninth level, he or she has accumulated
relationship with the divine forces. Evil clerics—sinister villains sufficient divine favour and mortal renown to found a temple/
who prey upon fear and jealousy—sow discord in the world stronghold. Such places are normally carved from the wilder-
and gather converts for their demonic masters. ness, in the same manner as a fighter establishes a freehold.
Clerics play an important support role for an adventuring party. For a cleric to assume the leadership of an existing temple, the
Most clerical spells are oriented toward healing, strengthen- details are left to the discretion of the GM; a level somewhat
ing, and defending others. However, when the need arises higher than ninth might be required. Whether the cleric estab-
the cleric is fully capable of taking a place in the line of battle lishes a stronghold or a temple, followers and acolytes will
and smiting down infidels and foes. Clerics employ their holy flock to the cleric’s banner.
symbols rather than spell books as a focus for their meditation.

9
cReatInG a chaRacteR
character classes character classes
(Cleric) (Cleric)

the cleric character paladins are also capable of turning undead (though not with
Minimum Scores: Str 6, Dex 3, Con 6, Int 6, Wis 9, the same power as a cleric), rules for turning the undead are
Cha 6 found later in this book rather than repeating them in the de-
scriptions of both the paladin and cleric classes.
Hit Die Type: d8 (max 9)
Alignment: Any Bonus spells: These are awarded to clerics with high wisdom.
Experience bonus: Wisdom 16+ They are not cumulative and are awarded by level; hence
Armour/Shield Any “2/2/1/1” means the cleric is granted 2—1st level, 2—2nd level,
Permitted: 1—3rd level, and 1—4th level bonus spells.
Weapons Permitted: Blunt only—club, flail, hammer,
mace, oil, staff; clerics may hurl chance of Spell
Wisdom Score Bonus Spells failure (d%)
hammers, clubs, or oil, but may
not employ other missile weapons 9 0 15
Weapon Proficiencies: 2 + 1 every 3 levels 10 0 10
Penalty to hit for non- -3 11 0 5
proficiency: 12 0 1
Weapon Specialisation: N/A 13 1 0
14 2 0
cleric class abilities 15 2/1 0
Spell casting: Clerics may memorise and cast clerical spells 16 2/2 0
in accordance with the tables provided hereafter. 17 2/2/1 0
18 2/2/1/1 0
turning Undead: Clerics can “turn” the undead, making them
19 3/2/1/1 0
flee from the cleric’s holiness (or, in the case of an evil cleric,
bringing them to heel as servants and minions). Because

cleric level advancement


Base experience hit dice Spells by level
level points Required (d8) notes 1 2 3 4 5 6 7
1 0 1 1 - - - - - -
2 1,550 2 2 - - - - - -
3 2,900 3 2 1 - - - - -
4 6,000 4 3 2 - - - - -
5 13,250 5 3 3 1 - - - -
6 27,000 6 3 3 2 - - - -
7 55,000 7 3 3 2 1 - - -
8 110,000 8 3 3 3 2 - - -
9 220,000 9 High Priest(ess) 4 4 3 2 1 - -
10 450,000 9+2* 4 4 3 3 2 - -
11 675,000 9+4* 5 4 4 3 2 1 -
12 900,000 9+6* 6 5 5 3 2 2 -
13 1,125,000 9+8* 6 6 6 4 2 2 -
14 1,350,000 9+10* 6 6 6 5 3 2 -
15 1,575,000 9+12* 7 7 7 5 4 2 -
16 1,800,000 9+14* 7 7 7 6 5 3 1
17 2,025,000 9+16* 8 8 8 6 5 3 1
18 2,250,000 9+18* 8 8 8 7 6 4 1
19 2,475,000 9+20* 9 9 9 7 6 4 2
20 2,700,000 9+22* 9 9 9 8 7 5 2
21 2,925,000 9+24* 9 9 9 9 8 6 2
22 3,150,000 9+26* 9 9 9 9 9 6 3
23 3,375,000 9+28* 9 9 9 9 9 7 3
24 3,600,000 9+30* 9 9 9 9 9 8 3

* Constitution hp adjustments no longer apply


Each level gained thereafter requires 225,000 experience points and grants +2 hit points.

10
cReatInG a chaRacteR
character classes character classes
(Cleric) (Druid)

cleric Saving throw table

type of Saving throw


aimed magic Items (e.g., death, paralysis, petrifaction, Spells for unlisted
level rod, staff, wand) Breath Weapons poison polymorph categories
1-3 14 16 10 13 15
4-6 13 15 9 12 14
7-9 11 13 7 10 12
10-12 10 12 6 9 11
13-15 9 11 5 8 10
16-18 8 10 4 7 9
19+ 6 8 2 5 7

cleric to hit table

Roll required to hit armour class


level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
1-3 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
4-6 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
7-9 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
10-12 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
13-15 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
16-18 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
19+ 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1

dRUId more than 3 in the world at any one time; 13th level druid
Druids worship the spiritual power of nature, maintain and (Archdruid)—no more than 2 in the world at any given time,
protect holy places, perform festivals and ritual observances, 14th level druid (Supreme Druid)—no more than a single
and protect balance and harmony between civilisation and Supreme Druid can exist.
nature. Their magic is rooted in the mystical oneness of nature, If a druid receives so many experience points that he or she
and they have particular power over fire, stone, and weather, is eligible to increase to these levels, but all the vacant slots
as well as over plant- and animal life. are already filled, then he or she must create a vacancy. This
Some druids pay homage to particular nature gods (some of is done by issuing a formal challenge to the druid in question,
these quite savage), while others eschew all deities and com- following which the two characters must compete in a contest
mune directly with the spiritual power of nature. of some kind—often, but not necessarily, a duel.

Rather than using a holy symbol as clerics do, druids require The loser of the contest goes down to the next lowest level
mistletoe, holly, or (if neither can be found) oak leaves to cast (losing all experience down to the very minimum to qualify
their spells, and one of these is a required component for all for the new level). This may, in turn, result in a further contest
druidic spells unless a druidic spell has no material component if the preceding level is also fully occupied.
specified in the spell description. the druid character
The druid must harvest these materials by the light of a full Minimum Scores: Str 6, Dex 6, Con 6, Int 6, Wis 12,
moon, or the darkness of a new moon, in order for the com- Cha 15
ponent to work with full efficacy. If mistletoe or holly is not Hit Die Type: d8 (max 14)
gathered by the druid’s hand at the proper time, the druid’s Alignment: Neutral only
spells will have only half the normal effect. Oak leaves always
Experience bonus: Wisdom and Charisma 16+
produce spells of half power, and if they are not harvested
properly, oak leaves will permit spells of only one-quarter Armour/Shield Leather only, wooden shields only
power. Permitted:
Weapons Permitted: Club, dagger, dart, hammer, oil,
Player character druids must be neutral, although druids of scimitar, sling, spear, staff
differing alignments may be found as non-player characters Weapon Proficiencies: 2 + 1 every 3 levels
in some GMs’ campaigns.
Penalty to hit for non- -4
Druids receive bonus spells for high wisdom, just as clerics do. proficiency:
See the table provided under “Cleric” for details. Weapon Specialisation: N/A
There can only be a certain number of high-level druids in
the world. The limits are: 12th level druid (High Druid)—no

11
cReatInG a chaRacteR
character classes character classes
(Druid) (Druid)

druid class abilities Wilderness movement (3rd): At third level and higher, a druid
druids’ cant: All druids speak a secret language called the can move through any natural undergrowth leaving no trace
druids’ cant. The druidic cant cannot be learned by non-druids of his or her passage, and may do so with no reduction in his
(unless otherwise noted, such as in the case of higher-level or her normal movement speed.
assassins). Immunity to fey charm (7th): At seventh level and higher,
Saving throw Bonus: All druids gain a saving throw bonus of the druid becomes immune to charms and other such men-
+2 against fire and lightning attacks of all kinds. tal enchantments cast by fey creatures such as dryads, pixies,
brownies, etc.
Spell casting: Druids may memorise and cast druidic spells
in accordance with the tables provided below. Shapeshift (7th): Druids of 7th level or higher may change
their forms up to three times per day. The form assumed must
advanced abilities be a natural animal, no smaller than a mouse, and no larg-
druid’s Knowledge (3rd): At third level and higher, a druid er than double the druid’s normal weight; in the process of
can identify plant and animal types, and can determine when shapeshifting, the druid recovers 1d6 x 10 percent of any hit
water is pure and safe to drink. points he or she might have sustained as damage.

druid level advancement


Base experience hit dice Spells by level
level points Required (d8) notes 1 2 3 4 5 6 7
1 0 1 2 - - - - - -
2 2,000 2 2 1 - - - - -
3 4,000 3 Druid’s Knowledge; 3 2 1 - - - -
Wilderness Movement
4 8,000 4 4 2 2 - - - -
5 12,000 5 4 3 2 - - - -
6 20,000 6 4 3 2 1 - - -
7 35,000 7 Immunity to Fey Charm; Shapeshift 4 4 3 1 - - -
8 60,000 8 4 4 3 2 - - -
9 90,000 9 5 4 3 2 1 - -
10 125,000 10 5 4 3 3 2 - -
11 200,000 11 5 5 3 3 2 1 -
12 300,000 12 High Druid 5 5 4 4 3 2 1
13 750,000 13 Archdruid 6 5 5 5 4 3 2
14* 1,500,000 14 Supreme Druid 6 6 6 6 5 4 3

* 14th level (at 1,500,000 experience points) is the ceiling for druids. Any further experience points the druid receives will simply be lost.

druid Saving throw table


type of Saving throw
aimed magic Items (e.g., death, paralysis, petrifaction, Spells for unlisted
level rod, staff, wand) Breath Weapons poison polymorph categories
1-3 14 16 10 13 15
4-6 13 15 9 12 14
7-9 11 13 7 10 12
10-12 10 12 6 9 11
13-14 9 11 5 8 10

druid to hit table


Roll required to hit armour class
level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
1-3 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
4-6 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
7-9 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
10-12 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
13-14 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2

12
cReatInG a chaRacteR
character classes character classes
(Fighter) (Fighter)

fIGhteR higher levels they attack twice per round (2/1 attacks). A partial
When the clash of steel rings out in dark forests or dimly lit additional attack (e.g. 3/2 attacks) means that the extra attack
dungeons beneath the earth, it is the fighter who bears the is taken on odd-numbered rounds in the combat sequence,
brunt of the combat. Fighters are trained in the use of weapons hence two attacks on the first round, one on the second, two
and armour, usually beginning their adventuring careers after on the third and one on the fourth, if applicable.
a stint of training as a town guardsman, soldier, man at arms, fighting the Unskilled: When the fighter is attacking creatures
bandit, pirate, or mercenary. with less than a full hit die (i.e. less than 1d8 hit points), the
Fighters are the backbone of an adventuring party; without fighter receives one attack for each of his or her levels of expe-
them to hold the line, the other members of the party will be rience, e.g. a 4th-level fighter attacking goblins would receive
overrun before they can bring their own skills to bear. Fighters 4 attacks per round.
are the most powerful characters in melee or missile combat, nB: A fighter exercising multiple attacks departs from the nor-
whether on offence or defence. Together with the ranger mal initiative procedure. The fighter will automatically attack
and paladin, they have the most hit points, and their ability to first in the round unless fighting an opponent with multiple
survive the most brutal battles is therefore unrivalled. attacks of its own (in which case initiative should be rolled as
They also have the best chance “to hit” of all the classes, partic- normal). The fighter’s second attack in any given melee round
ularly at higher level. They may use any kind of armour, shield, will come last in the sequence.
or weapon. Most fighters look forward to the day when their Weapon Specialisation (optional): With the permission of
reputations will bring them into the ranks of the lesser no- the GM, weapon specialisation may be selected during char-
bility, where fighting prowess and armed followers are more acter generation. If weapon specialisation is not selected dur-
important than high-flown bloodlines. It is no small matter to ing character generation, it remains forever unavailable to the
carve a freehold out of the wilderness, but to do so is to leave character, barring some magical or divine intervention.
behind a legacy in a world where most fortune-seekers die
an unsung death. If weapon specialisation is in play, fighters may take a second
proficiency in the same weapon as the first, granting them one
A fighter of 9th level or higher who has built a castle and cleared extra attack every 2 rounds with the weapon (hence 3/2 attacks
a wide area around it of monsters (at least a 20 mile radius), will with a melee weapon at 1st level, 2/1 at 7th and 5/2 at 13th), +1
attract a body of mercenaries to his or her service, provided to hit and +2 damage owing to their skill. Specialisation costs
that these are paid a fair wage. He or she will also be able to tax one proficiency “slot” for melee weapons and crossbows, and
each freeholder, at up to the maximum rate of 1 gp per month two “slots” for missile weapons other than crossbows.
per resident. Some players may choose to retire a character at
this point, satisfied that the character has entered the histori- double Specialisation (optional): For melee weapons that
cal records and legends of the campaign world. Others may are not polearms or two-handed swords, a third weapon profi-
choose to view the stronghold merely as the first step toward ciency may be used to specialise further; this increases combat
the pinnacles of mythic power. Such player-held castles and bonuses to +3 to hit and +3 damage with the weapon.
villages provide a higher-level party with a base for adventures,
fighter level advancement
a stronghold against enemies, and possibly the introduction of
Base
feudal politics and war into their already-eventful lives. experience
the fighter character points hit dice
level Required (d10) notes
Minimum Scores: Str 9, Dex 6, Con 7, Int 3, Wis 6,
1 0 1
Cha 6
2 1,900 2
Hit Die Type: d10 (max 9 hit dice)
3 4,250 3
Alignment: Any
4 7,750 4
Experience bonus: Strength 16+
5 16,000 5
Armour/Shield Any 6 35,000 6
Permitted:
7 75,000 7 Bonus attacks
Weapons Permitted: Any 8 125,000 8
Weapon Proficiencies: 4 + 1 every 2 levels 9 250,000 9 Lord (Lady)
Penalty to hit for non- -2 10 500,000 9+3*
proficiency: 11 750,000 9+6
Weapon Specialisation: Optional
* Constitution-based hp adjustments no longer apply
fighter class abilities Each level gained thereafter requires 250,000 additional experience
points and gains 3hp.
Bonus attacks: Fighters with melee weapons attack once per
round at 1st to 6th levels (1/1 attacks); at 7th to 12th levels, they
attack thrice every two rounds (3/2 attacks); and at 13th or

13
cReatInG a chaRacteR
character classes character classes
(Fighter) (Illusionist)

fighter Saving throw table


type of Saving throw
aimed magic Items (e.g., death, paralysis, petrifaction, Spells for unlisted
level rod, staff, wand) Breath Weapons poison polymorph categories
0 18 20 16 17 19
1-2 16 17 14 15 17
3-4 15 16 13 14 16
5-6 13 13 11 12 14
7-8 12 12 10 11 13
9-10 10 9 8 9 11
11-12 9 8 7 8 10
13-14 7 5 5 6 8
15-16 6 4 4 5 7
17-18 5 4 3 4 6
19+ 4 3 2 3 5

fighter to hit table


Roll required to hit armour class
level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
0 26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11
1 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
2 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
3 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
4 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
5 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
6 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
7 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
8 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
9 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
10 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
11 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
12 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1
13 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2
14 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3
15 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4
16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5
17 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6
18 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7
19 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8
20+ 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9

Optional Rule: Where a fighter of extremely high level or the same manner as arcane spells—indeed, some sages state
with many bonuses “to hit” actually requires a negative score that it represents a different means of tapping into the same
to hit his or her target, then at the GM’s option, the negative source. Illusionists are dependent upon their spell books, and
score may be converted to a positive and applied as additional can only normally cast spells they have learned from these
damage to the automatic hit. Thus, for example, a 20th level books (exception: spells may be cast from illusionist scrolls).
fighter with 19 strength and a +5 sword attacking an AC 2 drag- Acquisition of new spells is difficult and demanding, and must
on would require a roll of -8 to hit it; the character would be normally be accomplished through adventuring, although illu-
allowed to modify his or her damage roll by +8. sionists will automatically receive one new spell of the highest
spell level that he or she may cast upon completing training
IllUSIOnISt after acquiring a new level of experience. They are limited by
their intelligence in what spells they can learn according to the
Illusionists are practitioners of phantasmal magic, a type of
same table as provided under magic users.
spell casting that influences the minds and senses of other be-
ings, and at higher levels becomes intertwined with the shad- At 10th level, an illusionist may establish a stronghold, usually
ow-realities beyond the Prime Material Plane. They are often a tower or small keep, as a fighter does.
classed with magic users, since phantasmal magic operates in

14
cReatInG a chaRacteR
character classes character classes
(Illusionist) (Illusionist)

the Illusionist character Illusionist class abilities


Minimum Scores: Str 6, Dex 16, Int 15, Wis 6, Cha 6 Spellcasting: Illusionists may memorise and cast phantasmal
Hit Die Type: d4 (max 10) spells in accordance with the tables provided below. A be-
Alignment: Any ginning illusionist character will know four spells. Two spells
should be chosen by the player from the list of first level spells,
Experience bonus: None
and the other two should be determined randomly from the
Armour/Shield None
list of first level spells. Illusionist spells are written in phan-
Permitted:
tasmal script, which can ordinarily only be deciphered by an
Weapons Permitted: Dagger, dart, oil, staff illusionist. Illusionists do not employ (or require) the read
Weapon Proficiencies: 1 + 1 per 5 levels magic spell.
Penalty to hit for non- -5
proficiency:
Weapon Specialisation: N/A

Illusionist level advancement


Base experience hit dice Spells by level
level points Required (d4) notes 1 2 3 4 5 6 7
1 0 1 1 - - - - - -
2 2,500 2 2 - - - - - -
3 4,750 3 2 1 - - - - -
4 9,000 4 3 2 - - - - -
5 18,000 5 4 3 1 - - - -
6 35,000 6 4 3 2 - - - -
7 60,250 7 May hire followers 4 3 2 1 - - -
8 95,000 8 4 3 2 2 - - -
9 144,500 9 5 3 3 2 - - -
10 220,000 10 Master of Phantasms 5 4 3 2 1 - -
11 440,000 10+1* 5 4 3 3 2 - -
12 660,000 10+2* 5 5 4 3 2 1 -
13 880,000 10+3* 5 5 4 3 2 2 -
14 1,100,000 10+4* 5 5 4 3 2 2 1
15 1,320,000 10+5* 5 5 4 4 2 2 2
16 1,540,000 10+6* 5 5 5 4 3 2 2
17 1,760,000 10+7* 6 5 5 4 3 3 2
18 1,980,000 10+8* 6 6 5 4 4 3 2
19 2,200,000 10+9* 6 6 5 5 5 3 2
20 2,420,000 10+10* 6 6 6 5 5 4 2
21 2,640,000 10+11* 6 6 6 6 5 4 3
22 2,860,000 10+12* 6 6 6 6 5 5 3
23 3,080,000 10+13* 6 6 6 6 6 5 4
24 3,300,000 10+14* 6 6 6 6 6 6 5

* Constitution-based hp adjustments no longer apply.


Each level gained thereafter requires 220,000 experience points and grants +1 hit point.

Illusionist Saving throw table


type of Saving throw
aimed magic Items (e.g., death, paralysis, petrifaction, Spells for unlisted
level rod, staff, wand) Breath Weapons poison polymorph categories
1-5 11 15 14 13 12
6-10 9 13 13 11 10
11-15 7 11 11 9 8
16-20 5 9 10 7 6
21+ 3 7 8 5 4

15
cReatInG a chaRacteR
character classes character classes
(Illusionist) (Magic User)

Illusionist to hit table


Roll required to hit armour class
level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
1-5 26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11
6-10 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
11-15 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
16-20 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
21+ 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3

maGIc USeR the magic User character


Magic users are a rare breed—practitioners of the mysteri- Minimum Scores: Str 3, Dex 6, Int 9, Wis 6, Con 6,
ous art of arcane spell casting. A lengthy apprenticeship of Cha 6
study and practice allows these somewhat eerie individuals to Hit Die Type: d4 (max 11)
store arcane energy within their minds and to release it in the Alignment: Any
form of spells. Magic users cast spells by speaking a few magic Experience bonus: Int 16+
words, weaving complex gestures in the air, and employing
Armour/Shield None
rare and magical materials. While magic users (with illusion-
Permitted:
ists) are the weakest character class in combat, this weakness is
balanced by possessing the most powerful and versatile spells Weapons Permitted: Dagger, dart, oil, staff
in the game. Weapon Proficiencies: 1 + 1 per 5 levels
Penalty to hit for non- -5
The full underlying principles of magic are beyond mortal com-
proficiency:
prehension; even wizards of the profoundest intellect struggle
from momentary inklings to understand its more complex pat- Weapon Specialisation: N/A
terns. Nevertheless, those character who possess formidable
magic User class abilities
intelligence and a certain intuitive gift, who are willing to de-
vote themselves to a lifetime of study, may in time sufficiently Spellcasting: Magic users may memorise and cast arcane
master the art to be capable of shifting mountains and shatter- spells in accordance with the tables provided below. A begin-
ing entire armies. High-level magic users are the most feared ning magic user character will know four spells. One of these
and dangerous characters in the game. will automatically be Read Magic. The second spell should be
chosen by the player from the list of first level spells, and the
Magic users do not gain bonus spells for high intelligence last two should be determined randomly from the list of first
scores; intelligence does determine which spells they can un- level spells.
derstand and how many spells they may learn for each spell
level. advanced abilities
eldritch craft (7th): Mages of 7th or higher level may create
Magic users are dependent upon their spell books, and nor-
magical potions, scribe arcane scrolls (of spells that he or she
mally may only cast spell they have learned from these books
already knows) and recharge magical rods, staves and wands.
(exception: magic users may cast spells from arcane magi-
This process should be overseen by the GM, who must take
cal scrolls). Mages may not cast spells from divine, druidic
care to ensure that it is not too easy! A long list of ingredients
or phantasmal magic scrolls. The acquisition of a new spell is
will always be required, some of which should be expensive,
difficult and demanding and must normally be accomplished
and others of which should be a challenge to acquire.
through adventuring, although the mage will automatically
receive one new spell of the highest spell level that he or she eldritch power (12th): Magic users of 12th level or higher may
may cast upon acquiring a new level of experience. attempt to create other magical items by means of the enchant
an item spell. However, this is even more difficult than creating
OSRIC magic users are superficially similar to the wizards of
a potion or scroll, and the various components required should
fantasy literature such as Gandalf and Merlin, but they are
be of a rarity and value appropriate to the magic item under
more closely similar to mages described in the works of Jack
consideration. Even then, success will not be guaranteed.
Vance. His “Dying Earth” cycle, and particularly “Rhialto the
Marvellous”, are highly recommended. magic User Spell acquisition table
Magic users are the only class capable of fabricating magic chance to minimum/maximum
items that they cannot themselves employ. Clerics, druids Understand Spells Spells Understood
Intelligence Score (d%) per level
and illusionists can fabricate magic items, but only those they
themselves can use; items such as magical swords, that no 9 35 4/6
primary spell casting class may use, are in their creation the 10-12 45 5/7
sole province of magic users. 13-14 55 6/9
15-16 65 7/11
At 11th level, a magic user may establish a stronghold (usually
17 75 8/14
a tower or small keep) in the same manner as a fighter.
18 85 9/18
19 90 10/22

16
cReatInG a chaRacteR
character classes character classes
(Magic User) (Magic User)

magic User level advancement


Base experience hit dice Spells by level
level points Required (d4) notes 1 2 3 4 5 6 7 8 9
1 0 1 1 - - - - - - - -
2 2,400 2 2 - - - - - - - -
3 4,800 3 2 1 - - - - - - -
4 10,250 4 3 2 - - - - - - -
5 22,000 5 4 2 1 - - - - - -
6 40,000 6 4 3 2 - - - - - -
7 60,000 7 Eldritch Craft 4 3 2 1 - - - - -
8 80,000 8 4 3 3 2 - - - - -
9 140,000 9 4 4 3 2 1 - - - -
10 250,000 10 4 4 3 2 2 - - - -
11 375,000 11 Wizard 4 4 4 3 3 - - - -
12 750,000 11+1* Eldritch Power 5 4 4 3 3 1 - - -
13 1,125,000 11+2* 5 5 4 3 3 2 - - -
14 1,500,000 11+3* 5 5 5 4 4 2 1 - -
15 1,875,000 11+4* 5 5 5 4 4 3 2 - -
16 2,250,000 11+5* Mage 5 5 5 4 4 3 2 1 -
17 2,625,000 11+6* 5 5 5 5 5 4 3 2 -
18 3,000,000 11+7* Archmage 5 5 5 5 5 4 3 2 1
19 3,375,000 11+8* 5 5 5 5 5 5 4 3 1
20 3,750,000 11+9* 5 5 5 5 5 5 4 3 2
21 4,125,000 11+10* 6 6 5 5 5 5 4 4 2
22 4,500,000 11+11* 6 6 6 6 5 5 5 4 2
23 4,875,000 11+12* 6 6 6 6 6 6 5 4 3
24 5,250,000 11+13* 6 6 6 6 6 6 6 5 3

* Constitution-based hp adjustments no longer apply.


Each level gained thereafter requires 375,000 experience points and grants +1 hit point.

magic User Saving throw table


type of Saving throw
aimed magic Items death, paralysis, petrifaction, Spells for unlisted
level (e.g., rod, staff, wand) Breath Weapons poison polymorph categories
1-5 11 15 14 13 12
6-10 9 13 13 11 10
11-15 7 11 11 9 8
16-20 5 9 10 7 6
21+ 3 7 8 5 4

magic User to hit table


Roll required to hit armour class
level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
1-5 26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11
6-10 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
11-15 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
16-20 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
21+ 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3

17
cReatInG a chaRacteR
character classes character classes
(Paladin) (Paladin)

paladIn the paladin character


A paladin is a paragon of righteousness sworn to be, and al- Minimum Scores: Str 12, Dex 6, Con 9, Int 9, Wis 13,
ways to remain, Lawful Good. If this vow is ever breached, the Cha 17
paladin must atone and perform penance to be decided by a Hit Die Type: d10 (max 9)
powerful NPC cleric of the same alignment—unless the breach Alignment: Lawful Good only
was intentional, in which case the paladin instantly loses his or Experience bonus: Str and Wis 16+
her enhanced status as a paladin and may never regain it. Such
Armour/Shield Any
a “fallen paladin” is in all respects a fighter, with no special
Permitted:
powers, for the remainder of his or her career.
Weapons Permitted: Any
The Paladin class in OSRIC superficially resembles such leg- Weapon Proficiencies: 3 + 1 every 2
endary warriors as Sir Galahad or Sir Gawaine of the Arthurian
Penalty to hit for non- -2
cycle, but is more closely similar to characters described in the
proficiency:
works of Poul Anderson. His “Three Hearts and Three Lions”
is particularly highly recommended. Weapon Specialisation: Optional rule—as fighter

paladin class abilities


Improved Saving throws: The paladin uses a more
favourable saving throw table than other classes (see
table, below).
cure disease: Paladins can cure disease (as the
clerical spell) by touch, once per week. Paladins
of higher than 5th level may do so twice per
week, and those higher than 10th level thrice
per week. Paladins themselves are completely
immune to disease.
detect evil: A paladin may detect evil at any
range up to 60 ft at will, provided he or she con-
centrates on doing so.
protection from evil: A paladin radiates an aura
within a 10 ft radius, equivalent to the clerical
spell protection from evil.
lay on hands: Once per day, the paladin may
heal 2 hit points/ level to any creature touched
(e.g. a third level paladin would heal 6hp with
this ability)

advanced abilities
turn Undead (3rd): Paladins of third level
and higher gain the ability to turn undead
as a good aligned cleric does, but as a cleric
of two levels lower than the paladin’s level.
Summon Warhorse (4th): At fourth level, the pal-
Paladins suffer the following restrictions: adin may summon a special Paladin’s Warhorse, a heavy
warhorse with enhanced hit points, intelligence and movement
First, the paladin may never possess more than ten magic items,
speed. Such a destrier may be called only once every ten years.
and no more than a single suit of magic armour with no more
than one magic shield may be so owned. Bonus attacks (8th): Paladins gain additional attacks as fight-
ers do, but less swiftly. A paladin has one attack at 1st to 7th
Second, the paladin must always give away a tenth of any mon-
level, 3/2 attacks at 8th to 14th level, and two attacks at 15th
ey which he or she receives to some Lawful Good cause, and
level and above. If the optional weapon specialisation rules
if he or she has any money remaining after paying his or her
are permitted by the GM, paladins may specialise as fighters
costs (such as maintaining equipment and paying servants’
do, save that they receive fewer proficiencies and gain extra
wages) this surplus must be likewise donated.
attacks more slowly as described above.
Third, paladins will not associate with characters who are not
clerical Spellcasting (9th): Paladins gain the ability to cast
Good in alignment save under very exceptional circumstances
certain cleric spells at 9th level (see table, below).
(i.e., if approved by the GM).

18
cReatInG a chaRacteR
character classes character classes
(Paladin) (Paladin)

paladin level advancement


Base experience hit dice Spell casting Spells by level
level points Required (d10) notes level 1 2 3 4
1 0 1 0 - - - -
2 2,550 2 0 - - - -
3 5,500 3 Turn Undead 0 - - - -
4 12,500 4 Warhorse 0 - - - -
5 25,000 5 0 - - - -
6 45,000 6 0 - - - -
7 95,000 7 0 - - - -
8 175,000 8 Bonus Attacks 0 - - - -
9 325,000 9 Knight 1 1 - - -
10 600,000 9+3* 2 2 - - -
11 1,000,000 9+6* 3 2 1 - -
12 1,350,000 9+9* 4 2 2 - -
13 1,700,000 9+12* 5 2 2 1 -
14 2,050,000 9+15* 6 3 2 1 -
15 2,400,000 9+18* 7 3 2 1 1
16 2,750,000 9+21* 8† 3 3 1 1
17 3,100,000 9+24* 8† 3 3 2 1
18 3,450,000 9+27* 8† 3 3 3 1
19 3,800,000 9+30* 8† 3 3 3 2
20 4,150,000 9+33* 8† 3 3 3 3
21 4,500,000 9+36* 8† 4 3 3 3
22 4,850,000 9+39* 8† 4 4 3 3
23 5,200,000 9+42* 8† 4 4 4 3
24 5,550,000 9+45* 8† 4 4 4 4

* Constitution-based hp adjustments no longer apply


† 8th is the ceiling spell casting level for paladins; they may never cast spells as a High Priest or Priestess does.
Each level gained thereafter requires 350,000 additional experience points and gains 3hp.

nB: Paladins do not gain bonus cleric spells for having high wisdom. This ability is limited to “true” priests, i.e. clerics or druids.

paladin Saving throw table


type of Saving throw
aimed magic Items (e.g., death, paralysis, petrifaction, Spells for unlisted
level rod, staff, wand) Breath Weapons poison polymorph categories
1-2 14 15 12 13 15
3-4 13 14 11 12 14
5-6 11 11 9 10 12
7-8 10 10 8 9 11
9-10 8 7 6 7 9
11-12 7 6 5 6 8
13-14 5 3 3 4 6
15-16 4 2 2 3 5
17-18 3 2 2 2 4
19+ 2 2 2 2 3

paladin to hit table


Roll required to hit armour class
level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
1 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
2 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
3 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
4 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
5 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6

19
cReatInG a chaRacteR
character classes character classes
(Paladin) (Ranger)

Roll required to hit armour class


level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
6 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
7 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
8 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
9 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
10 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
11 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
12 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1
13 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2
14 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3
15 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4
16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5
17 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6
18 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7
19 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8
20+ 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9

RanGeR Fourth, rangers travel light and may not keep any more treasure
Rangers are a special variation of the fighter class. They are than they can lift (including any amount the ranger can carry
modelled on such characters of fiction as Aragorn and Robin on his or her steed, if any).
Hood and are particularly expert in wilderness situations. the Ranger character
Rangers are defenders of the poor and serve to protect civili-
Minimum Scores: Str 13, Dex 6, Con 14, Int 13, Wis
sation from the evil forces that lurk beyond civilised lands.
14, Cha 6
Rangers must abide by certain limitations, in the same fashion Hit Die Type: d8 (max 11 at 10th level)
as paladins: Initial Hit Die: 2*
First, the ranger must always remain of good alignment (lawful, Alignment: Any good
neutral or chaotic). Any deliberate change in the ranger’s align- Experience bonus: Str, Int, and Wis 16+
ment away from good will result in the character becoming a Armour/Shield Any
mere fighter, with 8-sided hit dice, never able to regain ranger- Permitted:
hood. An unintentional change will transform the character Weapons Permitted: Any
into a fighter as above, but in this case, with sufficient questing
Weapon Proficiencies: 3 + 1 every 2
and atonement, the ranger may be permitted to recover his or
her status. The GM will determine the precise details of this Penalty to hit for non- -2
process according to the situation. proficiency:
Weapon Specialisation: Optional rule—as fighter
Second, rangers may not employ mercenaries or servants until
they reach 8th level or higher. Even once permitted, a ranger * Rangers are different from fighters and paladins in terms of hit points.
may not employ any mercenary or servant who he or she sus- Rangers roll 8-sided dice to determine their hp, but they receive two
such dice at first level. They gain 1d8 per level thereafter until they
pects (or ought to suspect) is not of good alignment. achieve a ceiling of 11 hit dice (at tenth level).
Third, a maximum of three rangers may travel or operate to-
gether at any one time.

20
cReatInG a chaRacteR
character classes character classes
(Ranger) (Ranger)

Ranger class abilities advanced abilities


alert against Surprise: Rangers are less likely to be surprised Bonus attacks (8th): Rangers gain additional attacks as fight-
(only on a 1 on 1d6), and more likely to surprise others (1-3 on ers do, but less swiftly. A ranger has one attack at 1st to 7th
1d6) than other character classes. level, 3/2 attacks at 8th to 14th level, and two attacks at 15th and
above. If the optional weapon specialisation rules are permit-
damage Bonus vs humanoids: Rangers receive a bonus of
ted by the GM, rangers may specialise as fighters do, save that
+1 damage per ranger level against evil humanoid or giantish
they receive fewer proficiencies and gain extra attacks more
opponents (including such creatures as orcs, goblins, and gi-
slowly as described above.
ants, for example). Thus, a 3rd level ranger would receive +3
damage per hit against these creatures. This damage bonus Spell casting (8th): At eighth level, rangers receive limited
applies only in hand-to-hand “melee” combat. spell powers, drawn from the Druid and Magic user spell lists
according to the table given hereafter.
tracking: Rangers may track other creatures, with a base 90%
chance of success in rural settings (modified by the GM ac- Band of followers (10th): Rangers of 10th level or higher
cording to such factors as the age of the trail, the prevailing receive a special body of followers. The GM will determine
terrain and current weather conditions) and a base 65% chance the exact nature of a ranger’s special followers, but the group
in urban or dungeon settings (again, modified by the GM to may include unusual and magical creatures; centaurs and wer-
take account of local conditions). ebears, for example, would be possible followers.
Scrying device Use (10th): Rangers of 10th level or higher
may use crystal balls and other such devices that permit magi-
cal scrying.

Ranger level advancement


Base experience hit dice Spell casting druid Spells mage Spells
level points Required (d8) notes level 1 2 3 1 2
1 0 2 0 - - - - -
2 2,250 3 0 - - - - -
3 4,500 4 0 - - - - -
4 9,500 5 0 - - - - -
5 20,000 6 0 - - - - -
6 40,000 7 0 - - - - -
7 90,000 8 May employ followers 0 - - - - -
8 150,000 9 Bonus attacks 1 1 - - - -
9 225,000 10 1 1 - - 1 -
10 325,000 11 Ranger Lord (Lady) 2 2 - - 1 -
11 650,000 11+2* 2 2 - - 2 -
12 975,000 11+4* 3 2 1 - 2 -
13 1,300,000 11+6* 3 2 1 - 2 1
14 1,625,000 11+8* 4 2 2 - 2 1
15 1,950,000 11+10* Bonus attacks 4 2 2 - 2 2
16 2,275,000 11+12* 5 2 2 1 2 2
17 2,600,000 11+14* 5 2 2 2 2 2
18 2,925,000 11+16* 6† 3 2 2 2 2
19 3,250,000 11+18* 6† 3 2 2 3 2
20 3,575,000 11+20* 6† 3 3 2 3 2
21 3,900,000 11+22* 6† 3 3 2 3 3
22 4,225,000 11+24* 6† 3 3 3 3 3
23 4,550,000 11+26* 6† 4 3 3 3 3
24 4,875,000 11+28* 6† 4 3 3 4 3

* Constitution-based hp adjustments no longer apply


† 6th is the ceiling spell casting level for rangers.
Each level gained thereafter requires 325,000 additional experience points and gains 2hp.

nB: Rangers do not gain bonus druid spells for having high wisdom. This ability is limited to “true” priests, i.e. clerics or druids.

21
cReatInG a chaRacteR
character classes character classes
(Ranger) (Thief)

Ranger Saving throw table


type of Saving throw
aimed magic Items (e.g., death, paralysis, petrifaction, Spells for unlisted
level rod, staff, wand) Breath Weapons poison polymorph categories
1-2 16 17 14 15 17
3-4 15 16 13 14 16
5-6 13 13 11 12 14
7-8 12 12 10 11 13
9-10 10 9 8 9 11
11-12 9 8 7 8 10
13-14 7 5 5 6 8
15-16 6 4 4 5 7
17-18 5 4 3 4 6
19+ 4 3 2 3 5

Ranger to hit table


Roll required to hit armour class
level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
1 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
2 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
3 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8
4 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
5 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
6 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
7 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
8 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
9 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
10 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
11 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
12 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1
13 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2
14 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3
15 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4
16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5
17 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6
18 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7
19 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8
20+ 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9

thIef Sensible adventuring parties will almost always include a thief,


Thieves sneak furtively in the shadowed alleyways of cities, for the skills of such a character are invaluable in reaching inac-
living by their wits. They are often members of the criminal cessible places via climb walls, pick locks, and so on. In addi-
underclass, usually trained by a thieves’ guild in the arts of tion, dungeons frequently contain traps which must be located
burglary and stealth. It is not uncommon for a thief to seek out and disarmed, and the thief’s cunning and stealth conspire to
the great rewards that can be gained from the adventuring life, make him or her very useful in a scouting role.
especially when circumstances require lying low for a while. Thieves in OSRIC are modelled on characters of fiction and
Most thieves come from the teeming masses of a large city, legend, particularly characters from the works of Fritz Leiber
wherein a thieves’ guild is often the only source of justice and and Jack Vance. Leiber’s “Lankhmar” series is highly recom-
exercises as much power as the city’s legitimate government. mended, particularly for its description of the operation of a
Of course, not all thieves are members of a guild. Some are typical thieves’ guild; but the high-level thief’s ability to read
freelancers, evading both the authorities and the guild, liv- (or misread) magic scrolls is a nod to Vance’s Cugel.
ing on the edge of the knife. Some are even found working the thief character
on the side of the law; agents or spies who use their skills
Minimum Scores: Str 6, Dex 9, Con 6, Int 6, Cha 6
in more accepted (though equally shadowy) pursuits. A thief
character must be of any neutral or evil alignment. Neutral Hit Die Type: d6
good thieves are permitted because of the neutral component Initial Hit Die: 1
of their alignment.

22
Creating a Character
Character Classes Character Classes
(Thief) (Thief)

Alignment: Any neutral or any evil Read Languages:  The thief may attempt to read languages and
Experience bonus: Dex 16+ ciphers of a non-magical nature only.
Armour/Shield Leather or studded leather only, Thieves’ Cant:  Thieves have their own language.
Permitted: no shields
Weapons Permitted: Club, dagger, dart, oil, sling, Advanced Abilities
single-handed swords (except bas- Read Scrolls (10th):  When a thief reaches 10th level, he or
tard swords) she has become well-versed enough in training to cast spells
Weapon Proficiencies: 2 + 1 every 4 levels from an arcane or phantasmal scroll (magic user or illusionist).
Penalty to hit for non- -3 However, this casting is not always successful. The thief should
proficiency: roll against his or her intelligence as a magic user or illusionist
does, and if the score shown on the die is insufficient for the
Weapon Specialisation: N/A
thief to cast the spell, then the casting will fail, possibly (at the
Thief Class Abilities GM’s option) having some entirely unexpected effect.
Backstab:  If the thief can approach his or her target unob- Thief Level Advancement
served and strike with a melee weapon, the attack is made at Base Experience Hit Dice
+4 to hit. Damage from a backstab is doubled—or trebled if the Level Points Required (d6) Notes
thief is of 5th level or higher. Thieves of 9th level or higher do 1 0 1
quadruple damage, while those of 13th or greater level quin-
2 1,250 2
tuple the number shown on the die. Damage modifiers (such
3 2,500 3
as those pertaining to strength or magic) are not multiplied
4 5,000 4
from a backstab.
5 10,000 5
Climb:  Climbing represents a thief’s ability to scale sheer walls 6 20,000 6
and surfaces, cling to ceilings, and perform other feats of climb- 7 40,000 7
ing that would normally be impossible. Climbing checks must 8 70,000 8
ordinarily be repeated for every ten ft of climbing. Non-thieves 9 110,000 9
cannot climb walls, cliffs, or any vertical surface without the
10 160,000 10 Master Thief; may read
use of a rope or magic, making the presence of a thief vital to scrolls
many adventuring parties.
11 220,000 10+2*
Find Traps:  This ability represents the thief’s minute visual 12 440,000 10+4*
inspection of a new area for tiny telltale signs that something
*Con-based hp adjustments no longer apply
of interest or danger may be concealed nearby. It requires a
full turn (10 minutes) to accomplish. Each level thereafter requires 220,000 experience points and grants +2
hit points.
Hide in Shadows:  Some shadow must
be present for this ability to be used,
but if the check is successful the thief
is effectively invisible until he makes an
attack or moves from the shadows. The
ability can also be used to blend in with
a crowd of people rather than disappear
into shadows.
Move Quietly:  Use of this skill allows
the thief to move with preternatural
silence even over surfaces such as
squeaky floors.
Open Locks/ Disarm Traps:  Opening
locks and disarming traps (without
springing them) is a skill unique to
thieves, which cannot be successfully
attempted by members of other classes.
A thief can also set traps (with the same
chance as to disarm).
Pick Pockets:  If the thief’s pick pockets
check fails by 20% or more, then his or
her attempt has been discovered and
the intended victim will almost always
take hostile action.

23
Creating a Character
Character Classes Character Classes
(Thief) (Thief)

Thief Skills Table—Base chance


Hide in Read
Level Climb Walls Find Traps Hear Noise Shadows Move Quietly Open Locks Pick Pockets Languages
1 80% 25% 10% 20% 20% 30% 35% 1%
2 82% 29% 13% 25% 25% 34% 39% 5%
3 84% 33% 16% 30% 30% 38% 43% 10%
4 86% 37% 19% 35% 35% 42% 47% 15%
5 88% 41% 22% 40% 40% 46% 51% 20%
6 90% 45% 25% 45% 45% 50% 55% 25%
7 91% 49% 28% 50% 50% 54% 59% 30%
8 92% 53% 31% 55% 55% 58% 63% 35%
9 93% 57% 34% 60% 60% 62% 67% 40%
10 94% 61% 37% 65% 65% 66% 71% 45%
11 95% 65% 40% 70% 70% 70% 75% 50%
12 96% 69% 43% 75% 75% 74% 79% 55%
13 97% 73% 46% 80% 80% 78% 83% 60%
14 98% 77% 49% 85% 85% 82% 87% 65%
15 99% 81% 52% 90% 90% 86% 90% 70%
16 99% 85% 55% 91% 91% 90% 91% 75%
17 99% 89% 58% 92% 92% 92% 92% 80%
18 99% 91% 61% 93% 93% 93% 93% 85%
19 99% 93% 64% 94% 94% 94% 94% 90%
20 99% 95% 67% 95% 95% 95% 95% 92%
21 99% 97% 70% 96% 96% 96% 96% 94%
22 99% 99% 73% 97% 97% 97% 97% 96%
23 99% 99% 76% 98% 98% 98% 98% 98%
24 99% 99% 79% 99% 99% 99% 99% 99%

Thief Skills Table—Dexterity adjustments


Hide in Read
Dexterity Climb Walls Find Traps Hear Noise Shadows Move Quietly Open Locks Pick Pockets Languages
9 - -15% - -10% -20% -10% -15% -
10 - -10% - -5% -15% -5% -10% -
11 - -5% - - -10% - -5% -
12 - - - - -5% - - -
13 - - - - - - - -
14 - - - - - - - -
15 - - - - - - - -
16 - - - - - +5% - -
17 - +5% - +5% +5% +10% - -
18 - +10% - +10% +10% +15% +5% -
19 - +15% - +15% +15% +20% +15% -

Thief Skills Table—Racial Adjustments


Hide in Read
Race Climb Walls Find Traps Hear Noise Shadows Move Quietly Open Locks Pick Pockets Languages
Dwarf -10% +15% - - -5% +15% - -5%
Elf -5% +5% +5% +10% +5% -5% +5% +10%
Gnome -15% - +5% - - +10% - -
Half-elf - - - +5% - - +10% -
Halfling -15% - +5% +15% +15% - +5% -5%
Half-orc +5% +5% +5% - - +5% -5% -10%
Human +5% - - - - +5% - -

Note:  Subject to the GM’s discretion, no combination of adjustments can reduce a thief’s chance of success in a thieving skill
below 1% or increase it above 99%. In other words, there is always a small chance of success or risk of failure unless the GM de-
cides the circumstances are exceptional.

24
cReatInG a chaRacteR
character classes character classes
(Thief) (Multi-Classing and Dual-Classing)

thief Saving throw table


type of Saving throw
aimed magic Items death, paralysis, petrifaction, Spells for unlisted
level (e.g., rod, staff, wand) Breath Weapons poison polymorph categories
1-4 14 16 13 12 15
5-8 12 15 12 11 13
9-12 10 14 11 10 11
13-16 8 13 10 9 9
17-20 6 12 9 8 7
21+ 4 11 8 7 5

thief to hit table


Roll required to hit armour class
level -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
1-4 26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11
5-8 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
9-12 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
13-16 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
17-20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
21+ 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

mUltI-claSSInG and dUal-claSSInG dual-class characters are humans who elect to change irrevo-
multi-classing, which is an option available only to non-hu- cably from one class to another. The character class of a non-
man characters, is simultaneous advancement in two or more human represents talents and abilities that are somewhat more
different classes. Dual-classing, an option available only to innate than those of humankind. Humans are more flexible
human characters, is the ability to switch classes and begin and can generally become more skilled in any one class than
advancing exclusively in a new character class. Specific infor- non-humans, but lacking the innate talents of the other races,
mation about the interaction of the restrictions and abilities of they can only focus upon one class at a time.
a multi-classed character are described in the racial descrip- In order to switch from one class to another, the human char-
tion of each race. Gnomish multi-classed characters are, for acter must have an ability score of 15+ in the prime requisite(s)
example, limited to leather armour in order to cast spells, while of the original class, and of 17+ in the prime requisite(s) of the
elven multi-classed characters are not. These restrictions re- new class. The character retains his or her hit points. He or she
flect the particular nature of the non-human races and thus can use the particular abilities of the original class, but doing
are detailed in the race descriptions. There is a general rule, so will cause the character to forfeit all experience points from
however, that a cleric/fighter may use edged weapons. When that adventure (as determined by the GM). This restriction ap-
a non-human character has more than one character class, plies until the character has advanced in the new class to a level
any experience points gained by the character will be divided at least one higher than was attained in the original class.
evenly between these two classes, even once the character
can no longer progress in one of the classes. When the character begins the process of learning a new class,
he or she gains the abilities of the new class as a first level mem-
When the character advances in one of his or her classes, ad- ber of that class, and all experience is applied to progressing in
ditional hit points are determined by rolling the appropriate die the new class. The character gains no additional hit points until
(d4 for magic users and illusionists, d6 for thieves and assassins, reaching a level in the new class one higher than in the original
etc.), adding the appropriate constitution modifier, and divid- class, after which time the character’s hit points advance as
ing by the number of classes involved (so two for a cleric/thief, per the new class.
or three for a fighter/cleric/magic user, for example).
Unlike multi-class characters, dual-classed characters cannot
It is therefore entirely possible for a multi-class character to perform the functions of several different classes simultane-
be at different levels of experience in different classes. As an ously. So, for example, an elven fighter/magic user could cast
extreme example, a half-orcish cleric/assassin of level 4/15 is arcane spells while wearing armour, but a human dual-classed
possible. fighter and magic user would have to remove his or her armour
Optional Rule: Some GMs limit elven and half-elven fighter/ to do the same thing.
magic users and fighter/magic user/clerics in respect of the However, with dual-classed characters, any combination of
armour they may wear while casting spells. If this optional classes is possible, provided the character qualifies in terms
rule is in play, such a character may only cast arcane spells if of ability scores and can comply with any relevant alignment
unarmoured—unless they are wearing elfin chain. The char- restrictions. Theoretically, an individual with very high ability
acter may still cast divine spells regardless of the armour he or scores could play a cleric/paladin or a magic user/illusionist.
she is wearing. (This rule assumes that elfin chain is specially
designed to allow fighter/magic users to wear it.)

25
cReatInG a chaRacteR
alignment alignment
(The Nine Alignments) (The Nine Alignments)

alIGnment will normally do so. A creature such as a chimæra, for example,


that is non-humanoid and generally evil by nature rather than
Alignment represents where a character falls in terms of the by choice, might be chaotic evil in alignment but would not
ever-present battle between good and evil. Along the law- speak the chaotic evil alignment tongue. A gnoll, however,
chaos axis, it also represents how the character approaches that is humanoid and evil by choice as well as by nature, will
such issues. Alignment is more than a philosophy; evil and tend to speak the chaotic evil alignment tongue.
good are palpably real in the game world. An evil person bears
the poison of his or her alignment in his or her very soul, and the nIne alIGnmentS
magic spells can even be used to detect the stain of it. In gen- Nine distinct alignments define all the possible combinations
eral, the good alignments will work together, although there of the law–chaos axis with the good–evil axis. Remember that
may well be misunderstandings and disputes between those individuals vary from this norm, and that a given character may
of differing good alignments. Relationships between those of act more or less in accord with his or her alignment from day to
evil alignments will generally be based on power and fear, al- day. Use these descriptions as guidelines, not as scripts.
though many evil aligned individuals or monsters are natural
followers, not seeking to usurp power as much as they will lawful Good, “crusader”: A lawful good character acts as a
seek to ally themselves with and serve the most powerful. The good person is expected or required to act. He or she com-
moral dictates of alignment are not tied to culture in any way; bines a commitment to oppose evil with the discipline to fight
they are objective reality. If a barbarian comes from a society relentlessly. He or she normally tells the truth, keeps his or her
that kills the weak, he or she is evil if he or she accedes to the word, helps those in need, and speaks out against injustice. A
practice, even though it is considered necessary or beneficial lawful good character hates to see the guilty go unpunished.
in that culture. Such a culture is evil. Generally, lawful good characters seek to combine the values
of both honour and compassion.
Each alignment has an “alignment language” specific to that
alignment, allowing characters of that alignment to communi- neutral Good, “Benefactor”: A neutral good character does
cate with one another to a certain degree. Alignment tongues the best that a good person can do. He or she is devoted to
are not precisely languages; they cannot be rendered into helping others. He or she might work with or on behalf of kings
writing, but they can be an effective mode of communication and magistrates, but does not feel beholden to them if he or
nonetheless, consisting of a variety of words, gestures, and she feels that they are not serving the cause of good. Neutral
even facial expressions. Alignment tongues are almost never good characters value doing what is good without a particular
used unless the speaker is certain he or she will be heard only bias for or against order (or laws).
by members of the same alignment. chaotic Good, “Rebel”: A chaotic good character acts as his or
Note that not all creatures of a particular alignment will speak her conscience directs, with little regard for what others might
their alignment tongue, although demi-humans and humanoids expect. He or she makes his or her own way, but is generally

26
cReatInG a chaRacteR
alignment money
(The Nine Alignments)

kind and benevolent. He or she believes in goodness and per- Some lawful evil people and creatures commit themselves to
sonal honour, but has little use for laws and regulations. evil with a zeal like that of a crusader committed to good.
Such a character disdains those who seek to intimidate oth- Beyond being willing to hurt others for their own ends, they
ers and tell them what to do. He or she follows his or her own take pleasure in spreading evil as an end unto itself. They may
moral compass, which, although good, may not agree with that also see doing evil as part of a duty to an evil deity or master.
of society. Chaotic good characters value the combination of Lawful evil is sometimes called “diabolical,” because devils are
a good heart with a free spirit. the epitome of lawful evil.
lawful neutral, “Judge”: A lawful neutral character acts as neutral evil, “malefactor”: A neutral evil villain does what-
law, tradition, or a personal code directs him. Order and or- ever he or she can get away with. He or she is out for him- or
ganisation are paramount. He or she may believe in personal herself, pure and simple. He or she sheds no tears for those
order and live by a code or standard, or might believe in or- he or she kills, whether for profit, sport, or convenience. He
der for all, favouring a strong, organised government. Lawful or she has no love of order and holds no illusion that following
neutral characters value reliability and honour, and some can laws, traditions, or codes would make him or her any better
be quite zealous about forcing these attributes onto society or more noble. On the other hand, he or she doesn’t have the
or other individuals. restless nature or love of conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing
neutral: A neutral character has no allegiance to either good
evil for its own sake. Most often, such villains are devoted to
vs evil or law vs chaos. Most neutral characters exhibit a lack
evil deities or secret societies.
of conviction or bias rather than a commitment to neutrality.
These normally think of good as preferable to evil—after all, chaotic evil, “destroyer”: A chaotic evil character does what-
they would rather have good neighbours and rulers than evil ever his or her greed, hatred, and lust for destruction drive him
ones. to do. He or she is hot-tempered, vicious, arbitrarily violent,
and unpredictable. If he or she is simply out for whatever he
Still, such characters are not personally committed to uphold-
or she can get, he or she is ruthless and brutal. If he or she is
ing good in any abstract or universal way, especially when there
committed to the spread of evil and chaos, he or she is even
is treasure to be had. Some neutral characters, on the other
worse. His or her plans may be worked out well in advance, but
hand, are morally committed to neutrality. They see good, evil,
their implementation will often be haphazard, and any group
law, and chaos as prejudices and dangerous extremes, advo-
he or she forms is likely to be poorly organised.
cating and supporting neutrality as the best, most balanced
road in the long run. Typically, chaotic evil creatures can be made to work togeth-
er only by force, and their leader lasts only as long as he or
chaotic neutral, “free Spirit”: A chaotic neutral character
she can thwart attempts to topple or assassinate him or her.
follows his or her whims. He or she is an individualist first and
Chaotic evil is sometimes called “demonic” because demons
last. He or she values his or her own liberty but does not strive
are the epitome of chaotic evil. Chaotic evil represents the
to protect others’ freedom. He or she avoids authority, resents
destruction not only of beauty and life but also of the order
restrictions, and challenges traditions.
on which beauty and life depend.
A chaotic neutral character does not normally intentionally
disrupt organisations as part of a campaign of anarchy. To do
so, he or she would have to be motivated either by good (and mOneY
a desire to liberate others) or evil (and a desire to make those
different from him- or herself suffer). A chaotic neutral char- In OSRIC, coins are heavy. Ten coins weigh one lb. They are
acter may be unpredictable, but his or her behaviour is not also of primary importance when keeping track of character
normally totally random. experience, since gold the party recovers is converted to ex-
lawful evil, “dominator”: A lawful evil villain methodically perience at the rate of 1gp = 1xp. (The GM may well wish to
takes what he or she wants within the limits of his or her code reduce the experience point award for gold if large amounts
of conduct without regard for whom it hurts. He or she cares are gained for relatively small risk.) OSRIC prices normally far
about tradition, loyalty, and order but not about freedom, dig- exceed prices as they were in the real mediæval world. Gold
nity, or life. He or she plays by the rules but without mercy is plentiful and hence of relatively little value. The purpose of
or compassion. He or she is comfortable in a hierarchy and this is to allow GMs to place the kinds of treasure mentioned
would like to rule, but is willing to serve. He or she condemns in works of fantasy literature—huge piles of gold, enormous
others not according to their actions but according to race, gems and pieces of beautiful jewellery—without destroying
religion, homeland, or social rank. He or she is loath to break the fantasy economy of his or her game.
laws or promises. A fundamental, driving assumption of OSRIC-compatible
This reluctance comes partly from his or her nature and partly games is that the player characters are, at least partially, moti-
because he or she depends on order to protect him- or herself vated by a desire (or need) for wealth. This need not neces-
from those who oppose him or her on moral grounds. Some sarily be for reasons of greed; a cleric or paladin character,
lawful evil characters have particular taboos, such as not kill- for example, could be driven to acquire money to donate to
ing in cold blood (but having underlings do it) or not letting the poor, or to enable his or her superiors to construct a new
children come to harm (if it can be helped). They imagine that church. However this is managed, the mechanics of the game
these compunctions put them above unprincipled villains. specifically reward the acquisition of money, and so successful
players will tend to find an awful lot of it!

27
cReatInG a chaRacteR
equipment equipment

Shrewd GMs will usually use all the tools at their disposal to en- 1 gold piece = 10 silver pieces
sure that while a lot of money flows through the players’ hands, 1 gold piece = 100 copper pieces
other pressures will keep their expenses high. In particular,
Each character begins the game with a certain amount of
training costs (see Chapter III) will absorb the majority of the
money to buy initial equipment—how much depends on the
characters’ income during the early levels. If any players are
character’s class. Clerics and druids receive 30-180gp (3d6 x
skilled and fortunate enough that their characters survive to
10); fighters, rangers and paladins receive 50-200gp ((3d6+2)
higher levels, they will find that the construction and mainte-
x 10); magic users and illusionists receive 20-80gp (2d4 x 10),
nance of a stronghold also creates a great strain on the purse;
while thieves and assassins receive 20-120gp (2d6 x 10). Multi-
while creating magic items is more expensive still.
class individuals receive the award for the wealthiest of their
This constant drive for money should serve to motivate the classes (thus, a fighter/thief would receive the starting money
player characters to explore dark dungeons, seek dragons’ of a fighter, while a cleric/magic user would receive the starting
hoards and otherwise constantly quest for wealth! money of a cleric).
OSRIC games normally use the following conversion rate for
currency. Of course, a GM’s specific campaign may change
this, but in this case the GM should consider revising the price eQUIpment
lists provided in the following section.
The following table shows suggested general equipment prices
1 platinum piece = 5 gold pieces for a typical campaign. Players should check with their GM
1 gold piece = 2 electrum pieces whether the prices show below apply in his or her specific
campaign.

Item Weight cost Item Weight cost Item Weight cost


Ale, pint 1 1 sp Holy symbol, silver 1 25 gp Quiver (holds 12 bolts) 1 (empty) 12 sp
Backpack 10 (empty) 2 gp Holy symbol, pewter 1 5 gp Quiver (holds 24 bolts) 2 (empty) 3 gp
Barrel 30 (empty) 2 gp Holy symbol, wooden 1 6 sp Rations, standard (per day) 2 2 gp
Bedroll 5 2 sp Horse, cart N/A 15 gp Rations, trail (per day) 1 6 gp
Bell - 1 gp Horse, nag N/A 8 gp Reins, bit and bridle 5 2 gp
Belt - 5 sp Horse, palfrey N/A 40+ gp Robe, linen 1 3 gp
Blanket, woollen 2 5 cp Horse, rouncey N/A 25 gp Robe, silk 1 60+ gp
Block and tackle 5 5 gp Horse, war, heavy N/A 500+ gp Rope, hemp (per 50 ft) 10 1 gp
Boots, soft 3 1 gp Horse, war, light N/A 200+ gp Rope, silk (per 50 ft) 5 10 gp
Boots, heavy 5 2 gp Horse, war, medium N/A 350+ gp Sack, small ½ (empty) 9 cp
Bottle (wine), glass 1 2 gp Hose - 1 gp Sack, large 1 (empty) 15 cp
Box (empty) 15 1 gp Iron spikes, dozen 5 1 gp Saddle and stirrups 20 10 gp
Bracer, leather (archery) 1 8 sp Ladder (per 10 ft) 20 5 sp Satchel 5 (empty) 1 gp
Caltrops 2 1 gp Lamp (bronze) 1 1 sp Scrollcase, bone ½ 4 gp
Candle, beeswax - 1 cp Lantern, bullseye 3 12 gp Scrollcase, leather ½ 1 gp
Canvas (per sq. yd) 1 1 sp Lantern, hooded 2 7 gp Shoes, common 1 5 sp
Cauldron and tripod 15 2 gp Lock 1 20+ gp Shoes, noble 1 30+ gp
Chain (per 10 ft) 10 30 gp Manacles 2 15 gp Shovel 8 2 gp
Chalk, piece - 1 cp Mirror (small steel) ½ 20 gp Signal whistle - 8 sp
Chest (empty) 25 2 gp Mirror (small silver) ½ 45 gp Skillet 5 1 gp
Cloak 2 3 cp Mule N/A 18 gp Soap (per lb) 1 5 sp
Crowbar 5 2 gp Musical instrument 1+ 5+ gp Spell book (blank) 5 25 gp
Dice, bone, pair - 5 sp Needle and thread - 3 cp Tent 20 10 gp
Dice, loaded, pair - 5 gp Oil (lamp) (per pint) 1 1 sp Thieves’ Tools 1 30 gp
Doublet, linen 1 3 gp Ox N/A 15 gp Torch 1 1 cp
Firewood (per day) 20 1 cp Parchment (per sheet) - 2 sp Tunic, woollen 1 5 cp
Fish hook - 1 sp Pin (cloak) - 4 sp Tunic, banqueting 1 10+ gp
Fishing net (per 25 sq. ft) - 1 sp Piton ½ 1 sp Twine, linen (per 100 ft) ½ 8 cp
Flask (leather) - 3 cp Pole (per 10 ft) 8 2 sp Vellum (per sheet) - 3 sp
Flint and steel - 1 gp Pony N/A 12 gp Wagon, small N/A 100 gp
Gloves, kidskin, pair ½ 3 gp Pot, iron 10 5 sp Wagon, large N/A 250 gp
Gown, woollen 1 5 cp Pouch, belt, large 2 (empty) 4 sp Water, holy (per vial) ½ 25 gp
Gown, linen 1 3 gp Pouch, belt, small 1 (empty) 2 sp Waterskin (3 pint) 1 (empty) 1 gp
Gown, silk 1 50+ gp Quill (pen) - 1 sp Whetstone ½ 2 cp
Grappling hook 4 1 gp Quiver (holds 12 arrows) 1 (empty) 1 gp Wine, pint 1 5 sp
Hammer (tool, not war) 2 5 sp Quiver (holds 24 arrows) 2 (empty) 25 sp

28
Creating a Character
Equipment Equipment
(Master Weapon Table) (Missile Weapon Table)

Master Weapon Table


Weapon type Damage vs Small or Medium Damage vs Large Encumbrance Cost
Arrows 1d6 1d6 4 (per dozen) 2 gp (per dozen)
Axe, battle 1d8 1d8 7 5 gp
Axe, hand 1d6 1d4 5 1 gp
Bolt, heavy crossbow 1d6+1 1d6+1 4 (per dozen) 4 gp (per dozen)
Bolt, light crossbow 1d4+1 1d4+1 2 (per dozen) 2 gp (per dozen)
Club 1d4 1d3 3 2 cp
Dagger 1d4 1d3 1 2 gp
Dart 1d3 1d2 ½ 2 sp
Flail, heavy 1d6+1 2d4 10 3 gp
Flail, light 1d4+1 1d4+1 4 6 gp
Halberd 1d10 2d6 18 9 gp
Hammer, war, heavy 1d6+1 1d6 10 7 gp
Hammer, war, light 1d4+1 1d4 5 1 gp
Javelin* 1d6 1d4 4 5 sp
Lance* 2d4+1 3d6 15 6 gp
Mace, heavy 1d6+1 1d6 10 10 gp
Mace, light 1d4+1 1d4+1 5 4 gp
Morning star 2d4 1d6+1 12 5 gp
Pick, heavy 1d6+1 2d4 10 8 gp
Pick, light 1d4+1 1d4 4 5 gp
Pole arm* 1d6+1 1d10 8 6 gp
Sling bullet 1d4+1 1d6+1 4 (per dozen) 1 gp (per dozen)
Sling stone 1d4 1d4 2 (per dozen) Free
Spear* 1d6 1d8 5 1 gp
Staff 1d6 1d6 5 Free
Sword, claymore/bastard 2d4 2d8 10 25 gp
Sword, broad 2d4 1d6+1 8 10 gp
Sword, long 1d8 1d12 7 15 gp
Sword, scimitar 1d8 1d8 5 15 gp
Sword, short 1d6 1d8 3 8 gp
Sword, two-handed 1d10 3d6 25 30 gp
Trident* 1d6+1 3d4 5 4 gp

* Long-hafted, pointed weapons, such as the spear, lance (when used dismounted), pole arm, or trident, inflict double damage when set to receive a
charge and the foe actually charges. The lance inflicts double damage when used by a character riding a charging heavy warhorse or similar animal; if
the attacker is mounted on a normal riding or cavalry horse, the damage should be reduced.

Missile Weapon Table


Damage vs Small Damage vs Rate of Fire Range (-2 to hit per
Weapon Type or Medium Large (in shots per round) increment) Encumbrance Cost
Axe, hand 1d6 1d4 1 10 ft 5 1 gp
Bow, long † 1d6 1d6 2 70 ft 12 60 gp
Bow, short † 1d6 1d6 2 50 ft 8 15 gp
Club 1d4 1d3 1 10 ft 3 2 cp
Composite bow, long † 1d6 1d6 2 60 ft 13 100 gp
Composite bow, short † 1d6 1d6 2 50 ft 9 75 gp
Crossbow, heavy* 1d6+1 1d6+1 ½ 60 ft 12 20 gp
Crossbow, light 1d4+1 1d4+1 1 60 ft 4 12 gp
Dagger 1d4 1d4 2 10 ft 1 2 gp
Dart 1d3 1d2 3 15 ft ½ 2 sp
Hammer 1d4+1 1d4 1 10 ft 5 1gp
Javelin 1d6 1d4 1 20 ft 2 5 sp
Sling 1d4+1 or 1d4 1d6+1 or 1d4 1 35 ft ½ 5 sp
Spear 1d6 1d8 1 15 ft 5 1 gp

* Heavy crossbows may not be used from horseback; only a footman can brace them correctly before firing.
† Some specially-made bows (sold at special cost if at all—GM’s discretion) permit the user to add his or her strength bonus to damage inflicted with the
weapon. Otherwise the strength damage bonus with missile weapons is restricted to hurled weapons (axes, hammers, clubs, darts, javelins and spears).

29
cReatInG a chaRacteR
equipment equipment
(Armour) (Armour)

aRmOUR
armour table 1
armour type encumbrance* max move Rate effect on ac (base ac 10) cost
Banded 35 lbs 90 ft -6 90 gp
Mail hauberk or byrnie (chain) 30 lbs 90 ft -5 75 gp
Mail, elfin (chain) 15 lbs 120 ft -5 Not sold
Leather 15 lbs 120 ft -2 5 gp
Padded gambeson 10 lbs 90 ft -2 4 gp
Plate 45 lbs 60 ft -7 400 gp
Ring 35 lbs 90 ft -3 30 gp
Scale or lamellar 40 lbs 60 ft -4 45 gp
Shield, large 10 lbs N/A -1 15 gp
Shield, medium 8 lbs N/A -1 12 gp
Shield, small 5 lbs N/A -1 10 gp
Splint 40 lbs 60 ft -6 80 gp
Studded 20 lbs 90 ft -3 15 gp

* For non-magic armour. Magic armour is un-encumbering, and allows a maximum move rate 30 ft faster than normal (up to 120 ft). Magic shields
weigh as much as normal shields of the same type.

armour table 2 Shields do NOT affect armour class where the target is being
type of armour ac Rating attacked from the rear. Likewise, a figure attacked by several
None 10
opponents may only employ the shield against one (in the case
of a small shield), two (in the case of a medium shield) or three
Shield only 9
(for a large shield) attacks in any one given round; thus AC
Leather or padded armour 8
against multiple opponents will tend to deteriorate.
Studded leather or ring 7
Scale or lamellar 6 This table should not be used to extrapolate monster armour
Mail hauberk or byrnie 5 types. These are assigned rather than calculated. For example,
Banded armour 4 most hobgoblins are AC 5, but this does not mean that the hob-
Plate 3 goblin will automatically be wearing chain mail armour worth
75gp! More than likely, the creature is wearing a mishmash of
The AC rating of a character employing a shield is improved by assorted pieces of armour of negligible value, but its armour
1, so a character wearing leather armour and carrying a shield class is considered to be 5 owing to its combat skill and the
would be AC 7, while a character with plate armour and shield needs of the game system.
would be AC 2. Magic armour with a rating of +1 reduces AC Elfin mail counts as normal (chain) mail except for the purposes
by 1, +2 reduces by 2, and so forth; the principle is that a posi- of weight calculation and encumbrance. It is rarely sold, but
tive rating for a magic item shows that it is beneficial, but AC suits are occasionally fashioned by elven master craftsmen as
is rated on a descending scale whereby the lower the figure, gifts for those who have performed some great service for the
the better the protection. elven race. 99% of them are awarded to elves, the majority of
the remainder to humans or half-elves. Dwarf-sized or smaller
suits are prohibitively rare.
Field plate is optional, and rather anachronistic (and hence not
listed on the standard tables). It means the Gothic and Milanese
plate of the fifteenth century or later. If field plate is used in a
campaign, it should be treated as having an AC modifier of -8
(i.e. field plate plus shield would be equivalent to AC 1) and a
maximum movement rate of 90 ft. Some GMs may also wish to
permit full plate, representing the jousting or tourney plate of
the same period and later, which should be treated as having
an AC modifier of -9 and a maximum movement rate of 60 ft.
Druids are restricted to armour that does not contain metal.
They are permitted leather (optionally studded leather at the
GM’s discretion) and shields not bound with metal. A wooden
shield bound with rawhide costs the same, and has the same
characteristics, as a small shield.
Thieves are restricted to leather or padded armour. Some kindly
GMs permit thieves to use studded leather or elfin mail.
Normally, plate gauntlets and helms must be removed before
missile weapons such as bows can be employed.
30
cReatInG a chaRacteR
equipment equipment
(Height and Weight (Optional Rule)) (Height and Weight (Optional Rule))

heIGht and WeIGht (OptIOnal RUle)


Some GMs and/or players like to assign their character’s height and weight from the character’s ability scores and background,
and others do not bother with them. These are perfectly acceptable approaches. Some groups prefer to use random tables for
these things, and for these groups, the following tables are provided.
dwarf male half-elf male
d% description height Weight d% description height Weight
01-10 Small 3 ft 9 in + 1d4 in 130 lbs + 1d20 lbs 01-10 Small 5 ft 1 in + 1d4 in 105 lbs + 1d20 lbs
11-25 Slim 4 ft 1 in + 1d4 in 140 lbs + 1d20 lbs 11-30 Slim 5 ft 5 in + 1d4 in 115 lbs + 1d20 lbs
26-55 Normal 4 ft 2 in + 1d4 in 150 lbs + 1d20 lbs 31-70 Normal 5 ft 6 in + 1d4 in 125 lbs + 1d20 lbs
56-85 Stout 4 ft 2 in + 1d4 in 160 lbs + 1d20 lbs 71-80 Stout 5 ft 6 in + 1d4 in 135 lbs + 1d20 lbs
86-95 Tall 4 ft 6 in + 1d4 in 160 lbs + 1d20 lbs 81-95 Tall 5 ft 10 in + 1d4 in 135 lbs + 1d20 lbs
96-00 Outsize 4 ft 9 in + 1d4 in 170 lbs + 1d20 lbs 96-00 Outsize 6 ft 1 in + 1d4 in 145 lbs + 1d20 lbs

dwarf female half-elf female


d% description height Weight d% description height Weight
01-15 Petite 3 ft 7 in + 1d4 in 100 lbs + 1d20 lbs 01-15 Petite 4 ft 9 in + 1d4 in 80 lbs + 1d20 lbs
16-30 Svelte 3 ft 11 in + 1d4 in 110 lbs + 1d20 lbs 16-30 Svelte 5 ft 1 in + 1d4 in 90 lbs + 1d20 lbs
31-65 Normal 4 ft 0 in + 1d4 in 120 lbs + 1d20 lbs 31-65 Normal 5 ft 2 in + 1d4 in 100 lbs + 1d20 lbs
66-85 Curvy 4 ft 0 in + 1d4 in 130 lbs + 1d20 lbs 66-85 Curvy 5 ft 2 in + 1d4 in 110 lbs + 1d20 lbs
86-95 Tall 4 ft 4 in + 1d4 in 130 lbs + 1d20 lbs 86-95 Tall 5 ft 6 in + 1d4 in 110 lbs + 1d20 lbs
96-00 Outsize 4 ft 7 in + 1d4 in 140 lbs + 1d20 lbs 96-00 Outsize 5 ft 9 in + 1d4 in 120 lbs + 1d20 lbs

elf male half-Orc male


d% description height Weight d% description height Weight
01-15 Small 4 ft 7 in + 1d4 in 70 lbs + 1d20 lbs 01-10 Small 5 ft 3 in + 1d4 in 130 lbs + 1d20 lbs
16-45 Slim 4 ft 11 in + 1d4 in 80 lbs + 1d20 lbs 11-25 Slim 5 ft 7 in + 1d4 in 140 lbs + 1d20 lbs
46-75 Normal 5 ft 0 in + 1d4 in 90 lbs + 1d20 lbs 26-55 Normal 5 ft 8 in + 1d4 in 150 lbs + 1d20 lbs
76-80 Stout 5 ft 0 in + 1d4 in 95 lbs + 1d20 lbs 56-85 Stout 5 ft 8 in + 1d4 in 165 lbs + 1d20 lbs
81-95 Tall 5 ft 4 in + 1d4 in 95 lbs + 1d20 lbs 86-95 Tall 6 ft 0 in + 1d4 in 160 lbs + 1d20 lbs
96-00 Outsize 5 ft 7 in + 1d4 in 100 lbs + 1d20 lbs 96-00 Outsize 6 ft 3 in + 1d4 in 170 lbs + 1d20 lbs

elf female half-Orc female


d% description height Weight d% description height Weight
01-15 Petite 4 ft 3 in + 1d4 in 64 lbs + 1d20 lbs 01-15 Petite 4 ft 10 in + 1d4 in 100 lbs + 1d20 lbs
16-45 Svelte 4 ft 7 in + 1d4 in 72 lbs + 1d20 lbs 16-30 Svelte 5 ft 2 in + 1d4 in 110 lbs + 1d20 lbs
46-75 Normal 4 ft 8 in + 1d4 in 80 lbs + 1d20 lbs 31-65 Normal 5 ft 3 in + 1d4 in 120 lbs + 1d20 lbs
76-80 Curvy 4 ft 8 in + 1d4 in 85 lbs + 1d20 lbs 66-85 Curvy 5 ft 3 in + 1d4 in 135 lbs + 1d20 lbs
81-95 Tall 5 ft 0 in + 1d4 in 85 lbs + 1d20 lbs 86-95 Tall 5 ft 7 in + 1d4 in 130 lbs + 1d20 lbs
96-00 Outsize 5 ft 3 in + 1d4 in 90 lbs + 1d20 lbs 96-00 Outsize 5 ft 10 in + 1d4 in 140 lbs + 1d20 lbs

Gnome or halfling male human male


d% description height Weight d% description height Weight
01-10 Small 2 ft 10 in + 1d3 in 50 lbs + 1d20 lbs 01-10 Small 5 ft 4 in + 1d4 in 140 lbs + 1d20 lbs
11-25 Slim 3 ft 1 in + 1d3 in 55 lbs + 1d20 lbs 11-30 Slim 5 ft 8 in + 1d4 in 155 lbs + 1d20 lbs
26-55 Normal 3 ft 2 in + 1d3 in 60 lbs + 1d20 lbs 31-70 Normal 5 ft 9 in + 1d4 in 170 lbs + 1d20 lbs
56-85 Stout 3 ft 2 in + 1d3 in 65 lbs + 1d20 lbs 71-80 Stout 5 ft 9 in + 1d4 in 185 lbs + 1d20 lbs
86-95 Tall 3 ft 5 in + 1d3 in 65 lbs + 1d20 lbs 81-95 Tall 6 ft 1 in + 1d4 in 185 lbs + 1d20 lbs
96-00 Outsize 3 ft 7 in + 1d3 in 70 lbs + 1d20 lbs 96-00 Outsize 6 ft 4 in + 1d4 in 200 lbs + 1d20 lbs

Gnome or halfling female human female


d% description height Weight d% description height Weight
01-15 Petite 2 ft 8 in + 1d3 in 42 lbs + 1d20 lbs 01-15 Petite 4 ft 11 in + 1d4 in 105 lbs + 1d20 lbs
16-30 Svelte 2 ft 11 in + 1d3 in 45 lbs + 1d20 lbs 16-30 Svelte 5 ft 3 in + 1d4 in 115 lbs + 1d20 lbs
31-65 Normal 3 ft 0 in + 1d3 in 50 lbs + 1d20 lbs 31-65 Normal 5 ft 4 in + 1d4 in 125 lbs + 1d20 lbs
66-85 Curvy 3 ft 0 in + 1d3 in 55 lbs + 1d20 lbs 66-85 Curvy 5 ft 4 in + 1d4 in 135 lbs + 1d20 lbs
86-95 Tall 3 ft 3 in + 1d3 in 55 lbs + 1d20 lbs 86-95 Tall 5 ft 8 in + 1d4 in 135 lbs + 1d20 lbs
96-00 Outsize 3 ft 5 in + 1d3 in 60 lbs + 1d20 lbs 96-00 Outsize 5 ft 11 in + 1d4 in 145 lbs + 1d20 lbs

These tables provide base height and weight. Then roll 1d6; on a “1”, subtract 1d4 in and 1d20 lbs, and reroll. On a “6”, add 1d4 in and 1d20 lbs, and
reroll. Continue rolling until a 2, 3, 4, or 5 appears. Discard any nonsensical results.

31
Spell Scrolls explanatory notes concerning the Spell descriptions

CHAPTER II:
SpellS
Arcane and phantasmal spells are acquired as a result of long explanatORY nOteS cOnceRnInG
study and diligent practice. To cast a spell, the illusionist or the Spell deScRIptIOnS
magic user must have the spell scribed in his or her spell book
and have prepared it for casting. If the range of a spell is “0,” this indicates that the spell must be
Clerical and druidic spells, on the other hand, are acquired as cast right at the caster’s location, but that it remains stationary
a result of faithful religious service. To cast a spell, the cleric or (in other words, it does not travel). If the range is “caster,” this
druid must have spent time in prayer and meditation to prepare indicates that the spell moves with the caster.
it for casting. Spell duration refers to the length of time that the spell’s
In either case, the procedure for memorising a spell is the magic remains “magical.” Thus a permanent duration means
same. Spell memorisation requires a minimum rest period of that the spell creates an enchantment (which can probably
4 hours, which must be spent in a quiet place without interrup- be dispelled). A spell with instantaneous duration is a spell
tion. Once this period has expired, it takes fifteen minutes per that causes a permanent change in the world, but one that no
level to memorise spells; in other words, a character memoris- longer requires a spell to maintain. The effect of a spell with
ing one 3rd, two 2nd and four 1st level spells would require a instantaneous duration cannot later be dispelled. The cleric’s
further (45+30+30+15+15+15+15=) two hours and forty-five cure spells are an excellent example: once a wounded person
minutes of memorisation time. is cured, the regained hit points cannot be removed with a
Spells, once cast, are lost from the casting character’s memory dispel magic spell, but they are not magically protected from
and cannot be reused until the caster memorises them again. being removed with a sword stroke, either. The spell is simply
(Exception: It is possible to memorise the same spell twice or complete once it is cast, and no more magic is active after that
even more times if the caster has sufficient spell slots.) point. Spells marked with “Instantaneous (permanent)” under
“duration” all have this property—they cannot be removed by
Under “saving throw” the notation “none (neg.)” indicates the being dispelled.
spell does not normally have a saving throw, but one is per-
mitted for the spell’s reverse. For example, cure light wounds Spell components may be verbal (representing the words used
has no saving throw, but its reverse cause light wounds does to incant the spell), somatic (representing the gesture or ges-
have one. tures that must accompany the casting), and/or material (rep-
resenting physical components that are normally consumed in
Also under “saving throw”, the notation “half” indicates that if the spell’s casting). Exception: Material components that are
the saving throw is passed, the spell takes half-effect. For ex- not normally consumed include a cleric’s holy symbol.
ample, with fireball if the saving throw is halved, targets within
the area of effect take half the damage shown on the die. Spells with a verbal component may not be cast within the area
of effect of a silence spell or if the caster is gagged. Spells with
a somatic component will require that the caster has at least
one hand free for the casting. Spells with a material compo-
Spell ScROllS nent will usually require two free hands as well as the material
component itself.
Spells are also sometimes found written on scrolls. It is not
possible to memorise a spell from a scroll, although magic The precise nature of the material component for most spells
users and illusionists may copy the spell from the scroll into has been left as a matter for the GM to determine, if relevant.
their spell books, if they understand the spell. This process Where such components are costly, an approximate cost is
always erases the scroll. This is the primary means by which provided. Otherwise, the components should not usually be
magic users and illusionists will acquire new spells for their rare or difficult to acquire.
spell books. As typical examples, the spell fireball might require explosive
Alternatively, the spell may be cast directly from the scroll, in materials such as charcoal or saltpetre, while the spell sleep
which case the scroll is erased as the spell is cast. In this case, might require a pinch of sand thrown towards the targets at
it is not necessary for the caster to know the spell beforehand, the culmination of the spell.
and indeed it is possible to cast a spell from a scroll even if It is possible for high level magic users and illusionists to re-
the caster does not know the spell or is of insufficient level search new spells. Such spells should be assigned a level by
to use the magic. the GM which should be commensurate with the approximate
In extreme cases (such as when a character casts a spell from a power of the spell. The GM should always ensure that such
scroll well above the level he or she could normally memorise) spell research is difficult, demanding, dangerous and very, very
the GM will assign a chance that the spell will fail. expensive!
A character must be of the correct class to cast a spell from The spell names provided are generic, and may (or should) be
a scroll. Thus, only clerics or paladins may cast spells from adjusted for additional flavour and relevance to the particu-
clerical scrolls, only druids or rangers from druidic ones, and lar campaign in question. Thus, for example, Animate Dead
so on. (Exception: Thieves and assassins may attempt to cast might be re-named Jaxon’s Fearsome Marching Corpse after
arcane and phantasmal spells from scrolls.) the name of the mage who originally researched it in that par-
ticular campaign—or perhaps, after the spell’s most famous
(or infamous) victim.

35
SpellS
cleric Spells by level druid Spells by level

cleRIc SpellS BY leVel

level One level two level three


1 Bless 1 Augury 1 Animate Dead
2 Command 2 Chant 2 Continual Light
3 Create Water 3 Detect Charm 3 Create Food and Water
4 Cure Light Wounds 4 Find Traps 4 Cure Blindness
5 Detect Evil 5 Hold Person 5 Cure Disease
6 Detect Magic 6 Know Alignment 6 Dispel Magic
7 Light 7 Resist Fire 7 Feign Death
8 Protection From Evil 8 Silence 15’ Radius 8 Glyph of Warding
9 Purify Food and Drink 9 Slow Poison 9 Locate Object
10 Remove Fear 10 Snake Charm 10 Prayer
11 Resist Cold 11 Speak With Animals 11 Remove Curse
12 Sanctuary 12 Spiritual Weapon 12 Speak with Dead

level four level five level Six level Seven


1 Cure Serious Wounds 1 Atonement 1 Aerial Servant 1 Astral Spell
2 Detect Lie 2 Commune 2 Animate Object 2 Control Weather
3 Divination 3 Cure Critical Wounds 3 Blade Barrier 3 Earthquake
4 Exorcise 4 Dispel Evil 4 Conjure Animals 4 Gate
5 Lower Water 5 Flame Strike 5 Find the Path 5 Holy Word
6 Neutralise Poison 6 Insect Plague 6 Heal 6 Regenerate
7 Protection From Evil 10 ft Radius 7 Plane Shift 7 Part Water 7 Restoration
8 Speak With Plants 8 Quest 8 Speak With Monsters 8 Resurrection
9 Sticks to Snakes 9 Raise Dead 9 Stone Tell 9 Symbol
10 Tongues 10 True Seeing 10 Word of Recall 10 Wind Walk

dRUId SpellS BY leVel

level One level two level three level four


1 Animal Friendship 1 Barkskin 1 Call Lightning 1 Animal Summoning I
2 Detect Magic 2 Charm Person or Mammal 2 Cure Disease 2 Call Woodland Beings
3 Detect Pits and Snares 3 Create Water 3 Hold Animal 3 Control Temperature 100 ft r.
4 Entangle 4 Cure Light Wounds 4 Neutralise Poison 4 Cure Serious Wounds
5 Faerie Fire 5 Feign Death 5 Plant Growth 5 Dispel Magic
6 Invisibility to Animals 6 Fire Trap 6 Protection From Fire 6 Hallucinatory Forest
7 Locate Animals 7 Heat Metal 7 Pyrotechnics 7 Hold Plant
8 Pass Without Trace 8 Locate Plants 8 Snare 8 Plant Door
9 Predict Weather 9 Obscurement 9 Stone Shape 9 Produce Fire
10 Purify Water 10 Produce Flame 10 Summon Insects 10 Protection From Lightning
11 Shillelagh 11 Trip 11 Tree 11 Repel Insects
12 Speak with Animals 12 Warp Wood 12 Water Breathing 12 Speak with Plants

level five level Six level Seven


1 Animal Growth 1 Animal Summoning III 1 Animate Rock
2 Animal Summoning II 2 Anti-Animal Shell 2 Chariot of Fire
3 Anti-Plant Shell 3 Conjure Fire Elemental 3 Confusion
4 Commune With Nature 4 Cure Critical Wounds 4 Conjure Earth Elemental
5 Control Winds 5 Feeblemind 5 Control Weather
6 Insect Plague 6 Fire Seeds 6 Creeping Doom
7 Pass Plant 7 Transport via Plants 7 Finger of Death
8 Sticks to Snakes 8 Turn Wood 8 Fire Storm
9 Transmute Rock to Mud 9 Wall of Thorns 9 Reincarnate
10 Wall of Fire 10 Weather Summoning 10 Transmute Metal to Wood

36
SpellS
magic User Spells by level magic User Spells by level

maGIc USeR SpellS BY leVel

level One level two level three


1 Affect Normal Fires 1 Audible Glamour 1 Blink
2 Burning Hands 2 Continual Light 2 Clairaudience
3 Charm Person 3 Darkness 15 ft Radius 3 Clairvoyance
4 Comprehend Languages 4 Detect Evil 4 Dispel Magic
5 Dancing Lights 5 Detect Invisibility 5 Explosive Runes
6 Detect Magic 6 ESP 6 Feign Death
7 Enlarge 7 Fool’s Gold 7 Fireball
8 Erase 8 Forget 8 Flame Arrow
9 Feather Fall 9 Invisibility 9 Fly
10 Find Familiar 10 Knock 10 Gust of Wind
11 Floating Disk 11 False Trap 11 Haste
12 Friends 12 Levitate 12 Hold Person
13 Hold Portal 13 Locate Object 13 Infravision
14 Identify 14 Magic Mouth 14 Invisibility 10 ft Radius
15 Jump 15 Mirror Image 15 Lightning Bolt
16 Light 16 Pyrotechnics 16 Monster Summoning I
17 Magic Aura 17 Ray of Enfeeblement 17 Phantasmal Force
18 Magic Missile 18 Rope Trick 18 Protection From Evil 10 ft Radius
19 Mending 19 Scare 19 Protection From Normal Missiles
20 Message 20 Shatter 20 Slow
21 Protection From Evil 21 Stinking Cloud 21 Suggestion
22 Push 22 Strength 22 Tiny Hut
23 Read Magic 23 Web 23 Tongues
24 Shield 24 Wizard Lock 24 Water Breathing
25 Shocking Grasp
26 Sleep
27 Spider Climb
28 Unseen Servant
29 Ventriloquism
30 Write

level four level five level Six


1 Charm Monster 1 Airy Water 1 Anti-Magic Shell
2 Confusion 2 Animal Growth 2 Control Weather
3 Dig 3 Animate Dead 3 Death Spell
4 Dimension Door 4 Cloudkill 4 Disintegrate
5 Enchanted Weapon 5 Cone of Cold 5 Enchant an Item
6 Extension I 6 Conjure Elemental 6 Extension III
7 Fear 7 Contact Other Plane 7 Forceful Hand
8 Fire Charm 8 Distance Distortion 8 Freezing Sphere
9 Fire Shield 9 Extension II 9 Geas
10 Fire Trap 10 Feeblemind 10 Glasseye
11 Fumble 11 Hold Monster 11 Globe of Invulnerability
12 Hallucinatory Terrain 12 Interposing Hand 12 Guards and Wards
13 Ice Storm 13 Mage’s Faithful Hound 13 Invisible Stalker
14 Massmorph 14 Magic Jar 14 Legend Lore
15 Minor Globe of Invulnerability 15 Monster Summoning III 15 Lower Water
16 Mnemonic Enhancement 16 Passwall 16 Monster Summoning IV
17 Monster Summoning II 17 Secret Chest 17 Move Earth
18 Plant Growth 18 Stone Shape 18 Part Water
19 Polymorph Other 19 Telekinesis 19 Project Image
20 Polymorph Self 20 Teleport 20 Reincarnation
21 Remove Curse 21 Transmute Rock to Mud 21 Repulsion
22 Wall of Fire 22 Wall of Force 22 Spirit-rack
23 Wall of Ice 23 Wall of Iron 23 Stone to Flesh
24 Wizard Eye 24 Wall of Stone 24 Transformation

37
SpellS
magic User Spells by level Illusionist Spells by level

level Seven level eight level nine


1 Cacodemon 1 Antipathy/ Sympathy 1 Astral Spell
2 Charm Plants 2 Clenched Fist 2 Crushing Hand
3 Delayed Blast Fireball 3 Clone 3 Gate
4 Duo-Dimension 4 Glass-steel 4 Imprisonment
5 Grasping Hand 5 Incendiary Cloud 5 Meteor Swarm
6 Instant Summons 6 Irresistible Dance 6 Monster Summoning VII
7 Limited Wish 7 Mass Charm 7 Power Word Kill
8 Mage’s Sword 8 Maze 8 Prismatic Sphere
9 Mass Invisibility 9 Mind Blank 9 Shape Change
10 Monster Summoning V 10 Monster Summoning VI 10 Temporal Stasis
11 Phase Door 11 Permanency 11 Time Stop
12 Power Word Stun 12 Polymorph Object 12 Wish
13 Reverse Gravity 13 Power Word Blind
14 Simulacrum 14 Spell Immunity
15 Statue 15 Symbol
16 Vanish 16 Trap the Soul

IllUSIOnISt SpellS BY leVel

level One level two level three


1 Audible Glamour 1 Blindness 1 Continual Darkness
2 Change Self 2 Blur 2 Continual Light
3 Colour Spray 3 Deafness 3 Dispel Illusion
4 Dancing Lights 4 Detect Magic 4 Fear
5 Darkness 5 Fog Cloud 5 Hallucinatory Terrain
6 Detect Illusion 6 Hypnotic Pattern 6 Illusory Script
7 Detect Invisibility 7 Improved Phantasmal Force 7 Invisibility 10 ft Radius
8 Gaze Reflection 8 Invisibility 8 Non-Detection
9 Hypnotism 9 Magic Mouth 9 Paralysation
10 Light 10 Mirror Image 10 Rope Trick
11 Phantasmal Force 11 Misdirection 11 Spectral Force
12 Wall of Fog 12 Ventriloquism 12 Suggestion

level four level five level Six level Seven


1 Confusion 1 Chaos 1 Conjure Animals 1 Alter Reality
2 Dispel Exhaustion 2 Demi-Shadow Monsters 2 Demi-Shadow Magic 2 Astral Spell
3 Emotion 3 Major Creation 3 Mass Suggestion 3 Prismatic Spray
4 Improved Invisibility 4 Maze 4 Permanent Illusion 4 Prismatic Wall
5 Massmorph 5 Project Image 5 Programmed Illusion 5 Vision
6 Minor Creation 6 Shadow Door 6 Shades 6 Arcane Spells level 1
7 Phantasmal Killer 7 Shadow Magic 7 True Sight
8 Shadow Monsters 8 Summon Shadow 8 Veil

38
SpellS
cleric Spells cleric Spells
(Aerial Servant) (Astral Spell)

cleRIc SpellS authorities alike. A cleric may animate one zombie or skeleton
per caster level.
Clerical spells draw upon divine power, channelling unearthly
forces through the cleric’s words and gestures. Any clerical animate Object
spell with a material component requires (at a minimum) the Clerical Transmutation/Alteration
use of the cleric’s holy symbol unless the spell description
level: Cleric 6
states otherwise.
Range: 30 ft
duration: 1 round/ caster level
aerial Servant area of effect: 1 cubic ft/ caster level
Clerical Conjuration/Summoning components: V,S
level: Cleric 6 casting time: 9 segments
Range: 10 ft Saving throw: None
duration: 1 day/ caster level By means of this spell, the cleric “brings to life” an inanimate
area of effect: See below object, allowing it to move and follow the cleric’s simple com-
components: V,S mands. The GM will determine an object’s speed and combat
casting time: 9 segments specifics. An object’s mode of locomotion will determine its
Saving throw: None speed: rocking (a pedestal or bookshelf) at 10 ft/ round, slither-
By casting this spell, the cleric summons an aerial servant to ing (rope, carpet) at 10-30 ft per round, walking (statue, table)
do his or her bidding. The aerial servant will not fight, but will at 40-80 ft/ round, scampering (footstool) at 120 ft/ round. The
find and bring to the caster whatever creature or object the object’s mode of attack (binding, striking, falling upon) and
caster describes (provided the task is within the aerial servant’s damage must be adjudicated by the GM’s common sense, al-
capacity to complete). The aerial servant will return to its native though as a guideline, an item of approximately human weight
plane of existence at the end of the spell’s duration, and earlier will be able to strike for 2d4 hit points of damage.
if the cleric who summoned it is slain, if the cleric releases the
creature from its bondage, or if the servant is banished. When astral Spell
summoning an aerial servant, the cleric must be protected by Clerical Transmutation/Alteration
a protection from evil spell or a holy symbol, or must stand
level: Cleric 7
within a magic circle. If the summoner does not take these
Range: Touch
precautions, the aerial servant will not be subject to any sort of
duration: See below
control and will immediately attack the one who called it forth.
area of effect: See below
When fetching forth a living subject, the aerial servant always components: V,S
gains the benefit of surprise on its first attack for 4 surprise seg- casting time: 3 turns
ments (unless it is detected). When the aerial servant scores Saving throw: None
a hit, it has successfully grabbed hold of its target and may
Casting an astral spell allows the cleric and up to five com-
bring it back to the cleric if the aerial servant is stronger than
panions to leave their material bodies and travel through the
its victim. To determine the result of this test of strength, both
astral plane to other planes of existence. As the spell is cast, the
the aerial servant and its victim roll their hit dice (using the
character’s material body enters a trance-like state of suspend-
proper die type), and the higher number wins.
ed animation while his or her consciousness enters the astral
plane. The astral plane is a nexus with other planes of existence
animate dead beyond, and the cleric may choose to enter these other planes
Clerical Necromancy of existence. If a character does transcend from the astral into
level: Cleric 3 another plane, he or she becomes a physical manifestation in
Range: 10 ft that existence, forming a duplicate body identical to the one
duration: Permanent left in stasis back in the material plane. It is possible to travel
area of effect: See below astrally to other locations in the material plane, but a new body
components: V,S,M cannot be formed in a plane where the character already has
casting time: 1 round a physical manifestation. While travelling in the astral plane,
Saving throw: None and after a new physical manifestation has formed on a plane
beyond the astral, the character remains connected to his or
By casting this spell, the cleric calls the bones or bodies of dead her original body by a “silver cord,” an invisible, mystical link. If
humans or humanoids to rise and become lesser undead (skel- the silver cord is broken or severed (some threats in the astral
etons or zombies). The undead will obey their creator’s simple plane can cause this to happen), the character dies, both on
commands, following him or her, or perhaps guarding a loca- the material plane and in astral form.
tion he or she designates against any creature (or not guarding
it against certain creatures) that might enter. The spell’s effects Most magic items lose some or all of their power on the astral
are permanent, but can be dispelled by the use of dispel magic. plane. Unless an item’s magical qualities are imbued so deeply
Use of this spell is inherently not in accordance with the good as to exist in many planes, an astral traveller’s physical manifes-
alignment and is seldom used by good clerics unless there is tation on another plane will be equipped with only the unen-
pressing need. Moreover, casting the spell in the confines of a chanted substance of otherwise magic items and weapons.
city may subject the caster to inquiry by secular and religious

39
SpellS
cleric Spells cleric Spells
(Atonement) (Command)

atonement This enchantment brings into being a whirling wall of steel


Clerical Abjuration blades that circle around a fixed point with blinding speed.
Any creature stepping through the circle will suffer 8d8 points
level: Cleric 5
of damage. The cleric sets the focal point and the radius of the
Range: Touch
barrier at the time of casting, and these parameters cannot be
duration: Instantaneous (permanent)
changed thereafter (short of dismissing the spell entirely, of
area of effect: 1 person
course).
components: V,S,M
casting time: 1 turn
Saving throw: None Bless (Reversible)
Clerical Conjuration/Summoning
The atonement spell is a form of spiritual cleansing, remov-
level: Cleric 1
ing the stain of actions contrary to a character’s moral align-
Range: 60 ft
ment, but only for actions that the penitent took unwillingly
duration: 6 rounds
or unwittingly. The penitent must be truly repentant of the
area of effect: 50 x 50 ft
deed, unless he or she is affected in such a way that would
components: V,S,M
preclude repentance (such as in the case of someone whose
casting time: 1 round
alignment has been magically altered, or who is unconscious,
Saving throw: None
charmed, or insane). In addition to removing the effects and
supernatural consequences of evil actions, this spell may be This minor benison raises the morale and attack rolls of any
used to negate, undo, or dispel a magical alignment change. creatures allied with the casting cleric by +1 or +5% as appro-
Intentional misdeeds cannot be cleansed away by this spell. A priate. Any creatures already engaged in melee combat will
cleric can, of course, use this spell to perform atonements for not gain the spell’s benefits. The spell is reversible, allowing
unintentional acts of goodness as well as evil, or for violations the cleric to curse his or her enemies with—5% morale and
of neutral alignment. However, unless the GM rules otherwise –1 to hit.
based on circumstances, a cleric who is not true neutral cannot
perform atonements for an alignment that the cleric does not, The spell’s area of effect is a circular area centred at the tar-
in some part, share. get point, which cannot be more than 60 ft from the cleric.
Holy water is required to cast the spell (unholy water for the
reverse).
augury
Clerical Divination
chant
level: Cleric 2 Clerical Conjuration/ Summoning
Range: Caster
duration: Instantaneous level: Cleric 2
area of effect: Caster Range: 0
components: V,S,M duration: Indefinite (duration of chant)
casting time: 2 rounds area of effect: 30 ft radius centred on caster
Saving throw: None components: V,S
casting time: 1 turn
Casting an augury allows the cleric to discern minor omens, Saving throw: None
indications of what might be in the future. The spell requires a
focal point that will allow the omens to manifest—a set of sticks Once the spell is cast, the cleric must maintain a sonorous
made from dragon’s bone or gold is the most common focus chanting of holy words and prayers, which not only lend divine
for the spell. It is possible to derive omens from tea leaves, but favour to the cleric and his or her allies but also bring disfavour
a pearl worth 100 gp must be crushed into the infusion. The to their foes. For so long as the cleric remains stationary and
divination power of an augury is not strong; it will only gather continues to chant, his or her allies (within the area of effect)
gain a bonus of +1 to all attack rolls, damage rolls, and saving
omens from the pattern of the next 3 turns (30 minutes), and
throws. Enemies within the spell’s area of effect also suffer a –1
can only indicate whether a future action will result in weal or
to all such die rolls. If the cleric sustains damage, is grappled,
woe to the party. The base chance for correctly interpreting
or is in some way silenced, the effect of the spell will end.
the omens is 70% plus an additional 1% per level of the caster.

Blade Barrier command


Clerical Enchantment/Charm
Clerical Evocation

level: Cleric 6 level: Cleric 1


Range: 30 ft Range: 10 ft
duration: 3 rounds/ caster level duration: 1 round
area of effect: Circular path 2-10 ft in radius area of effect: 1 living creature
components: V,S components: V
casting time: 9 segments casting time: 1 segment
Saving throw: None Saving throw: See below

40
SpellS
cleric Spells cleric Spells
(Commune) (Create Food and Water)

By speaking a single word of command with the force of divine This spell brings into being a bright, magical illumination al-
power behind it, the cleric may force a creature to obey an most sufficient to rival the light of day. In some respects the
order. The creature must be able to hear the cleric and under- spell is identical to the first level cleric spell light, but its effects
stand the language in which he or she utters the command. are permanent until dispelled. The light cast is greater than that
The command may be only one word, must be a verb, and produced by a light spell, extending 60 ft into the darkness. The
must be completely unambiguous. “Halt,” “Flee,” and “Sleep” reverse of the spell, continual darkness, produces an ink-like
are typical commands, but many others are possible. The ef- darkness in the same 60 ft area and negates the illumination
fects may not extend beyond a single round, and the command of a continual light spell if one is present.
“Die” has the same effect as the command to “Sleep”.
By casting the spell upon an enemy’s eyes or other organs of
Creatures with intelligence of 13+ and/or hit dice of 6+ gain a sight, the caster may blind the spell’s subject, causing the same
saving throw against the spell’s influence. penalties as if the creature were blinded by a light spell. In this
instance, a saving throw is permitted, and if it is successful the
commune spell’s effect will centre upon the area immediately behind the
Clerical Divination targeted creature.

level: Cleric 5
Range: Caster
control Weather
Clerical Transmutation/ Alteration
duration: 3 rounds (limited number of questions)
area of effect: See below level: Cleric 7
components: V,S,M Range: 0
casting time: 1 turn duration: 4d12 hours
Saving throw: None area of effect: 4d4 square miles
components: V,S,M
The commune spell establishes a mystical link between the
casting time: 1 turn
cleric and his or her deity, permitting the cleric to ask one yes
Saving throw: None
or no question per caster level. This extraordinarily powerful
divination spell does not involve any chance of the cleric’s mis- The control weather spell brings about a rapid change in the
interpretation of omens, for the spiritual communion with the weather for several square miles surrounding the point where
deity is direct and not conveyed through symbols or portents. the spell is cast. It requires no more than 10-40 minutes for
It is likely that a cleric who resorts to this spell too frequently, the spell to take its full effect across the vast area it covers.
or for matters not worthy of the god’s attention, may fall from The spell affects precipitation, temperature, and wind speed.
divine favour enough that he or she loses the ability to cast the Existing weather conditions cannot be utterly changed by the
spell, at least for a time. force of this spell; a clear day cannot be made cloudy, for in-
stance, but it can be made partly cloudy. Hot weather can be
conjure animals made merely warm, and only a light breeze can be raised from
Clerical Conjuration/Summoning calm weather.

level: Cleric 6 This spell may be cast successively to bring about a dramatic
Range: 30 ft change, moving, for example, from a calm to a light breeze,
duration: 2 rounds/ caster level from the breeze to a strong wind, and on the third casting to
area of effect: Conjured creatures transform the strong wind into a gale.
components: V,S
casting time: 9 segments create food and Water
Saving throw: None Clerical Transmutation/ Alteration

A cleric may use this spell to conjure animal allies from thin air level: Cleric 3
and order them into combat. The total hit dice of summoned Range: 10 ft
animals cannot exceed the cleric’s level, and the animals must duration: Instantaneous (permanent)
all be of the same type. This spell will only summon mammals, area of effect: A day’s ration per caster level
although giant or prehistoric forms of normal mammals may be components: V,S
conjured if these are present within a few miles of the caster. casting time: 1 turn
The GM determines the specific type of animal that appears. Saving throw: None
Upon completion of the ritual words of this spell, food and/
continual light (Reversible) or water will appear from thin air. A caster of fifth level can
Clerical Transmutation/ Alteration
conjure up enough food and water to sustain a person or even
level: Cleric 3 a horse for five full days. The volume of food and water pro-
Range: 120 ft duced by the spell is approximately one cubic ft per level of
duration: Permanent the caster.
area of effect: 60 ft radius globe
components: V,S
casting time: 6 segments
Saving throw: See below

41
SpellS
cleric Spells cleric Spells
(Create Water ) (Detect Charm )

create Water (Reversible) a single turn, or as long as a week. The spell’s reverse, cause
Clerical Transmutation/Alteration disease, requires that the cleric successfully touch the intended
victim, who is permitted a saving throw against the spell’s in-
level: Cleric 1
sidious effects. If the saving throw is failed, the effects of the
Range: 10 ft
disease will manifest within 1d6 turns, inflicting 1 hit point of
duration: Instantaneous (permanent)
damage per turn thereafter and one point of lost strength per
area of effect: Up to 30 cubic ft
hour (6 turns) until the victim is reduced to 10% of his or her
components: V,S,M
original hit points and strength. Until the disease is cured or
casting time: 1 round
runs its course, the afflicted person will not be able to naturally
Saving throw: None
recover either strength or hit points over and above 10%. The
This spell creates potable water, four gallons per level of the disease runs its course in 1d6 days.
caster. The water may be created in a receptacle or in thin
air (whence it will, of course, fall). Water cannot be created cure light Wounds (Reversible)
inside a creature, nor can it be created in any place the caster Clerical Necromancy
cannot see. The reverse of the spell destroys water (including
level: Cleric 1
fog, steam, mist, etc.) in the same quantities as create water.
Range: Touch
duration: Instantaneous (permanent)
cure Blindness (Reversible) area of effect: Creature touched
Clerical Abjuration
components: V,S
level: Cleric 3 casting time: 5 segments
Range: Touch Saving throw: None (Neg.)
duration: Instantaneous (permanent)
Cure light wounds allows the cleric to lay hands upon a wound-
area of effect: Creature touched
ed creature, restoring 1d8 hit points to the spell’s benefici-
components: V,S
ary. The reverse of the spell operates in the same manner (al-
casting time: 1 round
though requiring a to hit roll), but inflicts 1d8 hit points rather
Saving throw: None (Neg.)
than healing. If the cleric fails to hit while casting cause light
This powerful spell allows the cleric permanently to remove wounds, the spell is lost. This spell does not heal disease, reat-
virtually all forms of blindness. The reverse of the spell per- tach limbs, or bring back the dead, nor can it add hit points
mits a saving throw, and the cleric must successfully touch beyond a character’s normal number. Non-corporeal creatures
the spell’s intended target to inflict blindness (permanent are not affected by this spell, nor are undead, nor are creatures
duration). that are harmed only by iron, silver, or magical weapons.

cure critical Wounds (Reversible) cure Serious Wounds (Reversible)


Clerical Necromancy Clerical Necromancy

level: Cleric 5 level: Cleric 4


Range: Touch Range: Touch
duration: Instantaneous (permanent) duration: Instantaneous (permanent)
area of effect: Creature touched area of effect: One creature
components: V,S components: V,S
casting time: 8 segments casting time: 7 segments
Saving throw: None (Neg.) Saving throw: None (Neg.)

This powerful spell is similar in nature to cure light wounds, A benison similar to cure light wounds, cure serious wounds
operating in the same fashion but healing 3d8+3 hit points of permits the cleric to lay on hands for 2d8+1 hit points of heal-
damage. The reverse of the spell functions as cause critical ing. The spell’s limits are otherwise similar to those of cure light
wounds, but delivers 3d8+3 points of damage. wounds. The reverse of the spell causes damage rather than
healing, requiring that the cleric successfully touch the target.
cure disease (Reversible)
Clerical Abjuration detect charm (Reversible)
Clerical Divination
level: Cleric 3
Range: Touch level: Cleric 2
duration: Instantaneous (permanent) Range: 30 ft
area of effect: Creature touched duration: 1 turn
components: V,S area of effect: See below
casting time: 1 turn components: V,S
Saving throw: None (Neg.) casting time: 1 round
Saving throw: None
By means of this spell, the cleric may cure most diseases by
laying hands upon the afflicted creature. Depending upon the This spell reveals to the cleric whether a creature is subject to
nature of the disease, full recovery may require as little time as a charm spell. The spell’s magic can discern a charm (or lack

42
SpellS
cleric Spells cleric Spells
(Detect Evil ) (Divination)

thereof) on up to ten creatures. The reverse of the spell conceals duration: 1 round/ caster level
the existence of a charm, but affects only one creature. area of effect: Creature touched
components: V,S,M
detect evil (Reversible) casting time: 8 segments
Clerical Divination Saving throw: See below
level: Cleric 1 This spell banishes summoned creatures of evil, or those sum-
Range: Caster moned for evil purposes, to their home planes of existence.
duration: 1 turn + 5 rounds/ level Although a saving throw negates the spell’s banishing effect,
area of effect: Path 10 ft wide, 120 ft long any creature that would otherwise have been banished will
components: V,S,M suffer a penalty of –7 to hit the caster for the extent of the
casting time: 1 round spell’s duration.
Saving throw: None
Creatures affected by this spell include, but are certainly not
This spell allows the cleric to discern emanations of evil (or limited to, afreets, demons, devils, genies (either evil or work-
good, in the case of the spell’s reverse) within the spell’s area ing toward evil purposes under duress), and elementals sum-
of effect, a beam-like pathway. The spell detects evil, not dan- moned for evil purposes. The reverse of the spell has the same
ger, so it will be useless to discover such things as a mindless effects, but upon summoned creatures of good alignment or
trap or a poisoned wineglass. Neither will it detect a cursed those summoned for the purposes of good.
item unless the nature of the curse is such that the cursed item
becomes inherently evil. dispel magic
Clerical Transmutation/ Alteration
detect lie (Reversible) level: Cleric 3
Clerical Divination
Range: 60 ft
level: Cleric 4 duration: Instantaneous
Range: 30 ft area of effect: 30 ft radius sphere
duration: 1 round/ caster level components: V,S
area of effect: One person casting time: 6 segments
components: V,S,M Saving throw: None
casting time: 7 segments
Dispel magic has a base chance of 50% permanently to ne-
Saving throw: None
gate magic—both the magical properties of potions and the
The subject of this spell (not necessarily the caster) gains the ongoing effects of certain spells. All spell effects and relevant
ability to discern whether the truth is being told, for the dura- items within the stated area of effect are subject to dispel-
tion of the spell. The reverse of the spell allows the spell recipi- ling. Permanent magical items are not disenchanted by the
ent’s most brazen falsehoods to seem logical and believable. spell, with the exception of potions, which are treated as 12th
The spell’s reverse may also be used to ward against the effects level for purposes of resolution. However, even a permanently
of a detect lie spell. enchanted item must make a saving throw or become non-
operational for one round. Any spells in the process of being
detect magic cast in the spell’s area of effect will be lost, and any ongoing
Clerical Divination spell effects (such as invisibility) will be dispelled.

level: Cleric 1 With respect to each potion, casting, or ongoing spell effect,
Range: Caster the base chance of successful dispelling is increased 5% for
duration: 1 turn every level by which the caster’s level exceeds the caster level
area of effect: Path 10 ft wide, 30 ft long of the potion, the casting, or the spell effect. The base chance
components: V,S,M is conversely reduced by 2% per level of difference if the caster
casting time: 1 round is lower level than the caster of the magic to be dispelled. The
Saving throw: None spell will automatically negate the caster’s own spells if it is
used for this purpose or if the caster has previously cast a spell
Detect magic creates a tunnel of magical vision in a path ten into the same area.
ft wide and thirty ft long, in which the cleric sees the aura of
any magic item as a glowing blue nimbus. The spell’s effect is
divination
blocked by solid wood 3 ft thick, by stone 1 ft thick, and by solid Clerical Divination
metal 1 inch thick. The cleric can only scan a 60° arc during the
course of a round: turning more quickly does not allow magic level: Cleric 4
auras enough time to form in the cleric’s vision. Range: Caster
duration: See below
dispel evil (Reversible) area of effect: Caster
Clerical Abjuration components: V,S,M
casting time: 1 turn
level: Cleric 5 Saving throw: None
Range: Touch

43
SpellS
cleric Spells cleric Spells
(Earthquake) (Find Traps)

A divination spell gives the caster divine insight about a partic- has not previously assigned a specific number to represent
ular place, examples being a ruined castle, a particular region the relative difficulty of the exorcism. To the base chance is
in a dungeon, or a small vale. The location of the place must be added a modifier of +1/-1 for each level of difference between
known to the cleric (e.g., the “Red Mausoleum,” if a legendary the cleric’s caster level and the level or hit dice of the opposing
location, cannot be the focus of the spell, but if the cleric has supernatural force (determined by the GM in the case of su-
seen the doorway of the tomb, the spell will be effective). The pernatural forces with no stated level or HD). The cleric begins
spell yields rich information compared to an augury, although the exorcism, rolling a d% for each turn. If the cleric’s die roll is
it may be couched in rather vague and approximate terms. equal to or less than the modified chance of success, the exor-
cism is successful. The process cannot be halted once it has
The spell reveals the relative power of the creatures in the
begun, and if the cleric is forced to pause before successfully
area, the treasure (“low,” “moderate,” or “rich”), and chances
casting out the supernatural force, the spell will fail.
of incurring the wrath of gods or similar beings if the place is
disturbed. There is a chance that the cleric will fail to interpret
the omens properly; the base chance to succeed in gaining feign death
Clerical Necromancy
truthful information is 60%, and rises by another 1% per caster
level. The chance may also be adjusted by the GM as necessary. level: Cleric 3
Range: Touch
If the cleric’s reading of the omens is not correct, of course,
duration: 1 turn + 1 round/ level
he or she will be operating on completely false and useless
area of effect: One willing creature
“insights.” The casting of a divination spell is quite dramatic,
components: V,S,M
involving the sacrifice of a dove or other such creature ap-
casting time: 2 segments
propriate to the religion in question. Valuable items may also
Saving throw: None
be sacrificed, and such may increase the chance of the cleric
receiving clear omens that are easily interpreted. Except as described here, this spell is identical to the third level
magic user spell of the same name. The clerical version of the
earthquake spell is not subject to a limit on the character level it can affect.
Clerical Transmutation/Alteration Note that the spell cannot be cast upon an unwilling subject.
level: Cleric 7
Range: 120 ft find the path (Reversible)
Clerical Divination
duration: 1 round
area of effect: 5 ft diameter/ level level: Cleric 6
components: V,S,M Range: Touch
casting time: 1 turn duration: 1 turn/ level
Saving throw: None area of effect: Creature touched
components: V,S,M
The cleric invokes a small but intensely powerful earthquake
casting time: 3 rounds
within this spell’s area of effect. The spell may be used to cre-
Saving throw: None
ate landslides, drain marshes, cave in tunnels, and collapse
buildings. Yawning cracks in the earth have a good chance to This spell imbues one creature with an uncanny sense for the
swallow creatures in the area: the chance of falling into such a shortest route into or out of a chosen locale. The spell imparts
crevice (by creature size) is 1 in 4 (small), 1 in 6 (medium) and only a visceral intuition of the right direction and shortest dis-
1 in 8 (large). Being swallowed up in such fashion is, of course, tance, so it is impossible to use the spell either to circumvent
fatal. Trees standing in the area of an earthquake spell have a dangers or to draw a map. This spell may be used to escape
1 in 3 chance of being uprooted. from a maze spell (q.v.) in one round and will continue to func-
tion thereafter. The spell’s reverse makes a creature unable to
exorcise make any significant movement beyond aimless wandering.
Clerical Abjuration

level: Cleric 4 find traps


Clerical Divination
Range: 10 ft
duration: Instantaneous (permanent) level: Cleric 2
area of effect: One creature or object Range: 30 ft
components: V,S,M duration: 3 turns
casting time: See below area of effect: 10 ft wide path
Saving throw: None components: V,S
casting time: 5 segments
Exorcism is a powerful abjuration that casts out demons, devils,
Saving throw: None
or any supernatural inhabitant or influence from a creature
or object that has been possessed or otherwise controlled. This spell permits the cleric to discern the existence of traps,
Exorcism banishes all charms and enchantments, removes both of magical and mechanical nature. The cleric must be
curses, and will cast any possessing demon or other creature looking at a trap in order to perceive it.
back into its nearest physical body other than the one being
exorcised. The base chance for the cleric to perform a suc-
cessful exorcism is randomly determined on a d% if the GM

44
SpellS
cleric Spells cleric Spells
(Flame Strike) (Hold Person)

flame Strike to be covered exceeds 50 sq ft, he or she must also sprinkle it


Clerical Evocation with at least 2,000 gp worth of powdered gems to bind the spell
over such a large area. When the spell is completed, the glyph
level: Cleric 5
and the tracery of its area fade from sight and remain invisible
Range: 60 ft
thereafter until the spell is discharged. Any being touching
duration: 1 segment
the protected surface without speaking the name of the glyph
area of effect: 10 ft diameter column, 30 ft high
will discharge the glyph’s power. Depending upon the nature
components: V,S,M
of the glyph, a successful saving throw will either reduce the
casting time: 8 segments
damage by one-half or negate the glyph’s effects entirely. The
Saving throw: Half
amount of power that can be held within a glyph depends
Upon the casting of this spell, a blazing column of fire de- upon the caster’s level. Most glyphs cause physical damage
scends from the air. Its searing flames engulf an area 10 ft in from fire or other elemental energies, causing 2 hit points of
diameter, as set by the caster. Each creature caught within the damage per caster level. More powerful glyphs are known that
flames will suffer 6d8 points of damage, halved if the creature can induce paralysis or drain experience levels, although these
makes a successful saving throw. are clearly the province only of the most powerful clerics. The
GM must determine what glyphs may be within the capabilities
Gate of such formidable individuals.
Clerical Conjuration/Summoning
heal (Reversible)
level: Cleric 7 Clerical Necromancy
Range: 30 ft
duration: See below level: Cleric 6
area of effect: One summoned creature Range: Touch
components: V,S duration: Instantaneous (permanent)
casting time: 5 segments area of effect: Creature touched
Saving throw: None components: V,S
casting time: 1 round
A gate spell creates an opening between the material plane Saving throw: None (Neg.)
and another plane of existence, summoning forth a being
from the other plane. The caster must know the name of the This spell affects the same general variety of creatures as the
creature he or she is attempting to summon, or the spell will cure light wounds spell (q.v.), but it is necromancy on an en-
fail. The particular creature named in the spell’s casting might tirely different level than the various cure spells. Heal removes
choose not to step through the gate into the material plane. all hit point damage with the exception of the last 1d4 points,
Summoning Thor is unlikely to bring the thunder god from the removes blindness, cures disease, and will negates the effects
halls of Valhalla—however, a being of some kind will certainly of a feeblemind spell. The reverse, harm, causes damage suf-
respond to the summons. Thor, if summoned, might choose to ficient to reduce the target to 1d4 remaining hit points, and
send a Valkyrie, for instance. Casting this spell can be risky, for also causes disease.
the caster has no control over the summoned creature unless
proper precautions are taken, such as a protection from evil hold person
spell, the drawing of appropriate magical circles, etc. Beings Clerical Enchantment/ Charm
summoned from distant planes of existence, particularly be-
level: Cleric 2
ings with individual names of their own, can be powerful and
Range: 60 ft
irascible.
duration: 4 rounds + 1 round/ level
area of effect: 1-3 creatures
Glyph of Warding components: V,S,M
Clerical Abjuration/Evocation
casting time: 5 segments
level: Cleric 3 Saving throw: Negates
Range: Touch
A hold person spell completely immobilises up to three medi-
duration: Permanent (until discharged)
um-sized or smaller persons for the spell’s duration. The cleric
area of effect: 25 square ft/ caster level
decides how many of his or her foes he or she will target with
components: V,S,M
the spell. If there is only one target, the saving throw is made
casting time: See below
at –2; if two, each makes the saving throw at –1; and if the cleric
Saving throw: See below
seeks to hold three enemies, each makes its saving throw with
The glyph of warding is a magically charged sigil or rune, no penalty. If a magic item or spell operates partially to negate
scribed and enchanted to serve as the focal point of a powerful the effects of paralysis, failing the save will have the effect of
magical trap. The enchantment affects surfaces, with the caster a slow spell rather than completely immobilising the target.
being able to ward up to 5 ft x 5 ft of wall, floor, door, etc., per Creatures affected by this spell include humans, demi-humans
caster level. The cleric writes or otherwise inscribes the surface and humanoids. Ultimately, it is in the discretion of the GM to
to be protected with the glyph of his choice, thereby defining decide if a creature is considered a “person” for the purposes
what effect the glyph will have when discharged. He or she of this spell. Persons held by this spell may be killed or bound
then traces the area to be affected with incense and, if the area at a rate of one per round, or, if the attacker chooses, may be

45
SpellS
cleric Spells cleric Spells
(Holy Word ) (Locate Object )

attacked at twice the normal rate with an automatic hit, for flame strike will do nothing other than temporarily (1 turn) to
maximum damage. clear the insects out of the area affected by their flames.

holy Word (Reversible) Know alignment (Reversible)


Clerical Conjuration/Summoning Clerical Divination

level: Cleric 7 level: Cleric 2


Range: 0 Range: Touch
duration: See below duration: 1 turn
area of effect: 30 ft radius area of effect: 1 creature/ round
components: V components: V,S
casting time: 1 segment casting time: 1 round
Saving throw: None Saving throw: None
Holy word is a spell of intrinsically good alignment. The intona- All creatures are surrounded by an aura that can indicate their
tion of a holy word utterly banishes evil creatures not native alignment, and this spell allows the caster to perceive and read
to the caster’s plane, hurling them back to their respective such auras. The auras of up to ten creatures may be examined
planes of existence. Additionally, creatures not of good align- by use of the spell, and the cleric will be able to identify the
ment (including those evil creatures which are native to the exact alignment of each. The reverse of the spell obscures
caster’s plane, as well as neutral creatures not of good align- alignment (even against the use of this spell) with respect to
ment) will suffer effects from the holy word in accordance with one creature for a period of 1 turn, two people for a period of
the creature’s hit dice: 5 rounds, and so on.
Less than 4 HD Kills
4-7 HD Paralyses (duration 10-40 rounds)
light (Reversible)
Clerical Transmutation/ Alteration
8-11 HD Stuns, reduces move by 50%, causes –4 to
attack rolls (duration 2-8 rounds) level: Cleric 1
12+ HD Deafens, reduces move by 25%, causes –2 Range: 120 ft
to attack rolls, causes 50% chance of spell duration: 6 turns + 1 turn/ caster level (half for
failure (duration 1- 4 rounds) darkness)
area of effect: 20 ft radius globe
The spell’s reverse is unholy word, which functions in the same components: V,S
manner as holy word but against creatures of good alignment casting time: 4 segments
rather than evil. Both spells have the same effect upon crea- Saving throw: See below
tures that are neither of good nor evil alignment.
The light spell creates a globe of light 20 ft in radius, centred
upon whatever spot or object the caster indicates at the time
Insect plague of casting (including a location in thin air). The caster may ex-
Clerical Conjuration/Summoning
tinguish the magical light at any time. The reverse of the spell,
level: Cleric 5 darkness, creates an area of utter darkness just as the light spell
Range: 360 ft creates light, with the only distinction being that the darkness
duration: 1 turn/ level spell has half the duration of a light spell. If either spell is cast
area of effect: Cloud of 180 ft radius, 60 ft high upon a living creature, the creature is entitled to a saving throw
components: V,S,M (success indicating that the spell affects the area just behind
casting time: 1 turn the creature). A light spell cast upon a creature’s eyes will blind
Saving throw: None it for the spell’s duration, causing it a penalty of -4 on all rolls
to hit if sight is its primary sense. The light spell remains sta-
While casting this spell, the cleric designates a central point tionary if it was not originally cast upon a movable object or
for the spell’s origin up to 360 ft from where he or she stands. creature (in which case the target will bring the illumination
When the cleric utters the final words of the incantation, this with it as it moves).
focal point belches forth a massive cloud of stinging insects,
which boils outward almost instantly to fill the spell’s area of
effect. Within the area of this massive cloud, visibility is limited
locate Object (Reversible)
Clerical Divination
to 30 ft, and all creatures automatically sustain 1 hit point of
damage per round from the stings and bites of the number- level: Cleric 3
less flying vermin. All creatures caught in the cloud with 4 or Range: 60 ft + 10 ft/ caster level
fewer hit dice must check morale, and those with 2 or fewer hit duration: 1 round/ caster level
dice will automatically flee until they are 240 ft away from the area of effect: See below
edge of the roiling cloud. Fire and smoke will keep the swarm components: V,S,M
at bay (as will walls of force, etc.), but virtually the only way to casting time: 1 turn
disperse a swarm before the spell duration expires is to cast Saving throw: None
dispel magic upon the swarm’s focal point. Even a fireball or

46
SpellS
cleric Spells cleric Spells
(Lower Water ) (Prayer)

part Water
Any object (not creature) known or familiar to the caster may be Clerical Transmutation/ Alteration
located within the spell’s range. It is not necessary for the caster
to have seen the precise object that the spell will locate: if the level: Cleric 6
caster is familiar with ladders in general, he or she may cast the Range: 20 ft/ caster level
spell successfully to locate any ladder within the spell’s range. duration: 1 turn/ caster level
The spell is directional, requiring the cleric to turn in different area of effect: See below
directions in order to sense an object in his or her path. The components: V,S,M
cleric may move after casting the spell to search a broader area, casting time: 1 turn
and need not be in actual line of sight of the object. (In other Saving throw: None
words, the spell’s effect is not hindered by walls or other such This spell causes water to draw apart, forming a trench. The
obstacles.) The reverse of the spell may be used to obscure one depth and length of the water displacement is determined by
object from magical detection of virtually all kinds (including the cleric’s level. For each caster level, the cleric may displace
such means as a crystal ball as well as divination spells). an area of water 30 ft deep and 20 ft wide. The spell can affect
other liquids besides water, but the more different the physi-
lower Water (Reversible) cal properties of the other liquid, the less the cleric may be
Clerical Transmutation/ Alteration capable of displacing.
level: Cleric 4
Range: 120 ft plane Shift
duration: 1 turn/ caster level Clerical Transmutation/ Alteration
area of effect: See below level: Cleric 5
components: V,S,M Range: Touch
casting time: 1 turn duration: Instantaneous (permanent)
Saving throw: None area of effect: See below
With a majestic gesture, the cleric forces an area of water to components: V,S,M
sink downward by 5% of its original depth per caster level. casting time: 8 segments
Despite its name, the spell’s power is not limited to water; it can Saving throw: See below
affect other non-living fluid substances as well, including gases Up to seven people, in addition to the cleric, can travel from
and materials slightly more viscous than water. The GM may one plane of existence to another by means of a plane shift
adjust the amount by which the spell affects other substances spell. All persons to make the journey must link hands in a
based upon the difference of their material properties from circle, and when the cleric finishes the spell and completes
those of water. The spell’s area of effect is a square with sides the circle, the caster and his or her companions will be drawn
measuring 10 ft per level of the cleric. For example, a cleric of beyond the boundaries of the material plane and into the su-
7th level can affect a square area up to 70 x 70 ft. The reverse of pernatural regions beyond, the home realms of gods, demons,
the spell raises water in an area of effect similar to that of lower and elementals. An unwilling victim must be touched by the
water, but not to the same degree of height, returning water to cleric in order for the cleric to send him or her to another
its natural level plus one foot per caster level. plane, and a saving throw is also applicable. The casting of a
plane shift spell provides one-way travel to the other plane; a
neutralise poison (Reversible) second casting of the spell (or a similar spell of planar travel) is
Clerical Transmutation/ Alteration required in order to make the return journey. The cleric must
level: Cleric 4 possess a metal tuning fork attuned specifically to the plane
Range: Touch of destination in order to cast the spell.
duration: Instantaneous (permanent)
area of effect: 1 ft cube/ 2 caster levels or 1 creature prayer
components: V,S Clerical Conjuration/Summoning
casting time: 7 segments level: Cleric 3
Saving throw: None (neg.) Range: 0
This spell detoxifies any sort of venom in a creature or object duration: 1 round/ caster level
touched by the cleric. An opponent (a venomous spider, for area of effect: 60 ft radius
example) must be successfully touched by the cleric, but is components: V,S,M
not entitled to a saving throw if the attack succeeds. Note that casting time: 6 segments
if the venomous creature produces new venom (normally a Saving throw: None
process that takes time), the new venom will be toxic, but any Casting prayer is a matter of intoning an invocation to the cler-
venom that is stored up in the creature will be affected and ic’s god(s), following which any of the cleric’s allies who were
detoxified. The spell may also be used to prevent a poisoned in the spell’s area of effect will gain, for the duration of the
character from suffering the poison’s effects. The reverse of spell, the same benefits as if they were affected by an ongoing
the spell allows the cleric to deliver a lethally poisonous touch,
requiring a successful roll to hit, and allowing a saving throw
against the poison.

47
SpellS
cleric Spells cleric Spells
(Protection from Evil ) (Quest)

chant spell. Note that the cleric is able to move and take other will still hedge out summoned, conjured, and extra-planar crea-
actions while the prayer spell is in effect, which is not the case tures regardless of alignment. To cast either form of the spell, the
with the more restricted chant spell. caster speaks the ritual words of the spell while describing a cir-
cle around the being to be warded, using holy water or incense
(blood or smouldering dung for the reverse of the spell).

protection from evil, 10 ft Radius (Reversible)


Clerical Abjuration

level: Cleric 4
Range: Touch
duration: 1 turn/ caster level
area of effect: 10 ft radius sphere around creature touched
components: V,S
casting time: 7 segments
Saving throw: None
This spell has effects and limitations identical to protection
from evil, but the radius of divine protection extends a full
ten ft around the spell’s recipient, allowing allies to shelter
within the protective ambience. The duration of the spell is
also longer.

purify food and drink (Reversible)


Clerical Transmutation/ Alteration

level: Cleric 1
Range: 30 ft
duration: Instantaneous (permanent)
area of effect: 1 cubic ft/ level
components: V,S
casting time: 1 round
Saving throw: None
This spell removes poison, rot, and other contaminants from all
food and water within the spell’s area of effect, also destroying
the malignant properties of unholy water. The reverse of the
spell contaminates food and water and will spoil holy water.
protection from evil (Reversible)
Clerical Abjuration Quest
Clerical Enchantment/Charm
level: Cleric 1
Range: Touch level: Cleric 5
duration: 3 rounds/ caster level Range: 60 ft
area of effect: Creature touched duration: See below
components: V,S,M area of effect: One creature
casting time: 4 segments components: V,S,M
Saving throw: None casting time: 8 segments
Saving throw: Negates
This spell surrounds the recipient with an invisible aura of di-
vine protection, emanating from the recipient to a distance of By means of a quest spell, the cleric enslaves the subject into
one foot. The aura is not invulnerable, but it affords consider- fulfilling a task the cleric sets, forcing him or her to perform
able protection against evil and summoned creatures, much as the task and return to the cleric with proof of its completion.
a powerful magic circle would. The power of the aura is such If the enchanted creature does not properly follow the letter
that, regardless of alignment, neither summoned nor conjured and spirit of the quest, it will suffer a cumulative penalty of –1
creatures, nor those not native to the material planes (such as to all saving throw rolls for each day the quest is neglected. This
demons or genies), can reach through it. It is possible, of course, penalty, which is itself in the nature of a curse, remains with the
for a weapon wielded by such a creature to breach the magi- creature until the quest is completed or the curse is removed
cal barrier, but the creature’s physical presence is completely by the caster or by some other agency. Possible objectives for
hedged out. Moreover, the attacks of evil creatures (with or a quest are legion; they might include finding and bringing
without a weapon) incur a penalty of –2 to hit, and saving throws some valuable item to the cleric, capturing a castle, slaying a
caused by such creatures will be made at a bonus of +2. The spell monster, or any number of other tasks.
may be reversed into protection from good, and in this form it

48
SpellS
cleric Spells cleric Spells
(Raise Dead ) (Resist Cold)

Raise dead (Reversible) Remove curse (Reversible)


Clerical Necromancy Clerical Abjuration

level: Cleric 5 level: Cleric 3


Range: 30 ft Range: Touch
duration: Instantaneous (permanent) duration: Instantaneous
area of effect: One person area of effect: See below
components: V,S components: V,S
casting time: 1 round casting time: 6 segments
Saving throw: See below Saving throw: See below
The eerie, keening incantation of this spell calls a soul back This spell allows the cleric to remove curses from persons and
from the afterlife, literally bringing the dead back to life. Elves, objects, and the spell can have a variety of other applications
as they do not have souls, cannot be brought back to life in this against evil manifestations. Magical items imbued with curses
manner, but humans, half-elves, half-orcs, gnomes, dwarfs, and cannot be destroyed by the spell’s power, but use of the spell
halflings can all be raised from the dead by means of this spell. upon a person under the influence of such an item will gener-
The longer a soul has been departed from the material plane, ally free the person from the curse and allow him or her to be
the more difficult it is to call it back; a cleric can summon back a rid of the item.
soul that has been dead no more days than the cleric’s level. In
The spell’s reverse, bestow curse, inflicts the subject with a
other words, a cleric of tenth level can raise a person who has
magical curse, the exact nature of which is not entirely within
been dead no more than ten days, but an eleventh level cleric
the caster’s control:
can raise a person who has been dead eleven days. The raised
person must survive a system shock saving throw in order to Reduce one ability score to 3: 50%
return to life, and he or she will be unable to engage in strenu- Cause –4 penalty to hit and on saving throws: 25%
ous activity (such as combat, study, or spell casting) for a period Cause victim (50% chance per turn) to drop any 25%
of time equal to one day for each day that he or she was dead. objects it is holding (or in the case of an non-tool-
Perhaps mercifully, the spell erases the returning character’s using creature, not act for one round):
memory concerning any places his or her soul may have visited
following death. With the GM’s agreement, the character may design a specific
curse to use with this spell other than the random curse the
Raise dead can instantly destroy most kinds of corporeal
spell normally unleashes. In order to bestow a curse, the cleric
undead creatures (exception: it does not destroy liches).
must successfully touch the intended victim, who is entitled
Incorporeal undead, such as ghosts or spectres, are immune.
to a saving throw. The duration of a bestowed curse is 1 turn/
This use is treated the same as the reverse of the spell in terms
caster level.
of saving throws and damage.
The reverse of the spell is referred to in hushed tones as slay Remove fear (Reversible)
living. The subject of this spell (which must be used with ex- Clerical Abjuration
treme caution by good clerics, lest their alignment be altered)
is entitled to a saving throw, and if the throw fails, the subject level: Cleric 1
dies. If the saving throw succeeds, the target will still sustain Range: Touch
2d8+1 points of damage. duration: See below
area of effect: Creature touched
components: V,S
Regenerate (Reversible) casting time: 4 segments
Clerical Necromancy
Saving throw: None
level: Cleric 7
This spell is a divine warding against fear, and it can also banish
Range: Touch
magical terror in someone already affected. In the latter case,
duration: Instantaneous
the spell grants a second saving throw at a bonus of +1 per
area of effect: One creature
caster level. To a person not already affected by magical fear,
components: V,S,M
the spell grants a bonus of +4 to fear saving throws for 1 turn.
casting time: 3 rounds
Saving throw: None
Resist cold
The powerful regeneration spell causes severed body parts Clerical Transmutation/ Alteration
to reattach themselves in a single round, or to regrow within
2-8 turns. The spell’s reverse causes a touched appendage to level: Cleric 1
wither and fall away to dust within 2-8 turns. A successful at- Range: Touch
tack must be made in order to cast the spell upon an unwilling duration: 1 turn/ level
victim, but the victim does not also receive a saving throw. area of effect: Creature touched
components: V,S,M
casting time: 1 round
Saving throw: None

49
SpellS
cleric Spells cleric Spells
(Resist Fire) (Silence, 15 ft Radius)

By touching the spell’s intended recipient and casting the spell, area of effect: One person
the cleric instills the recipient with a supernatural resistance to components: V,S,M
the effects of extreme cold. Normal cold, temperatures rang- casting time: 1 turn
ing down to zero degrees Fahrenheit, is perceived as normal Saving throw: None
temperature. The subject also gains a saving throw bonus of +3
The awesome power of a resurrection spell brings the dead
against magical cold, taking one half damage if the save is not
back to life. Unlike raise dead, a resurrection spell may be cast
successful and one quarter damage if the save is successful.
upon a person who has been dead for as many as 10 years per
The saving throw is permitted even against attacks that would
caster level. Casting the spell requires the cleric to rest for
not ordinarily permit a saving throw (such as a magically cold
one day per level of the person raised. Elves cannot be resur-
sword).
rected, having no souls, but humans and the rest of their ilk
(half-elves, dwarfs, etc.) can be affected. As with raise dead,
Resist fire the recipient’s memory of whatever transpired between death
Clerical Transmutation/ Alteration
and resurrection is erased.
level: Cleric 2
The reverse of the spell kills the subject and turns him or her
Range: Touch
to dust, requiring a successful attack roll to touch.
duration: 1 turn/ caster level
area of effect: Creature touched
components: V,S,M Sanctuary
Clerical Abjuration
casting time: 5 segments
Saving throw: None level: Cleric 1
Range: Personal
When this spell is cast, the recipient gains resistance to fire and
duration: 2 rounds + 1 round/ level
heat, being able to endure boiling temperatures without dis-
area of effect: Caster
comfort. A person under the influence of this spell can stand
components: V,S,M
unharmed in the middle of a bonfire, and even gains a measure
casting time: 4 segments
of resistance to magical fire. The subject gains a saving throw
Saving throw: None
bonus of +3 against magical fire, taking one half damage if the
save is not successful and one quarter damage if the save is A sanctuary spell makes the cleric seem an irrelevant, non-
successful. The saving throw is permitted even against attacks hostile target, one that his or her enemies will ignore. In order
that would not ordinarily allow a saving throw. for any foe to attack the caster of the spell, the enemy must
make a successful saving throw against magic. Failing the sav-
Restoration (Reversible) ing throw permits the enemy to attack another target, but the
Clerical Necromancy cleric will be completely ignored. The spell does not prevent
an enemy from including the cleric within the area of effect
level: 7
of a hostile spell, provided that the cleric is not the intended
Range: Touch
target. The cleric may not undertake any hostile actions while
duration: Instantaneous (permanent)
protected by a sanctuary, or the spell’s power will be dissipated
area of effect: One creature
and end. However, the cleric may cast spells and otherwise act
components: V,S
in ways that are not directly hostile, such as curing wounds,
casting time: 3 rounds
casting a spell such as bless, or even stealing an item if faith
Saving throw: None
and alignment permit.
By casting this spell, the cleric restores one lost level of ex-
perience to the spell’s target. Not necessarily all lost experi- Silence, 15 ft Radius
ence points are restored; an afflicted character will only regain Clerical Transmutation/ Alteration
enough experience points to regain the lost level, no more. A
level: Cleric 2
cleric can only restore a level lost within as many days as the
Range: 120 ft
cleric’s caster level. For example, a cleric of 12th level cannot
duration: 2 rounds/ caster level
restore an experience level lost 13 or more days prior to the
area of effect: 30 ft diameter sphere
casting of the spell. The spell’s reverse causes the target to
components: V,S
lose one experience level. No saving throw applies, but a suc-
casting time: 5 segments
cessful attack is required. In addition to restoring lost levels,
Saving throw: See below
the spell can affect other sorts of magically-induced debilities.
The effects of a feeblemind spell are reversed by restoration, Casting this spell brings into being an area of complete and
for example. utter magical silence in which no sound can be heard. The
spell may be cast upon a location in the air, upon a physical
Resurrection (Reversible) object (in which case it will move with the object), or upon
Clerical Necromancy a creature (in which case a saving throw is applicable). If the
creature makes a saving throw, the area of silence will centre
level: 7
upon the space just behind the intended victim.
Range: Touch
duration: Instantaneous (permanent)

50
SpellS
cleric Spells cleric Spells
(Slow Poison) (Speak with Plants)

Slow poison cleric’s, the animal may be disposed to help the cleric in some
Clerical Necromancy manner. It is important to note that the spell does not permit
speech with animals of monstrous or unnatural nature; com-
level: Cleric 2
munication with a monster such as a cockatrice, for example, is
Range: Touch
beyond the spell’s power. Neither does the spell suddenly im-
duration: 2 rounds/ level
bue an animal with intelligence; the observations and opinions
area of effect: Creature touched
of an animal such as a badger will be appropriate to the animal’s
components: V,S,M
own experiences, motives, and intellectual limitations.
casting time: 1 segment
Saving throw: None
Speak with dead
This spell is used to slow the progress of poison through the Clerical Necromancy
body. Even a person who has died from poison may be re-
level: Cleric 3
vived if he succumbed to the poison within a number of turns
Range: 10 ft
less than or equal to the caster’s level of experience. The spell
duration: See below
does not eliminate or neutralise poison; it merely slows it. A
area of effect: One dead creature
poisoned creature will lose 1 hit point per turn (but will not fall
components: V,S,M
below 1) during the spell’s duration; once the spell’s protection
casting time: 1 turn
expires, the victim will suffer the full potency of the poison.
Saving throw: None
The spell is generally used to keep someone alive until the
poison can be neutralised completely by other means, such By casting speak with dead, the cleric opens a mystical channel
as a neutralise poison spell. to the afterworld, permitting him or her to ask a dead creature
several questions. As with most spells that concern the afterlife,
Snake charm the length of time that the soul has departed is a factor—the
Clerical Enchantment/ Charm longer the creature has been dead, the more powerful the cast-
ing cleric must be to initiate contact. The cleric must be able to
level: Cleric 2
speak the dead creature’s language and must have some por-
Range: 30 ft
tion of its bodily remains available as the focus of the spell.
duration: See below
area of effect: See below
max number of max time since
components: V,S
caster level Spell duration questions death
casting time: 5 segments
Saving throw: None 5-6 1 round 2 1 week
7-8 3 rounds 3 1 month
A pattern of gestures made by the cleric in the course of cast- 9-12 1 turn 4 1 year
ing this spell creates a hypnotic effect on snakes. Any snake
13-15 2 turns 5 1 decade
affected by the spell will rise up and begin swaying back and
16-20 3 turns 6 1 century
forth, otherwise remaining motionless. A cleric can affect mul-
21+ 1 hour 7 1 æon
tiple serpents with the spell, up to a total number of hit points
equal to the cleric’s own. The spell’s duration depends upon
the existing emotions of the snake at the time the spell is cast.
If the snake was asleep, the duration of the charm is 1d4+2
Speak with monsters
Clerical Transmutation/ Alteration
turns; if the snake was awake but not angry, the duration will
be 1-3 turns; and if the snake was angry (or attacking), the spell level: Cleric 6
will last 1d4+4 rounds. Range: Caster
duration: 1 round/ caster level
Speak with animals area of effect: 30 ft radius
Clerical Transmutation/ Alteration components: V,S
casting time: 9 segments
level: Cleric 2 Saving throw: None
Range: 0
duration: 2 rounds/ caster level Within the spell’s area of effect, the caster becomes capable
area of effect: One creature within 30 ft of the caster of communicating with any kind of creature provided it has
components: V,S some form of intelligence. The spell does not make the target
casting time: 5 segments friendly to the caster; for this, the caster must rely upon his or
Saving throw: None her charisma.
When the caster invokes this spell, he or she becomes able to
communicate with and understand the “speech” of normal ani-
Speak with plants
Clerical Transmutation/ Alteration
mals (with the exception of mindless creatures). While the spell
lasts, the animal (and any other animals of the same type in its level: Cleric 4
company) will refrain from attacking, even if they were initially Range: Caster
hostile. Depending upon the nature of the conversation, if the duration: 1 round/ caster level
animal’s alignment is neutral or of the same tendency as the area of effect: Caster

51
SpellS
cleric Spells cleric Spells
(Spiritual Weapon) (Tongues )

components: V,S,M Stone tell


casting time: 1 turn Clerical Divination
Saving throw: None
level: Cleric 6
The cleric becomes able to hold converse with living plant mat- Range: Touch
ter. He or she may pose questions and understand the answers duration: 1 turn
given, although any conclusions or opinions the plant provides area of effect: 1 cubic yard of stone
will be based on the plant’s level of intelligence. Even a nor- components: V,S,M
mal plant, however, will be able to convey information about casting time: 1 turn
events that have transpired near it. If the plants are capable of Saving throw: None
motion, it will be possible for the cleric to persuade them into
This spell causes stone to hear and speak. Rock and stones
a course of action, such as drawing aside to allow passage, or
in the area of effect will answer any of the cleric’s questions
even attacking an enemy citadel.
about what has transpired in their immediate vicinity, or what
lies behind them.
Spiritual Weapon
Clerical Invocation
Symbol
level: Cleric 2 Clerical Conjuration/Summoning
Range: 30 ft
level: Cleric 7
duration: 1 round/ level
Range: Touch
area of effect: Hammer-shaped divine force
duration: 1 turn/ level
components: V,S,M
area of effect: See below
casting time: 5 segments
components: V,S,M
Saving throw: None
casting time: 3 segments
To cast this spell, the cleric throws a real war hammer into the Saving throw: Negates
air, invoking the power of his or her god(s). The real hammer
disappears, replaced with a mist-like shape of divine force that
attacks at the cleric’s will while the cleric concentrates upon
maintaining it (limited, of course, to the duration of the spell).
The hammer strikes as a magical weapon for purposes of af-
fecting creatures hit only by magic weapons (as if it were a +1
weapon, with an additional +1 per three levels of the caster),
but it has no actual bonus on to hit rolls. The spiritual weapon
attacks as if it were wielded by the cleric, at the cleric’s level
and with any appropriate to hit and damage bonuses (or pen-
To cast this spell, the cleric shapes a glowing symbol in the air.
alties). The weapon does damage as a normal war hammer.
Any creature seeing the symbol closely enough to discern its
shape (approximately 100 ft) will be affected by it. The cleri-
Sticks to Snakes (Reversible) cal casting of this spell allows for three different symbols:
Clerical Transmutation/ Alteration
Hopelessness, Pain, and Persuasion.
level: Cleric 4 hopelessness: The symbol of hopelessness causes despair.
Range: 30 ft Any creature (other than those with no intelligence) failing
duration: 2 rounds/ caster level the saving throw will wander sadly away or surrender in the
area of effect: 10 ft cube face of a challenge such as a combat. The despair will persist
components: V,S,M for 3d4 turns.
casting time: 7 segments
Saving throw: None pain: The symbol of pain inflicts terrible, shooting pains for
a duration of 2-20 turns. Any creature so affected will suffer a
This spell enables the cleric to transform sticks into serpents –4 penalty on attack rolls and a temporary loss of 2 dexterity
that attack at the cleric’s will. The snakes may be ordered to points.
take other actions if the cleric can speak with them, but this
spell alone does not grant the power to communicate with the persuasion: Those viewing the symbol of persuasion and
snakes, only to will them to attack particular opponents. The failing their saving throw will undergo a temporary change of
spell transforms one stick per caster level, and each snake has alignment to the caster’s alignment and become friendly to
a 5% chance per caster level of being venomous. The reverse the caster for 1d20 turns.
of the spell will change snakes into harmless sticks and can
work such a transformation upon snakes created by means of tongues (Reversible)
this spell. Sticks of a magical quality, such as wands or magic Clerical Transmutation/ Alteration
spears, are not affected by the spell.
level: Cleric 4
Range: 0
duration: 1 turn

52
SpellS
cleric Spells cleric Spells
(True Seeing ) (Word of Recall)

area of effect: 30 ft radius Wind Walk


components: V,S Clerical Transmutation/ Alteration
casting time: 7 segments
level: Cleric 7
Saving throw: None
Range: Caster
Within the radius established by this spell, the caster, and the duration: 6 turns/ caster level
caster alone, will be able to speak and understand any verbal area of effect: See below
language. Note that the spell’s area of effect does not move components: V,S,M
with the caster. The reverse of the spell makes verbal com- casting time: 1 round
munication impossible for any person (not just the caster) in Saving throw: None
the spell’s area, or may be used to cancel out the effects of
Upon completing the wording of this spell, the caster’s body
the tongues spell.
becomes insubstantial, resembling the misty substance of wa-
ter vapour. Indeed, if the caster wears white garments, he or
true Seeing (Reversible) she is likely (80% chance) to be mistaken for a cloud of vapour
Clerical Divination
or steam. Carried upon a magical wind controlled by the caster,
level: Cleric 5 the wind walker(s) may travel as rapidly as 600 ft per turn or as
Range: Touch slowly as 60 ft per turn. The caster may carry another person
duration: 1 round/ level for every 8 caster levels, transforming them into cloudlike wind
area of effect: Creature touched walkers by his touch. The spell ends when the cleric cancels it
components: V,S,M or the duration expires.
casting time: 8 segments
Saving throw: None Word of Recall
Clerical Transmutation/ Alteration
This spell imbues the recipient with the ability to see things as
they truly are within a range of 120 ft. Illusions, displacements, level: Cleric 6
astral or æthereal objects and beings, and secret doors are ex- Range: Caster
amples of the kinds of deception and unreality that the spell duration: See below
reveals. Alignment auras become visible so that the cleric can area of effect: Caster and additional weight (see below)
discern good from evil, law from chaos. Polymorphed items and components: V
creatures are seen in their true shape. The reverse of the spell, casting time: 1 segment
false seeing, is in the nature of a curse, making the subject’s Saving throw: None
perception untrustworthy and contrary in what it reveals.
By the utterance of a single word of power, the cleric trans-
ports him- or herself infallibly to a prepared place of sanctu-
ary. Before the spell can be cast with success, a place in the
sanctuary must be inscribed with a rune corresponding to the
cleric’s word of recall ; any later elimination of this rune by any
person other than the cleric will not affect the proper function-
ing of the spell. Transportation by means of word of recall is
instantaneous and not subject to error. The sanctuary may be
of any distance from the cleric, and may be above or below
ground. The cleric may also transport as much as 25 lbs of other
material per level of experience, including equipment or even
another living being.

53
SpellS
druid Spells druid Spells
(Animal Friendship) (Anti-Animal Shell)

dRUId SpellS casting time: 6 segments


Saving throw: None
Druidic spells draw upon the divine power of nature, and oper- A druid may use this spell to summon normal or giant animals
ate according to similar principles as clerical spells. Any druidic of a specified type. The animals must be within the spell’s range
spell with a material component requires (at a minimum) the to be summoned. Up to three summoning attempts may be
use of mistletoe, holly, or oak leaves as described under the made if animals of the specified type do not appear. Assuming
Druid class. that the summoned type of animal is within the spell’s range,
up to 8 animals will appear, of no more than 4 hit dice each.
animal friendship These animals will assist the druid with a specific mission: win-
Druidic Enchantment/ Charm ning a battle, travelling to a specific location, etc.
level: Druid 1
Range: 10 ft animal Summoning II
duration: Permanent Druidic Conjuration/ Summoning
area of effect: One normal animal level: Druid 5
components: V,S,M Range: 180 ft/ caster level
casting time: 6 turns duration: See below
Saving throw: Negates area of effect: See below
The animal friendship spell enchants a normal animal of neu- components: V,S,M
tral alignment to become the druid’s faithful friend and com- casting time: 7 segments
panion. The animal to be enchanted must not be completely Saving throw: None
unintelligent but cannot be of greater than animal intelligence. This spell is similar to animal summoning I, but is more power-
If the animal fails its saving throw (made at the beginning of ful. The spell will summon a maximum of six animals, each no
the spell’s casting), it will remain docile for the remainder of greater than 8 HD, or up to 12 animals, each no greater than
the casting time. Once the spell is complete, the animal will 4 HD.
remain with the druid and can learn tricks similar to those that
could be taught to a well-trained domestic pet. Each trick takes
a week to learn, and after the animal has been with the druid
animal Summoning III
Druidic Conjuration/ Summoning
for three months it will no longer be able to learn new tricks.
During this period, if the animal is left alone by the druid for level: Druid 6
more than three days, the enchantment will be broken and the Range: 240 ft/ caster level
animal will revert to the wild. A druid may only have animal duration: See below
friends with hit dice totalling twice his or her level. (The total area of effect: See below
hit dice can thus increase as the druid gains levels.) components: V,S,M
casting time: 8 segments
animal Growth (Reversible) Saving throw: None
Druidic Transmutation/ Alteration
This spell is similar to animal summoning I, but is more power-
level: Druid 5 ful. The spell will summon up to 4 animals of no more than 16
Range: 80 ft HD each, or 16 animals of no more than 4 HD each.
duration: 2 rounds/ caster level
area of effect: Up to 8 animals in a 10 ft radius animate Rock
components: V,S,M Druidic Transmutation/ Alteration
casting time: 7 segments
level: Druid 7
Saving throw: None
Range: 40 ft
This spell causes up to 8 animals in the area of effect to grow duration: 1 round/ caster level
to twice normal size, doubling their hit dice and the damage area of effect: 2 ft cube/ caster level
they inflict. The spell does not influence the animals’ attitude components: V,S,M
toward the druid, so it is advisable to ensure ahead of time that casting time: 9 segments
they are friendly. The reverse of the spell halves their size and Saving throw: None
damage inflicted.
This spell allows the druid to animate and command a stone
object in the same way that a cleric commands an animated
animal Summoning I object with the animate object spell. The object to be animated
Druidic Conjuration/ Summoning
cannot be part of a larger stone structure.
level: Druid 4
Range: 120 ft/ level anti-animal Shell
duration: See below Druidic Abjuration
area of effect: See below
level: Druid 6
components: V,S,M
Range: 0
duration: 1 turn/ caster level

54
SpellS
druid Spells druid Spells
(Anti-Plant Shell) (Chariot of Fire)

area of effect: 10 ft radius sphere (or hemisphere) call Woodland Beings


components: V,S,M Druidic Conjuration/ Summoning
casting time: 1 round
Saving throw: None level: Druid 4
Range: 360 ft + 30 ft/ caster level
This spell creates an immobile field of force that hedges out all duration: See below
animal matter. Note that undead and beings not of the material area of effect: See below
plane are not considered animal matter. The druid’s allies must, components: V,S,M
of course, be within the field at the time it is conjured forth, for casting time: See below
they themselves are presumably of animal matter. Saving throw: Negates
This summoning calls certain woodland creatures to aid the
anti-plant Shell druid, provided that they are nearby. The druid casts the spell
Druidic Abjuration
by means of a sonorous chant, which he or she must continue
level: Druid 5 for 2 turns or until the summoned creatures appear. The GM
Range: 0 will determine if creatures that will respond to such a call are in
duration: 1 turn/ caster level the area. The creatures are entitled to a saving throw vs Spells
area of effect: 80 ft radius sphere (or hemisphere) (unlisted categories) at a penalty of –4. If the creatures fail the
components: V,S,M saving throw and are summoned to the druid’s aid, they will
casting time: 7 segments provide whatever aid they are capable of, although their will-
Saving throw: None ingness to engage in combat is subject to their overall reactions
to the druid him- or herself.
When the druid finishes casting this spell, an invisible barrier
forms in an 80 ft radius around the caster and is immobile there- If there is an evil character in the druid’s party, the summoned
after. No vegetable matter (including missiles formed of vegeta- creatures gain an additional saving throw to avoid the effects of
ble matter, such as wooden arrows) can penetrate the barrier. the spell, at a bonus of +4. Creatures that may be summoned
by this spell include:
Barkskin Centaurs 1d4
Druidic Transmutation/ Alteration
Pixies 1d8
level: Druid 2 Fauns 1d4
Range: Touch Treant 1
duration: 4 rounds + 1 round/ caster level Unicorn 1
area of effect: Creature touched
components: V,S,M
casting time: 3 segments chariot of fire
Saving throw: None Druidic Evocation

The barkskin spell magically toughens a creature’s skin, making level: Druid 7
it as strong as tree bark. The recipient of the spell improves his Range: 10 ft
or her armour class by one point and also gains a +1 bonus on duration: 6 turns + 1 turn/ caster level
all saving throws, with the exception of saving throws against area of effect: See below
Spells (unlisted categories). components: V,S,M
casting time: 1 turn
Saving throw: None
call lightning
Druidic Transmutation/ Alteration A chariot of fire, drawn by two flaming steeds, appears with an
echoing thunderclap when the druid completes the final words
level: Druid 3
of this spell. The druid may, by touch, make up to 8 of his or her
Range: 0
companions immune to the furnace-like conveyance; anyone
duration: 1 turn/ caster level
else within five ft of the horses or the chariot will sustain 2d4
area of effect: 360 ft radius
hp of damage per round. The chariot can travel over land at a
components: V,S,M
speed of 240 ft/ round and can fly at a speed of 480 ft/ round,
casting time: 1 turn
obeying the caster’s shouted instructions. It is possible for
Saving throw: Half
the chariot and horses to sustain damage from magical weap-
Provided that there is already significant cloud cover in the ons or from water (which does only 1 hp of damage). Chariot
area, the druid may use this spell to call down a shattering and horses each have 30 hp and are AC 2; if a single horse is
barrage of lightning bolts from the sky to the ground. One dispelled by taking physical damage, the chariot’s speed will
bolt may be called every turn (10 minutes). The bolts inflict be halved. The chariot prevents normal fire from affecting its
2d8 points of damage, plus another d8 per level of the caster. passengers, but they may take damage from magical fire at-
Any creature within 10 ft of a bolt’s impact (or along its down- tacks. The chariot and horses are themselves immune to all
ward path) will sustain damage. The spell may only be cast fire, magical or otherwise.
outdoors.

55
SpellS
druid Spells druid Spells
(Charm Person or Mammal) (Conjure Earth Elemental )

charm person or mammal duration: 1 round/ level


Druidic Enchantment/ Charm area of effect: Up to a 20 ft radius
components: V,S,M
level: Druid 2
casting time: 9 segments
Range: 80 ft
Saving throw: See below
duration: See below
area of effect: One person or mammal This spell causes creatures to behave strangely and unpredict-
components: V,S ably. A certain number of creatures in the spell’s area of ef-
casting time: 4 segments fect must make a saving throw each round in order to avoid
Saving throw: Negates becoming confused. The base number of creatures is 2d4, but
additional creatures may be affected; if the druid’s caster level
The powerful enchantment woven by this spell will affect
is higher than the HD of the strongest opponent, the differ-
any “person,” meaning character races (with the exception of
ence is the number of additional creatures that must make sav-
elves) and other small to medium-sized bipeds analogous to
ing throws. This spell is extremely powerful; all saving throws
persons (orcs, goblins, etc.). The spell also affects mammalian
are made with a penalty of –2. Creatures that fail their saving
animals of any kind, even those that are supernatural, giant,
throws (check each round) act randomly in accordance with
or monstrous. If the target creature fails a saving throw, it will
the following table:
view the druid as a trusted friend, interpreting his or her every
word in its most positive light. Charmed creatures will place
d% action
themselves into moderate danger, including combat, on the
druid’s behalf, but will not undertake risks beyond those the 01-10 Attacks the druid or his or her allies
creature might ordinarily take. The druid must be able to talk 11-20 Acts normally
to the charmed creature if he or she is to make any sort of 21-50 Babbles incoherently
complex “request.” Charmed creatures are allowed periodic 51-70 Meanders away from caster for a full turn
saving throws to break the charm, based on intelligence: 71-00 Attacks nearest creature
19+ one saving throw/ day
18 one saving throw/ 2 days note: a creature that meanders away is not entitled to further
17 one saving throw/ 3 days saving throws, but will be freed from the spell’s effects after
15-16 one saving throw/ week taking a full turn of movement (at normal speed) away from
the caster.
13-14 one saving throw/ 2 weeks
10-12 one saving throw/ 3 weeks
conjure earth elemental (Reversible)
7-9 one saving throw/ month Druidic Conjuration/ Summoning
4-6 one saving throw/ 2 months
level: Druid 7
3 or less one saving throw/ 3 months
Range: 40 ft
The charm will be broken automatically if the druid obviously duration: 1 turn/ level
tries to harm the charmed creature. area of effect: See below
components: V,S,M
commune With nature casting time: 1 turn
Druidic Divination Saving throw: None

level: Druid 5 By means of this spell, the druid


Range: Caster summons a 16 HD elemental
duration: See below from the plane of earth. The
area of effect: See below spell is otherwise identical to
components: V,S,M the druidic spell conjure fire
casting time: 1 turn elemental, but there is no
Saving throw: None chance to summon a more
powerful elemental, as
To cast this spell, the druid enters into a trance that brings him exists when a druid
or her into a state of oneness with the natural surroundings. summons fire elemen-
He or she gains knowledge of the area, learning one fact for tals. As with conjuring
each of his or her caster levels. The radius of the area with fire elementals, the
which the druid can commune is a half-mile for every caster earth elemental will
level. Facts that the druid may divine include the paths of water, be the druid’s ally by
inhabitants in a part of the region, etc. its own will; the dru-
id requires no magi-
cal wards against it
confusion and need not con-
Druidic Enchantment/ Charm
centrate upon it after the
level: Druid 7 summoning is complete.
Range: 80 ft

56
SpellS
druid Spells druid Spells
(Conjure Fire Elemental ) (Control Weather)

conjure fire elemental (Reversible) area of effect: 10 ft radius


Druidic Conjuration/ Summoning components: V,S,M
casting time: 6 segments
level: Druid 6
Saving throw: None
Range: 80 ft
duration: 1 turn/ caster level By casting this spell, the druid magically controls the tempera-
area of effect: See below ture of his or her immediate surroundings, to a radius of 10 ft.
components: V,S,M The temperature may be raised or lowered by 9° Fahrenheit
casting time: 6 rounds (4° Celsius) per caster level.
Saving throw: None
It is within the power of a high-level druid to summon forth control Weather
Druidic Transmutation/ Alteration
an elemental being from the plane of fire. The elemental will
ordinarily be of 16 HD, but there is a 5% chance that it will be of level: Druid 7
24 HD and a 1% chance that an afreet, rather than an elemental, Range: 0
will appear. The elemental will act as the druid’s ally, remaining duration: 8d12 hours
for the spell’s duration to assist him or her however possible, area of effect: 4d8 square miles
including engaging in combat with his or her enemies. Druids components: V,S,M
need no protective circle to summon fire elementals and need casting time: 1 turn
not concentrate upon the elemental in any way. Saving throw: None
The control weather spell brings about a rapid change in the
control temperature 10 ft Radius weather of several square miles surrounding the point where
Druidic Transmutation/ Alteration
the spell is cast. It requires no more than 10-40 minutes for
level: Druid 4 the spell to take its full effect across the vast area it covers.
Range: Caster The spell affects precipitation, temperature, and wind speed.
duration: 4 turns + 1 turn/ caster level Existing weather conditions cannot be utterly changed by

57
SpellS
druid Spells druid Spells
(Control Winds) (Cure Serious Wounds )

the force of this spell, but druids are able to cause more of a The terrifying creeping doom spell causes a massive swarm of
change than clerics can with the same spell; effectively twice insects, spiders, and centipedes to boil forth from the ground
the amount of change is possible for a druid. The druid could in front of the caster, marching in whatever direction he or she
not bring heavy rain forth on a clear day, but could change the orders, destroying and killing all that stands in their way. The
weather from clear to partly cloudy, and then to fully cloudy swarm is composed of (1d6+4) x100 non-flying vermin, each of
(with light rain, perhaps), all in the course of one casting. By which inflicts 1 hp damage against an opponent before dying.
comparison, a cleric would only have been able to bring about Only as many insects as are needed to kill an opponent will die,
partial clouds. Hot weather can be made cool, and a strong and once the target is dead the swarm will move on. If the druid
wind can be raised from calm air. This spell may be cast more allows the swarm to get more than 80 ft away from his or her
than once in succession to bring about a dramatic change, person, 50 insects for every 10 ft beyond this range will depart
moving, for example, from a calm to a strong wind, then from the swarm. The druid can order the swarm to attack specific
the strong wind to a full-scale storm. targets and/or to change direction. Although the spell can be
devastating (potentially causing as much as 1,000 hp of dam-
control Winds age in total), many means can be used to counter it—the most
Druidic Transmutation/ Alteration obvious being a fireball or other area-of-effect damage spell.
level: Druid 5
Range: Caster
cure disease (Reversible)
Druidic Necromancy
duration: 1 turn/ caster level (see below)
area of effect: 40 ft radius/ caster level level: Druid 3
components: V,S,M Range: Touch
casting time: 7 segments duration: Instantaneous (permanent)
Saving throw: None area of effect: Creature touched
components: V,S,M
By the power of this spell, the druid can increase or decrease
casting time: 1 round
the force of the winds. For every caster level, the druid may
Saving throw: None (neg.)
change the speed of the wind by 3 miles per hour. An eye of
calm with a radius of 40 ft remains around the druid and travels This spell, with the exception of any distinctions noted above,
with him or her. The wind force increases (or decreases) at a is identical to the clerical spell cure disease.
rate of 3 miles per hour every round until the end of the spell’s
duration, at which time it will return to normal, also at a rate of cure critical Wounds (Reversible)
3 miles per hour per turn. Druidic Necromancy
Winds can be extremely destructive; ships are at great risk level: Druid 6
of sinking if wind speed reaches 60 miles per hour, and wind Range: Touch
speeds of 75+ mph are as a full-fledged hurricane. duration: Instantaneous (permanent)
area of effect: One creature
create Water components: V,S,M
Druidic Transmutation/ Alteration casting time: 8 segments
Saving throw: None (neg.)
level: Druid 2
Range: 10 ft Except as may be noted above, this spell is identical to the
duration: Instantaneous (permanent) clerical spell of the same name.
area of effect: Up to 1 cubic ft/ caster level
components: V,S cure light Wounds (Reversible)
casting time: 1 turn Druidic Necromancy
Saving throw: None
level: Druid 2
Other than as described above, this spell is similar to the cleri- Range: Touch
cal spell create water. Note that the druidic spell has no reverse duration: Instantaneous (permanent)
version; the druid may create, but not destroy, water. area of effect: Creature touched
components: V,S,M
creeping doom casting time: 4 segments
Druidic Conjuration/Summoning Saving throw: None (neg.)
level: Druid 7 The druidic cure light wounds is, except as described above,
Range: 0 identical to the clerical spell of the same name.
duration: 4 rounds/ level
area of effect: See below cure Serious Wounds (Reversible)
components: V,S,M Druidic Necromancy
casting time: 9 segments
Saving throw: None level: Druid 4
Range: Touch
duration: Instantaneous (permanent)

58
SpellS
druid Spells druid Spells
(Detect Magic) (Feign Death)

area of effect: Creature touched begin to writhe violently about, whipping around and entan-
components: V,S,M gling any creature in the area. Creatures threatened in this
casting time: 6 segments manner are entitled to a saving throw. If the saving throw suc-
Saving throw: None (neg.) ceeds, the creature’s movement rate is slowed to half normal;
if the saving throw fails, the creature is so securely held in the
Except as may be noted above, this spell is identical to the
plants that it cannot move, attack, or cast spells for the dura-
clerical spell of the same name.
tion of the spell.

detect magic faerie fire


Druidic Divination
Druidic Transmutation/ Alteration
level: Druid 1
level: Druid 1
Range: Caster
Range: 80 ft
duration: 12 rounds
duration: 4 rounds/ caster level
area of effect: Path 10 ft wide, 40 ft long
area of effect: 1 size M or 2 size S creatures/ caster level
components: V,S,M
components: V
casting time: 3 segments
casting time: 3 segments
Saving throw: None
Saving throw: None
Other than as described above, this spell is identical to the first
The druid uses this spell to ignite a fiery-looking aura of bright
level clerical spell detect magic.
light around his or her enemies. The aura is visible at a range
of 80 ft if the observer stands in darkness, and at 40 ft if he or
detect pits and Snares she stands near another light source. The light itself is harm-
Druidic Divination less, but a creature limned with faerie fire is easier to hit; any
level: Druid 1 attacks against it are made with a bonus of +2.
Range: Caster
duration: 4 rounds/ level feeblemind
area of effect: Path 10 ft wide, 40 ft long Druidic Enchantment/ Charm
components: V,S,M
level: Druid 6
casting time: 3 segments
Range: 40 ft
Saving throw: None
duration: Permanent
The druid may cast this spell upon him- or herself, imbuing area of effect: One creature
his or her eyes with divinatory power. The druid can instantly components: V,S
discern virtually any form of trap if outdoors, and even indoors casting time: 8 segments
or underground he or she will detect the presence of pits. Saving throw: Negates
The insidious feeblemind spell affects only those who can cast
dispel magic spells, tracing and poisoning the mystical channels of their
Druidic Abjuration arcane power like a viral infection. The spell reduces a victim
level: Druid 4 into a state of extreme mental retardation, which condition
Range: 80 ft persists until the victim is magically restored by means of a
duration: Instantaneous heal, wish, or restoration spell. The different types of spell
area of effect: 40 ft cube/ caster level casting ability are not equally vulnerable to the feeblemind
components: V,S,M spell. Practitioners of clerical magic gain a bonus of +1 to sav-
casting time: 6 segments ing throws; druids save at –1; magic users and illusionists save
Saving throw: None at –4. (Those who can use more than one type of magic must
save using the average of their modifiers.)
This spell is identical in effect to the clerical spell of the same
name, with any exceptions being noted above.
feign death
Druidic Necromancy
entangle
Druidic Transmutation/ Alteration level: Druid 2
Range: 10 ft
level: Druid 1 duration: 4 rounds + 2 rounds/ caster level
Range: 80 ft area of effect: One creature
duration: 1 turn components: V,S,M
area of effect: 20 ft radius casting time: 3 segments
components: V,S,M Saving throw: None
casting time: 3 segments
Saving throw: Half (see below) With the exception of any distinctions detailed above, this spell
is identical to the magic user’s (not the clerical) spell of the
The druid casts this spell upon a particular spot, whereupon all same name.
plants in a 20 ft radius of the enchanted location immediately

59
SpellS
druid Spells druid Spells
(Finger of Death) (Hallucinatory Forest)

finger of death fire trap


Druidic Enchantment/ Charm Druidic Evocation

level: Druid 7 level: Druid 2


Range: 60 ft Range: Touch
duration: Instantaneous duration: Permanent until tripped
area of effect: One creature area of effect: One object
components: V,S,M components: V,S,M
casting time: 5 segments casting time: 1 turn
Saving throw: Negates Saving throw: Half
The casting of this spell culminates when the druid points a With the exception of any distinctions detailed above, this spell
finger at his or her chosen victim. If the target fails a saving is identical to the magic user spell of the same name.
throw, it dies.
hallucinatory forest
fire Seeds Druidic Illusion/ Phantasm
Druidic Conjuration
level: Druid 4
level: Druid 6 Range: 80 ft
Range: 40 ft (see below) duration: Permanent
duration: 1 turn/ caster level area of effect: 40 ft square/ caster level
area of effect: See below components: V,S,M
components: V,S,M casting time: 6 segments
casting time: 1 round/ seed Saving throw: None
Saving throw: Half
By casting this spell upon a group of seeds, either acorns or holly
berries, the druid imbues them with the potential to erupt in a vio-
lent explosion of magical fire. Transformed acorns may be used as
missiles, and transformed holly berries as delayed-action bombs.
The spell allows the druid to create four acorn fire seeds or eight
holly berry fire seeds, or a proportionate combination such as two
acorns and four holly berries. Acorns may be thrown at a range
of up to 40 ft and cause 2d8 points of damage in a radius of 5 ft,
igniting any combustibles that fail item saving throws. If an acorn
strikes its target with a successful to-hit roll, the target is not enti-
tled to a saving throw. Even if the attack misses, the target may be
caught in the blast area (and would be entitled to a saving throw
for half damage, as any other creature within the blast area). The
holly berries may be thrown no more than 6 ft, or may be left in
place to ignite upon a command word. (The range of the command
word is 40 ft.) Holly berries create an explosion in an area of 5 x 5 ft,
inflicting 1d8 points of damage and causing combustible items to
make saving throws against magical fire or burn. As with the acorn
seeds, a successful saving throw against the explosion of a holly
berry fire seed reduces the damage inflicted by one-half.

fire Storm (Reversible)


Druidic Evocation

level: Druid 7
Range: 150 ft
duration: 1 round By casting this spell, the druid creates the illusion of a forest
area of effect: 20 x20 x 20 ft area per caster level in the spell’s area of effect. Woodland fey and other druids
components: V, S, M will immediately discern the forest’s illusory nature, but even
casting time: 9 segments normal animals will be fooled by the forest’s appearance. The
Saving throw: Half illusion is not tactile, only visual, so it is likely that intelligent
beings entering the forest will quickly realize they are walking
The fire storm invocation is a modified and enlarged version in an illusion. However, the mere realization that the forest
of wall of fire. It lasts for only a single round, and does only is not real does not dispel the illusion, and it will continue to
half the damage of a wall of fire (i.e. 2d8 damage), but the huge limit vision and possibly create other inconveniences; horses,
area of effect makes it devastating. for example, will not walk a straight path through the illusion,
The spell’s reverse extinguishes all normal fire in the area of ef- circling around the “trees” they perceive as real.
fect, or will instantly kill one fire elemental (no saving throw).

60
SpellS
druid Spells druid Spells
(Heat Metal ) (Invisibility to Animals)

heat metal (Reversible) with no penalty. Animals held by this spell may be killed or
Druidic Necromancy bound at a rate of one per round, or, if the attacker chooses,
may be attacked at twice the normal rate with an automatic hit,
level: Druid 2
for maximum damage.
Range: 40 ft
duration: 7 rounds
area of effect:
All metal worn by 1 size M creature per hold plant
Druidic Enchantment/ Charm
caster level, or 50 lbs weight/ caster level, as
applicable level: Druid 4
components: V,S,M Range: 80 ft
casting time: 4 segments duration: 1 round/ caster level
Saving throw: None area of effect: See below
components: V,S,M
This extremely powerful spell causes metal to heat up to sear-
casting time: 6 segments
ing temperatures, and the reverse, chill metal, causes metal to
Saving throw: Negates
become damagingly cold. The two versions of the spell inflict
different damage and potential side effects. The effects of con- This spell affects plants that can move, whether naturally or as
tinued exposure to the metal as it changes temperature to a dam- the result of a spell. Plants affected by the spell are frozen in
aging level and then returns to normal are set forth below: place for the spell’s duration, and if the spell is cast upon nor-
mal vegetation (such as dry leaves), these will make no sound
heat other than sounds caused by the wind. In the case of moulds,
Round 1 No effect other than discomfort fungi, and other plants that cannot be considered separately,
Round 2 1d4 hp damage the spell affects 4-16 square yards of space, as decided by the
Rounds 3-5 2d4 hp damage, severe blistering to extremi- druid. In the case of plant creatures such as treants, the spell af-
ties (hands, feet), and unconsciousness if the fects between one and four creatures, at the caster’s option.
metal is a helmet
Depending upon how many creatures (or sq yards of space)
Round 6 1d4 hp damage the druid targets, the saving throw against the spell is subject to
Round 7 Discomfort different penalties. If one creature (4 sq yards) is targeted, the
saving throw against the spell is made at a penalty of –4; two
cold creatures or 8 sq yards suffer a penalty of –2; three creatures
Round 1 no effect other than discomfort or 12 sq yards suffer a penalty of –1; and four creatures or 16
Round 2 1d2 hp damage sq yards suffer no penalty on the saving throw.
Rounds 3-5 1d4 hp damage, severe frostbite (possible
need for amputation of extremities such as Insect plague
fingers, ears) Druidic Conjuration/ Summoning
Round 6 1d4 hp damage level: Druid 5
Round 7 discomfort Range: 320 ft
Immersion in water will negate the effects of the heat version duration: 1 turn/ caster level
of the spell, and magical protections against the appropriate area of effect: Cloud of 160 ft radius, 40 ft high
elements will negate both versions. If no such options are avail- components: V,S,M
able, the target of this spell is well advised to spend a round casting time: 7 segments
divesting him- or herself of metal gauntlets and helmet at the Saving throw: None
very least, to avoid the side effects. Except as noted above, this spell is identical to the fifth level
clerical spell insect plague.
hold animal
Druidic Enchantment/ Charm
Invisibility to animals
level: Druid 3 Druidic Transmutation/ Alteration
Range: 80 ft level: Druid 1
duration: 2 rounds/ caster level Range: Touch
area of effect: 1d4 animals duration: 1 turn + 1 round/ level
components: V,S,M area of effect: Creature touched
casting time: 5 segments components: S,M
Saving throw: Negates casting time: 4 segments
A hold animal spell completely immobilises up to four ani- Saving throw: None
mals (i.e. creatures listed under “animal” in Chapter IV) for With a gesture, the druid or other recipient of the spell fades
the length of the spell’s duration. The druid decides how many from the sight, sound, and smell of any animal (i.e. creature
animals he or she will target with the spell: if there is only one listed under “Animal” in Chapter V). Creatures with intelli-
target, the saving throw is made at –4; if two, each makes the gence of 6+ are not affected by the spell. This powerful form
saving throw at –2; if three, the saving throw is at –1; and if the of invisibility is not dispelled if the druid attacks, although a
druid seeks to hold four animals, each makes its saving throw particular creature being attacked with a hand-held weapon

61
SpellS
druid Spells druid Spells
(Locate Animals) (Plant Door)

will, of course, be aware of the druid’s general location and be casting time: 4 segments
entitled to attack with a –4 penalty until the druid moves out Saving throw: None
of its immediate area. Druids will, by nature of their calling,
As this spell is completed, an enchanted mist billows from the
not use this spell to commit wholesale slaughter upon animals
area where the druid stands, rapidly filling the area of effect
except in extraordinary circumstances.
and reducing visibility therein to 1d4 x2 ft. The spell is affected
by natural conditions such as strong winds, which will reduce
locate animals the spell’s effective duration.
Druidic Divination

level: Druid 1 pass plant


Range: Caster Druidic Transmutation/ Alteration
duration: 1 round/ caster level
level: Druid 5
area of effect: Path 20 ft wide, 20 ft/ caster level long
Range: Touch
components: V,S,M
duration: See below
casting time: 1 round
area of effect: See below
Saving throw: None
components: V,S,M
The caster becomes able to divine the presence of a particular casting time: 7 segments
kind of animal in the direction he or she views. The druid must Saving throw: None
concentrate for a full round in a particular direction in order
By means of this spell, the druid steps into one tree and steps
to gain the insight granted by the spell. The spell’s enchant-
out from a distant tree of the same type. The druid determines
ment affects the caster, so the effects move with him or her.
the direction in which he or she will travel from one tree to
The divination is not blocked by any intervening substance,
another. Most trees permit a maximum distance of travel of 300
of any thickness.
yards, but trees sacred to druids allow travel of considerably
greater distance; oak, yew, and rowan trees permit the druid
locate plants to travel as far as 600 yards. If no tree of the same type is to
Druidic Divination
be found in the direction the druid designates, he or she will
level: Druid 2 emerge from any tree of that species within the spell’s range
Range: Caster closest to the direction he or she specified. The druid may re-
duration: 1 turn/ caster level main in the first tree for as long as one round per caster level
area of effect: 5 ft radius/ caster level before being forced to leave the other tree, and in this case he
components: V,S,M or she will be treated in the same way as for a plant door spell.
casting time: 1 round If no appropriate tree is available for the druid to step from,
Saving throw: None he or she may remain in the first tree for the spell’s duration,
but will not be able to use the spell for travelling.
Upon casting this spell, the druid is imbued with the ability
mentally to locate any specific type of plant upon which he or
she concentrates, in the area the spell radiates around him or
pass Without trace
Druidic Enchantment/ Charm
her as he or she moves.
level: Druid 1
neutralise poison (Reversible) Range: Touch
Druidic Transmutation/ Alteration duration: 1 turn/ caster level
area of effect: Creature touched
level: Druid 3 components: V,S,M
Range: Touch casting time: 1 round
duration: Instantaneous Saving throw: None
area of effect: Creature touched
components: V,S Any creature upon which this spell is cast can move through
casting time: 5 segments any sort of terrain without leaving behind the slightest sign
Saving throw: None (Negates) of its passage. It leaves no footprints, no scent, and no other
telltales of movement. It is impossible to trace its path except,
Other than as may be described above, this spell is identical temporarily, by one method—the path will radiate magic for
to the clerical spell of the same name. 6d6 turns. Once this time elapses, the magical aura will fade
away, leaving the trail undisturbed by any sign that the spell’s
Obscurement recipient was ever there.
Druidic Transmutation/ Alteration

Level: Druid 2 plant door


Druidic Transmutation/ Alteration
Range: 0
duration: 4 rounds/ caster level level: Druid 4
area of effect: 10 x 10 ft cube / caster level Range: Touch
components: V,S duration: 1 turn/ caster level

62
SpellS
druid Spells druid Spells
(Plant Growth) (Protection From Lightning)

area of effect: See below This spell instantly creates a normal fire within its area of effect,
components: V,S,M a blazing conflagration lasting only one minute (1 round) but
casting time: 6 segments causing 1d4 hit points of damage to any creature in the area
Saving throw: None and igniting all combustible material (subject, of course, to an
item saving throw against normal fire). The reverse of the spell
This spell allows the druid to travel effortlessly through veg-
extinguishes all normal fires within the area of effect.
etation of any kind, stepping through it as if it did not exist.
The pathway may also be travelled by a druid of higher level
than the caster, but no other creature can take advantage of produce flame
Druidic Transmutation/ Alteration
the spell’s effect. The pathway opened by the spell may be up
to 5 ft wide, 10 ft high, and up to 120 ft/ caster level in length. level: Druid 2
The druid may even use the spell to shift inside a tree or move Range: 0
through an area of plants affected by a spell (such as entangle). duration: 2 rounds/ caster level
If the druid is within a tree that is attacked, he or she must leave area of effect: See below
the tree before it is killed or die with the tree. components: V,S,M
casting time: 4 segments
plant Growth Saving throw: See below
Druidic Transmutation/ Alteration
On casting this spell, the druid’s hand ignites with an eldritch
level: Druid 3 fire that causes no harm to the druid but is otherwise equiva-
Range: 160 ft lent to the flame of a torch. It can be used to set fires and may
duration: Permanent also be thrown as a missile. The throwing range of the flame is
area of effect: 20 x 20 ft square/ caster level 40 ft, and when the flame hits an object it will explode, ignit-
components: V,S,M ing all combustible material in a radius of 15 ft. (Materials are
casting time: 1 round entitled to saving throws against normal fire.) The druid may
Saving throw: None banish the magical flame at will, but fires set by it must be
extinguished by normal means.
By means of this spell, the druid causes plants and vines to
grow with unbelievable speed, forming a tangled barrier of
thick vegetation. The enchantment may be dispelled, or the protection from fire
Druidic Abjuration
plants cleared by normal means. Chopping a way through the
barrier is possible, but movement is restricted to 10 ft/ turn (20 level: Druid 3
ft for size L creatures). Range: Touch
duration: See below
predict Weather area of effect: One creature
Druidic Divination components: V,S,M
casting time: 5 segments
level: Druid 1
Saving throw: None
Range: 0
duration: Instantaneous The druid may use this spell to confer considerable protection
area of effect: 9 square miles from fire upon another creature, but if he or she casts it upon
components: V,S,M him- or herself the effects are far greater, conferring temporary
casting time: 1 round invulnerability even to fires of magical nature, such as dragon’s
Saving throw: None breath. If the spell is cast upon another creature, the recipient
gains immunity to normal fire and a saving throw bonus of +4
The druid casts this spell upon virtually any substance: bones,
against fire based attacks. Any damage incurred by fire attacks
leaves, powders, etc. He or she can read in the resulting pattern
will also reduced by half. If the spell is cast upon the druid, he
an exact divination of the weather as it will naturally occur with-
or she becomes completely invulnerable to normal fire and
in the surrounding nine square miles for the next two hours
also ignores all damage from magical fire (dragon breath, fire-
per caster level. A second level druid, as an example, would be
ball, etc.) until a total of 12 hp/caster level has been absorbed
able to predict the weather four hours into the future.
by the spell, at which time the spell will be dissipated.

produce fire (Reversible) protection from lightning


Druidic Transmutation/ Alteration
Druidic Abjuration
level: Druid 4
level: Druid 4
Range: 40 ft
Range: Touch
duration: 1 round
duration: See below
area of effect: 60 ft radius
area of effect: One creature
components: V,S,M
components: V,S,M
casting time: 6 segments
casting time: 6 segments
Saving throw: See below
Saving throw: None

63
SpellS
druid Spells druid Spells
(Purify Water ) (Repel Insects)

This spell lends the recipient the same protection against light- druid’s control, and is determined by means of the tables be-
ning and electricity as the third level spell protection from fire low. The new body will appear within 1d6 turns near the soul’s
affords against fire. former body. Elves may be brought back to life by reincarnation.
There is a 35% chance that the new incarnation will be from the
purify Water (Reversible) “humanoid” table and a 65% chance that the new incarnation
Druidic Transmutation/ Alteration will be from the animal table. The new incarnation (if sapient)
will retain the original character’s experience points, but will
level: Druid 1 have new physical (Str, Dex, Con) ability scores randomly rolled
Range: 40 ft and adjusted for the new race. The character will retain his or
duration: Instantaneous her original mental ability scores (Int, Wis, Cha).
area of effect: 1 cubic ft/ caster level
components: V,S humanoid table
casting time: 1 round die Roll new Incarnation
Saving throw: None 01-02 Bugbear
This spell removes all impurities from water, making it clear 03-05 Dwarf
and drinkable. The reverse of the spell contaminates water, 06-16 Elf
making it impossible to drink, and will negate the properties 17-18 Gnoll
of holy and unholy water. 19-31 Gnome
32-33 Goblin
pyrotechnics 34-36 Half-elf
Druidic Transmutation/ Alteration 37-39 Halfling
level: Druid 3 40-42 Half-orc
Range: 160 ft 43-44 Hobgoblin
duration: See below 45-88 Human
area of effect: See below 89-91 Kobold
components: V,S,M 92-93 Ogre
casting time: 5 segments 94-95 Ogre Mage
Saving throw: None 96-98 Orc
The pyrotechnics spell may be used to produce two entirely 99-00 Troll
different effects: a bright display of fiery light or a massive pall
of smoke. Both possible uses of the spell require an existing animal table
fire source (which may be anywhere in the spell’s range), and die Roll new Incarnation
the spell’s area of effect depends on the size of the originat- 01-05 Badger
ing fire. 06-18 Bear
19-24 Boar
If the spell is used to produce fireworks, the flashing display
25-29 Centaur
will temporarily blind (for 1d4+1 rounds) all creatures in the
area of effect and 120 ft beyond—provided that the display is 30-35 Dryad
not obstructed from view, of course. The fireworks fill an area 36-43 Eagle
ten times the volume of the original fire source and persist for 44-46 Fox
1 segment/ caster level. 47-52 Hawk
53-57 Lynx
If the spell is used to produce smoke, a billowing cloud will
58-62 Owl
emanate from the fire source, obscuring vision beyond 20 ft
63-68 Pixie
in an area 100 times the volume of the fire source. Whatever
fire is used as the spell’s source is extinguished immediately 69-71 Raccoon
as the spell is cast. 72-76 Faun
77-84 Stag
Reincarnate 85-92 Wolf
Druidic Necromancy 93-00 Wolverine

level: Druid 7
Range: Touch Repel Insects
duration: Instantaneous Druidic Abjuration
area of effect: Creature touched level: Druid 4
components: V,S,M Range: Caster
casting time: 1 turn duration: 1 turn/ caster level
Saving throw: None area of effect: One creature
Provided that a body has been dead for no more than a week, components: V,S,M
a powerful druid can recall its spirit from the dead—but into casting time: 1 round
another body. The form of the new body is not subject to the Saving throw: See below

64
SpellS
druid Spells druid Spells
(Shillelagh) (Summon Insects)

An invisible barrier forms around the spell’s recipient as the This spell allows the druid to speak with all animals of a par-
caster completes the invocation, warding him or her from in- ticular type or species that are within 40 ft of him or her when
sects. Only true insects are affected by the spell, which does not the spell’s casting is complete. In all other respects, except as
repel spiders, scorpions, beetles or centipedes. Normal insects denoted above, the spell is identical to the second level cleric
are completely hedged out by the spell, and giant varieties (2+ spell speak with animals.
HD) must succeed in a saving throw against spells to pass the
barrier. Even if a giant insect should manage to penetrate the Speak With plants
barrier, it will sustain 1d6 hit points of damage from doing so. Druidic Transmutation/ Alteration

level: Druid 4
Shillelagh Range: Caster
Druidic Transmutation/ Alteration
duration: 2 rounds/ caster level
level: Druid 1 area of effect: 40 ft radius around caster
Range: Touch components: V,S,M
duration: 1 round/ caster level casting time: 1 turn
area of effect: 1 oak club Saving throw: None
components: V,S,M
Other than as noted above, this spell is identical to the clerical
casting time: 1 segment
spell speak with plants.
Saving throw: None
The druid imbues a club or billet of oak-wood with enchanted Sticks to Snakes (Reversible)
power, making it +1 to hit and capable of inflicting 2d4 points Druidic Transmutation/ Alteration
of damage against small and medium-sized opponents, 1d4+1
against large opponents. The shillelagh must be wielded by level: Druid 5
the druid in order for it to possess these magical properties; Range: 40 ft
in the hands of any other person it will be no more than an duration: 2 rounds/ caster level
ordinary wooden club. area of effect: 5 ft radius
components: V,S,M
casting time: 7 segments
Snare Saving throw: None
Druidic Enchantment/ Charm
Except as may be noted above, this spell is identical to the
level: Druid 3
clerical spell of the same name.
Range: Touch
duration: Permanent (until triggered)
area of effect: 10 ft radius + 6 ft/ caster level Stone Shape
components: V,S,M Druidic Transmutation/ Alteration
casting time: 3 rounds level: Druid 3
Saving throw: None Range: Touch
This spell is used to enchant a normal snare, making it hard to duration: Instantaneous
detect and supernaturally effective. The spell is cast upon a rope, area of effect: 3 cubic ft + 1/ caster level
vine, or cord, which then blends perfectly with the surroundings, components: V,S,M
becoming 90% undetectable to normal (unenchanted) vision. casting time: 1 round
When any creature steps into the area bounded by the snare, Saving throw: None
the snare will whip closed and bind the victim tightly. Strength This spell is identical to the magic user spell of the same name,
of 23 is required to break the snare for one hour after the spell except as noted above.
is triggered, and the strength required falls by one point per
hour until 12 hours have elapsed, at which time the spell ceases Summon Insects
to have any effect. If the snare is attached to a suitably flexible Druidic Conjuration/ Summoning
tree, the spell will magically bend the tree so that when the trap
is triggered it will snap the victim into the air for 1d6 points of level: Druid 3
damage and hold it suspended from the branches. Range: 30 ft
duration: 1 round/ caster level
Speak With animals area of effect: See below
Druidic Transmutation/ Alteration components: V,S,M
casting time: 1 round
level: Druid 1 Saving throw: None
Range: 0
duration: 2 rounds/ caster level When the druid completes the intonations and gestures of this
area of effect: One animal type within 40 ft of the caster spell, a swarm of insects appears from nearby or from the thin
components: V,S air to attack the druid’s enemies. There is a 70% chance that the
casting time: 3 segments swarm will be composed of flying insects, 30% chance that the
Saving throw: None insects will be ants or other non-airborne biting vermin. A fly-
ing swarm can move tremendously fast, but a crawling swarm is

65
SpellS
druid Spells druid Spells
(Transmute Metal to Wood) (Turn Wood)

limited to movement of 12 ft/ round. In either case, the insects instantly from one plant to another through the mystic oneness
automatically inflict 2 hp damage per round against their target, that joins all life forms. The spell operates in much the same
and the unfortunate victim will be so thickly covered as to be fashion as pass plant, but with an unlimited range.
incapable of any action, including movement. The druid may
When the spell is cast, the druid simply steps into a large plant
redirect the swarm to attack another opponent, but the com-
of any kind and disappears into it. He or she may remain in
mand will cause 1 round of confusion within the swarm as it
the first plant for up to 24 hours, but at any time he or she may
reorients itself toward the new target.
step forth from another plant of the same species in another
location. The druid may know of a specific plant from which he
transmute metal to Wood or she wants to emerge, or may simply specify a distance and
Druidic Transmutation/ Alteration
a direction. If the druid does not know of a specific destina-
level: Druid 7 tion plant, his or her arrival may be off by 1d% miles from the
Range: 80 ft desired point of arrival, at the GM’s discretion.
duration: Instantaneous (permanent)
area of effect: One metal object tree
components: V,S,M Druidic Transmutation/ Alteration
casting time: 9 segments
level: Druid 3
Saving throw: See below
Range: Caster
Using this spell, the druid may select a single object of metal duration: 6 turns + 1 turn/ caster level
and change its substance to wood. The spell affects up to 8 lbs area of effect: Caster
of metal per caster level. The item is not entitled to a saving components: V,S,M
throw, but magic items have a flat 90% chance of being unaf- casting time: 5 segments
fected by the spell. Saving throw: None
Casting this spell causes the druid’s shape to melt and twist
transmute Rock to mud (Reversible) into that of a tree, its general appearance determined by the
Druidic Transmutation/ Alteration
caster. The spell is neither an illusion nor a charm: the druid
level: Druid 5 is, for all intents and purposes, a tree. However, in tree shape
Range: 160 ft the druid retains human senses and will be fully aware of his or
duration: See below her surroundings. The druid may shift back into human shape
area of effect: 20 ft cube/ caster level at will, thereby ending the spell. Magical detections will reveal
components: V,S,M the druid’s true form, but ordinary inspections, no matter how
casting time: 7 segments minute, will not.
Saving throw: None
This spell transforms solid rock into mud, the volume trans-
trip
Druidic Enchantment/ Charm
formed being proportionate to the caster’s level. Any volume
of mud will sink until its depth is equal to about one half the level: Druid 2
pool’s diameter. If this spell is cast upon a ceiling, the result- Range: Touch
ing volume of mud will immediately collapse, possibly trap- duration: 1 turn/ caster level
ping or suffocating those caught beneath. Similarly, if a floor area of effect: One object, up to 10 ft length
is turned to mud, creatures standing in the area will sink and components: V,S,M
may be trapped. If dispel magic is cast upon the mud before casting time: 4 segments
it eventually dries into dirt, the mud will return to stone, but Saving throw: Negates
in the shape and location of the mud (i.e., a collapsed ceiling
This spell turns an appropriate object into a magical trap of
will not return to its original place; it will be frozen back into
sorts. The object rises from the ground and trips any creature
stone where it collapsed). The spell’s reverse transforms mud
crossing over it, even if they are aware of it (saving throw vs
into sandstone or a similar sedimentary rock.
spells—unlisted category, +4 if aware of the object). The ob-
ject is 80% undetectable and will affect even the caster. The
transport via plants trap causes falls to be much worse than normal: a running
Druidic Transmutation/ Alteration
creature will suffer 1d6 points of damage and be stunned for
level: Druid 6 1d4+1 rounds, or will merely be stunned if they fall onto a soft
Range: Touch surface such as grass. Creatures larger than size M are not af-
duration: See below fected by the spell.
area of effect: See below
components: V,S turn Wood
casting time: 3 segments Druidic Transmutation/ Alteration
Saving throw: None
level: Druid 6
The mystic oneness of all nature is a principal tenet of many Range: 0
druidic sects, and it sees practical use in the transport via plants duration: 4 rounds/ caster level
spell. Upon casting this spell, the druid may travel almost area of effect: 120 ft wide path, 20 ft long/ caster level

66
SpellS
druid Spells druid Spells
(Wall of Fire) (Weather Summoning)

components: V,S,M the spell is cast, and if this is the case it will take damage imme-
casting time: 8 segments diately and must fight through (taking damage a second time) to
Saving throw: None gain enough freedom of motion to chop at the thorns. It takes
four turns to cut through a 40 ft thickness of a wall of thorns.
At the completion of this spell, the druid holds his or her palm
outstretched, and with the final word of the spell a tremendous Normal fire has no effect upon a wall of thorns, but magical
burst of power rolls forth, forcing back all wooden objects. fire can ignite the entire growth, creating a wall of fire (as per
Even very large wooden structures that are not affixed to the the spell) that burns away to nothing in two turns.
ground will be affected, although objects fixed to the ground
will manage to withstand the spell’s awesome power. A sapling- Warp Wood
sized or smaller piece of wood will splinter and break even if it Druidic Transmutation/ Alteration
is firmly affixed. The druid need not concentrate on maintain-
ing the waves of force and cannot change the direction of the level: Druid 2
flow of eldritch power once it is set. Range: 10 ft/ caster level
duration: Instantaneous (permanent)
area of effect: See below
Wall of fire components: V,S,M
Druidic Evocation
casting time: 4 segments
level: Druid 5 Saving throw: None
Range: 80 ft (wall) or caster (ring)
This spell permanently warps wood and may be used to destroy
duration: See below
arrows, spears, doors, etc. The druid may affect a volume of
area of effect: See below
wood roughly fifteen inches long by one inch thick per caster
components: V,S,M
level, about the volume of an axe handle. Multiple items may
casting time: 7 segments
be affected; four arrows have about the same volume as an axe
Saving throw: None
handle. A fifth-level druid could effectively destroy a normal
One of the more dramatic examples of druidic magic is the door with this spell.
wall of fire spell, by which the druid calls up a blazing inferno
of flame in the shape of a wall. One side of the conflagration Water Breathing (Reversible)
emits the searing heat one would expect, but the other side Druidic Transmutation/ Alteration
emits merely a gentle warmth. Passing through the flames in-
flicts 4d4 damage plus 1/ caster level. Creatures as far as ten ft level: Druid 3
from the hot side of the wall incur 2d4 hit points of damage, Range: Touch
and even creatures as far as 20 ft from the fire are burned for duration: 6 turns/ level
1d4 points of damage. Undead creatures suffer worse from the area of effect: One creature
power of this druidic magic, taking twice the ordinary damage components: V,S,M
the wall would inflict. casting time: 5 segments
Saving throw: None
The wall persists for as long as the druid concentrates upon
it, or, if the druid does not choose to maintain concentration, This spell grants the ability to breathe underwater while the
will remain for 1 round/ caster level. The druid may evoke a spell lasts. The reverse of the spell allows a water-breathing
wall of fire in one of two shapes: a wall or a ring. The size of creature to breathe in the air.
a straight wall is up to one 20 ft square per caster level. A ring
has a radius of up to five ft per caster level (with the caster in Weather Summoning
the centre) and is 20 ft high. If the druid manifests the spell Druidic Conjuration/ Summoning
as a wall, the effect is stationary. The ring-shaped wall moves level: Druid 6
with the caster. Range: 0
duration: See below
Wall of thorns area of effect: See below
Druidic Conjuration/ Summoning components: V,S,M
level: Druid 6 casting time: 1 turn
Range: 80 ft Saving throw: None
duration: 1 turn/ level The area of effect of this spell is d% square miles, but except
area of effect: 100 ft cube/ caster level as noted above, the spell is similar to the clerical spell control
components: V,S weather, allowing the druid to affect, but not direct, existing
casting time: 8 segments weather conditions.
Saving throw: None
When the druid casts this spell, a tangled wall of briar vines
erupts from the ground, bristling with sharp, deadly thorns.
Running into or attempting to force a way through the thorns
will cause 8 hp damage, plus 1 hp for every point of armour
class. A creature may be caught within the wall of thorns when

67
SpellS
magic User Spells magic User Spells
(Affect Normal Fires) (Antipathy/Sympathy)

maGIc USeR SpellS area of effect: See below


components: V,S,M
Unlike clerical and druidic spells, magic user spells (also known casting time: 5 rounds
as Arcane spells in the OSRIC system) do not require a holy Saving throw: None
symbol or mistletoe as material components. Other than as noted above, this spell is identical to the clerical
spell animate dead.
affect normal fires
Arcane Transmutation/ Alteration
anti-magic Shell
level: Magic user 1 Arcane Abjuration
Range: 5 ft/ caster level level: Magic user 6
duration: 1 round/ caster level Range: Caster
area of effect: 1½ ft radius fire duration: 1 turn/ level
components: V,S area of effect: 5 ft radius/ level globe
casting time: 1 segment components: V,S
Saving throw: None casting time: 1 segment
With arcane words and gestures, the magic user may command Saving throw: None
small fires, up to a limit of 1½ ft in radius, to grow smaller or An anti-magic shell is a bubble of space around the magic
larger. Any fire within the spell’s size limitations may be made user that completely prevents all magic from operating within
as small as a candle flame or turned into a bonfire up to 3 ft its confines. Spell effects do not enter or function within the
in diameter. An affected fire only consumes fuel appropriate shell, providing the caster with complete protection from gaze
to its new size, but will continue to radiate the same heat as a attacks, hostile spells, and even the entrance of conjured or
fire of its original size. summoned creatures into his or her vicinity. The drawback of
an anti-magic shell, of course, is that the caster him- or herself
airy Water cannot cast spells or avail him- or herself of magic items while
Arcane Transmutation/ Alteration inside. Magic weapons, armour, and the like do not gain their
level: Magic user 5 bonuses or abilities while inside the shell, but would still func-
Range: Caster tion as non-magical weapons or armour.
duration: 1 turn/ level
area of effect:
10 ft radius sphere or 20 ft radius antipathy/Sympathy
hemisphere Arcane Enchantment/ Charm
components: V,S,M level: Magic user 8
casting time: 5 segments Range: 30 ft
Saving throw: None duration: 12 turns/ level
This spell transforms water or other non-magical liquids into a area of effect: Area 10 ft cube/ level, or a single object.
bubble of air in the area surrounding the caster. The bubble has components: V,S,M
the same density as water and will not support the magic user casting time: 6 turns
in the water; he or she will sink or float as normal, surrounded Saving throw: See below
by the bubble’s atmosphere. The oxygen content of the air in This spell affects an area or an object with a magical aura that
the bubble does not run out until the spell expires. repels or attracts a certain, specified type of being. Either a race
of creature or an alignment must be specified. Note that if the
animal Growth (Reversible) spell is cast upon an object rather than an area, the targeted
Arcane Transmutation/ Alteration type of creature will have a penalty of –2 on the saving throw.
level: Magic user 5 If the magic user creates an antipathy for the area or object,
Range: 60 ft the targeted creature type will feel an intense desire to stay
duration: 1 round/ level away from it. A saving throw applies, permitting the creature
area of effect: Up to 8 animals in a 20 ft square area to remain, or to touch the object, but even if the saving throw
components: V,S is successful the creature will feel extremely uncomfortable in
casting time: 5 segments its presence. Creatures that are able to remain in the area or
Saving throw: None near the object will begin to lose 1 point of dexterity per round
(maximum 4 points) from discomfort.
Other than as noted above, this spell is identical to the druidic
spell animal growth. If the magic user creates sympathy for an object or area, on the
other hand, the targeted creature type will feel attracted to the
area or object, pleased to remain in the vicinity, or covetous
animate dead
Arcane Necromancy
of the “precious” item. If the creature does not make a saving
throw, it will do whatever is in its power to stay in contact with
level: Magic user 5 the area or the enchanted object.
Range: 10 ft
duration: Permanent

68
SpellS
magic User Spells magic User Spells
(Astral Spell) (Cacodemon)

astral Spell sudden change of location prevents any direct attacks upon
Arcane Evocation him or her. The caster may only be attacked directly if the at-
tack is made before the blink takes place. If the caster teleports
level: Magic user 9
both from and into an area which is affected by an area of
Range: Touch
effect spell, he will suffer its effects. The constant changes of
duration: See below
location take a toll upon the caster, who has a 25% chance of
area of effect: See below
failing at attempts to cast spells, use most magic items, or take
components: V,S
any action beyond making physical attacks.
casting time: 9 segments
Saving throw: None
Burning hands
Other than as described above, this spell is identical to the Arcane Transmutation/ Alteration
clerical spell of the same name.
level: Magic user 1
Range: Caster
audible Glamour duration: 1 round
Arcane Illusion/Phantasm
area of effect: Fan of flame 3 ft long in a 120-degree arc
level: Magic user 2 components: V,S
Range: 60 ft + 10 ft/ level casting time: 1 segment
duration: 2 rounds/ level Saving throw: None
area of effect: Hearing distance from targeted point
While casting this spell, the magic user touches his or her
components: V,M
thumbs together, and a sheet of flame explodes from his or
casting time: 2 segments
her fingers to burn opponents within the spell’s short (3 ft)
Saving throw: See below
range. The flames inflict 1 hp of damage per caster level (no
This spell is, as its name suggests, the creation of illusory saving throw applies). Any combustible items caught in the
sounds. The caster designates a focal point for the spell, which sheet of flame must pass a saving throw against normal fire
must, of course, be within the spell’s range. The focal point or be destroyed.
can be moved by the caster at will until the spell’s duration
expires. The spell can create any type of sound, but the maxi- cacodemon
mum volume of the noise depends upon the caster’s level. A Arcane Conjuration/ Summoning
third level caster can produce the noise of 4 people shouting
level: Magic user 7
(or acting more quietly). Each additional caster level allows the
Range: 10 ft
caster to add the sound of four more people into the illusion.
duration: See below
As a benchmark, the sound of an explosion or landslide would
area of effect: One summoned creature
require a caster level of approximately 8th. Listeners are only
components: V,S,M
entitled to saving throws if they have cause to doubt the ap-
casting time: 5 hours
parent sounds. Players must state such disbelief, while the GM
Saving throw: See below
will make such determinations for monsters and NPCs based
on the plausibility of the audible glamour. This spell summons a demon or other fiend (such as a devil)
from the lower planes of existence into the material planes. In
Blink order to cast the spell, the caster must know the fiend’s true
Arcane Transmutation/ Alteration name, but such information is often contained in forbidden
tomes of lost lore. The spell cannot summon the lesser sorts of
level: Magic user 3 demons that have no personal names, nor is it powerful enough
Range: Caster to summon members of the demonic or diabolical nobility. The
duration: 1 round/ level spell provides no protection whatsoever against the wrath of
area of effect: Caster the summoned creature—and make no mistake, the summoned
components: V,S creature will be extremely resentful of the caster’s temerity.
casting time: 1 segment
Saving throw: None In general, this spell is cast only with multiple protections
against the summoned fiend, such as a pentacle to contain
This spell is a weak and rather unreliable form of one of the the demon and a magic circle to protect the magic user. The
true mage’s most powerful capabilities: teleportation magic. exact nature of any discussions or negotiations with creatures
For the duration of the spell, the magic user teleports 2 ft in a of the nether planes is, of course, a matter to be handled in
random direction once per round. The segment in which the the course of the game, with the GM deciding what the fiend
magic user disappears and reappears is determined on 2d4, is thinking and how it acts.
while the compass direction is rolled on a d8. If the direction
roll would result in the caster being teleported into a solid It is treacherous in the extreme to deal with demons, for they
object, the caster will blink a second time, for a distance of no are intelligent and ruthless. They are not, however, unreliable;
more than 10 ft. If this second blink also results in the caster since the caster knows the fiend’s true name, it is compelled
occupying a solid object, the spell will end, marooning the to abide by any agreements it might make, although it might
caster in the æthereal plane of existence. During and after the be able to twist the spirit of the agreement while still abiding
segment in which the teleportation occurs, the magic user’s to the letter of it.

69
SpellS
magic User Spells magic User Spells
(Charm Monster) (Clairvoyance)

Certain spells (spirit-rack or trap the soul, for example) can be 15-16 one saving throw/ week
(and often are) used to strengthen the magic user’s hand in 13-14 one saving throw/ 2 weeks
any negotiations with a demon. 10-12 one saving throw/ 3 weeks
7-9 one saving throw/ month
charm monster 4-6 one saving throw/ 2 months
Arcane Enchantment/ Charm
3 or less one saving throw/ 3 months
level: Magic user 4
Range: 60 ft The charm will be broken automatically if the magic user obvi-
duration: See below ously tries to harm the charmed creature.
area of effect: See below
components: V,S charm plants
casting time: 4 segments Arcane Enchantment/ Charm
Saving throw: Negates
level: Magic user 7
This spell operates as charm person does, but can affect any Range: 30 ft
living creature; possibly more than one, depending on the duration: Permanent
monsters’ level value. See the chart below: area of effect: 30 x 10 ft
components: V,S,M
level value of chance/ week to break casting time: 1 turn
monsters number affected enchantment Saving throw: Negates
Level 1 2d4 5% This spell grants the magic user the ability to communicate with
Level 2 1d4 10% (for a period of 1 turn) and command plants (the obedience is
Level 3 1d2 15% permanent) in the spell’s area of effect. No unusual abilities are
Level 4 1 25% granted to the plants; they have no additional capabilities be-
Level 5 1 35% yond those they had before the spell was cast. Only intelligent
Level 6 1 45% plants are entitled to a saving throw, but at a penalty of –4.
Level 7 1 60%
Level 8 1 75% clairaudience
Arcane Divination
Level 9+ 1 90%
level: Magic user 3
Range: See below
charm person duration: 1 round/ level
Arcane Enchantment/ Charm area of effect: See below
level: Magic user 1 components: V,S,M
Range: 120 ft casting time: 3 segments
duration: See below Saving throw: None
area of effect: One person Clairaudience allows the caster to eavesdrop magically upon
components: V,S a particular location. There is no effective limit to the spell’s
casting time: 1 segment range, but the location must either be familiar to the caster or
Saving throw: Negates be obvious, such as the top floor inside a tower the caster can
The powerful enchantment woven by this spell will affect any see, or just beyond a dungeon door. The spell cannot penetrate
“person,” meaning character races (but note that elves are 90% metal; sheets of any type of metal between the caster and the
resistant), and humanoids (as defined in Chapter V) up to a target area will prevent the magic user from being able to scry
ceiling of one hit die of charmed creatures per character level upon the area. The caster will be able to hear sounds in a 6 ft
at any one time. If the target creature fails a saving throw, it will radius of the spell’s focal point. The spell cannot be used to
view the magic user as a trusted friend, interpreting his or her scry across planes of existence; it is limited to locations in the
every word in its most positive light. same plane in which it is cast.

Charmed creatures will place themselves into moderate dan- clairvoyance


ger, including combat, on the caster’s behalf, but will not un- Arcane Divination
dertake risks beyond those the creature might ordinarily take.
The magic user must be able to talk to the charmed creature if level: Magic user 3
he or she is to give it any sort of complex “request.” Charmed Range: See below
creatures are allowed periodic saving throws to break the duration: 1 round/ level
charm, based on intelligence: area of effect: See below
components: V,S,M
19+ one saving throw/ day casting time: 3 segments
18 one saving throw/ 2 days Saving throw: None
17 one saving throw/ 3 days

70
SpellS
magic User Spells magic User Spells
(Clenched Fist) (Comprehend Languages )

Clairvoyance, together with clairaudience, is one of the classic a clone. If a clone and its original exist simultaneously, the
“scrying” spells—spells that allow the caster to extend his or magical flux of such a situation can drive either or both of them
her perception and senses far into the distance to spy upon insane. Each will seek to destroy the other with an uncontrol-
enemies and scout locations. Clairvoyance is a means of seeing lable sense that something is horribly wrong while both exist.
events in a distant location. There is no effective limit to the
If the situation persists, the clone is 70% likely to go insane, a
spell’s range, but the location must either be familiar to the
20% chance that the original will go insane, and a 5% chance
caster or be obvious, such as the top floor inside a tower the
that both will become insane, with a 5% chance that both will
caster can see, or just beyond a dungeon door.
somehow accept that they co-exist.
The spell cannot penetrate metal; sheets of any type of metal
It takes 2d4 months for the caster to grow the clone in his
between the caster and the target area will prevent the magic
vats before it becomes a true duplicate of the original. If the
user from being able to scry upon the area. The caster will be
process of vat-growth is interrupted prematurely, the clone
able to hear sounds in a 10 ft radius of the spell’s focal point
will be utterly insane, hating all living things, and may become
even if the area is dark. If the area is not dark, the caster will
psychotic.
be able to see as if he or she were standing at the spell’s focal
point, for a normal distance but in all directions at once (for
the vision is in his or her mind’s eye). cloudkill
Arcane Evocation
The spell cannot be used to scry across planes of existence; it
is limited to locations in the same plane in which it is cast. level: Magic user 5
Range: 10 ft
duration: 1 round/ level
clenched fist area of effect: Cloud 40 ft wide, 20 ft high, 20 ft deep
Arcane Evocation
components: V,S
level: Magic user 8 casting time: 5 segments
Range: 5 ft/ level Saving throw: See below
duration: 1 round/ level
This spell calls into being a poisonous cloud of roiling vapour,
area of effect: Enchanted hand
heavier than air, which moves along the ground (or into holes)
components: V,S,M
at a movement rate of 10 ft/ round. The eldritch poison of the
casting time: 8 segments
cloud is so virulent that it kills creatures of fewer than 4+1 HD
Saving throw: None
instantly, with no saving throw. Creatures with 4+1 HD up to
As with the other hand spells, clenched fist evokes a magical 5+1 HD are allowed a saving throw at –4, and creatures of 5+2
hand, but in this case the hand is always at least as large as up to 6 HD must make a normal saving throw. Failure on the
a giant’s and is curled into a fist rather than held open. The saving throw means that the victim dies. The spell is affected
clenched fist strikes one of the magic user’s enemies per normally by winds, although it magically avoids rolling back
round, never missing, for so long as the caster concentrates over the caster under any circumstances. It is dispersed in 4
upon it. No other activity is possible while concentrating, and rounds by a strong wind, and by thick growths of vegetation
breaking the caster’s concentration ends the spell. The fist rolls if it rolls through these for a distance of 20 ft.
a d20 to determine damage (it hits automatically): on a roll of
1-12, the fist deals 1d6 hp of damage; on a 13-15, it deals 2d6 hit comprehend languages (Reversible)
points, on a roll of 16-19 it deals 3d6 hit points and stuns the Arcane Transmutation/ Alteration
opponent for one round, and on a roll of 20+ it deals 4d6 hit
points and stuns the opponent for 3 rounds. If the opponent level: Magic user 1
has already been stunned, the d20 roll receives a +4 bonus. As Range: Caster
with the other hand spells, the hand has as many hit points as duration: 5 rounds/ caster level
the caster’s full hit points. area of effect: One written object or one creature
components: V,S,M
casting time: 1 round
clone Saving throw: None
Arcane Necromancy
This spell allows the magic user to decipher a written language
level: Magic user 8
(including pictographs, but not including magical script), or to
Range: Touch
understand the speech of another creature. The spell does not
duration: Instantaneous
permit the magic user to understand the “speech” of animals;
area of effect: One clone
only true, spoken languages can be understood. The caster
components: V,S,M
gains no ability to speak or write the language, only to compre-
casting time: 1 turn (See below)
hend meaning. The spell’s reverse makes a particular creature
Saving throw: None
or piece of writing indecipherable, or may be used to cancel
This eerie spell creates a true, living duplicate of a creature, the effects of a comprehend languages spell.
grown in a vat in the magic user’s laboratory and matured
rapidly to adulthood. The clone has the level, the experience
points, and the memories of the original person as of the time
a piece of that person was obtained for the purpose of making

71
SpellS
magic User Spells magic User Spells
(Cone of Cold) (Contact Other Plane)

cone of cold By means of this spell, the magic user calls an elemental be-
Arcane Evocation ing from the plane of air, fire, earth or water to do his or her
bidding. The particular form of elemental to be summoned is
level: Magic user 5
a part of the spell’s incantation, so the magic user must memo-
Range: 0
rise the spell for a particular element. The magic user exerts
duration: Instantaneous
control over the elemental by concentrating upon it, and if his
area of effect:
Cone 5 ft long per level, 1 ft radius at base
or her concentration is broken by being damaged or grabbed,
per level
he or she will lose control of the elemental. The magic user’s
components: V,S,M
ability to control the elemental is limited to 30 ft. There is a 1 in
casting time: 5 segments
20 chance per round after the second round that the elemental
Saving throw: Half
will break free of the magic user’s control even if the magic
A cone of cold is a blast of magical cold originating from the user is concentrating upon maintaining it.
caster’s outstretched hand. The cone inflicts 1d4+1 hit points If the elemental breaks free of the magic user’s control or if the
per level of the caster. All unprotected items in the area of ef- magic user ceases to concentrate upon it, it will seek to attack
fect may be destroyed if they fail item saving throws. the magic user as soon as it can finish any combat in which it
is involved. A magic user can, of course, avail him- or herself
confusion of protections against an elemental such as the use of a magic
Arcane Enchantment/ Charm circle or a protection from evil spell.
level: Magic user 4 The material component for this spell is a large quantity of the
Range: 120 ft appropriate elemental substance.
duration: 2 rounds + 1 round/ level
area of effect: Up to 60 x 60 ft
components: V,S,M
contact Other plane
Arcane Divination
casting time: 4 segments
Saving throw: See below level: Magic user 5
Range: Caster
This spell affects a base number of 2-16 creatures, but is oth-
duration: See below
erwise identical to the druidic spell of the same name except
area of effect: Caster
as noted in the summary information above.
components: V
casting time: 1 turn
conjure elemental Saving throw: None
Arcane Conjuration/ Summoning
The caster divorces his or her mind from the rational reality of
level: Magic user 5 the material plane, accepting the fundamental contradictions
Range: 60 ft of extra-planar realities, and making contact with the powers
duration: 1 turn/ level of the beyond. By means of this contact, he or she can query
area of effect: Elemental creature the powers and gain “yes or no” answers to the questions he or
components: V,S,M she poses. One question may be asked per 2 caster levels. The
casting time: 1 turn caster decides how deeply he or she wishes to probe into the
Saving throw: None realities beyond the material (unless he or she chooses to con-
tact an elemental plane for information about that plane).
The difficulty of the mental task is measured in terms of how
many fundamental contradictions of reality the caster can as-
similate and simultaneously juggle in his or her mind. The price
of failure is insanity. Contacting an elemental plane provides a
90% chance that the being contacted will have the knowledge
the magic user seeks, if the magic user is asking about the
particular elemental plane.
There is a 25% chance that the being will tell a lie, or that the
information will be couched in such inherently contradictory
language that it cannot be understood. If the magic user seeks
information about the material plane or non-elemental planes,
he or she must delve into the fundamental contradictions of
extra-planar metaphysics, described on the following table;

72
SpellS
magic User Spells magic User Spells
(Continual Light) (Death Spell)

likelihood components: V,S,M


number of likelihood that that the chance of casting time: 9 segments
fundamental the knowledge interpretation insanity Saving throw: None
metaphysical is available at of the (reduced by
contradictions this level of information 5% per point This spell calls into existence a large, floating hand much like
(selected by the metaphysical gleans the of intelligence that summoned by the other hand spells. The crushing hand
caster) abstraction wrong result over 15) attacks any foe the caster directs, grabbing it and squeezing
1 60% 35% 5%
with great power. Damage increases as the hand continues to
constrict, doing 1d10 points of damage in the first round, 2d10
2 65% 33% 10%
points of damage in the second and third round, and 4d10
3 70% 30% 15%
points of damage per round thereafter. As with the other hand
4 75% 27% 20%
spells, the hand has as many hit points as its caster. The caster
5 80% 25% 25% cannot engage in any other activity while directing the hand.
6 85% 22% 30%
7 90% 19% 35%
dancing lights
8 95% 15% 40% Arcane Transmutation/ Alteration
9 98% 10% 50%
level: Magic user 1
Range: 40 ft + 10 ft/ caster level
If the caster is driven insane by what he or she finds or by sim- duration: 2 rounds/ caster level
ple cognitive breakdown, the insanity will last 1-10 weeks, and area of effect: See below
there is a 1% chance that the caster will die or commit suicide components: V,S,M
at the end of this period if it is not removed (by a remove curse casting time: 1 segment
spell, wish, etc.). Saving throw: None

continual light This spell creates small lights at a chosen distance, under the
Arcane Transmutation/ Alteration caster’s control. The magic user may create 1-4 (at his or her
option) torch-like lights, 1-4 (at his or her option) spherical
level: Magic user 2 lights, or a single, faintly human-like glow. The lights move at the
Range: 60 ft caster’s mental command, without any particular concentration
duration: Permanent required. If the magic user allows the lights to move beyond the
area of effect: 60 ft radius sphere spell’s range, the lights will disappear and the spell will end.
components: V,S
casting time: 2 segments darkness, 15 ft Radius
Saving throw: See below Arcane Transmutation/ Alteration
This spell brings into being a bright, magical illumination al- level: Magic user 2
most sufficient to rival the light of day. In all respects, the spell Range: 10 ft/ level
is identical to the first level cleric spell light, but its effects duration: 1 turn + 1 round/ level
are permanent until dispelled. The light cast is greater than area of effect: 15 ft radius sphere
that produced by a light spell, extending 60 ft into the dark- components: V,M
ness. The magic user spell cannot be used to create continual casting time: 2 segments
darkness. Saving throw: See below

control Weather This spell creates an area of utter lightlessness, a magical dark-
Arcane Transmutation/ Alteration ness that prevents all natural vision, even infravision. The spell’s
effect is neutralised by (and neutralises) the counteracting ef-
level: Magic user 6 fect of a light or continual light spell.
Range: 0
duration: 4d6 hours death Spell
area of effect: 4d4 square miles Arcane Necromancy
components: V,S,M
casting time: 1 turn level: Magic user 6
Saving throw: None Range: 10 ft/ level
duration: Instantaneous
Except as may be noted above, this spell is identical to the area of effect: 5 x 5 ft/ level
clerical spell control weather. components: V,S,M
casting time: 6 segments
crushing hand Saving throw: None
Arcane Evocation
Within its limit as to hit dice, this spell slays living creatures in
level: Magic user 9 the area of effect. Creatures of 9 or higher hit dice are not af-
Range: 5 ft/ level fected. The spell kills 4d20 “points” worth of creatures, where
duration: 1 round/ level (for the purposes of this spell) any creature of fewer than 2 HD
area of effect: See below counts as one point, creatures of 2 to less than 4 HD count as 4

73
SpellS
magic User Spells magic User Spells
(Delayed Blast Fireball) (Dimension Door)

points, creatures of 4 to less than 7 HD count as 8 points, and area of effect: Path 10 ft wide, 60 ft long
creatures from 7 to less than 9 HD count as 10 points. Creatures components: V,S
of the lowest hit dice die first, and fractional “kills” (where in- casting time: 1 segment
sufficient points remain completely to slay the creature) have Saving throw: None
no effect. Material components for the spell cost 1,000 gp.
Other than as noted above, this spell functions in the same
manner as the clerical spell detect magic.
delayed Blast fireball
Arcane Evocation
dig
level: Magic user 7 Arcane Evocation
Range: 100 ft + 10 ft/ level
level: Magic user 4
duration: See below
Range: 30 ft
area of effect: 20 ft radius sphere
duration: 1 round/ level
components: V,S,M
area of effect: 5 ft cube/ level
casting time: 7 segments
components: V,S,M
Saving throw: Half
casting time: 4 segments
A delayed blast fireball is somewhat more powerful than a nor- Saving throw: None
mal fireball (+1 damage on each die). At the time of casting, the
This spell causes dirt to begin piling out from the ground, dig-
magic user states an amount of time, from 1 segment (6 sec-
ging a hole with tremendous speed. The excavation proceeds
onds) to 5 rounds (5 minutes), and the fireball will not explode
at a rate of one 5 x 5 ft cube per round, as earth boils out of the
until that time is reached. Otherwise, except as noted above,
area the caster directs, landing to the edges of the pit. If the
the spell functions as per the description of the fireball spell.
spell is cast directly beneath a creature, the creature will fall
in without any possibility of a saving throw. Creatures at the
detect evil (Reversible) edge of the pit have some likelihood of falling in; they must
Arcane Divination
roll lower than their dexterity score on a d20 to avoid sliding
level: Magic user 2 into the sudden maelstrom of moving earth. A creature moving
Range: Caster toward the pit during the first round in which digging begins
duration: 5 rounds/ level must make a saving throw vs spells (unlisted categories) or fall
area of effect: Path 10 ft wide, 60 ft long into the hole. The spell can be used to excavate in dirt, sand,
components: V,S or mud. Note that if the pit is taken deeper than 5 ft, there is a
casting time: 2 segments chance that it will collapse in on itself (roughly 25%, adjusted
Saving throw: None by the GM for the type of material being dug).

This spell allows the magic user to detect emanations of evil


(or good, in the case of the spell’s reverse) within the spell’s
dimension door
Arcane Transmutation/ Alteration
area of effect, a beam-like pathway. The spell detects evil, not
danger, so it will be useless to discover such things as a mind- level: Magic user 4
less trap or a poisoned wineglass. Neither will it detect a cursed Range: Caster
item unless the nature of the curse is such that the cursed item duration: See below
becomes inherently evil. area of effect: Caster
components: V
detect Invisibility casting time: 1 segment
Arcane Divination Saving throw: None
level: Magic user 2 Dimension door is a weak form of teleportation, more control-
Range: Caster lable than blink, but severely limited in range. The teleporta-
duration: 5 rounds/ level tion is limited to 30 ft per caster level. Unlike blink, a dimension
area of effect: Path 10 ft wide, 10 ft long/ level door spell operates with perfect accuracy, either to a place
components: V,S,M the caster can see or clearly visualize, or in response to direc-
casting time: 2 segments tions (example: “120 ft forward and 30 ft to the right”). If the
Saving throw: None caster’s directions land him or her inside a solid object, he
or she is stunned and trapped in the astral plane, held in a
This spell allows the caster to see that which is invisible or hid- sort of suspended animation for eternity unless rescued. The
den, and also to perceive the astral and æthereal planes. spell is subject to a maximum weight limit of 500 lbs of addi-
The spell’s sight is limited to the stated range of 10 ft/ caster level. tional weight, with each lb of living matter counting for twice
its actual weight. Recovery from the experience of this form
detect magic of teleportation is not immediate, although it is quite rapid.
Arcane Divination The caster cannot act for a period of 6 segments following
the transition.
level: Magic user 1
Range: Caster
duration: 2 rounds/ caster level

74
SpellS
magic User Spells magic User Spells
(Disintegrate) (Enchant an Item)

disintegrate duo-dimension
Arcane Transmutation/ Alteration Arcane Transmutation/ Alteration

level: Magic user 6 level: Magic user 7


Range: 5 ft/ level Range: Caster
duration: Instantaneous duration: 3 rounds + 1/ level
area of effect: See below area of effect: Caster
components: V,S,M components: V,S,M
casting time: 6 segments casting time: 7 segments
Saving throw: Negates Saving throw: None
This spell disintegrates matter of any kind: animal, vegetable, By means of this spell, the caster reduces him- or herself to
or mineral. Matter of a magical nature will also be destroyed, a two-dimensional sheet with no third dimension. He or she
although evocations of magic force (such as a wall of force, can fit through the thinnest of spaces provided they are large
globe of invulnerability, or shield ) are not affected (not being enough to accommodate his or her remaining two dimen-
matter). An entire creature, or an area of non-living matter up sions—he or she cannot bend down while two-dimensional.
to 10 x 10 ft/level, will be utterly obliterated by this powerful Moreover, he or she can become invisible by the simple expe-
spell. The spell cannot be used to destroy both living and non- dient of turning sideways. While two-dimensional, the caster
living matter; once it hits its first target it will take effect upon can move, cast spells, and otherwise act normally. If attacked
that matter and not pass beyond. from the front or back, however, he or she takes three times
normal damage. Casting the spell requires expensive material
dispel magic components of (1d4+4)x1,000 gp in value.
Arcane Abjuration

level: Magic user 3


enchant an Item
Arcane Conjuration/ Summoning
Range: 120 ft
duration: Permanent level: Magic user 6
area of effect: 30 ft cube Range: Touch
components: V,S duration: See below
casting time: 3 segments area of effect: One item
Saving throw: None components: V,S,M
casting time: 1d8+2 days
Except as noted above, this spell is identical to the clerical spell
Saving throw: See below
dispel magic.
This spell is the culminating moment involved in the creation
distance distortion of a true magic item, when the item is actually infused with
Arcane Transmutation/ Alteration the magic properties it has been painstakingly prepared to
hold. Before the spell can actually be cast, the magic user must
level: Magic user 5 engage in considerable time-consuming and meticulous work,
Range: 10 ft/ level or the spell will certainly fail.
duration: 1 turn/ level
area of effect: 100 square ft/ level Firstly, the item itself must be of absolutely the finest quality
components: V,S,M available, in terms of craftsmanship, although it need not nec-
casting time: 6 segments essarily be fancy. In most cases, special components such as
Saving throw: None powders or threads will be incorporated into the item’s con-
struction, costing not less than 100 gp. The casting of the spell
This spell is cast with a summoned earth elemental as its focus. takes 1d8+2 days, with the caster working steadily upon the
The casting of the spell is fascinating to summoned elemen- item for eight hours per day. No other spells may be cast during
tals and is sufficient to maintain the caster’s control over the this period of time, nor can the magic user engage in any other
elemental (although he or she cannot command it to act while meaningful work. When the final words of the spell are spo-
in the process of casting). When the casting is completed, the ken, the item makes a saving throw against spells at the same
earth elemental disperses into the substance of the earth as level as the magic user, but with success on the saving throw
directed, where it creates a dimensional distortion of the spell’s indicating that the spell has succeeded. A natural result of 1 on
area of effect. Travel through the distorted area takes twice as this roll always indicates failure of the spell. At this point, the
long (and seems twice as far) as it should, or seems half as long magic user may begin to infuse the item with enchantments,
and takes half the normal travel time (determined by the caster each of which requires 5d8 hours to complete. Most magic
when casting the spell). The area does radiate magic, slightly, items will require unusual components; dragon scales or blood
and the reality will be perceived by true seeing (although the for a sword with an unusually high bonus against dragons, for
travel time will still be altered even for those who know that the example. The GM will determine exactly what is required for
distance is distorted). Otherwise, the spell is utterly undetect- any particular magic item.
able. Otherwise, the spell is utterly undetectable.
This spell is not permanent unless a permanency spell is cast
upon it; the duration of the enchantment may be for a year or
more without a permanency spell, but the enchantment will
eventually fail if it is not locked in to the item.

75
SpellS
magic User Spells magic User Spells
(Enchanted Weapon ) (Explosive Runes)

enchanted Weapon (Reversible) This spell may be used to erase normal or magical writing from
Arcane Transmutation/ Alteration an area about two pages wide. The base chance to erase a
magical writing is 50% + 2%/ caster level, and the base chance
level: Magic user 4
to erase non-magical writing is 50% + 4%/ caster level.
Range: Touch
duration: 5 rounds/ level Obviously, the main benefit of this spell is that the erasure can
area of effect: See below be made at a distance. The spell does not remove such magi-
components: V,S,M cal rune-traps as symbol, glyph of warding or explosive runes
casting time: 1 turn (exception: the caster may use it to remove such spells if he
Saving throw: None or she originally cast them him- or herself).

eSp
Arcane Divination

level: Magic user 2


Range: Caster
duration: 1 round/ level
area of effect: 5 ft radius/ level, maximum 90 ft
components: V,S,M
With a touch of his or her hand, the magic user creates a weak casting time: 2 segments
and temporary enchantment upon a full-sized weapon, or Saving throw: None
upon two smaller weapons such as arrows, bolts, or daggers.
This spell allows the caster to overhear the surface thoughts
The enchantment lends no bonus to hit, but may be used to
of any thinking being in the spell’s radial area of effect. The
strike creatures that can be hit only with a magical weapon.
caster need not be able to see the creature whose thoughts
When the weapon hits successfully, the enchantment ends.
he is reading; the spell can be used to listen beyond a closed
door. The spell cannot penetrate more than two ft of stone or
enlarge (Reversible) more than two inches of any metal, and it is foiled by even a
Arcane Transmutation/ Alteration thin sheet of lead.
level: Magic user 1
Range: 5 ft/ caster level explosive Runes
duration: 1 turn/ caster level Arcane Transmutation/ Alteration
area of effect: One creature or object
level: Magic user 3
components: V,S,M
Range: Touch
casting time: 1 segment
duration: Permanent until triggered
Saving throw: Negates
area of effect: One object
This spell causes a creature or object to grow in size and components: V,S
weight. The spell increases a creature’s size and weight by 20% casting time: 3 segments
for each level of the caster (to a maximum increase of 200%) or Saving throw: See below
increases an object’s size and weight by 10% per caster level
This spell creates a magical trap in the form of traceries and
(to a maximum increase of 100%). The magic user’s power
sigils placed upon a piece of writing that create a magical deto-
limits the volume of material that he or she can enlarge; the
nation when they are read. It is possible to detect the presence
mage can affect no more than 10 cubic ft of living matter, or 5
of explosive runes without detonating them: a magic user has
cubic ft of non-living matter, per level. A normal sized person
a 5% chance per level to notice their presence, and a thief has
doubled in size will generally have strength of 18, and tripled
a 1% chance per level.
in size would have strength of 20+. The spell’s reverse applies
in the same ratios, but with the effect of reducing the size of When the runes are read, the resulting explosion causes 6d4+6
an object or creature. If the spell is cast on an unwilling recipi- points of damage (half with a successful saving throw) to any
ent, a successful saving throw will negate the spell, but willing creature within a 10 ft radius. The reader of the runes does not
recipients may choose to forgo the save. receive a saving throw. The caster and any other magic user
with whom the caster has made familiar the secret pattern of
erase the runes can read the protected document or tome without
Arcane Transmutation/ Alteration danger, and the caster can erase them at will. Otherwise, only
a dispel magic or similar enchantment will remove the runes
level: Magic user 1 before they are triggered.
Range: 30 ft
duration: Instantaneous Note that the item upon which the runes are scribed, if it is
area of effect: Scroll or two pages of writing not resistant to fire, will undoubtedly be destroyed when the
components: V,S runes detonate.
casting time: 1 segment
Saving throw: See below

76
SpellS
magic User Spells magic User Spells
(Extension I) (Feeblemind)

extension I or exposed by these efforts. In this case, the thief, seeing the
Arcane Transmutation/ Alteration illusion unchanged, will usually conclude that the attempt to
remove the “trap” has failed. Only one false trap may be placed
level: Magic user 4
within a 50 ft radius, and if two items bearing this illusion come
Range: Caster
within 50 ft of each other, both will be dispelled.
duration: See below
area of effect: See below
components: V fear
Arcane Illusion/ Phantasm
casting time: 2 segments
Saving throw: None level: Magic user 4
Range: 0
The arcane words of an extension I spell act to lengthen the
duration: See below
duration of another spell previously cast by the magic user by
area of effect:
Cone, 60 ft long, 5 ft at origin, 30 ft diameter
50%. The previous spell must still be active and may only be
at terminus
of level 1, 2, or 3.
components: V,S,M
casting time: 4 segments
extension II Saving throw: Negates
Arcane Transmutation/ Alteration
This spell causes utter panic in the creatures exposed to the
level: Magic user 5
cone-shaped emanation of phantasmal terror the caster hurls
Range: Caster
forth. If any creature, of any level or hit dice, fails its saving
duration: See below
throw against the spell, it will bolt away from the caster as fast
area of effect: See below
as possible for as many rounds as the caster’s level. There is a
components: V
base 60% chance for a creature to drop whatever it is holding
casting time: 4 segments
(immediately upon failing the saving throw), reduced by 5%
Saving throw: None
per HD or level of the panicked creature.
Except as noted, this spell is identical to the spell extension I,
but may be used to extend by 50% the duration of any spell feather fall
up to and including fourth-level spells. Arcane Transmutation/ Alteration

level: Magic user 1


extension III Range: 10 ft/ caster level
Arcane Transmutation/ Alteration
duration: 1 segment/ caster level
level: Magic user 6 area of effect: 10 cubic ft
Range: Caster components: V,M
duration: See below casting time: Less than 1 segment
area of effect: See below Saving throw: None
components: V
This spell causes creatures or objects in the area of effect to
casting time: 5 segments
fall as slowly and lightly as feathers, at a rate of about 10 ft in
Saving throw: None
six seconds (1 segment). No damage is taken from the distance
This spell functions in the same manner as extension I, but it spent falling under the influence of the spell, but it is worthy of
doubles the duration of spells level 1-3, and extends the dura- note that if the spell’s target has not landed by the time the spell
tion of spells level 4 or 5 by 50%. expires, the fall will resume at normal speed and damage will
be taken for the remaining distance. The magic user can affect
false trap a weight of up to 200 lbs plus another 200 lbs/ caster level. The
Arcane Illusion/Phantasm spell may be used to slow propelled objects such as arrows, but
will not affect sword blows or other non-propelled forces.
level: Magic user 2
Range: Touch feeblemind
duration: Permanent Arcane Enchantment/ Charm
area of effect: One object
components: V,S,M level: Magic user 5
casting time: 3 rounds Range: 10 ft/ level
Saving throw: None duration: Permanent
area of effect: One creature
By means of this spell, the mage weaves an illusion around components: V,S,M
an object, making it appear trapped to any normal inspection casting time: 5 segments
(such as by a thief). Any such examiner has an 80% chance of Saving throw: Negates
finding and believing the false trap. This likelihood decreases
by 3% per level of experience of the thief. Furthermore, if a Except as may be noted above, this spell is identical to the
thief attempts to remove the illusory trap, believing it to be real, druidic spell feeblemind.
there is only a 20% likelihood that the illusion will be dispelled

77
SpellS
magic User Spells magic User Spells
(Feign Death) (Fire Shield)

feign death caster level


Arcane Necromancy
1-2 3-5 6-8 9-11 12-14 15+ familiar
level: Magic user 3 46-55 48-58 52-62 54-65 58-69 60-72 Raven
Range: Touch 56-65 59-69 63-73 66-77 70-81 73-85 Toad
duration: 6 rounds + 1 round/ level 66-75 70-80 74-84 78-89 82-93 86-98 Weasel
area of effect: One creature 76-00 81-00 85-00 90-00 94-00 99-00 None
components: V,S
casting time: 1 segment
Saving throw: None; willing recipient only A special familiar is entitled to a saving throw in order to avoid
the effect of the spell. The type of special familiar to appear
This spell magically slows the recipient’s metabolism into a depends upon the magic user’s alignment:
state so close to death that it is impossible to distinguish the en-
spelled person from a corpse by any means other than magical. Lawful good or Lawful neutral: Brownie
The recipient can hear, smell, and think; the senses of touch Chaotic good, Neutral good, or Neutral: Pseudo-dragon
and sight no longer function. Damage caused to the pseudo- Lawful evil or Neutral evil: Imp
corpse is reduced by one half, and the spell’s recipient will not Chaotic evil or Chaotic Neutral: Quasit
even know that the damage has been caused—potentially a
dangerous situation. A person under the influence of this spell
fire charm
is not subject to level draining by the undead and will not be Arcane Enchantment/ Charm
affected by poisons until the spell wears off or is otherwise
removed; the caster can remove the catalepsy at will, and the level: Magic user 4
spell is subject to being dispelled. Range: 10 ft
duration: 2 rounds/ level
find familiar area of effect: 15 ft radius around fire
Arcane Conjuration/ Summoning components: V,S,M
casting time: 4 segments
level: Magic user 1 Saving throw: Negates
Range: 0
duration: See below This spell transforms an existing fire into a powerful mental
area of effect: 1 mile radius/ caster level snare. Any creature within the spell’s radius who even so much
components: V,S,M as glances at the fire must make a saving throw vs spells or
casting time: 2d12 hours be entranced by the dancing flames. While so entranced, the
Saving throw: See below creature becomes susceptible to the caster’s words, in the same
manner as with a suggestion spell, but with a penalty of –3 to the
Magic users of higher level often summon familiars to assist them saving throw. The enchantment will be broken if the entranced
with various tasks. Indeed, a familiar can also be of consider- creature can no longer see the flames or if it is attacked.
able benefit to a lower level magic user (even increasing others’
estimation of his or her power), but the risks inherent in losing
fire Shield
a familiar can be daunting to a weaker spell caster. To summon a Arcane Evocation
familiar, the magic user must intone the words of the spell over a
well-stocked fire source, sprinkling the flames with expensive in- level: Magic user 4
cense and powders (100 gp in total value). The caster must main- Range: Caster
tain his or her casting for as long as necessary (2d12 hours) until a duration: 2 rounds + 1 round/ level
familiar arrives (or the casting time expires without success). The area of effect: Caster
spell may be attempted only once per year, and the caster has no components: V,S,M
control over the type of animal that will respond. When it arrives, casting time: 4 segments
the familiar is a faithful servant and ally to the caster. Normal fa- Saving throw: None
miliars have 1d3+1 hit points, are AC 7, and are as intelligent as a
Pale flames envelope the caster upon the completion of this
lower-than-average human. When the familiar is within 120 ft of
spell, rendering him or her protection against either fire or
the magic user, the magic user gains additional hit points equal
cold based attacks, depending upon whether the magic user
to the familiar’s. However, if the familiar is ever killed, the magic
elects to wreath him- or herself in cold flame or hot flame. Cold
user permanently loses twice the familiar’s hit points.
flame grants the magic user a +2 bonus on any saving throw
vs fire damage, also guaranteeing half damage (or no damage
caster level against all fire attacks that allow a saving throw for half dam-
1-2 3-5 6-8 9-11 12-14 15+ familiar age) provided the saving throw is successful. If the magic user
01-05 01-05 01-06 01-06 01-07 01-07 Special fails a saving throw against a cold based attack, however, he or
06-25 06-25 07-29 07-29 08-33 08-33 Cat she will suffer twice the normal damage. Hot flame offers the
26-35 26-36 30-40 30-41 34-45 34-46 Hawk converse of the protections afforded by cold flame. Cold based
36-45 37-47 41-51 42-53 46-57 47-59 Owl
attacks receive a bonus of +2 on saving throws and guarantee

78
SpellS
magic User Spells magic User Spells
(Fire Trap) (Fool’s Gold)

that the caster receives only half damage (or none at all) if his flame arrow
or her saving throw is successful against attacks that would Arcane Evocation
cause full or half damage.
level: Magic user 3
Range: Touch
fire trap duration: 1 segment/ level
Arcane Evocation
area of effect: Arrows or bolts
level: Magic user 4 components: V,S,M
Range: Touch casting time: 3 segments
duration: Permanent until triggered Saving throw: None
area of effect: One object
By means of this spell, the magic user may enchant one ar-
components: V,S,M
row per segment, causing it to burst into normal flame. The
casting time: 3 rounds
enchanted arrows have no bonus to hit, and the enchantment
Saving throw: Half
is not powerful enough to hit a creature that can be damaged
This spell enchants any item that can be opened or closed only by magical weapons. Each arrow causes 1 hp of fire dam-
with a magical trap. When the item is opened by any person age in addition to its normal damage. The arrows (or crossbow
other than the caster, magical fire explodes in an area five ft bolts) will burn up in one round, so they must be shot before
in radius around the fire trapped object, causing 1d4 plus the this time.
caster’s level hit points of damage to all creatures in this area. A
successful saving throw indicates half damage. The item upon floating disk
which this spell is cast suffers no damage from the explosion. Arcane Evocation
Detecting a fire trap is extraordinarily difficult; attempts to find
level: Magic user 1
traps are reduced by one-half in efficacy if the trap is a fire trap,
Range: 20 ft
and the trap will detonate if an attempt to remove traps fails.
duration: 3 turns + 1 turn/ level
area of effect: See below
fireball components: V,S,M
Arcane Evocation
casting time: 1 segment
level: Magic user 3 Saving throw: None
Range: 100 ft + 10 ft/ level
This evocation produces an invisible disk about three ft across,
duration: Instantaneous
shaped like a shallow bowl. The disk floats in the air and moves
area of effect: 20 ft radius sphere
in accordance with the caster’s commands (although if it is
components: V,S,M
allowed more than 20 ft from the caster it will disappear). The
casting time: 3 segments
disk cannot move faster than 60 ft per round. A floating disk
Saving throw: Half
can carry up to 100 lbs per level of the caster.
With a pointing gesture at the ending of the incantation, the
magic user causes a massive explosion of magical fire at the fly
target point. The fireball detonates with a low roar, causing Arcane Transmutation/ Alteration
1d6 damage per caster level to all creatures within the area
level: Magic user 3
of effect. Creatures making successful saving throws suffer
Range: Touch
only half the indicated damage. When the magic user casts
duration: 6 turns/ level + 1d6 turns
the spell, a bead of light streaks from his or her pointed finger
area of effect: One creature
to the target area, and if it strikes another object directly in
components: V,S,M
its path the fireball will detonate immediately. The blast fills
casting time: 3 segments
the entire volume of the spell radius, and if it is cast into an
Saving throw: None
enclosed area smaller than the area of effect the flames will
expand from this area until the spell’s full volume has been This spell grants the power of flight with aerial agility level V
reached. The volume of a 20 ft radius sphere is approximately (see Chapter III) to any creature the magic user touches. The
33,500 cubic ft, and there are 1,000 cubic ft in a 10 x 10 x 10 ft base movement rate for flight is 120 ft per round, with the base
area, so in an area with a 10 ft ceiling the fireball will fill ap- speed being doubled when diving, halved when climbing. The
proximately thirty-three 10 x 10 ft squares. Thus, if a fireball GM secretly rolls a 1d6 to determine how much time the spell
explodes in the middle of a corridor 10 ft wide and 10 ft high, will last after the base duration expires.
the blast will extend a staggering 165 ft in both directions. It is
quite possible, particularly in dungeoneering environments, fool’s Gold
for the magic user to be caught in the backblast of his or her Arcane Transmutation/ Alteration
own fireball spell. The flames do not create any significant
change in air pressure, but the furnace-like heat causes all level: Magic user 2
items in the blast to make saving throws against magical fire Range: 10 ft
or ignite (or, in the case of metals, melt). duration: 6 turns/ level
area of effect: 1 cubic foot/ level

79
SpellS
magic User Spells magic User Spells
(Forceful Hand) (Friends)

components: V,S,M penalty; if two are targeted, the penalty is –1; and if 3 or 4 crea-
casting time: 1 round tures are targeted they suffer no penalty to the saving throw.
Saving throw: See below Lost memories can only be restored by heal, restoration, or
wish; the spell’s effect is not subject to being merely dispelled.
This spell achieves the much sought-after goal of transmuting
copper or brass into gold. Regrettably, the effect is temporary,
but an amoral caster might seek to shift the consequent feelings freezing Sphere
Arcane Transmutation/ Alteration
of regret onto another person than him- or herself. Whatever
motives drive the caster, he or she may use this spell to trans- level: Magic user 6
mute roughly 2,000 copper coins (about a cubic foot) per caster Range: See below
level into a metal that closely resembles gold. Anyone viewing duration: See below
this metal has a chance to notice that it is not truly gold. If the area of effect: See below
result of d20 plus the caster’s level is equal to or less than the components: V,S,M
observer’s intelligence, the fraud is detected (the GM may pick casting time: 6 segments
a representative number for creatures whose exact intelligence Saving throw: See below
is not known, or roll a die). By combining expensive material
components with the spell, the caster can make it more likely This spell may be employed in one of three different forms,
that the gold will seem true—conversely, there are mundane depending upon the words and material component used dur-
methods that give a chance to detect this very spell, such as ing casting. At the time of memorisation, the magic user need
striking the “gold” with cold iron (10% chance of changing the not specify which will be used; these are alternate uses of the
metal back). The GM will decide for his or her campaign exactly same spell, not different versions of it.
what can be done to improve and detect this spell. Ice seed: conjures a sphere of an intensely cold magical sub-
stance that freezes water to a depth of 6 inches over a surface
forceful hand area 100 square ft/ caster level. The ice is thick enough to walk
Arcane Evocation upon without fear of falling through. The duration of the ice is
1 round/ level. The material component for this use is a piece
level: Magic user 6
of crystal.
Range: 10 ft/ level
duration: 1 round/ level Ice ray: a ray of cold lances from the caster’s hand, inflicting 4
area of effect: See below hp/ caster level against anything in its path. A successful saving
components: V,S,M throw results in no damage. Even if the ray strikes an object, it
casting time: 6 segments continues on the other side until it has extended 10 ft/ caster
Saving throw: None level or is stopped by a thickness of stone of 1 ft or more. The
material component for this use is a gem worth 1,000 gp.
This spell creates a powerful, magical hand similar to that of
the magic user spell interposing hand. Unlike the interposing Shattering globe: the spell forms a globe one inch in diameter,
hand, the forceful hand can push opponents or objects. The cold but not uncomfortable to the touch. When this sphere is
hand can move a creature weighing 500 lbs or less. It reduces thrown (by hand or sling), it will explode upon impact for 4d6
the speed of a creature between 500 and 2,000 lbs to no greater hit points of damage within a 10 ft radius (half if save vs spells).
than 10 ft / round, and it slows the movement of creatures If not used within 1 round/ caster level, it will explode at the
heavier than 2,000 lbs but smaller than 8,000 lbs to one-half. time its duration ends. The material component for this use is
As in the case of the interposing hand, the forceful hand has also a gem worth 1,000 gp.
as many hit points as the caster.
friends
forget Arcane Enchantment/ Charm
Arcane Enchantment/ Charm
level: Magic user 1
level: Magic user 2 Range: Caster
Range: 30 ft duration: 1 round/ caster level
duration: Instantaneous (permanent) area of effect: 10 ft radius + 10 ft/ caster level
area of effect: 1-4 creatures in a 20 ft square area components: V,S,M
components: V,S,M casting time: 1 segment
casting time: 2 segments Saving throw: See below
Saving throw: Negates
This spell increases the magic user’s charisma in the eyes of all
This extremely potent spell causes the victims to forget events creatures within the area of effect that fail saving throws. For
of the immediate past. The spell obliterates memory of the last these creatures, the magic user’s charisma will effectively be
round plus one additional round per three caster levels. The increased by 2d4 (one roll for all). For those who succeed in
caster decides which creatures in the spell’s area to affect, and making the saving throw, the caster’s charisma will effectively
these must make saving throws or suffer the loss of memory. be lowered by 1d4.
The caster may designate 1-4 creatures as the targets of the
spell. If one is targeted, the saving throw is made with a –2 Unless the exact numbers are required for some purpose, the
normal result of the spell will be that those who failed the

80
SpellS
magic User Spells magic User Spells
(Fumble) (Globe of Invulnerability)

saving throw will be well-disposed and friendly toward the equivalent, it is a very powerful spell. If the creature under the
caster, and those that succeeded in making the save will find geas avoids or is prevented from performing the task, it will
him or her distasteful and somewhat suspect. sicken and die within 1d4 weeks if the task is not resumed. The
disease will, of course, create symptoms that the GM will deter-
fumble mine; if the geas is resumed, these may or may not remain until
Arcane Enchantment/ Charm the task is completed. Even a remove curse spell will not remove
a geas, although a wish spell is powerful enough to dispel it.
level: Magic user 4
Range: 10 ft/ level
duration: 1 round/ level
Glass-steel
Arcane Transmutation/ Alteration
area of effect: One creature
components: V,S,M level: Magic user 8
casting time: 4 segments Range: Touch
Saving throw: Half duration: Permanent
area of effect: One object
This enchantment causes intense clumsiness in the affected
components: V,S,M
creature. Attempting to run will result in an immediate fall to a
casting time: 8 segments
prone position, and anything held in hand (or claw, etc.) will be
Saving throw: None
dropped. A successful saving throw allows the affected crea-
ture to act as if under the influence of a slow spell in order to This spell grants a glass object the strength of steel, while re-
avoid the spell’s full effects. taining its transparent properties. The weight of the object
can be no more than 10 lbs per caster level. In most cases, the
Gate object will make item saving throws on the more favourable
Arcane Conjuration/ Summoning of the glass or metal tables.

level: Magic user 9


Range: 30 ft
Glasseye
Arcane Transmutation/ Alteration
duration: See below
area of effect: One summoned creature level: Magic user 6
components: V,S Range: Touch
casting time: 9 segments duration: 1 round/ level
Saving throw: None area of effect: See below
components: V,S,M
A gate spell creates an opening between the material plane and