OSRIC - Player's Guide

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The document provides an overview of the rules for creating and developing characters in an old school roleplaying game system called OSRIC, including ability scores, races, classes, and other character attributes.

The character races described include dwarves, elves, gnomes, half-elves, halflings, half-orcs, and humans.

Some of the character classes outlined are assassin, cleric, druid, fighter, illusionist, magic user, paladin, and thief.

OSRIC PLAYER’S GUIDE

TM

OLD SCHOOL REFERENCE AND INDEX

Editor-in-Chief
Stuart Marshall
Published by
Vanquishing Leviathan LLC
www.vanquishingleviathan.com
OSRIC Player’s Guide, free pdf version 1.0, completed on November 30th, 2012

OSRIC: Old School Reference and Index Compilation

Text © Stuart Marshall 2006-11 or contributing author 2006-11 and used with permission—see the Open
Game License section 15

Illustrations © Steve Robertson 2011-2012, 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

Player’s Guide Editor and Artist: Steve Robertson

Special Thanks to: Ron Redmond

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.knight-n-knaves.com/osric
TABLE OF CONTENTS
Explanatory Notes and Definition of Terms ........ iv Height and Weight (Optional Rule) ................ 43
Preamble: OSRIC—First Edition Reborn ..............v
Introduction and Purpose ......................................v CHAPTER II: SPELLS ........................................... 45
Spell Scrolls ...................................................... 45
CHAPTER I: CREATING A CHARACTER ............. 1 Explanatory Notes on Spell Descriptions ...... 45
Ability Scores ..................................................... 1 Cleric Spell List ................................................ 47
Strength ........................................................... 1 Druid Spell List ................................................. 48
Dexterity........................................................... 2 Illusionist Spell List .......................................... 49
Constitution ...................................................... 2 Magic User Spell List ....................................... 50
Intelligence....................................................... 2 Spells ................................................................. 52
Wisdom ............................................................ 3
Charisma ......................................................... 4 CHAPTER III: HOW TO PLAY............................. 151
Character Races ................................................. 4 Time Measurement ......................................... 151
Dwarfs.............................................................. 5 Movement ........................................................ 151
Elves ................................................................ 6 Encumbrance and Base Movement Rate ..... 151
Gnomes ........................................................... 7 Gaining Levels ................................................ 152
Half Elves......................................................... 8 Experience ................................................... 152
Halflings ........................................................... 8 Light and Vision ............................................. 153
Half-orcs .......................................................... 9 Infravision ..................................................... 153
Humans ......................................................... 10 Falling .............................................................. 153
Character Classes ............................................ 10 Combat ............................................................ 153
Assassin ........................................................ 11 Combat Actions ............................................ 155
Cleric.............................................................. 13 Combat Modifiers ......................................... 157
Druid .............................................................. 16 Turning The Undead ...................................... 158
Fighter............................................................ 19 Damage and Death ......................................... 159
Illusionist ........................................................ 21 Natural Healing ............................................ 159
Magic User..................................................... 24 Subdual Damage ......................................... 159
Paladin ........................................................... 26 Life Energy Levels and Level Drain .............. 159
Ranger ........................................................... 28 Morale .............................................................. 160
Thief ............................................................... 31 Poison, Disease, and Insanity ....................... 160
Multi-Classing and Dual-Classing .................. 34 Hirelings and Henchmen ............................... 160
Alignment.......................................................... 35 Standard Hirelings ....................................... 161
The Nine Alignments ..................................... 36 Expert Hirelings ............................................ 161
Money ................................................................ 38 Henchmen .................................................... 162
Equipment......................................................... 38 Adventure and Exploration ........................... 162
Weapons........................................................ 40 Searching the Dungeon ............................... 162
Armour ........................................................... 41 Sample Play Session ..................................... 166

iii
EXPLANATORY NOTES AND DEFINITION OF TERMS
The authors envisage that OSRIC will be used primarily by Humanoid; Humanoids are human-like creatures generally
people who are already familiar with 1e-compatible of evil alignment or ill-disposed towards humankind, for
systems, so we have not burdened the following text with example, orcs, goblins or hobgoblins.
long passages of explanation concerning matters probably
already familiar to our target audience. Nevertheless, we Level; This term has a wide variety of meanings in OSRIC-
cannot assume that everyone who uses OSRIC will compatible games. It can refer to a character’s progression
already be familiar with every term that we use, so we have on his or her experience chart, to a monster’s power
provided brief explanations of some of the terminology relative to character level, to the relative power of a spell,
here. or to a particular depth into a dungeon.

Readers who are familiar with 1e-compatible systems will Monster; “Monster” is sometimes used interchangeably
probably not need to refer to this section and should skip with “NPC”—thus, a wandering “monster” table might
on ahead to the next. include helpful creatures and humans or humanoids.
Generally, “NPC” means a human or humanoid character
Attribute; (also called: Ability Score; Characteristic)— while “monster” could mean any creature the players might
defined in paragraph 1, page 1. encounter.

Character; A character is an individual featuring in the Player; In an OSRIC-compatible game, one participant
game. Each player controls one character, save the GM, must be the GM (see above). All the others are referred to
who controls all the characters not controlled by a player. as “players”. This term is sometimes used to distinguish
between a player and his or her character.
Class; Characters in OSRIC-compatible games frequently
have special skills and talents. (This is always the case “PC” and “NPC”; “PC” is an abbreviation for “Player
with PCs.) These special skills and talents are summarised Character” and refers to a character controlled by a player.
by describing the individual as a member of a particular “NPC” is an abbreviation for “Non-Player Character” and
character class—”class” for short. See Chapter I for a refers to a character controlled by the GM.
detailed explanation of character classes.
Prime Requisite; The Prime Requisites for a character
Demi-Human; Demi-humans are human-like creatures class are those Attributes which affect its experience point
generally of good alignment or well-disposed towards bonus, e.g. strength for fighters, intelligence for magic
humankind. They include elves, dwarfs, gnomes, halflings, users, and so on. Classes such as assassin which have no
and other similar creatures. experience point 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
hobby store near you, you can also order them from or her ethnic origin, which is irrelevant to OSRIC-
distributors such as Chessex (http://www.chessex.com). compatible games except in very unusual circumstances).
You will need a set of such dice in order to play OSRIC. OSRIC-compatible games feature a wide variety of non-
human races, some of which (such as elves or dwarfs) can
The abbreviation “d” means “die” or “dice”, always printed be PCs, but the majority of which (such as dragons) are
in conjunction with a subsequent number indicating the confined to NPCs only. See Chapter I for a detailed
number of sides (hence, a traditional cube-shaped die with description of the various nonhuman PC races.
six sides is called a d6). A number appearing before the “d”
indicates how many dice are to be rolled (and if there is no To Hit and Saving Throw Tables; The numbers indicated
number, it should be assumed to be 1)—hence, “3d8” on the to hit and saving throw tables are the scores
means “roll three eight-sided dice and sum the total.” required (or 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 Weapon Proficiencies; Each character class may only
complete set per player. The special notation “d%” means have a certain number of “Weapons of Proficiency” at first
“roll 2d10 and treat the first number as tens and the second level. All classes gain additional proficiencies at regular
number as units”, thus generating a random number from 1 intervals. The weapon proficiencies for each specific class
to 100. (If both dice show “0”, this is interpreted as a roll of are described in the rules entry pertaining to that class.
“100”.)
The Weapon of Proficiency must be an individual weapon
GM; The Game Master (“GM”) does not normally have a type (e.g. “Longsword” rather than “Sword”). If a character
particular character of his or her own. Instead, he or she is is fighting with a weapon with which he or she is not
responsible for controlling the remainder of the game proficient, the Non-Proficiency Penalty is applied to his or
universe apart from the player characters. The GM has her rolls “to hit.”
ultimate power over the 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.

iv
PREAMBLE: INTRODUCTION AND PURPOSE

OSRIC—FIRST EDITION REBORN This document represents a compilation of rules for old
school-style fantasy gaming. The book is intended to
Much has happened since my friend and colleague Matt reproduce underlying rules used in the late 1970s to
Finch wrote the paragraphs below (the ones entitled early 1980s, which being rules are not subject to
“Introduction and Purpose”). I think it’s fair to say that copyright, without using any of the copyrighted “artistic
Matt wrote these words in fear and hope—fear that the presentation” originally used to convey those rules. In
document might not be well-received by the gaming creating this new “artistic presentation,” we have made
public, balanced by the hope that we would achieve use of the System Reference Document produced by
what we always intended: a revival of First Edition in Wizards of the Coast (“WOTC”).
print. I certainly believe that Matt’s fears have been
allayed, and his hopes wildly exceeded. The reason for going back to square one and restating
the underlying rules is simple. It allows old school
I write this now with the advantage of considerable publishers (both commercial and fans) to reference the
hindsight, and I can say that OSRIC’s success has rules set forth in this document without making
gone beyond anything we ever expected. I certainly reference to any protected trademark. (This document
never expected such demand for a print edition! And is trademarked, but the use of the trademark is
neither did I expect to receive so much help in drafting permitted under the terms of the OSRIC Open
it. License—see below). By using this document in
tandem with the Open Game License (“OGL”) of
This document is a collaborative work from more than WOTC, a publisher should be able to create products
twenty artists, editors and authors, who have given for old-school fantasy gaming and clearly refer to this
freely of their time and expertise to bring it to you. I am particular rule set without violating the terms of the
immensely proud of it. OGL.

There have been challenges along the way, and Thus, in many ways, this entire book is nothing more
doubtless there are more to come, but nevertheless, than a tool for old-school writers, a stepping stone to
OSRIC has reached the stage where I feel I can truly put the original, non-copyrightable portion of the old-
describe it as: First Edition Reborn. I hope there remain school rules into an open license, as permitted by law.
new heights to reach. Great pains have been taken to ensure that we have
used none of the original artistic presentation, for we
I cannot thank everyone I ought to thank, or this book have the greatest possible respect for the authors who
would be much longer. Writing OSRIC has been such a originally created these games.
huge project, involving so many people, that it is quite
beyond me to express my gratitude to every single one We considered the non-copyrightable rules to be the
of you. So I hope you will forgive me for simply saying, numerical algorithms that would be in a computer
if you contributed to OSRIC in some way— large or version of the game (most precedent in the area of
small, with advice, suggestions, or merely a kindly word game copyrights has come from computer games, not
of encouragement—then, thank you! RPGs), and have included these and the relations
— Stuart Marshall between the results of the formulae. “To hit” numbers
are a clear example. On the other hand, level titles
other than “name” level are clearly artistic presentation
and are excluded.

When “name” level does not create a numerical effect


such as taxes from a stronghold or the ability to improve
fighting power with followers, we have not used name
level titles, even though the titles themselves are
generic words.

In a few cases you may find that rules themselves have


been clarified, or are more based on the SRD than on
original rules (when it was difficult to separate rules
from artistic presentation). The greatest difference is in
the inclusion of some random factors into the
experience progression.

v
Ability Scores CHAPTER I: CREATING A CHARACTER Strength

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

Bonus Bonus Encumbrance Minor Tests, e.g. Major Tests, e.g. bending
to to Adjustment forcing doors bars and lifting portcullis
Strength Hit Damage (in lbs) (chance on d6) (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 35
extraordinary
success)
19 +3 +6 +300 1-5 (1 in 6 40
extraordinary
success)

1
Dexterity CHAPTER I: CREATING A CHARACTER Intelligence

DEXTERITY CONSTITUTION

Dexterity (“Dex”) is a measure of the character’s Constitution (“Con”) is a measure of the


speed, hand-eye coordination, and nimbleness of character’s overall health and vitality. A high
foot. It affects the accuracy of missile fire and the constitution score can give the character bonus hit
character’s ability to dodge blows, so a high points (“hp”), so it is a desirable score for any
dexterity score can be extremely useful to character class. Constitution is also important in
characters of any class. It is the most important two other regards, for it determines both a
ability score for thieves. character’s ability to survive being raised from the
dead (Survive Resurrection/Raise Dead) and to
survive a traumatic magical change in form, such
as that caused by a polymorph spell (Survive
System Shock).
Survive
System
Survive Shock
Hit Point Resurrection/ (Minor
Consti- Bonus Raise Dead Test)
tution per Die (d%) (d%)
3 -2 40 35
4 -1 45 40
5 -1 50 45
6 -1 55 50
7 0 60 55
8 0 65 60
9 0 70 65
10 0 75 70
11 0 80 75
12 0 85 80
13 0 90 85
Except in surprise situations, dexterity does not 14 0 92 88
modify the initiative roll in melee combat. 15 +1 94 91
However, it may modify initiative in missile combat 16 +2 96 95
(see “Combat”). 17 +2 (+3 for 98 97
Fighters,
Missile Paladins,
Surprise Bonus AC and
Dexterity Bonus to Hit Adjustment Rangers)
3 -3 -3 +4 18 +2 (+4 for 100 99
4 -2 -2 +3 Fighters,
5 -1 -1 +2 Paladins,
6 0 0 +1 and
7 0 0 0 Rangers)
8 0 0 0 19 +2 (+5 for 100 99
9 0 0 0 Fighters,
10 0 0 0 Paladins
11 0 0 0 and
12 0 0 0 Rangers)
13 0 0 0
14 0 0 0 INTELLIGENCE
15 0 0 -1
16 +1 +1 -2 Intelligence (“Int”) is a measure of a character’s
17 +2 +2 -3 raw mental power—his or her ability to calculate,
18 +3 +3 -4 recall facts, and solve abstract problems. It is the
19 +3 +3 -4 most important attribute for magic users and

2
Wisdom CHAPTER I: CREATING A CHARACTER Wisdom

illusionists. Intelligence also determines how many ways, a measure of the “sixth sense.”
many additional languages the character may Wisdom is the most important attribute for clerics
learn beyond those he or she knows at the start of and druids.
play.

Characters with intelligence higher than 18 are not


affected by certain spells of the illusion type
(whether cast by a magic user, cleric, illusionist,
etc.). A character with intelligence 19 is immune to
the effects of first level illusion spells. If a char-
acter were somehow to attain the godly
intelligence of 20, he or she would also be
immune to second level illusion spells, and so on.

Intelligence Maximum Additional Languages


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

Wisdom Mental Saving Throw Bonus


3 -3
4 -2
5 -1
6 -1
7 -1
8 0
9 0
10 0
11 0
12 0
“It didn’t work.” 13 0
14 0
WISDOM
15 +1
16 +2
A character’s wisdom score (“Wis”) indicates how
17 +3
“in tune” the character is with his or her
surroundings. This translates not only to general 18 +4
awareness, but also to mystical attunement and 19 +5
the ability to understand peoples’ motives. It is, in

3
Charisma CHAPTER I: CREATING A CHARACTER Character Races

CHARISMA

Charisma (“Cha”) determines the character’s


maximum number of henchmen (see Chapter III),
the henchmen’s loyalty (which is also applied as a
modifier to the henchmen’s morale scores, see
“Morale” in Chapter III) and a Reaction Bonus.
The Reaction Bonus should be added to the d%
roll which indicates how an NPC or creature
reacts to negotiation approaches; scores under
30% will generally indicate hostility or attacks,
while higher scores may indicate a willingness to
negotiate or even make friends. Note that a
character is not always permitted a Reaction roll,
since some creatures will be hostile irrespective of
the character’s charisma, and of course any
negotiation approaches must be made in a
language that the creature understands.

Charisma does not determine the outcome of


negotiations, although it will affect them. The GM
may well wish to roleplay through the encounter
and determine the creature or NPC’s reactions
based on what the player says rather than the
scores on the character sheet.

For players who understand the importance of


henchmen and use them intelligently, charisma is
the most important attribute in OSRIC. CHARACTER RACES

Loyalty Reaction A character’s race is a matter for the creating


Maximum Bonus Bonus player’s choice, from all the races for which the
Charisma Henchmen (d%) (d%) character qualifies by virtue of his or her ability
3 1 -30 -25 scores. It is possible for a player voluntarily to
4 1 -25 -20 lower an ability score in order to qualify for a
5 2 -20 -15 desired race, but not to raise it for the same
6 2 -15 -10 reason unless the GM grants special permission.
7 3 -10 -5
8 3 -5 0 A note on starting ages and aging: It is a matter
9 4 0 0 for the GM’s discretion whether to adjust a
10 4 0 0 character’s ability scores based on the character’s
11 4 0 0 age. Some GMs add to constitution, and
12 5 0 0 sometimes strength, and subtract from wisdom for
13 5 0 +5 younger characters, and make the converse
14 6 +5 +10 change for older ones.
15 7 +15 +15
16 8 +20 +25 A note on racial languages: Demi-humans
17 10 +30 +30 usually begin with several “free” languages. None
may learn more than two additional languages
18 15 +40 +35
over and above these, however, irrespective of
19 20 +50 +40
their intelligence, save elves, who may learn three
languages if their intelligence is 18.

4
Dwarfs CHAPTER I: CREATING A CHARACTER Dwarfs

DWARFS • Detect sliding or shifting rooms or walls: 66%

Dwarfs are a short and burly race, living in • Detect traps involving stonework: 50%
mountain fastnesses underground. They are loyal
friends and fierce adversaries, known for their • Determine depth underground: 50%
steadfastness in all things.
Multi-class restrictions: The more restrictive of
The dwarfs are inherently resistant to many spells any two class requirements apply to multi-classed
and spell-like effects. Dwarfish characters gain Dwarfish characters for the use of class abilities.
bonuses against the use of most magic, including
all spells, wands, rods, and staves. The amount of Permitted class options: Assassin, Cleric,
the bonus depends upon the dwarf’s constitution: Fighter, Thief, Fighter/Thief
every 3.5 points of constitution (rounding down
fractions) grants a bonus of +1 against such Movement Rate: 90 ft
magic. Moreover, the hardy dwarfish nature
imparts a similar bonus on any saving throws Starting Age*:
against poison.
• Cleric 250 + 2d20
Dwarfs are not a numerous folk, but they are
adventurous, loving the lustre of gold, the glitter of • Fighter 40+5d4
gems, and the quality of well-wrought metals.
Dwarfs can live to an age of 350 years or more. • Thief 75+3d6

Summary of Dwarfish Racial Abilities: * For the purposes of starting age, for all races,
treat assassins as thieves, illusionists as magic
• +1 constitution, -1 charisma (with respect to all users, druids as clerics, and paladins and rangers
but dwarfs) as fighters.

• +1 to hit against goblins, half-orcs, hobgoblins, Racial Limitations:


and orcs
Minimum/Maximum ability scores (after
• +1 bonus per 3.5 points of Con to saves against adjustment for race); if the ability scores rolled do
magic and poison not fall within these limits, then the race of dwarf is
not a valid choice for the character:
• -4 penalty to any attacks made against the dwarf
by giants, ogres, ogre mages, titans and trolls. • Strength 8/18
• Dexterity 3/17
Languages: Dwarfish, gnomish, goblin, kobold, • Constitution 12/19
and orcish, and the common tongue and the • Intelligence 3/18
appropriate alignment tongue. Regardless of • Wisdom 3/18
intelligence, a dwarf may only ever learn two • Charisma 3/16
languages in addition to those listed.
Level Limitations:
Infravision: 60 ft
• Assassin 9
Within ten ft, a dwarf can detect certain facts • Cleric 8
concerning engineering, stonework, etc. Although • Druid N/A
no significant time is required, the character must • Fighter 9 (Str 18), 8 (Str 17), 7 (Str 16 or less)
deliberately observe his or her surroundings (i.e., • Illusionist N/A
the player must state that the dwarf is using this • Magic User N/A
particular talent in order to gain information). • Paladin N/A
• Ranger N/A
• Detect the existence of slopes or grades: 75% • Thief Unlimited

• Detect the existence of new construction: 75%

5
Elves CHAPTER I: CREATING A CHARACTER Elves

ELVES door must be opened (or some similar task), the


chance of surprise drops to 2 in 6.
Elves are thinner and generally smaller in stature
than humans. The elves have a powerful bond Multi-class restrictions: The less restrictive of
with nature and do not have souls; their thinking any two class requirements apply to multi-classed
and motives are quite alien to those of elven characters, except that thieving abilities can
humankind, and in any dealings with elves, it is only be used while wearing armour permitted to
perilous to forget this. thieves.

Some elven clans have built elaborate Permitted Class Options: Assassin, Cleric,
civilisations, remote and beautiful places of Fighter, Magic user, Thief, Fighter/Magic user,
profound learning, master craftsmanship, and long Fighter/Thief, Magic user/Thief, Fighter/Magic
history. Such elves tend to be chaotic good in user/Thief.
alignment and friendly, if aloof, from humans.
More numerous are the wilder elves,
predominantly chaotic neutral in alignment and
often not friendly to other races, inclining even
toward hostility.

Intruding into the territory of such elves is


inadvisable, for their sense of humour with regard
to humans is, at best, arbitrary and, at worst,
cruel. Different as they are, these varied elven cul-
tures all share the same racial abilities, unless the
GM chooses otherwise. Elves can live to an age
of 1,000 years or more.

Summary of Elven Racial Abilities:

• +1 dexterity, -1 constitution

• 90% resistance to sleep and charm spells

Any pulled bow: +1 to hit

Longsword and short sword: +1 to hit

Languages: Common, elven, gnoll, gnomish,


goblin, halfling, hobgoblin, orcish. Languages in Movement Rate: 120 ft
addition to these are only possible if the character
has an intelligence of 16+, with one additional Starting Age:
language possible for each point of intelligence
over 15. • Cleric: 500 + 10d10

Infravision: 60 ft • Fighter: 130+5d6

Detect secret doors: 1 in 6 chance to notice • Magic User: 150+5d6


secret doors when passing within 10 ft, 2 in 6
chance to discover secret doors when searching, • Thief: 100+5d6
and 3 in 6 chance to discover concealed doors
when searching. Racial Limitations:

Surprise: 4 in 6 chance to surprise when Minimum/Maximum ability scores (after


travelling in non-metal armour and alone, or more adjustment for race); if the ability scores rolled
than 90 ft in advance of others, or with a party do not fall within these limits, then the race of Elf
entirely consisting of elves and/or halflings. If a is not a valid choice for the character:

6
Gnomes CHAPTER I: CREATING A CHARACTER Gnomes

• Strength 3/18 no significant time is required, the character must


• Dexterity 7/19 deliberately observe his or her surroundings (i.e.,
• Constitution 8/17 the player must state that the gnome is using this
• Intelligence 8/18 particular talent in order to gain information).
• Wisdom 3/18
• Charisma 8/18 • Detect the existence of slopes or grades: 80%

Level Limitations: • Detect the existence of an unsafe wall, ceiling,


floor: 70%
• Assassin 10
• Cleric 7 • Determine depth underground: 60%
• Druid N/A
• Fighter 7 (Str 18), 6 (Str 17), 5 (Str 16 and • Determine direction of north underground: 50%
below)
• Illusionist N/A
• Magic User 11 (Int 18+), 10 (Int 17), 9 (Int 16
and below)
• Paladin N/A
• Ranger N/A
• Thief Unlimited

GNOMES

Gnomes are small folk imbued with the wilding


power of illusion and misdirection. They are
inveterate burrowers, often seeking hilly lands
where gems and precious metals may be found.
On average, they are shorter and slimmer of build
than dwarfs, with larger noses and longer beards.

Like dwarfs, who are perhaps related to gnomes Multi-class restrictions: Multi-classed gnomish
from some time in the distant and mythical past, characters may wear only leather armour, no
gnomes are quite resistant to magic and sensitive better.
to the nuances of construction. Gnomes can live
to an age of 650 years or more. Permitted Class Options: Assassin, Cleric,
Fighter, Illusionist, Thief, Fighter/Illusionist,
Summary of Gnomish Racial Abilities: Fighter/Thief, Illusionist/Thief.

• +1 bonus per 3.5 points of Con to saves against Movement Rate: 90 ft


magic and poison
Starting Age:
• +1 to hit kobolds and goblins
• Cleric 300 + 3d12
• -4 to attack rolls by bugbears, giants, gnolls,
ogres, ogre mages, titans, and trolls. • Fighter 60+5d4

Languages: Common, dwarfish, gnomish, goblin, • Magic User 100+2d12


halfling, kobold. Gnomes may communicate with
any normal burrowing animal. They may not learn • Thief 80+5d4
more than two additional languages to those
listed, regardless of intelligence. Racial Limitations:

Infravision: 60 ft Minimum/Maximum ability scores (after


adjustment for race); if the ability scores rolled
Within ten ft, a gnome can detect certain facts do not fall within these limits, then the race of
concerning engineering, stonework, etc. Although gnome is not a valid choice for the character:

7
Half Elves CHAPTER I: CREATING A CHARACTER Halflings

• Strength 6/18 Movement Rate: 120 ft


• Dexterity 3/18
• Constitution 8/18 Starting Age:
• Intelligence 7/18
• Wisdom 3/18 • Cleric 40+2d4
• Charisma 3/18
• Fighter 22+3d4
Level Limitations:
• Magic User 30+2d8
• Assassin 8
• Cleric 7 • Thief 22+3d8
• Druid N/A
• Fighter 6 (Str 18), 5 (Str 17 and below) Racial Limitations:
• Illusionist 7 (One of Dex or Int 18+ and the other
17+), 6 (Dex and Int 17), 5 (Dex or Int under 17) Minimum/Maximum ability scores (after
• Magic User N/A adjustment for race); if the ability scores rolled
• Paladin N/A do not fall within these limits, then the race of half-
• Ranger N/A elf is not a valid choice for the character:
• Thief Unlimited
• Strength 3/18
HALF ELVES • Dexterity 6/18
• Constitution 6/18
It is possible for elves and humans to interbreed, • Intelligence 4/18
although elven fastidiousness makes this a fairly • Wisdom 3/18
uncommon occurrence. Half elves do not have a • Charisma 3/18
separate culture or civilisation of their own, usually
assimilating into the elven or human society in Level Limitations:
which they were raised.
• Assassin 11
Summary of half-elven racial abilities: • Cleric 5
• Druid N/A
• 30% resistance to sleep and charm spells • Fighter 8 (Str 18), 7 (Str 17 and below), 6 (Str 16
and below)
Secret doors: When searching, a half-elf • Illusionist N/A
character can detect secret doors on a 2 in 6 and • Magic User 8 (Int 18+), 7 (Int 17), 6 (Int 16 and
concealed doors on a 3 in 6. When passing within below)
ten ft of a concealed door, a half-elf will notice it • Paladin N/A
on a 1 in 6. • Ranger 8 (Str 18), 7 (Str 17 and below), 6 (Str 16
and below)
Languages: Common, elven, gnoll, gnomish, • Thief Unlimited
goblin, halfling, hobgoblin, orcish.
HALFLINGS
Multi-class restrictions: The less restrictive of
any class requirements apply to multi-classed Halflings are a small and unprepossessing race,
half-elven characters, except that thieving abilities often living near human settlements at an
can only be used while wearing armour permitted agreeable remove from the bustle and
to thieves. hurriedness characteristic of humans. Halfling
society is comfortable and staid, rooted in a polite,
Permitted Class Options: Assassin, Cleric, placid, well-fed life. Halfling adventurers are
Fighter, Magic user, Ranger, Thief, Cleric/Fighter, thought aberrant, even lunatic, but also dashing
Cleric/Ranger, Cleric/Magic user, Fighter/Magic and heroic figures, a charming and amusing con-
user, Fighter/Thief, Magic user/Thief, tradiction of logic.
Cleric/Fighter/ Magic user, or Fighter/Magic
user/Thief. Halflings value learning and craftsmanship, as
long as nothing is taken to an embarrassing
Infravision: 60 ft extreme. They are capable of moving very quietly

8
Half Orcs CHAPTER I: CREATING A CHARACTER Half Orcs

and are excellent marksmen; given the right Infravision: 60 ft


personality, halflings can become excellent
thieves. Halflings live to be 150 or more years old. Movement Rate: 90 ft

Summary of halfling racial abilities: Starting Age:

• -1 Str, +1 Dex • Fighter 20+3d4

• +1 bonus per 3.5 points of Con to saves against • Druid 40+3d4


magic (both aimed magic items and spells) and
poison. • Thief 40+2d4

• +3 bonus to attacks with a bow or sling Racial Limitations:

Minimum/Maximum ability scores (after


adjustment for race); if the ability scores rolled
do not fall within these limits, then the race of
halfling is not a valid choice for the character:

• Strength 6/17
• Dexterity 8/19
• Constitution 10/18
• Intelligence 6/18
• Wisdom 3/17
• Charisma 3/18

Level Limitations:

• Assassin N/A
• Cleric N/A
• Druid 6
• Fighter 4
• Illusionist N/A
• Magic User N/A
• Paladin N/A
• Ranger N/A
• Thief Unlimited
Surprise: 4 in 6 chance to surprise when
travelling in non-metal armour and alone, or more HALF-ORCS
than 90 ft in advance of others, or with a party
entirely consisting of elves and/or halflings. If a The progeny of human/orc breeding are normally
door must be opened (or some similar task), the indistinguishable from orcs. However, a few are
chance of surprise drops to 2 in 6. sufficiently human to gain levels in a character
class, although they are severely limited in
Languages: Common, dwarfish, gnomish, goblin, classes that do not focus upon violence and
halfling and orcish. For every point of intelligence death.
above 16, a halfling may learn an additional
language, but may not learn more than two ad- Orcish blood runs strong in these half-breeds, and
ditional languages regardless of intelligence. most of them are shifty, morally questionable, and
unsophisticated. They are typically ugly, carrying
Multi-class restrictions: Use of thieving abilities the mark of orcish ancestry, but the same
is only possible when wearing armour permitted to ancestry makes them deadly adversaries when
thieves. the chips are down and the swords are out. Half-
orcs can live to be 70 years old or older.

9
Humans CHAPTER I: CREATING A CHARACTER Character Classes

Summary of half-orcish racial abilities: HUMANS

• +1 Str and Con, -2 Cha Humans are the standard for the game, and as
such, humans have no unusual abilities or
Languages: Common, orcish. A half-orc may limitations in game terms. Because of their
learn a maximum of two additional languages, potential for unlimited progression in all the
regardless of intelligence. character classes save assassin and druid,
humans are a popular choice for most players.
Multi-class Restrictions: For armour, the more This is an intentional feature of the rules.
restrictive of any two class requirements apply to
multi-classed half-orc characters for the use of A common house rule in OSRIC-compatible
class abilities. For weapons, the less restrictive games is the adjustment or removal of demi-
requirements apply. human level limits. This will unbalance the game
in favour of demi-humans unless humans are
Class Options: Assassin, Cleric, Fighter, Thief, given some corresponding advantage. GMs
Cleric/Fighter, Cleric/Thief, Cleric/Assassin, considering such a house rule for their own
Fighter/Thief, Fighter/Assassin. OSRIC-compatible games are advised to ensure
that in most campaigns, humans should still
Infravision: 60 ft represent an attractive choice for their players.

Movement Rate: 120 ft Level Limitations:

Starting Age: • Assassin 15


• Cleric Unlimited
• Cleric 20+1d4 • Druid 14
• Fighter Unlimited
• Fighter 13+1d4 • Illusionist Unlimited
• Magic User Unlimited
• Thief 20+2d4 • Paladin Unlimited
• Ranger Unlimited
Racial Limitations: • Thief Unlimited

Minimum/Maximum ability scores (after Starting age:


adjustment for race); if the ability scores rolled
do not fall within these limits, then the race of half- • Cleric 20+1d4
orc is not a valid choice for the character:
• Fighter 15+1d4
• Strength 6/18
• Dexterity 3/17 • Mage 24+2d8
• Constitution 13/19
• Intelligence 3/17 • Thief 20+1d4
• Wisdom 3/14
• Charisma 3/12 CHARACTER CLASSES

Level Limitations: A character’s class is a matter for the creating


player’s choice, within the range of classes for
• Assassin 15 which the character qualifies by virtue of his or her
• Cleric 4 ability scores and race. Some classes—par-
• Druid N/A ticularly those with very high ability score
• Fighter 10 requirements, such as paladin—should be very
• Illusionist N/A rare within the campaign, and even if some
• Magic User N/A exceptional player character qualifies for the
• Paladin N/A class, non-player characters of that class will be
• Ranger N/A very uncommon.
• Thief 7 (Dex 17), 6 (Dex 16 and below)

10
Assassin CHAPTER I: CREATING A CHARACTER Assassin

Non-player characters will, for the most part, lack guildmaster, which may be inconvenient (and will
any kind of class at all. Such individuals are called require the assassin to pay a share of his take to
“0-level” and their abilities are subsumed into the guild), but assassins’ guilds take a very dim
fighters, hence the “0-level” entries for fighters; all view of freelancers working in their territory.
player character fighters should begin at level 1. Freelance assassins—and their companions—do
In the author’s campaign, perhaps one non-player not ordinarily live to enjoy old age. There are, of
character in a hundred has a class (rising to as course, benefits to joining such a guild; training
many as one in fifty in borderlands, or even one in costs may be reduced, and the guild may be a
thirty in the wilderness). good source of information about potential
missions or nearby enemies.

Assassins’ guilds are controlled by a guildmaster


of 14th level—an assassin of lower level might
take control, but would be unable to inspire the
fear necessary to keep rival guilds from forming.
To gain 14th level, an assassin character must
take control of an assassins’ guild by killing
(directly or indirectly) the existing guildmaster.
Whenever the control of an assassins’ guild
changes hands, most of the assassins will
abandon the guild and depart the area, normally
“In keeping with contemporary usage and leaving the guild reduced to a quarter of its
political correctness, we demand the following original membership.
changes: dwarfs should be called ‘vertically
challenged,’ thieves are now known as The grandmaster of assassins (a campaign may
‘politicians,’ and assassins would like to be have one or more) is a figure of legend and fear.
called ‘end-of-life counselors.’” These dark eminences usually live far from the
cities, in remote and well-guarded locations—their
ASSASSIN fame is such that those who need their services
will seek them out. To advance to 15th level, an
Assassins are stealthy killers, trained by their assassin must find and kill one of the existing
shadowy guilds in the arts of spying, disguise, grandmasters.
poison, and murder. Although assassins of lower
level are little more than well-trained thugs, the The Assassin Character
eminences of this reprehensible profession are so
feared as to be spoken of only in whispers. High- Minimum Scores: Str 12, Dex 12, Con 6, Int 11,
level assassins are artists of murder, and their Wis 6
experience with hunting highly-placed targets,
coupled with extensive education and training, Hit Die Type: d6 (max 15)
often gives the sinister nobility of this class a
silken, refined veneer over their true, murderous Alignment: Any evil
natures. This veneer, like many things pertaining
to the assassins, is deceptive; survival in the Experience bonus: None
higher echelons of an assassins’ guild requires
animal cunning and a complete absence of mercy. Armour/Shield Permitted: Leather or studded
Assassin characters must begin with an evil leather only (shields allowed)
alignment.
Weapons Permitted: Any
Virtually all cities (and many towns) will have a
guild of assassins operating within the city walls Weapon Proficiencies: 3 + 1 every 4 levels
and in the surrounding region, made up of 6-24
assassins of varying level. Player character Penalty to hit for non-proficiency: -3
assassins, if they are identified by the local guild,
will be invited to join (such invitations ranging from Weapon Specialisation: N/A
polite to violent). Joining a guild places the
assassin under the command of the local

11
Assassin CHAPTER I: CREATING A CHARACTER Assassin

Assassin Class Abilities: opportunities to gain knowledge of poisons and


their effects.
Assassination: If an assassin gains surprise (see
“Combat”) he or she may elect to assassinate the
victim. The assassin need not roll to hit for an
assassination attempt, which is a special attack
resulting in a chance to kill the victim instantly and
ensure damage even if the victim is not
successfully killed. The percentage chance to kill
a victim is 50%, with a bonus of 5% per level of
the assassin and a penalty of 5% for every two
levels of the target (rounding down; in the case of
monsters, substitute “hit dice” for “level”). These
numbers are approximate, for the GM should
modify the assassin’s chances slightly upward or
downward according to the circumstances—
guarded or wary targets are less likely to be killed,
and unwary victims are more likely to die. If the
assassination attempt does not succeed, the
attack still inflicts normal damage, together with
any applicable bonuses. The assassin does not
gain backstab multiple damage on a failed
assassination attempt, even if the assassination
attempt was made from behind.

Backstab: An assassin may backstab with any of


the melee weapons permissible to the thief class.
Backstabbing doubles the weapon’s damage at
levels 1-4, triple at levels 5-8, quadruple at level 9-
12, and so on. Also, an assassin attacks from Thief Abilities: The assassin has thief abilities as
behind with a bonus to hit of +4 rather than the a thief two levels below the assassin’s level. At
ordinary +2. first level, the assassin has the thieving abilities of
a first level thief, but does not gain the abilities of
Disguise: Assassins are masters of disguise. a second level thief until reaching fourth level.
Within reasonable limits, an assassin can make
him- or herself appear slightly shorter or Advanced Abilities
considerably taller, fatter or thinner, or of the op-
posite gender. An assassin can even disguise Languages (9th): Ninth and higher-level
him- or herself as a member of another race assassins with Int 15+ may learn languages that
(again, within reason). Any person observing the would be impossible for a non-assassin to learn.
disguised assassin has a base 2% chance to see An assassin can learn an alignment tongue other
through the disguise, with one chance per day to than his or her own, druids’ cant, and thieves’ cant
do so. The base chance of seeing through a as additional languages, but can only learn a
disguise increases another 2% if the assassin is maximum of four such special languages, one for
posing as another class, race or gender (max 8% each point of intelligence above 14. Only one
chance). The GM may assign additional penalties such language can be learned per level above
and bonuses to this check if the observer is eighth. Such languages are over and above any
unusually wise or intelligent (or particularly limits imposed by the assassin’s race and
stupid), and common sense, of course, applies at intelligence.
all times.
Read Scrolls (12th): When an assassin reaches
Poison: Assassins are not inherently better at 12th level, he or she has received sufficient
using poison than any other character class training to cast spells from an arcane scroll (magic
capable of using poison, but generally have more user or illusionist).

12
Cleric CHAPTER I: CREATING A CHARACTER Cleric

Assassin Level Advancement

Base Experience
Level Points Required Hit Dice (d6) Notes
1 0 1
2 1,600 2
3 3,000 3
4 5,750 4 The assassin may recruit assassins as henchmen
5 12,250 5
6 24,750 6
7 50,000 7
8 99,000 8 The assassin may recruit thieves as henchmen
9 200,500 9 Master Assassin
10 300,000 10
11 400,000 11
12 600,000 12 The assassin may recruit henchmen of any class
13 750,000 13
14 1,000,000 14 Guildmaster
15* 1,500,000 15 Grandmaster Assassin

*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.

Assassin Saving Throw Table

TYPE OF SAVING THROW


Aimed Magic Death, Spells for
Items (e.g., Breath Paralysis, Petrifaction, unlisted
Level rod, staff, Weapons Poison Polymorph categories
wand)
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 world of swords and sorcery, force of arms often


speaks louder than moral suasion, and clerics are
Clerics are moral and spiritual leaders, warriors of trained to do battle against the enemies of their
faith who preach the will of the gods, interpret gods. Some clerics are fanatics, zealously
omens and portents, and strike down the evil or seeking new converts or hunting heretics. Others
unfaithful. Most clerics have a patron deity, but seem almost burdened by an inconvenient or
some are champions of a particular moral even oppressive relationship with the divine
alignment, venerating all deities of that alignment forces. Evil clerics—sinister villains who prey upon
in addition to a patron deity, and yet others are the fear and jealousy—sow discord in the world and
servants of a particular pantheon of deities. In a gather converts for their demonic masters.

13
Cleric CHAPTER I: CREATING A CHARACTER Cleric

Clerics play an important support role for an Penalty to hit for non-proficiency: -3
adventuring party. Most clerical spells are oriented
toward healing, strengthening, and defending Weapon Specialisation: N/A
others. However, when the need arises the cleric
is fully capable of taking a place in the line of Cleric Class Abilities
battle and smiting down infidels and foes. Clerics
employ their holy symbols rather than spell books Spell Casting: Clerics may memorise and cast
as a focus for their meditation. Cleric spells are clerical spells in accordance with the tables
automatically acquired as the cleric gains levels provided hereafter.
and no check is necessary to ensure they are
understood; thus clerics may normally memorise Turning Undead: Clerics can “turn” the undead,
any spell appropriate to their level. However, in making them flee from the cleric’s holiness (or, in
some circumstances the powers the cleric serves the case of an evil cleric, bringing them to heel as
may intervene and grant different spells to those servants and minions). Because paladins are also
requested; it is suggested that this is only done in capable of turning undead (though not with the
extreme cases (such as when the cleric has been same power as a cleric), rules for turning the
guilty of an alignment transgression of some kind, undead are found later in this book rather than
for example; more serious transgressions may repeating them in the descriptions of both the
result in fewer spells being granted, or even none paladin and cleric classes.
at all). Some GMs may permit clerics of specific
deities to have slightly different abilities from those Bonus spells: These are awarded to clerics with
described here. high wisdom. They are not cumulative and are
awarded by level; hence “2/2/1/1” means the
When a cleric attains ninth level, he or she has cleric is granted 2—1st level, 2—2nd level, 1—3rd
accumulated sufficient divine favour and mortal level, and 1—4th level bonus spells.
renown to found a temple/stronghold. Such places
Chance of Spell
are normally carved from the wilderness, in the
Wisdom Bonus Spells Failure (d%)
same manner as a fighter establishes a freehold. 9 0 15
For a cleric to assume the leadership of an 10 0 10
existing temple, the details are left to the 11 0 5
discretion of the GM; a level somewhat higher 12 0 1
than ninth might be required. Whether the cleric 13 1 0
establishes a stronghold or a temple, followers 14 2 0
and acolytes will flock to the cleric’s banner. 15 2/1 0
16 2/2 0
The Cleric Character 17 2/2/1 0
18 2/2/1/1 0
Minimum Scores: Str 6, Dex 3, Con 6, Int 6, Wis 19 3/2/1/1 0
9, Cha 6

Hit Die Type: d8 (max 9)

Alignment: Any

Experience bonus: Wisdom 16+

Armour/Shield Permitted: Any

Weapons Permitted: Blunt only—club, flail,


hammer, mace, oil, staff; clerics may hurl
hammers, clubs, or oil, but may not employ other
missile weapons

Weapon Proficiencies: 2 + 1 every 3 levels

14
Cleric CHAPTER I: CREATING A CHARACTER Cleric

Cleric Level Advancement

Base Experience Spells By Level


Level Points Required Hit Dice (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.

Cleric Saving Throw Table

TYPE OF SAVING THROW


Aimed Magic Items Spells for
(e.g., rod, staff, Breath Death, Paralysis, Petrifaction, unlisted
Level wand) 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

15
Druid CHAPTER I: CREATING A CHARACTER Druid

There can only be a certain number of high-level


druids in the world. The limits are: 12th level druid
(High Druid)—no more than three in the world at
any one time; 13th level druid (Archdruid)—no
more than two in the world at any given time, 14th
level druid (Supreme Druid)—no more than a
single Supreme Druid can exist.

If a druid receives so many experience points that


he or she is eligible to increase to these levels,
but all the vacant slots are already filled, then he
or she must create a vacancy. This is done by
issuing a formal challenge to the druid in question,
following which the two characters must compete
in a contest of some kind—often, but not
DRUID necessarily, a duel.
Druids worship the spiritual power of nature, The loser of the contest goes down to the next
maintain and protect holy places, perform festivals lowest level (losing all experience down to the
and ritual observances, and protect balance and very minimum to qualify for the new level). This
harmony between civilisation and nature. Their may, in turn, result in a further contest if the
magic is rooted in the mystical oneness of nature, preceding level is also fully occupied.
and they have particular power over fire, stone,
and weather, as well as over plant and animal life. The Druid Character
Some druids pay homage to particular nature Minimum Scores: Str 6, Dex 6, Con 6, Int 6, Wis 12,
gods (some of these quite savage), while others Cha 15
eschew all deities and commune directly with the
spiritual power of nature. Hit Die Type: d8 (max 14)
Rather than using a holy symbol as clerics do, Alignment: Neutral only
druids require mistletoe, holly, or (if neither can be
found) oak leaves to cast their spells, and one of Experience bonus: Wisdom and Charisma 16+
these is a required component for all druidic spells
unless a druidic spell has no material component Armour/Shield Permitted: Leather only, wooden
specified in the spell description. shields only
The druid must harvest these materials by the Weapons Permitted: Club, dagger, dart, hammer,
light of a full moon, or the darkness of a new oil, scimitar, sling, spear, staff
moon, in order for the component to work with full
efficacy. If mistletoe or holly is not gathered by the Weapon Proficiencies: 2 + 1 every 3 levels
druid’s hand at the proper time, the druid’s spells
will have only half the normal effect. Oak leaves Penalty to hit for non-proficiency: -4
always produce spells of half power, and if they
are not harvested properly, oak leaves will permit Weapon Specialisation: N/A
spells of only one-quarter power.
Druid Class Abilities
Player character druids must be neutral, although
druids of differing alignments may be found as Druids’ Cant: All druids speak a secret language
non-player characters in some GMs’ campaigns. called the druids’ cant. The druidic cant cannot be
learned by non-druids (unless otherwise noted,
Druids receive bonus spells for high wisdom, just such as in the case of higher-level assassins).
as clerics do. See the table provided under
“Cleric” for details. Saving Throw Bonus: All druids gain a saving
throw bonus of +2 against fire and lightning
attacks of all kinds.

16
Druid CHAPTER I: CREATING A CHARACTER Druid

Spell Casting: Druids may memorise and cast Immunity to Fey Charm (7th): At seventh level
druidic spells in accordance with the tables and higher, the druid becomes immune to charms
provided below. and other such mental enchantments cast by fey
creatures such as dryads, pixies, brownies, etc.
Advanced Abilities
Shapeshift (7th): Druids of seventh level or
Druid’s Knowledge (3rd): At third level and higher may change their forms up to three times
higher, a druid can identify plant and animal types, per day. The form assumed must be a natural
and can determine when water is pure and safe to animal, no smaller than a mouse, and no larger
drink. than double the druid’s normal weight; in the
process of shapeshifting, the druid recovers 1d6 x
Wilderness Movement (3rd): At third level and 10 percent of any hit points he or she might have
higher, a druid can move through any natural sustained as damage.
undergrowth leaving no trace of his or her
passage, and may do so with no reduction in his
or her normal movement speed.

Druid Level Advancement

Base
Experience
Points Hit Dice Spells by Level
Level 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 4 4 3 1 - - -
Charm; Shapeshift
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
Death,
Aimed Magic Items Breath Paralysis, Petrifaction, Spells for unlisted
Level (e.g., rod, staff, wand) 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

17
Druid [Type text] Druid

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

18
Fighter CHAPTER I: CREATING A CHARACTER Fighter

FIGHTER Hit Die Type: d10 (max 9 hit dice)

When the clash of steel rings out in dark forests or Alignment: Any
dimly lit dungeons beneath the earth, it is the
fighter who bears the brunt of the combat. Experience Bonus: Strength 16+
Fighters are trained in the use of weapons and
armour, usually beginning their adventuring Armour/Shield Permitted: Any
careers after a stint of training as a town
guardsman, soldier, man-at-arms, bandit, pirate, Weapons Permitted: Any
or mercenary.
Weapon Proficiencies: 4 + 1 every 2 levels
Fighters are the backbone of an adventuring
party; without them to hold the line, the other Penalty to hit for non-proficiency: -2
members of the party will be overrun before they
can bring their own skills to bear. Fighters are the Weapon Specialisation: Optional
most powerful characters in melee or missile
combat, whether on offence or defence. Together Fighter Class Abilities
with the ranger and paladin, they have the most
hit points, and their ability to survive the most Bonus Attacks: Fighters with melee weapons
brutal battles is therefore unrivalled. attack once per round at first to sixth levels (1/1
attacks); at seventh to 12th levels, they attack
They also have the best chance “to hit” of all the thrice every two rounds (3/2 attacks); and at 13th
classes, particularly at higher level. They may use or higher levels they attack twice per round (2/1
any kind of armour, shield, or weapon. Most attacks). A partial additional attack (e.g. 3/2
fighters look forward to the day when their attacks) means that the extra attack is taken on
reputations will bring them into the ranks of the odd-numbered rounds in the combat sequence,
lesser nobility, where fighting prowess and armed hence two attacks on the first round, one on the
followers are more important than high-flown second, two on the third and one on the fourth, if
bloodlines. It is no small matter to carve a freehold applicable.
out of the wilderness, but to do so is to leave
behind a legacy in a world where most fortune- Fighting the Unskilled: When the fighter is
seekers die an unsung death. attacking creatures with less than a full hit die (i.e.
less than 1d8 hit points), the fighter receives one
A fighter of 9th level or higher who has built a attack for each of his or her levels of experience,
castle and cleared a wide area around it of e.g. a fourth level fighter attacking goblins would
monsters (at least a 20 mile radius), will attract a receive four attacks per round.
body of mercenaries to his or her service,
provided that these are paid a fair wage. He or NB: A fighter exercising multiple attacks departs
she will also be able to tax each freeholder, at up from the normal initiative procedure. The fighter
to the maximum rate of 1 gp per month per will automatically attack first in the round unless
resident. Some players may choose to retire a fighting an opponent with multiple attacks of its
character at this point, satisfied that the character own (in which case initiative should be rolled as
has entered the historical records and legends of normal). The fighter’s second attack in any given
the campaign world. Others may choose to view melee round will come last in the sequence.
the stronghold merely as the first step toward the
pinnacles of mythic power. Such player-held Weapon Specialisation (optional): With the
castles and villages provide a higher-level party permission of the GM, weapon specialisation may
with a base for adventures, a stronghold against be selected during character generation. If
enemies, and possibly the introduction of feudal weapon specialisation is not selected during
politics and war into their already eventful lives. character generation, it remains forever
unavailable to the character, barring some
The Fighter Character magical or divine intervention.

Minimum Scores: Str 9, Dex 6, Con 7, Int 3, Wis If weapon specialisation is in play, fighters may
6, Cha 6 take a second proficiency in the same weapon as
the first, granting them one extra attack every two

19
Fighter CHAPTER I: CREATING A CHARACTER Fighter

rounds with the weapon (hence 3/2 attacks with a Fighter Level Advancement
melee weapon at first level, 2/1 at seventh and 5/2
at 13th), +1 to hit and +2 damage owing to their Base Hit
skill. Specialisation costs one proficiency “slot” for Experience Dice
melee weapons and crossbows, and two “slots” Level Points Required (d10) Notes
for missile weapons other than crossbows. 1 0 1
2 1,900 2
Double Specialisation (optional): For melee 3 4,250 3
weapons that are not polearms or two-handed 4 7,750 4
swords, a third weapon proficiency may be used 5 16,000 5
to specialise further; this increases combat 6 35,000 6
bonuses to +3 to hit and +3 damage with the 7 75,000 7 Bonus attacks
weapon. 8 125,000 8
9 250,000 9 Lord (Lady)
10 500,000 9+3*
11 750,000 9+6

* Constitution-based hp adjustments no longer


apply.

Each level gained thereafter requires 250,000


additional experience points and gains +3 hit
points.
Fighter Saving Throw Table
TYPE OF SAVING THROW
Aimed Magic Items Breath Death, Paralysis, Petrifaction, Spells for unlisted
Level (e.g., rod, staff, wand) 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

20
Illusionist CHAPTER I: CREATING A CHARACTER Illusionist

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 in what spells they can learn according to the
level or with many bonuses “to hit” actually same table as provided under magic users.
requires a negative score to hit his or her target,
then at the GM’s option, the negative score may At tenth level, an illusionist may establish a
be converted to a positive and applied as stronghold, usually a tower or small keep, as a
additional damage to the automatic hit. Thus, for fighter does.
example, a 20th level fighter with 19 strength and
a +5 sword attacking an AC 2 dragon would The Illusionist Character
require a roll of -8 to hit it; the character would be
allowed to modify his or her damage roll by +8. Minimum Scores: Str 6, Dex 16, Int 15, Wis 6,
Cha 6
ILLUSIONIST
Hit Die Type: d4 (max 10)
Illusionists are practitioners of phantasmal magic,
a type of spell casting that influences the minds Alignment: Any
and senses of other beings, and at higher levels
becomes intertwined with the shadow-realities Experience Bonus: None
beyond the Prime Material Plane. They are often
classed with magic users, since phantasmal Armour/Shield Permitted: None
magic operates in the same manner as arcane
spells—indeed, some sages state that it Weapons Permitted: Dagger, dart, oil, staff
represents a different means of tapping into the
same source. Illusionists are dependent upon Weapons Proficiencies: 1 + 1 per 5 levels
their spell books, and can only normally cast
spells they have learned from these books Penalty to hit for non-proficiency: -5
(exception: spells may be cast from illusionist
scrolls). Acquisition of new spells is difficult and Weapon Specialisation: N/A
demanding, and must normally be accomplished
through adventuring, although illusionists will Illusionist Class Abilities
automatically receive one new spell of the highest
spell level that he or she may cast upon Spellcasting: Illusionists may memorise and cast
completing training after acquiring a new level of phantasmal spells in accordance with the tables
experience. They are limited by their intelligence provided below. A beginning illusionist character
will know four spells. Two spells should be chosen

21
Illusionist CHAPTER I: CREATING A CHARACTER Illusionist

by the player from the list of first level spells, and ordinarily only be deciphered by an illusionist.
the other two should be determined randomly Illusionists do not employ (or require) the read
from the list of first level spells. Illusionist spells magic spell.
are written in phantasmal script, which can

22
Illusionist CHAPTER I: CREATING A CHARACTER Illusionist

Illusionist Level Advancement

Base
Experience Hit
Points Dice Spells By Level
Level 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 Death, Spells for
(e.g., rod, staff, Breath Paralysis, Petrifaction, unlisted
Level wand) 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

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

23
Magic User CHAPTER I: CREATING A CHARACTER Magic User

MAGIC USER themselves can use; items such as magical


swords, that no primary spell casting class may
Magic users are a rare breed—practitioners of the use, are in their creation the sole province of
mysterious art of arcane spell casting. A lengthy magic users.
apprenticeship of study and practice allows these
somewhat eerie individuals to store arcane energy At 11th level, a magic user may establish a
within their minds and to release it in the form of stronghold (usually a tower or small keep) in the
spells. Magic users cast spells by speaking a few same manner as a fighter.
magic words, weaving complex gestures in the
air, and employing rare and magical materials. The Magic User Character
While magic users (with illusionists) are the
weakest character class in combat, this weakness Minimum Scores: Str 3, Dex 6, Int 9, Wis 6, Con
is balanced by possessing the most powerful and 6, Cha 6
versatile spells in the game.
Hit Die Type: d4 (max 11)
The full underlying principles of magic are beyond
mortal comprehension; even wizards of the Alignment: Any
profoundest intellect struggle from momentary
inklings to understand its more complex patterns. Experience bonus: Int 16+
Nevertheless, those characters who possess
formidable intelligence and a certain intuitive gift, Armour/Shield Permitted: None
who are willing to devote themselves to a lifetime
of study, may in time sufficiently master the art to Weapons Permitted: Dagger, dart, oil, staff
be capable of shifting mountains and shattering
entire armies. High-level magic users are the most Weapon Proficiencies: 1 + 1 per 5 levels
feared and dangerous characters in the game.
Penalty to hit for non-proficiency: -5
Magic users do not gain bonus spells for high
intelligence scores; intelligence does determine Weapon Specialisation: N/A
which spells they can understand and how many
spells they may learn for each spell level. Magic User Class Abilities

Magic users are dependent upon their spell Spellcasting: Magic users may memorise and
books, and normally may only cast a spell they cast arcane spells in accordance with the tables
have learned from these books (exception: magic provided below. A beginning magic user character
users may cast spells from arcane magical will know four spells. One of these will
scrolls). Mages may not cast spells from divine, automatically be Read Magic. The second spell
druidic or phantasmal magic scrolls. The should be chosen by the player from the list of first
acquisition of a new spell is difficult and level spells, and the last two should be
demanding and must normally be accomplished determined randomly from the list of first level
through adventuring, although the mage will spells.
automatically receive one new spell of the highest
spell level that he or she may cast upon acquiring Advanced Abilities
a new level of experience.
Eldritch Craft (7th): Mages of 7th or higher level
OSRIC magic users are superficially similar to the may create magical potions, scribe arcane scrolls
wizards of fantasy literature such as Gandalf and (of spells that he or she already knows) and
Merlin, but they are more closely similar to mages recharge magical rods, staves and wands. This
described in the works of Jack Vance. His “Dying process should be overseen by the GM, who must
Earth” cycle, and particularly “Rhialto the take care to ensure that it is not too easy! A long
Marvellous”, are highly recommended. list of ingredients will always be required, some of
which should be expensive, and others of which
Magic users are the only class capable of should be a challenge to acquire.
fabricating magic items that they cannot
themselves employ. Clerics, druids and illusionists Eldritch Power (12th): Magic users of 12th level
can fabricate magic items, but only those they or higher may attempt to create other magical

24
Magic User CHAPTER I: CREATING A CHARACTER Magic User

items by means of the enchant an item spell. Magic User Spell Acquisition Table
However, this is even more difficult than creating Min/Max
a potion or scroll, and the various components Chance to Spells
required should be of a rarity and value Understand Understood
appropriate to the magic item under consideration. Intelligence Spells (d%) Per Level
Even then, success will not be guaranteed. 9 35 4/6
10-12 45 5/7
13-14 55 6/9
15-16 65 7/11
17 75 8/14
18 85 9/18
19 90 10/22

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 Spells for
(e.g., Rod, staff, Breath Death, Paralysis, Petrifaction, unlisted
Level wand) 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

25
Paladin CHAPTER I: CREATING A CHARACTER Paladin

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

PALADIN Alignment: Lawful Good only

A paladin is a paragon of righteousness sworn to Experience bonus: Str and Wis 16+
be, and always to remain, Lawful Good. If this vow
is ever breached, the paladin must atone and Armour/Shield Permitted: Any
perform penance to be decided by a powerful
NPC cleric of the same alignment—unless the Weapons Permitted: Any
breach was intentional, in which case the paladin
instantly loses his or her enhanced status as a Weapon Proficiencies: 3 + 1 every 2 levels
paladin and may never regain it. Such a “fallen
paladin” is in all respects a fighter, with no special Penalty to hit for non-proficiency: -2
powers, for the remainder of his or her career.
Weapon Specialisation: Optional rule - as fighter
The Paladin class in OSRIC superficially
resembles such legendary warriors as Sir Paladin Class Abilities
Galahad or Sir Gawaine of the Arthurian cycle, but
is more closely similar to characters described in Improved Saving Throws: The paladin uses a
the works of Poul Anderson. His “Three Hearts more favourable saving throw table than other
and Three Lions” is particularly highly classes (see table, below).
recommended.
Cure Disease: Paladins can cure disease (as the
Paladins suffer the following restrictions: clerical spell) by touch, once per week. Paladins
of higher than 5th level may do so twice per week,
First, the paladin may never possess more than and those higher than 10th level thrice per week.
ten magic items, and no more than a single suit of Paladins themselves are completely immune to
magic armour with no more than one magic shield disease.
may be so owned.
Detect Evil: A paladin may detect evil at any
Second, the paladin must always give away a range up to 60 ft at will, provided he or she con-
tenth of any money which he or she receives to centrates on doing so.
some Lawful Good cause, and if he or she has
any money remaining after paying his or her costs Protection from Evil: A paladin radiates an aura
(such as maintaining equipment and paying within a 10 ft radius, equivalent to the clerical spell
servants’ wages) this surplus must be likewise protection from evil.
donated.
Lay on Hands: Once per day, the paladin may
Third, paladins will not associate with characters heal two hit points per level to any creature
who are not Good in alignment save under very touched (e.g. a third level paladin would heal six
exceptional circumstances (i.e., if approved by the hit points with this ability).
GM).
Advanced Abilities
The Paladin Character
Turn Undead (3rd): Paladins of third level and
Minimum Scores: Str 12, Dex 6, Con 9, Int 9, higher gain the ability to turn undead as a good
Wis 13, Cha 17 aligned cleric does, but as a cleric of two levels
lower than the paladin’s level.
Hit Die Type: d10 (max 9 hit dice)

26
Paladin CHAPTER I: CREATING A CHARACTER Paladin

Summon Warhorse (4th): At fourth level, the pal- level and above. If the optional weapon
adin may summon a special Paladin’s Warhorse, specialisation rules are permitted by the GM,
a heavy warhorse with enhanced hit points, paladins may specialise as fighters do, save that
intelligence and movement speed. Such a destrier they receive fewer proficiencies and gain extra
may be called only once every ten years. attacks more slowly as described above.

Bonus Attacks (8th): Paladins gain additional Clerical Spellcasting (9th): Paladins gain the
attacks as fighters do, but less swiftly. A paladin ability to cast certain cleric spells at 9th level (see
has one attack at first to seventh level, 3/2 attacks table, below).
at eighth to 14th level, and two attacks at 15th

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 spell casting level ceiling 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 +3 hit points.

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

27
Ranger CHAPTER I: CREATING A CHARACTER Ranger

Paladin Saving Throw Table


TYPE OF SAVING THROW
Aimed Magic Items Spells for
(e.g., rod, staff, Breath Death, Paralysis, Petrifaction, unlisted
Level wand) 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
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 regain ranger-hood. An unintentional change will


transform the character into a fighter as above,
Rangers are a special variation of the fighter but in this case, with sufficient questing and
class. They are modelled on such characters of atonement, the ranger may be permitted to
fiction as Aragorn and Robin Hood and are recover his or her status. The GM will determine
particularly expert in wilderness situations. the precise details of this process according to the
Rangers are defenders of the poor and serve to situation.
protect civilisation from the evil forces that lurk
beyond civilised lands. Second, rangers may not employ mercenaries or
servants until they reach eighth level or higher.
Rangers must abide by certain limitations, in the Even once permitted, a ranger may not employ
same fashion as paladins: any mercenary or servant who he or she suspects
(or ought to suspect) is not of good alignment.
First, the ranger must always remain of good
alignment (lawful, neutral or chaotic). Any Third, a maximum of three rangers may travel or
deliberate change in the ranger’s alignment away operate together at any one time.
from good will result in the character becoming a
mere fighter, with 8-sided hit dice, never able to

28
Ranger CHAPTER I: CREATING A CHARACTER Ranger

Fourth, rangers travel light and may not keep any chance in urban or dungeon settings (again,
more treasure than they can lift (including any modified by the GM to take account of local
amount the ranger can carry on his or her steed, if conditions).
any).

The Ranger Character

Minimum Scores: Str 13, Dex 6, Con 14, Int 13,


Wis 14, Cha 6
th
Hit Die Type: d8 (max 11 at 10 level)

Initial Hit Die: 2*

Alignment: Any good

Experience bonus: Str, Int, and Wis 16+

Armour/Shield Permitted: Any

Weapons Permitted: Any

Weapon Proficiencies: 3 + 1 every 2 levels

Penalty to hit for non-proficiency: -2

Weapon Specialisation: Optional rule - as fighter

* Rangers are different from fighters and paladins


in terms of hit points. Rangers roll 8-sided dice to Advanced Abilities
determine their hit points, but they receive two
such dice at first level. They gain 1d8 per level Bonus Attacks (8th): Rangers gain additional
thereafter until they achieve a ceiling of 11 hit dice attacks as fighters do, but less swiftly. A ranger
(at tenth level). has one attack at first to seventh level, 3/2 attacks
at eighth to 14th level, and two attacks at 15th and
Ranger Class Abilities above. If the optional weapon specialisation rules
are permitted by the GM, rangers may specialise
Alert Against Surprise: Rangers are less likely as fighters do, save that they receive fewer
to be surprised (only on a 1 on 1d6), and more proficiencies and gain extra attacks more slowly
likely to surprise others (1-3 on 1d6) than other as described above.
character classes.
Spell Casting (8th): At eighth level, rangers
Damage Bonus vs Humanoids: Rangers receive receive limited spell powers, drawn from the Druid
a bonus of +1 damage per ranger level against and Magic user spell lists according to the table
evil humanoid or giantish opponents (including given hereafter.
such creatures as orcs, goblins, and giants, for
example). Thus, a third level ranger would receive Band of Followers (10th): Rangers of tenth level
+3 damage per hit against these creatures. This or higher receive a special body of followers. The
damage bonus applies only in hand-to-hand GM will determine the exact nature of a ranger’s
“melee” combat. special followers, but the group may include
unusual and magical creatures; centaurs and wer-
Tracking: Rangers may track other creatures, ebears, for example, would be possible followers.
with a base 90% chance of success in rural
settings (modified by the GM according to such Scrying Device Use (10th): Rangers of tenth
factors as the age of the trail, the prevailing terrain level or higher may use crystal balls and other
and current weather conditions) and a base 65% such devices that permit magical scrying.

29
Ranger CHAPTER I: CREATING A CHARACTER Ranger

Ranger Level Advancement


Spell Druid Mage
Base Experience Hit Dice Casting Spells 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 spell casting level ceiling for rangers.
Each level gained thereafter requires 325,000 additional experience points and gains +2 hit points.

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

Ranger Saving Throw Table


TYPE OF SAVING THROW
Aimed Magic Items Spells for
(e.g., rod, staff, Breath Death, Paralysis, Petrifaction, unlisted
Level wand) 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

30
Thief CHAPTER I: CREATING A CHARACTER Thief

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 Thieves in OSRIC are modelled on characters of


fiction and legend, particularly characters from the
Thieves sneak furtively in the shadowed works of Fritz Leiber and Jack Vance. Leiber’s
alleyways of cities, living by their wits. They are “Lankhmar” series is highly recommended,
often members of the criminal underclass, usually particularly for its description of the operation of a
trained by a thieves’ guild in the arts of burglary typical thieves’ guild; but the high-level thief’s
and stealth. It is not uncommon for a thief to seek ability to read (or misread) magic scrolls is a nod
out the great rewards that can be gained from the to Vance’s Cugel.
adventuring life, especially when circumstances
require lying low for a while. The Thief Character

Most thieves come from the teeming masses of a Minimum Scores: Str 6, Dex 9, Con 6, Int 6,
large city, wherein a thieves’ guild is often the only Cha 6
source of justice and exercises as much power as
the city’s legitimate government. Of course, not all Hit Die Type: d6 (max 10)
thieves are members of a guild. Some are
freelancers, evading both the authorities and the Alignment: Any neutral or any evil
guild, living on the edge of the knife. Some are
even found working on the side of the law; agents Experience bonus: Dex 16+
or spies who use their skills in more accepted
(though equally shadowy) pursuits. A thief Armour/Shield Permitted: Leather or studded
character must be of any neutral or evil alignment. leather only, no shields
Neutral good thieves are permitted because of the
neutral component of their alignment. Weapons Permitted: Club, dagger, oil, sling,
single-handed swords (except bastard swords)
Sensible adventuring parties will almost always
include a thief, for the skills of such a character Weapon Proficiencies: 2 + 1 every 4 levels
are invaluable in reaching inaccessible places via
climb walls, pick locks, and so on. In addition, Penalty to hit for non-proficiency: -3
dungeons frequently contain traps which must be
located and disarmed, and the thief’s cunning and Weapon Specialisation: N/A
stealth conspire to make him or her very useful in
a scouting role.

31
Thief CHAPTER I: CREATING A CHARACTER Thief

Thief Class Abilities Thieves’ Cant: Thieves have their own language.

Backstab: If the thief can approach his or her Advanced Abilities


target unobserved and strike with a melee
weapon, the attack is made at +4 to hit. Damage Read Scrolls (10th): When a thief reaches tenth
from a backstab is doubled—or trebled if the thief level, he or she has become well-versed enough
is of fifth level or higher. Thieves of ninth level or in training to cast spells from an arcane or
higher do quadruple damage, while those of 13th phantasmal scroll (magic user or illusionist).
or greater level quintuple the number shown on However, this casting is not always successful.
the die. Damage modifiers (such as those The thief should roll against his or her intelligence
pertaining to strength or magic) are not multiplied as a magic user or illusionist does, and if the
from a backstab. score shown on the die is insufficient for the thief
to cast the spell, then the casting will fail, possibly
Climb: Climbing represents a thief’s ability to (at the GM’s option) having some entirely
scale sheer walls and surfaces, cling to ceilings, unexpected effect.
and perform other feats of climbing that would
normally be impossible. Climbing checks must Thief Level Advancement
ordinarily be repeated for every ten ft of climbing.
Non-thieves cannot climb walls, cliffs, or any Base
vertical surface without the use of a rope or Experience Hit
magic, making the presence of a thief vital to Points Dice
many adventuring parties. Level Required (d6) Notes
1 0 1
Find Traps: This ability represents the thief’s 2 1,250 2
minute visual inspection of a new area for tiny 3 2,500 3
telltale signs that something of interest or danger 4 5,000 4
may be concealed nearby. It requires a full turn 5 10,000 5
(ten minutes) to accomplish. 6 20,000 6
7 40,000 7
Hide in Shadows: Some shadow must be 8 70,000 8
present for this ability to be used, but if the check 9 110,000 9
is successful the thief is effectively invisible until 10 160,000 10 Master Thief;
he makes an attack or moves from the shadows.
may read scrolls
The ability can also be used to blend in with a
11 220,000 10+2*
crowd of people rather than disappear into
12 440,000 10+4*
shadows.
*Constitution-based hp adjustments no longer
Move Quietly: Use of this skill allows the thief to apply.
move with preternatural silence even over Each level thereafter requires 220,000 experience
surfaces such as squeaky floors. points and grants +2 hit points.

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.

Read Languages: The thief may attempt to read


languages and ciphers of a non-magical nature
only.

32
Thief CHAPTER I: CREATING A CHARACTER Thief

Thief Skills Table - Base chance

Climb Find Hear Hide in Move Open Pick Read


Level Walls Traps Noise Shadows Quietly Locks 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

Climb Find Hear Hide in Move Open Pick Read


Dexterity Walls Traps Noise Shadows Quietly Locks 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% -

33
Multi-Classing CHAPTER I: CREATING A CHARACTER Multi-Classing

Thief Skills Table – Racial Adjustments

Climb Find Hear Hide in Move Open Pick Read


Race Walls Traps Noise Shadows Quietly Locks 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 decides the circumstances are exceptional.

Thief Saving Throw Table


TYPE OF SAVING THROW
Spells for
Aimed Magic Items Breath Death, Paralysis, Petrifaction, unlisted
Level (e.g., rod, staff, wand) 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 use edged weapons. When a non-human


character has more than one character class, any
Multi-classing, which is an option available only experience points gained by the character will be
to non-human characters, is simultaneous divided evenly between these two classes, even
advancement in two or more different classes. once the character can no longer progress in one
Dual-classing, an option available only to human of the classes.
characters, is the ability to switch classes and
begin advancing exclusively in a new character When the character advances in one of his or her
class. Specific information about the interaction of classes, additional hit points are determined by
the restrictions and abilities of a multi-classed rolling the appropriate die (d4 for magic users and
character are described in the racial description of illusionists, d6 for thieves and assassins, etc.),
each race. Gnomish multi-classed characters are, adding the appropriate constitution modifier, and
for example, limited to leather armour in order to dividing by the number of classes involved (so two
cast spells, while elven multi-classed characters for a cleric/thief, or three for a fighter/cleric/magic
are not. These restrictions reflect the particular user, for example).
nature of the non-human races and thus are
detailed in the race descriptions. There is a It is therefore entirely possible for a multi-class
general rule, however, that a cleric/fighter may character to be at different levels of experience in

34
Dual-Classing CHAPTER I: CREATING A CHARACTER Alignment

different classes. As an extreme example, a half- However, with dual-classed characters, any
orcish cleric/assassin of level 4/15 is possible. combination of classes is possible, provided the
character qualifies in terms of ability scores and
Optional Rule: Some GMs limit elven and half- can comply with any relevant alignment
elven fighter/magic users and fighter/magic restrictions. Theoretically, an individual with very
user/clerics in respect of the armour they may high ability scores could play a cleric/paladin or a
wear while casting spells. If this optional rule is in magic user/illusionist.
play, such a character may only cast arcane
spells if unarmoured—unless they are wearing ALIGNMENT
elfin chain. The character may still cast divine
spells regardless of the armour he or she is Alignment represents where a character falls in
wearing. (This rule assumes that elfin chain is terms of the ever-present battle between good
specially designed to allow fighter/magic users to and evil. Along the law-chaos axis, it also
wear it.) represents how the character approaches such
issues. Alignment is more than a philosophy; evil
Dual-class characters are humans who elect to and good are palpably real in the game world. An
change irrevocably from one class to another. The evil person bears the poison of his or her
character class of a non-human represents talents alignment in his or her very soul, and magic spells
and abilities that are somewhat more innate than can even be used to detect the stain of it. In gen-
those of humankind. Humans are more flexible eral, the good alignments will work together,
and can generally become more skilled in any one although there may well be misunderstandings
class than non-humans, but lacking the innate and disputes between those of differing good
talents of the other races, they can only focus alignments. Relationships between those of evil
upon one class at a time. alignments will generally be based on power and
fear, although many evil aligned individuals or
In order to switch from one class to another, the monsters are natural followers, not seeking to
human character must have an ability score of usurp power as much as they will seek to ally
15+ in the prime requisite(s) of the original class, themselves with and serve the most powerful. The
and of 17+ in the prime requisite(s) of the new moral dictates of alignment are not tied to culture
class. The character retains his or her hit points. in any way; they are objective reality. If a
He or she can use the particular abilities of the barbarian comes from a society that kills the
original class, but doing so will cause the weak, he or she is evil if he or she accedes to the
character to forfeit all experience points from that practice, even though it is considered necessary
adventure (as determined by the GM). This or beneficial in that culture. Such a culture is evil.
restriction applies until the character has
advanced in the new class to a level at least one Each alignment has an “alignment language”
higher than was attained in the original class. specific to that alignment, allowing characters of
that alignment to communicate with one another
When the character begins the process of to a certain degree. Alignment tongues are not
learning a new class, he or she gains the abilities precisely languages; they cannot be rendered into
of the new class as a first level member of that writing, but they can be an effective mode of
class, and all experience is applied to progressing communication nonetheless, consisting of a
in the new class. The character gains no variety of words, gestures, and even facial
additional hit points until reaching a level in the expressions. Alignment tongues are almost never
new class one higher than in the original class, used unless the speaker is certain he or she will
after which time the character’s hit points advance be heard only by members of the same alignment.
as per the new class.
Note that not all creatures of a particular
Unlike multi-class characters, dual-classed alignment will speak their alignment tongue,
characters cannot perform the functions of several although demi-humans and humanoids will
different classes simultaneously. So, for example, normally do so. A creature such as a chimæra, for
an elven fighter/magic user could cast arcane example, that is non-humanoid and generally evil
spells while wearing armour, but a human dual- by nature rather than by choice, might be chaotic
classed fighter and magic user would have to evil in alignment but would not speak the chaotic
remove his or her armour to do the same thing. evil alignment tongue. A gnoll, however, that is
humanoid and evil by choice as well as by nature,

35
Alignment CHAPTER I: CREATING A CHARACTER Alignment

will tend to speak the chaotic evil alignment organised government. Lawful neutral characters
tongue. value reliability and honour, and some can be
quite zealous about forcing these attributes onto
THE NINE ALIGNMENTS society or other individuals.

Nine distinct alignments define all the possible Neutral: A neutral character has no allegiance to
combinations of the law–chaos axis with the either good vs evil or law vs chaos. Most neutral
good–evil axis. Remember that individuals vary characters exhibit a lack of conviction or bias
from this norm, and that a given character may act rather than a commitment to neutrality. These
more or less in accord with his or her alignment normally think of good as preferable to evil—after
from day to day. Use these descriptions as all, they would rather have good neighbours and
guidelines, not as scripts. rulers than evil ones.

Lawful Good, “Crusader”: A lawful good Still, such characters are not personally
character acts as a good person is expected or committed to upholding good in any abstract or
required to act. He or she combines a universal way, especially when there is treasure to
commitment to oppose evil with the discipline to be had. Some neutral characters, on the other
fight relentlessly. He or she normally tells the hand, are morally committed to neutrality. They
truth, keeps his or her word, helps those in need, see good, evil, law, and chaos as prejudices and
and speaks out against injustice. A lawful good dangerous extremes, advocating and supporting
character hates to see the guilty go unpunished. neutrality as the best, most balanced road in the
Generally, lawful good characters seek to long run.
combine the values of both honour and
compassion. Chaotic Neutral, “Free Spirit”: A chaotic neutral
character follows his or her whims. He or she is
Neutral Good, “Benefactor”: A neutral good an individualist first and last. He or she values his
character does the best that a good person can or her own liberty but does not strive to protect
do. He or she is devoted to helping others. He or others’ freedom. He or she avoids authority,
she might work with or on behalf of kings and resents restrictions, and challenges traditions.
magistrates, but does not feel beholden to them if
he or she feels that they are not serving the cause A chaotic neutral character does not normally
of good. Neutral good characters value doing intentionally disrupt organisations as part of a
what is good without a particular bias for or campaign of anarchy. To do so, he or she would
against order (or laws). have to be motivated either by good (and a desire
to liberate others) or evil (and a desire to make
Chaotic Good, “Rebel”: A chaotic good those different from him- or herself suffer). A
character acts as his or her conscience directs, chaotic neutral character may be unpredictable,
with little regard for what others might expect. He but his or her behaviour is not normally totally
or she makes his or her own way, but is generally random.
kind and benevolent. He or she believes in
goodness and personal honour, but has little use Lawful Evil, “Dominator”: A lawful evil villain
for laws and regulations. methodically takes what he or she wants within
the limits of his or her code of conduct without
Such a character disdains those who seek to regard for whom it hurts. He or she cares about
intimidate others and tell them what to do. He or tradition, loyalty, and order but not about freedom,
she follows his or her own moral compass, which, dignity, or life. He or she plays by the rules but
although good, may not agree with that of society. without mercy or compassion. He or she is
Chaotic good characters value the combination of comfortable in a hierarchy and would like to rule,
a good heart with a free spirit. but is willing to serve. He or she condemns others
not according to their actions but according to
Lawful Neutral, “Judge”: A lawful neutral race, religion, homeland, or social rank. He or she
character acts as law, tradition, or a personal is loath to break laws or promises.
code directs him or her. Order and organisation
are paramount. He or she may believe in personal This reluctance comes partly from his or her
order and live by a code or standard, or might nature and partly because he or she depends on
believe in order for all, favouring a strong, order to protect him- or herself from those who

36
Alignment CHAPTER I: CREATING A CHARACTER Alignment

oppose him or her on moral grounds. Some lawful or she sheds no tears for those he or she kills,
evil characters have particular taboos, such as not whether for profit, sport, or convenience. He or
killing in cold blood (but having underlings do it) or she has no love of order and holds no illusion that
not letting children come to harm (if it can be following laws, traditions, or codes would make
helped). They imagine that these compunctions him or her any better or more noble. On the other
put them above unprincipled villains. Some lawful hand, he or she doesn’t have the restless nature
evil people and creatures commit themselves to or love of conflict that a chaotic evil villain has.
evil with a zeal like that of a crusader committed Some neutral evil villains hold up evil as an ideal,
to good. committing evil for its own sake. Most often, such
villains are devoted to evil deities or secret
Beyond being willing to hurt others for their own societies.
ends, they take pleasure in spreading evil as an
end unto itself. They may also see doing evil as Chaotic Evil, “Destroyer”: A chaotic evil
part of a duty to an evil deity or master. Lawful evil character does whatever his or her greed, hatred,
is sometimes called “diabolical,” because devils and lust for destruction drive him to do. He or she
are the epitome of lawful evil. is hot-tempered, vicious, arbitrarily violent, and
unpredictable. If he or she is simply out for
Neutral Evil, “Malefactor”: A neutral evil villain whatever he or she can get, he or she is ruthless
does whatever he or she can get away with. He or and brutal. If he or she is committed to the spread
she is out for him- or herself, pure and simple. He of evil and chaos, he or she is even worse. His or

37
Money CHAPTER I: CREATING A CHARACTER Equipment

her plans may be worked out well in advance, but This constant drive for money should serve to
their implementation will often be haphazard, and motivate the player characters to explore dark
any group he or she forms is likely to be poorly dungeons, seek dragons’ hoards and otherwise
organised. constantly quest for wealth!

Typically, chaotic evil creatures can be made to OSRIC games normally use the following
work together only by force, and their leader lasts conversion rate for currency. Of course, a GM’s
only as long as he or she can thwart attempts to specific campaign may change this, but in this
topple or assassinate him or her. Chaotic evil is case the GM should consider revising the price
sometimes called “demonic” because demons are lists provided in the following section.
the epitome of chaotic evil. Chaotic evil represents
the destruction not only of beauty and life but also 1 platinum piece = 5 gold pieces
of the order on which beauty and life depend. 1 gold piece = 2 electrum pieces
1 gold piece = 10 silver pieces
MONEY 1 gold piece = 100 copper pieces

In OSRIC, coins are heavy. Ten coins weigh one Each character begins the game with a certain
lb. They are also of primary importance when amount of money to buy initial equipment—how
keeping track of character experience, since gold much depends on the character’s class. Clerics
the party recovers is converted to experience at and druids receive 30-180gp (3d6 x 10); fighters,
the rate of 1gp = 1xp. (The GM may well wish to rangers and paladins receive 50-200gp ((3d6+2) x
reduce the experience point award for gold if large 10); magic users and illusionists receive 20-80gp
amounts are gained for relatively small risk.) (2d4 x 10), while thieves and assassins receive
OSRIC prices normally far exceed prices as they 20-120gp (2d6 x 10). Multi-class individuals
were in the real mediæval world. Gold is plentiful receive the award for the wealthiest of their
and hence of relatively little value. The purpose of classes (thus, a fighter/thief would receive the
this is to allow GMs to place the kinds of treasure starting money of a fighter, while a cleric/magic
mentioned in works of fantasy literature—huge user would receive the starting money of a cleric).
piles of gold, enormous gems and pieces of
beautiful jewellery—without destroying the fantasy
economy of his or her game.

A fundamental, driving assumption of OSRIC-


compatible games is that the player characters
are, at least partially, motivated by a desire (or
need) for wealth. This need not necessarily be for
reasons of greed; a cleric or paladin character, for
example, could be driven to acquire money to
donate to the poor, or to enable his or her
superiors to construct a new church. However this
is managed, the mechanics of the game
specifically reward the acquisition of money, and
so successful players will tend to find an awful lot
of it!

Shrewd GMs will usually use all the tools at their


disposal to ensure that while a lot of money flows
through the players’ hands, other pressures will
keep their expenses high. In particular, training
costs (see Chapter III) will absorb the majority of EQUIPMENT
the characters’ income during the early levels. If
any players are skilled and fortunate enough that The following table shows suggested general
their characters survive to higher levels, they will equipment prices for a typical campaign. Players
find that the construction and maintenance of a should check with their GM whether the prices
stronghold also creates a strain on the purse; shown below apply in his or her specific
while creating magic items is more expensive still. campaign.

38
Equipment CHAPTER I: CREATING A CHARACTER Equipment

Item Weight Cost Item Weight Cost


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

39
Weapons CHAPTER I: CREATING A CHARACTER Weapons

Master Weapon Table


Damage vs Damage vs
Weapon Type Small or Medium 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.

40
Missile Weapons CHAPTER I: CREATING A CHARACTER Armour

Missile Weapon Table

Damage vs Rate of Fire


Small or Damage (in shots per Range (-2 to hit
Weapon Type Medium vs Large round) per 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 1d6 1d6 2 60 ft 13 100
bow, long** gp
Composite 1d6 1d6 2 50 ft 9 75
bow, short** gp
Crossbow, 1d6+1 1d6+1 ½ 60 ft 12 20
heavy* 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 1d6+1 or 1 35 ft ½ 5 sp
1d4 1d4
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).

ARMOUR

Armour Table 1
Effect on AC
Armour Type Encumbrance* Max Move Rate (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.

41
Armour CHAPTER I: CREATING A CHARACTER Armour

Armour Table 2 means the Gothic and Milanese plate of the


fifteenth century or later. If field plate is used in a
Type of Armour AC Rating campaign, it should be treated as having an AC
None 10 modifier of -8 (i.e. field plate plus shield would be
Shield only 9 equivalent to AC 1) and a maximum movement
Leather or padded armour 8 rate of 90 ft. Some GMs may also wish to permit
Studded leather or ring 7 full plate, representing the jousting or tourney
Scale or lamellar 6 plate of the same period and later, which should
Mail hauberk or byrnie 5 be treated as having an AC modifier of -9 and a
Banded armour 4 maximum movement rate of 60 ft.
Plate 3
Druids are restricted to armour that does not
The AC rating of a character employing a shield is contain metal. They are permitted leather
improved by 1, so a character wearing leather (optionally studded leather at the GM’s discretion)
armour and carrying a shield would be AC 7, while and shields not bound with metal. A wooden
a character with plate armour and shield would be shield bound with rawhide costs the same, and
AC 2. Magic armour with a rating of +1 reduces has the same characteristics, as a small shield.
AC by 1, +2 reduces by 2, and so forth; the
principle is that a positive rating for a magic item Thieves are restricted to leather or padded
shows that it is beneficial, but AC is rated on a armour. Some kindly GMs permit thieves to use
descending scale whereby the lower the figure, studded leather or elfin mail.
the better the protection.
Normally, plate gauntlets and helms must be
Shields do NOT affect armour class where the removed before missile weapons such as bows
target is being attacked from the rear. Likewise, a can be employed.
figure attacked by several 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 (for a large shield) attacks in any one
given round; thus AC against multiple opponents
will tend to deteriorate.

This table should not be used to extrapolate


monster armour types. These are assigned rather
than calculated. For example, most hobgoblins
are AC 5, but this does not mean that the hob-
goblin will automatically be wearing chain mail
armour worth 75gp! More than likely, the creature
is wearing a mishmash of assorted pieces of
armour of negligible value, but its armour class is
considered to be 5 owing to its combat skill and
the needs of the game system.

Elfin mail counts as normal (chain) mail except for


the purposes of weight calculation and
encumbrance. It is rarely sold, but suits are
occasionally fashioned by elven master craftsmen
as gifts for those who have performed some great
service for the 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

42
Height and Weight CHAPTER I: CREATING A CHARACTER Height and Weight

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 Dwarf Female


d% Description Height Weight d% Description Height Weight
01-10 Small 3 ft 9 in + 130 lbs + 01-15 Petite 3 ft 7 in + 100 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
11-25 Slim 4 ft 1 in + 140 lbs + 16-30 Svelte 3 ft 11 in + 110 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
26-55 Normal 4 ft 2 in + 150 lbs + 31-65 Normal 4 ft 0 in + 120 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
56-85 Stout 4 ft 2 in + 160 lbs + 66-85 Curvy 4 ft 0 in + 130 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
86-95 Tall 4 ft 6 in + 160 lbs + 86-95 Tall 4 ft 4 in + 130 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
96-00 Outsize 4 ft 9 in + 170 lbs + 96-00 Outsize 4 ft 7 in + 140 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs

Elf Male Elf Female


d% Description Height Weight d% Description Height Weight
01-15 Small 4 ft 7 in + 70 lbs + 01-15 Petite 4 ft 3 in + 64 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
16-45 Slim 4 ft 11 in + 80 lbs + 16-45 Svelte 4 ft 7 in + 72 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
46-75 Normal 5 ft 0 in + 90 lbs + 46-75 Normal 4 ft 8 in + 80 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
76-80 Stout 5 ft 0 in + 95 lbs + 76-80 Curvy 4 ft 8 in + 85 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
81-95 Tall 5 ft 4 in + 95 lbs + 81-95 Tall 5 ft 0 in + 85 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
96-00 Outsize 5 ft 7 in + 100 lbs + 96-00 Outsize 5 ft 3 in + 90 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs

Gnome or Halfling Male Gnome or Halfling Female


d% Description Height Weight d% Description Height Weight
01-10 Small 2 ft 10 in + 50 lbs + 01-15 Petite 2 ft 8 in + 42 lbs +
1d3 in 1d20 lbs 1d3 in 1d20 lbs
11-25 Slim 3 ft 1 in + 55 lbs + 16-30 Svelte 2 ft 11 in + 45 lbs +
1d3 in 1d20 lbs 1d3 in 1d20 lbs
26-55 Normal 3 ft 2 in + 60 lbs + 31-65 Normal 3 ft 0 in + 50 lbs +
1d3 in 1d20 lbs 1d3 in 1d20 lbs
56-85 Stout 3 ft 2 in + 65 lbs + 66-85 Curvy 3 ft 0 in + 55 lbs +
1d3 in 1d20 lbs 1d3 in 1d20 lbs
86-95 Tall 4 ft 6 in + 160 lbs + 86-95 Tall 3 ft 3 in + 55 lbs +
1d4 in 1d20 lbs 1d3 in 1d20 lbs
96-00 Outsize 4 ft 9 in + 170 lbs + 96-00 Outsize 3 ft 5 in + 60 lbs +
1d4 in 1d20 lbs 1d3 in 1d20 lbs

43
Height and Weight CHAPTER I: CREATING A CHARACTER Height and Weight

Half-Elf Male Half-Elf Female


d% Description Height Weight d% Description Height Weight
01-10 Small 5 ft 1 in + 105 lbs + 01-15 Petite 4 ft 9 in + 80 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
11-30 Slim 5 ft 5 in + 115 lbs + 16-30 Svelte 5 ft 1 in + 90 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
31-70 Normal 5 ft 6 in + 125 lbs + 31-65 Normal 5 ft 2 in + 100 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
71-80 Stout 5 ft 6 in + 135 lbs + 66-85 Curvy 5 ft 2 in + 110 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
81-95 Tall 5 ft 10 in + 135 lbs + 86-95 Tall 5 ft 6 in + 110 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
96-00 Outsize 6 ft 1 in + 145 lbs + 96-00 Outsize 5 ft 9 in + 120 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs

Half-Orc Male Half-Orc Female


d% Description Height Weight d% Description Height Weight
01-10 Small 5 ft 3 in + 130 lbs + 01-15 Petite 4 ft 10 in + 100 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
11-25 Slim 5 ft 7 in + 140 lbs + 16-30 Svelte 5 ft 2 in + 110 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
26-55 Normal 5 ft 8 in + 150 lbs + 31-65 Normal 5 ft 3 in + 120 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
56-85 Stout 5 ft 8 in + 165 lbs + 66-85 Curvy 5 ft 3 in + 135 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
86-95 Tall 6 ft 0 in + 160 lbs + 86-95 Tall 5 ft 7 in + 130 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
96-00 Outsize 6 ft 3 in + 170 lbs + 96-00 Outsize 5 ft 10 in + 140 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs

Human Male Human Female


d% Description Height Weight d% Description Height Weight
01-10 Small 5 ft 4 in + 140 lbs + 01-15 Petite 4 ft 11 in + 105 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
11-30 Slim 5 ft 8 in + 155 lbs + 16-30 Svelte 5 ft 3 in + 115 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
31-70 Normal 5 ft 9 in + 170 lbs + 31-65 Normal 5 ft 4 in + 125 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
71-80 Stout 5 ft 9 in + 185 lbs + 66-85 Curvy 5 ft 4 in + 135 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
81-95 Tall 6 ft 1 in + 185 lbs + 86-95 Tall 5 ft 8 in + 135 lbs +
1d4 in 1d20 lbs 1d4 in 1d20 lbs
96-00 Outsize 6 ft 4 in + 200 lbs + 96-00 Outsize 5 ft 11 in + 145 lbs +
1d4 in 1d20 lbs 1d4 in 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.

44
Spell Scrolls CHAPTER II: SPELLS Spell Description Notes

Arcane and phantasmal spells are acquired as a spell is cast. In this case, it is not necessary for
result of long study and diligent practice. To cast a the caster to know the spell beforehand, and
spell, the illusionist or magic user must have the indeed it is possible to cast a spell from a scroll
spell scribed in his or her spell book and have even if the caster does not know the spell or is of
prepared it for casting. insufficient level to use the magic.

Clerical and druidic spells, on the other hand, are In extreme cases (such as when a character casts
acquired as a result of faithful religious service. To a spell from a scroll well above the level he or she
cast a spell, the cleric or druid must have spent could normally memorise) the GM will assign a
time in prayer and meditation to prepare it for chance that the spell will fail.
casting.
A character must be of the correct class to cast a
In either case, the procedure for memorising a spell from a scroll. Thus, only clerics or paladins
spell is the same. Spell memorisation requires a may cast spells from clerical scrolls, only druids or
minimum rest period of four hours, which must be rangers from druidic ones, and so on. (Exception:
spent in a quiet place without interruption. Once Thieves and assassins may attempt to cast
this period has expired, it takes fifteen minutes per arcane and phantasmal spells from scrolls.)
level to memorise spells; in other words, a
character memorising one third, two second and EXPLANATORY NOTES CONCERNING THE
four first level spells would require a further SPELL DESCRIPTIONS
(45+30+30+15+15+15+15=) two hours and forty-
five minutes of memorisation time. If the range of a spell is “0,” this indicates that the
spell must be cast right at the caster’s location,
Spells, once cast, are lost from the casting but that it remains stationary (in other words, it
character’s memory and cannot be reused until does not travel). If the range is “caster,” this
the caster memorises them again. (Exception: It is indicates that the spell moves with the caster.
possible to memorise the same spell twice or
even more times if the caster has sufficient spell Spell duration refers to the length of time that the
slots.) spell’s magic remains “magical.” Thus a
permanent duration means that the spell creates
Under “saving throw” the notation “none (neg.)” an enchantment (which can probably be
indicates the spell does not normally have a dispelled). A spell with instantaneous duration is a
saving throw, but one is permitted for the spell’s spell that causes a permanent change in the
reverse. For example, cure light wounds has no world, but one that no longer requires a spell to
saving throw, but its reverse cause light wounds maintain. The effect of a spell with instantaneous
does have one. duration cannot later be dispelled. The cleric’s
cure spells are an excellent example: once a
Also under “saving throw”, the notation “half” wounded person is cured, the regained hit points
indicates that if the saving throw is passed, the cannot be removed with a dispel magic spell, but
spell takes half-effect. For example, with fireball if they are not magically protected from being
the saving throw is halved, targets within the area removed with a sword stroke, either. The spell is
of effect take half the damage shown on the die. simply complete once it is cast, and no more
magic is active after that point. Spells marked with
SPELL SCROLLS “Instantaneous (permanent)” under “duration” all
have this property—they cannot be removed by
Spells are also sometimes found written on being dispelled.
scrolls. It is not possible to memorise a spell from
a scroll, although magic users and illusionists may Spell components may be verbal (representing
copy the spell from the scroll into their spell the words used to incant the spell), somatic
books, if they understand the spell. This process (representing the gesture or gestures that must
always erases the scroll. This is the primary accompany the casting), and/or material (rep-
means by which magic users and illusionists will resenting physical components that are normally
acquire new spells for their spell books. consumed in the spell’s casting). Exception:
Material components that are not normally
Alternatively, the spell may be cast directly from consumed include a cleric’s holy symbol.
the scroll, in which case the scroll is erased as the

45
Cleric Spells CHAPTER II: SPELLS Magic User Spells

Spells with a verbal component may not be cast ILLUSIONIST SPELLS


within the area of effect of a silence spell or if the
caster is gagged. Spells with a somatic Unlike clerical and druidic spells, illusionist spells
component will require that the caster has at least (also known as phantasmal spells in the OSRIC
one hand free for the casting. Spells with a system) do not require any special material
material component will usually require two free components. There are some illusionist spells that
hands as well as the material component itself. can be cast within the area of effect of a silence
spell, since they have no verbal component.
The precise nature of the material component for
most spells has been left as a matter for the GM
to determine, if relevant. Where such components
are costly, an approximate cost is provided.
Otherwise, the components should not usually be
rare or difficult to acquire.

As typical examples, the spell fireball might


require explosive materials such as charcoal or
saltpetre, while the spell sleep might require a
pinch of sand thrown towards the targets at the
culmination of the spell.

It is possible for high level magic users and


illusionists to research new spells. Such spells
MAGIC USER SPELLS
should be assigned a level by the GM which
should be commensurate with the approximate
Unlike clerical and druidic spells, magic user
power of the spell. The GM should always ensure
spells (also known as arcane spells in the OSRIC
that such spell research is difficult, demanding,
system) do not require a holy symbol or mistletoe
dangerous and very, very expensive!
as material components.
The spell names provided are generic, and may
(or should) be adjusted for additional flavour and
relevance to the particular campaign in question.
Thus, for example, Animate Dead might be re-
named Jaxon’s Fearsome Marching Corpse after
the name of the mage who originally researched it
in that particular campaign—or perhaps, after the
spell’s most famous (or infamous) victim.

CLERIC SPELLS

Clerical spells draw upon divine power,


channelling unearthly forces through the cleric’s
words and gestures. Any clerical spell with a
material component requires (at a minimum) the
use of the cleric’s holy symbol unless the spell
description states otherwise.

DRUID SPELLS

Druidic spells draw upon the divine power of


nature, and operate according to similar principles
as clerical spells. Any druidic spell with a material
component requires (at a minimum) the use of
mistletoe, holly, or oak leaves as described under
the Druid class.

46
Cleric Spell List CHAPTER II: SPELLS Cleric Spell List

CLERIC SPELLS BY LEVEL

Level One
1 Bless p. 58 7 Light p. 101
2 Command p. 64 8 Protection From Evil p. 120
3 Create Water p. 70 9 Purify Food and Drink p. 122
4 Cure Light Wounds p. 71 10 Remove Fear p. 126
5 Detect Evil p. 74 11 Resist Cold p. 127
6 Detect Magic p. 75 12 Sanctuary p. 128

Level Two
1 Augury p. 57 7 Resist Fire p. 127
2 Chant p. 60 8 Silence 15 ft r. p. 131
3 Detect Charm p. 74 9 Slow Poison p. 132
4 Find Traps p. 85 10 Snake Charm p. 132
5 Hold Person p. 94 11 Speak With Animals p. 133
6 Know Alignment p. 100 12 Spiritual Weapon p. 135

Level Three
1 Animate Dead p. 54 7 Feign Death p. 83
2 Continual Light p. 68 8 Glyph of Warding p. 91
3 Create Food and Water p. 70 9 Locate Object p. 103
4 Cure Blindness p. 71 10 Prayer p. 118
5 Cure Disease p. 71 11 Remove Curse p. 126
6 Dispel Magic p. 77 12 Speak with Dead p. 133

Level Four
1 Cure Serious Wounds p. 72 6 Neutralise Poison p. 112
2 Detect Lie p. 75 7 Protection From Evil 10 ft r. p. 121
3 Divination p. 78 8 Speak With Plants p. 134
4 Exorcise p. 81 9 Sticks to Snakes p. 136
5 Lower Water p. 104 10 Tongues p. 141

Level Five
1 Atonement p. 57 6 Insect Plague p. 98
2 Commune p. 64 7 Plane Shift p. 115
3 Cure Critical Wounds p. 71 8 Quest p. 123
4 Dispel Evil p. 76 9 Raise Dead p. 123
5 Flame Strike p. 87 10 True Seeing p. 143

Level Six
1 Aerial Servant p. 52 6 Heal p. 93
2 Animate Object p. 54 7 Part Water p. 112
3 Blade Barrier p. 58 8 Speak With Monsters p.134
4 Conjure Animals p. 66 9 Stone Tell p. 137
5 Find the Path p. 84 10 Word of Recall p. 149

Level Seven
1 Astral Spell p. 56 6 Regenerate p. 124
2 Control Weather p. 69 7 Restoration p. 127
3 Earthquake p. 78 8 Resurrection p. 127
4 Gate p. 89 9 Symbol p. 138
5 Holy Word p. 95 10 Wind Walk p. 148

47
Druid Spell List CHAPTER II: SPELLS Druid Spell List

DRUID SPELLS BY LEVEL

Level One
1 Animal Friendship p. 53 7 Locate Animals p. 103
2 Detect Magic p. 75 8 Pass Without Trace p. 113
3 Detect Pits and Snares p. 75 9 Predict Weather p. 118
4 Entangle p. 80 10 Purify Water p. 122
5 Faerie Fire p. 82 11 Shillelagh p. 131
6 Invisibility to Animals p. 100 12 Speak with Animals p. 133

Level Two
1 Barkskin p. 58 7 Heat Metal p. 93
2 Charm Person or Mammal p. 62 8 Locate Plants p. 103
3 Create Water p. 70 9 Obscurement p. 112
4 Cure Light Wounds p. 72 10 Produce Flame p. 120
5 Feign Death p. 83 11 Trip p. 143
6 Fire Trap p. 86 12 Warp Wood p. 147

Level Three
1 Call Lightning p. 60 7 Pyrotechnics p. 122
2 Cure Disease p. 71 8 Snare p. 133
3 Hold Animal p. 94 9 Stone Shape p. 137
4 Neutralise Poison p. 112 10 Summon Insects p. 138
5 Plant Growth p. 116 11 Tree p. 143
6 Protection From Fire p. 121 12 Water Breathing p. 147

Level Four
1 Animal Summoning I p. 53 7 Hold Plant p. 95
2 Call Woodland Beings p. 60 8 Plant Door p. 115
3 Control Temperature 10 ft r. p. 68 9 Produce Fire p. 120
4 Cure Serious Wounds p. 72 10 Protection From Lightning p. 121
5 Dispel Magic p. 77 11 Repel Insects p. 126
6 Hallucinatory Forest p. 92 12 Speak with Plants p. 134

Level Five
1 Animal Growth p. 53 6 Insect Plague p. 98
2 Animal Summoning II p. 54 7 Pass Plant p. 113
3 Anti-Plant Shell p. 55 8 Sticks to Snakes p. 136
4 Commune with Nature p. 65 9 Transmute Rock to Mud p. 142
5 Control Winds p. 69 10 Wall of Fire p. 145

Level Six
1 Animal Summoning III p. 54 6 Fire Seeds p. 85
2 Anti-Animal Shell p. 55 7 Transport via Plants p. 142
3 Conjure Fire Elemental p. 67 8 Turn Wood p. 144
4 Cure Critical Wounds p. 71 9 Wall of Thorns p. 147
5 Feeblemind p. 83 10 Weather Summoning p. 147

Level Seven
1 Animate Rock p. 55 6 Creeping Doom p. 70
2 Chariot of Fire p. 61 7 Finger of Death p. 85
3 Confusion p. 65 8 Fire Storm p. 86
4 Conjure Earth Elemental p. 66 9 Reincarnate p. 124
5 Control Weather p. 69 10 Transmute Metal to Wood p. 142

48
Illusionist Spell List CHAPTER II: SPELLS Illusionist Spell List

ILLUSIONIST SPELLS BY LEVEL

Level One
1 Audible Glamour p. 57 7 Detect Invisibility p. 74
2 Change Self p. 60 8 Gaze Reflection p. 90
3 Colour Spray p. 64 9 Hypnotism p. 96
4 Dancing Lights p. 72 10 Light p. 102
5 Darkness p. 72 11 Phantasmal Force p. 114
6 Detect Illusion p. 74 12 Wall of Fog p. 146

Level Two
1 Blindness p. 58 7 Improved Phantasmal Force p. 97
2 Blur p. 59 8 Invisibility p. 99
3 Deafness p. 73 9 Magic Mouth p. 106
4 Detect Magic p. 75 10 Mirror Image p. 109
5 Fog Cloud p. 87 11 Misdirection p. 109
6 Hypnotic Pattern p. 96 12 Ventriloquism p. 144

Level Three
1 Continual Darkness p. 68 7 Invisibility 10 ft r. p. 99
2 Continual Light p. 68 8 Non-Detection p. 112
3 Dispel Illusion p. 77 9 Paralysation p. 112
4 Fear p. 82 10 Rope Trick p. 128
5 Hallucinatory Terrain p. 92 11 Spectral Force p. 134
6 Illusory Script p. 97 12 Suggestion p. 137

Level Four
1 Confusion p. 66 5 Massmorph p. 107
2 Dispel Exhaustion p. 77 6 Minor Creation p. 108
3 Emotion p. 79 7 Phantasmal Killer p. 114
4 Improved Invisibility p. 97 8 Shadow Monsters p. 129

Level Five
1 Chaos p. 61 5 Project Image p. 120
2 Demi-Shadow Monsters p. 74 6 Shadow Door p. 129
3 Major Creation p. 106 7 Shadow Magic p. 129
4 Maze p. 107 8 Summon Shadow p. 138

Level Six
1 Conjure Animals p. 66 5 Programmed Illusion p. 120
2 Demi-Shadow Magic p. 73 6 Shades p. 129
3 Mass Suggestion p. 107 7 True Sight p. 143
4 Permanent Illusion p. 114 8 Veil p. 144

Level Seven
1 Alter Reality p. 53 4 Prismatic Spray p. 119
2 Arcane Spells Level 1 p. 56 5 Prismatic Wall p. 119
3 Astral Spell p. 56 6 Vision p. 145

49
Magic User Spell List CHAPTER II: SPELLS Magic User Spell List

MAGIC USER SPELLS BY LEVEL

Level One
1 Affect Normal Fires p. 52 16 Light p. 102
2 Burning Hands p. 59 17 Magic Aura p. 105
3 Charm Person p. 61 18 Magic Missile p. 106
4 Comprehend Languages p. 65 19 Mending p. 107
5 Dancing Lights p. 72 20 Message p. 108
6 Detect Magic p. 75 21 Protection From Evil p. 121
7 Enlarge p. 80 22 Push p. 122
8 Erase p. 80 23 Read Magic p. 124
9 Feather Fall p. 83 24 Shield p. 131
10 Find Familiar p. 84 25 Shocking Grasp p. 131
11 Floating Disk p. 87 26 Sleep p. 132
12 Friends p. 89 27 Spider Climb p. 135
13 Hold Portal p. 95 28 Unseen Servant p. 144
14 Identify p. 96 29 Ventriloquism p. 145
15 Jump p. 100 30 Write p. 149

Level Two
1 Audible Glamour p. 57 13 Locate Object p. 103
2 Continual Light p. 68 14 Magic Mouth p. 106
3 Darkness 15 ft r. p. 73 15 Mirror Image p. 109
4 Detect Evil p. 74 16 Pyrotechnics p. 123
5 Detect Invisibility p. 75 17 Ray of Enfeeblement p. 124
6 ESP p. 81 18 Rope Trick p. 128
7 False Trap p. 82 19 Scare p. 128
8 Fool’s Gold p. 88 20 Shatter p. 130
9 Forget p. 88 21 Stinking Cloud p. 136
10 Invisibility p. 99 22 Strength p. 137
11 Knock p. 100 23 Web p. 148
12 Levitate p. 101 24 Wizard Lock p. 149

Level Three
1 Blink p. 58 13 Infravision p. 98
2 Clairaudience p. 62 14 Invisibility 10 ft r. p. 99
3 Clairvoyance p. 63 15 Lightning Bolt p. 102
4 Dispel Magic p. 77 16 Monster Summoning I p. 109
5 Explosive Runes p. 81 17 Phantasmal Force p. 114
6 Feign Death p. 84 18 Protection From Evil 10 ft r. p. 121
7 Fireball p. 86 19 Protection From Normal Missiles p. 122
8 Flame Arrow p. 87 20 Slow p. 132
9 Fly p. 87 21 Suggestion p. 138
10 Gust of Wind p. 92 22 Tiny Hut p. 141
11 Haste p. 93 23 Tongues p. 141
12 Hold Person p. 94 24 Water Breathing p. 147

50
Magic User Spell List CHAPTER II: SPELLS Magic User Spell List

Level Four
1 Charm Monster p. 61 13 Ice Storm p. 96
2 Confusion p. 66 14 Massmorph p. 107
3 Dig p. 76 15 Minor Globe of Invulnerability p. 108
4 Dimension Door p. 76 16 Mnemonic Enhancement p. 109
5 Enchanted Weapon p. 79 17 Monster Summoning II p. 110
6 Extension I p. 81 18 Plant Growth p. 116
7 Fear p. 82 19 Polymorph Other p. 116
8 Fire Charm p. 85 20 Polymorph Self p. 117
9 Fire Shield p. 86 21 Remove Curse p. 126
10 Fire Trap p. 86 22 Wall of Fire p. 145
11 Fumble p. 89 23 Wall of Ice p. 146
12 Hallucinatory Terrain p. 92 24 Wizard Eye p. 149

Level Five
1 Airy Water p. 52 13 Mage’s Faithful Hound p. 104
2 Animal Growth p. 53 14 Magic Jar p. 105
3 Animate Dead p. 54 15 Monster Summoning III p. 110
4 Cloudkill p. 64 16 Passwall p. 113
5 Cone of Cold p. 65 17 Secret Chest p. 128
6 Conjure Elemental p. 66 18 Stone Shape p. 137
7 Contact Other Plane p. 67 19 Telekinesis p. 139
8 Distance Distortion p. 77 20 Teleport p. 140
9 Extension II p. 82 21 Transmute Rock to Mud p. 142
10 Feeblemind p. 83 22 Wall of Force p. 146
11 Hold Monster p. 94 23 Wall of Iron p. 146
12 Interposing Hand p. 99 24 Wall of Stone p. 146

Level Six
1 Anti-Magic Shell p. 55 13 Invisible Stalker p. 100
2 Control Weather p. 69 14 Legend Lore p. 101
3 Death Spell p. 73 15 Lower Water p. 104
4 Disintegrate p. 76 16 Monster Summoning IV p. 110
5 Enchant an Item p. 79 17 Move Earth p. 111
6 Extension III p. 82 18 Part Water p. 113
7 Forceful Hand p. 88 19 Project Image p. 120
8 Freezing Sphere p. 88 20 Reincarnation p. 125
9 Geas p. 90 21 Repulsion p. 126
10 Glasseye p. 90 22 Spirit-rack p. 135
11 Globe of Invulnerability p. 91 23 Stone to Flesh p. 137
12 Guards and Wards p. 91 24 Transformation p. 141

Level Seven
1 Cacodemon p. 59 9 Mass Invisibility p. 106
2 Charm Plants p. 62 10 Monster Summoning V p. 110
3 Delayed Blast Fireball p. 73 11 Phase Door p. 115
4 Duo-Dimension p. 78 12 Power Word Stun p. 117
5 Grasping Hand p. 91 13 Reverse Gravity p. 127
6 Instant Summons p. 98 14 Simulacrum p. 131
7 Limited Wish p. 102 15 Statue p. 136
8 Mage’s Sword p. 104 16 Vanish p. 144

51
Magic User Spell List CHAPTER II: SPELLS Airy Water

Level Eight
1 Antipathy/ Sympathy p. 55 9 Mind Blank p. 108
2 Clenched Fist p. 63 10 Monster Summoning VI p. 111
3 Clone p. 63 11 Permanency p. 113
4 Glass-steel p. 90 12 Polymorph Object p. 116
5 Incendiary Cloud p. 97 13 Power Word Blind p. 117
6 Irresistible Dance p. 100 14 Spell Immunity p. 134
7 Mass Charm p. 106 15 Symbol p. 139
8 Maze p. 107 16 Trap the Soul p. 143

Level Nine
1 Astral Spell p. 56 7 Power Word Kill p. 117
2 Crushing Hand p. 70 8 Prismatic Sphere p. 118
3 Gate p. 89 9 Shape Change p. 130
4 Imprisonment p. 97 10 Temporal Stasis p. 140
5 Meteor Swarm p. 108 11 Time Stop p. 140
6 Monster Summoning VII p. 111 12 Wish p. 148

SPELLS

AERIAL SERVANT is stronger than its victim. To determine the result


Clerical Conjuration/Summoning of this test of strength, both the aerial servant and
its victim roll their hit dice (using the proper die
Level: Cleric 6 type), and the higher number wins.
Range: 10 ft
Duration: 1 day/ caster level AFFECT NORMAL FIRES
Area of Effect: See below Arcane Transmutation/ Alteration
Components: V,S
Casting Time: 9 segments Level: Magic user 1
Saving Throw: None Range: 5 ft/ caster level
Duration: 1 round/ caster level
By casting this spell, the cleric summons an aerial Area of Effect: 1½ ft radius fire
servant to do his or her bidding. The aerial servant Components: V,S
will not fight, but will find and bring to the caster Casting Time: 1 segment
whatever creature or object the caster describes Saving Throw: None
(provided the task is within the aerial servant’s
capacity to complete). The aerial servant will With arcane words and gestures, the magic user
return to its native plane of existence at the end of may command small fires, up to a limit of 1½ ft in
the spell’s duration, and earlier if the cleric who radius, to grow smaller or larger. Any fire within
summoned it is slain, if the cleric releases the the spell’s size limitations may be made as small
creature from its bondage, or if the servant is as a candle flame or turned into a bonfire up to
banished. When summoning an aerial servant, the three ft in diameter. An affected fire only
cleric must be protected by a protection from evil consumes fuel appropriate to its new size, but will
spell or a holy symbol, or must stand within a continue to radiate the same heat as a fire of its
magic circle. If the summoner does not take these original size.
precautions, the aerial servant will not be subject
to any sort of control and will immediately attack AIRY WATER
the one who called it forth. Arcane Transmutation/ Alteration

When fetching forth a living subject, the aerial Level: Magic user 5
servant always gains the benefit of surprise on its Range: Caster
first attack for four surprise segments (unless it is Duration: 1 turn/ level
detected). When the aerial servant scores a hit, it Area of Effect: 10 ft radius sphere or 20 ft radius
has successfully grabbed hold of its target and hemisphere
may bring it back to the cleric if the aerial servant Components: V,S,M

52
Alter Reality CHAPTER II: SPELLS Animal Summoning I

Casting Time: 5 segments druid may only have animal friends with hit dice
Saving Throw: None totaling twice his or her level. (The total hit dice
can thus increase as the druid gains levels.)
This spell transforms water or other non-magical
liquids into a bubble of air in the area surrounding ANIMAL GROWTH - Druid (Reversible)
the caster. The bubble has the same density as Druidic Transmutation/ Alteration
water and will not support the magic user in the
water; he or she will sink or float as normal, Level: Druid 5
surrounded by the bubble’s atmosphere. The Range: 80 ft
oxygen content of the air in the bubble does not Duration: 2 rounds/ caster level
run out until the spell expires. Area of Effect: Up to 8 animals in a 10 ft radius
Components: V,S,M
ALTER REALITY Casting Time: 7 segments
Phantasmal Illusion Saving Throw: None

Level: Illusionist 7 This spell causes up to eight animals in the area


Range: Unlimited of effect to grow to twice normal size, doubling
Duration: Varies (GM discretion) their hit dice and the damage they inflict. The spell
Area of Effect: Varies (GM discretion) does not influence the animals’ attitude toward the
Components: Varies (GM discretion) druid, so it is advisable to ensure ahead of time
Casting Time: Varies (GM discretion) that they are friendly. The reverse of the spell
Saving Throw: Varies (GM discretion) halves their size and damage inflicted.

This spell has the same effect as the magic user ANIMAL GROWTH - Magic User (Reversible)
spell limited wish, but requires the creation of a Arcane Transmutation/ Alteration
phantasmal force prior to casting, which serves as
a focus for the spell. Level: Magic user 5
Range: 60 ft
ANIMAL FRIENDSHIP Duration: 1 round/ level
Druidic Enchantment/ Charm Area of Effect: Up to 8 animals in a 20 ft square
area
Level: Druid 1 Components: V,S
Range: 10 ft Casting Time: 5 segments
Duration: Permanent Saving Throw: None
Area of Effect: One normal animal
Components: V,S,M Other than as noted above, this spell is identical
Casting Time: 6 turns to the druidic spell animal growth.
Saving Throw: Negates
ANIMAL SUMMONING I
The animal friendship spell enchants a normal Druidic Conjuration/ Summoning
animal of neutral alignment to become the druid’s
faithful friend and companion. The animal to be Level: Druid 4
enchanted must not be completely unintelligent Range: 120 ft/ level
but cannot be of greater than animal intelligence. Duration: See below
If the animal fails its saving throw (made at the Area of Effect: See below
beginning of the spell’s casting), it will remain Components: V,S,M
docile for the remainder of the casting time. Once Casting Time: 6 segments
the spell is complete, the animal will remain with Saving Throw: None
the druid and can learn tricks similar to those that
could be taught to a well-trained domestic pet. A druid may use this spell to summon normal or
Each trick takes a week to learn, and after the giant animals of a specified type. The animals
animal has been with the druid for three months it must be within the spell’s range to be summoned.
will no longer be able to learn new tricks. During Up to three summoning attempts may be made if
this period, if the animal is left alone by the druid animals of the specified type do not appear.
for more than three days, the enchantment will be Assuming that the summoned type of animal is
broken and the animal will revert to the wild. A within the spell’s range, up to eight animals will

53
Animal Summoning II CHAPTER II: SPELLS Animate Object

appear, of no more than four hit dice each. These permanent, but can be dispelled by the use of
animals will assist the druid with a specific dispel magic. Use of this spell is inherently not in
mission: winning a battle, travelling to a specific accordance with the good alignment and is
location, etc. seldom used by good clerics unless there is a
pressing need. Moreover, casting the spell in the
ANIMAL SUMMONING II confines of a city may subject the caster to inquiry
Druidic Conjuration/ Summoning by secular and religious authorities alike. A cleric
may animate one zombie or skeleton per caster
Level: Druid 5 level.
Range: 180 ft/ caster level
Duration: See below
Area of Effect: See below
Components: V,S,M
Casting Time: 7 segments
Saving Throw: None

This spell is similar to animal summoning I, but is


more powerful. The spell will summon a maximum
of six animals, each no greater than eight HD, or
up to 12 animals, each no greater than four HD.

ANIMAL SUMMONING III


Druidic Conjuration/ Summoning

Level: Druid 6
Range: 240 ft/ caster level
Duration: See below
Area of Effect: See below
Components: V,S,M
Casting Time: 8 segments
Saving Throw: None ANIMATE DEAD - Magic User
Arcane Necromancy
This spell is similar to animal summoning I, but is
more powerful. The spell will summon up to four Level: Magic user 5
animals of no more than 16 HD each, or 16 Range: 10 ft
animals of no more than four HD each. Duration: Permanent
Area of Effect: See below
ANIMATE DEAD - Cleric Components: V,S,M
Clerical Necromancy Casting Time: 5 rounds
Saving Throw: None
Level: Cleric 3
Range: 10 ft Other than as noted above, this spell is identical
Duration: Permanent to the clerical spell animate dead.
Area of Effect: See below
Components: V,S,M ANIMATE OBJECT
Casting Time: 1 round Clerical Transmutation/Alteration
Saving Throw: None
Level: Cleric 6
By casting this spell, the cleric calls the bones or Range: 30 ft
bodies of dead humans or humanoids to rise and Duration: 1 round/ caster level
become lesser undead (skeletons or zombies). Area of Effect: 1 cubic ft/ caster level
The undead will obey their creator’s simple Components: V,S
commands, following him or her, or perhaps Casting Time: 9 segments
guarding a location he or she designates against Saving Throw: None
any creature (or not guarding it against certain
creatures) that might enter. The spell’s effects are

54
Animate Rock CHAPTER II: SPELLS Antipathy/Sympathy

By means of this spell, the cleric “brings to life” an Level: Magic user 6
inanimate object, allowing it to move and follow Range: Caster
the cleric’s simple commands. The GM will Duration: 1 turn/ level
determine an object’s speed and combat Area of Effect: 5 ft radius/ level globe
specifics. An object’s mode of locomotion will Components: V,S
determine its speed: rocking (a pedestal or Casting Time: 1 segment
bookshelf) at ten ft/ round, slithering (rope, carpet) Saving Throw: None
at 10-30 ft per round, walking (statue, table) at 40-
80 ft/ round, scampering (footstool) at 120 ft/ An anti-magic shell is a bubble of space around
round. The object’s mode of attack (binding, the magic user that completely prevents all magic
striking, falling upon) and damage must be from operating within its confines. Spell effects do
adjudicated by the GM’s common sense, although not enter or function within the shell, providing the
as a guideline, an item of approximately human caster with complete protection from gaze attacks,
weight will be able to strike for 2d4 hit points of hostile spells, and even the entrance of conjured
damage. or summoned creatures into his or her vicinity.
The drawback of an anti-magic shell, of course, is
ANIMATE ROCK that the caster him- or herself cannot cast spells
Druidic Transmutation/ Alteration or avail him- or herself of magic items while
inside. Magic weapons, armour, and the like do
Level: Druid 7 not gain their bonuses or abilities while inside the
Range: 40 ft shell, but would still function as non-magical
Duration: 1 round/ caster level weapons or armour.
Area of Effect: 2 ft cube/ caster level
Components: V,S,M ANTI-PLANT SHELL
Casting Time: 9 segments Druidic Abjuration
Saving Throw: None
Level: Druid 5
This spell allows the druid to animate and Range: 0
command a stone object in the same way that a Duration: 1 turn/ caster level
cleric commands an animated object with the Area of Effect: 80 ft radius sphere (or
animate object spell. The object to be animated hemisphere)
cannot be part of a larger stone structure. Components: V,S,M
Casting Time: 7 segments
ANTI-ANIMAL SHELL Saving Throw: None
Druidic Abjuration
When the druid finishes casting this spell, an
Level: Druid 6 invisible barrier forms in an 80 ft radius around the
Range: 0 caster and is immobile thereafter. No vegetable
Duration: 1 turn/ caster level matter (including missiles formed of vegetable
Area of Effect: 10 ft radius sphere (or matter, such as wooden arrows) can penetrate the
hemisphere) barrier.
Components: V,S,M
Casting Time: 1 round ANTIPATHY/SYMPATHY
Saving Throw: None Arcane Enchantment/ Charm

This spell creates an immobile field of force that Level: Magic user 8
hedges out all animal matter. Note that undead Range: 30 ft
and beings not of the material plane are not Duration: 12 turns/ level
considered animal matter. The druid’s allies must, Area of Effect: Area 10 ft cube/ level, or a single
of course, be within the field at the time it is object.
conjured forth, for they themselves are Components: V,S,M
presumably of animal matter. Casting Time: 6 turns
Saving Throw: See below
ANTI-MAGIC SHELL
Arcane Abjuration This spell affects an area or an object with a
magical aura that repels or attracts a certain,

55
Arcane Spells, Level 1 CHAPTER II: SPELLS Astral Spell

specified type of being. Either a race of creature Casting an astral spell allows the cleric and up to
or an alignment must be specified. Note that if the five companions to leave their material bodies and
spell is cast upon an object rather than an area, travel through the astral plane to other planes of
the targeted type of creature will have a penalty of existence. As the spell is cast, the character’s
–2 on the saving throw. If the magic user creates material body enters a trance-like state of
an antipathy for the area or object, the targeted suspended animation while his or her
creature type will feel an intense desire to stay consciousness enters the astral plane. The astral
away from it. A saving throw applies, permitting plane is a nexus with other planes of existence
the creature to remain, or to touch the object, but beyond, and the cleric may choose to enter these
even if the saving throw is successful the creature other planes of existence. If a character does
will feel extremely uncomfortable in its presence. transcend from the astral into another plane, he or
Creatures that are able to remain in the area or she becomes a physical manifestation in that
near the object will begin to lose one point of existence, forming a duplicate body identical to
dexterity per round (maximum four points) from the one left in stasis back in the material plane. It
discomfort. is possible to travel astrally to other locations in
the material plane, but a new body cannot be
If the magic user creates sympathy for an object formed in a plane where the character already has
or area, on the other hand, the targeted creature a physical manifestation. While travelling in the
type will feel attracted to the area or object, astral plane, and after a new physical
pleased to remain in the vicinity, or covetous of manifestation has formed on a plane beyond the
the “precious” item. If the creature does not make astral, the character remains connected to his or
a saving throw, it will do whatever is in its power her original body by a “silver cord,” an invisible,
to stay in contact with the area or the enchanted mystical link. If the silver cord is broken or
object. severed (some threats in the astral plane can
cause this to happen), the character dies, both on
ARCANE SPELLS, LEVEL 1 the material plane and in astral form.
Various
Most magic items lose some or all of their power
Level: Illusionist 7 on the astral plane. Unless an item’s magical
Range: See below qualities are imbued so deeply as to exist in many
Duration: See below planes, an astral traveller’s physical manifestation
Area of Effect: See below on another plane will be equipped with only the
Components: See below unenchanted substance of otherwise magic items
Casting Time: See below and weapons.
Saving Throw: See below
ASTRAL SPELL - Illusionist
This spell enables the illusionist to memorise Phantasmal Transmutation/ Alteration
several first level magic user spells in place of one
seventh level illusionist spell. The illusionist may Level: Illusionist 7
substitute a number of magic user spells equal to Range: Touch
his or her level minus ten (four at 14th level, five Duration: See below
at 15th level, etc.). The mage spells must be Area of Effect: One to six creatures
chosen at the same time as the Arcane Spells, Components: V,S
Level 1 spell is memorised. Casting Time: 3 turns
Saving Throw: None
ASTRAL SPELL - Cleric
Clerical Transmutation/Alteration Other than as described above, this spell is
identical to the clerical spell of the same name.
Level: Cleric 7
Range: Touch ASTRAL SPELL - Magic User
Duration: See below Arcane Evocation
Area of Effect: See below
Components: V,S Level: Magic user 9
Casting Time: 3 turns Range: Touch
Saving Throw: None Duration: See below
Area of Effect: See below

56
Atonement CHAPTER II: SPELLS Augury

Components: V,S sound, but the maximum volume of the noise


Casting Time: 9 segments depends upon the caster’s level. A third level
Saving Throw: None caster can produce the noise of four people
shouting (or acting more quietly). Each additional
Other than as described above, this spell is caster level allows the caster to add the sound of
identical to the clerical spell of the same name. four more people into the illusion. As a
benchmark, the sound of an explosion or landslide
ATONEMENT would require a caster level of approximately
Clerical Abjuration eighth. Listeners are only entitled to saving throws
if they have cause to doubt the apparent sounds.
Level: Cleric 5 Players must state such disbelief, while the GM
Range: Touch will make such determinations for monsters and
Duration: Instantaneous (permanent) NPCs based on the plausibility of the audible
Area of Effect: 1 person glamour.
Components: V,S,M
Casting Time: 1 turn AUDIBLE GLAMOUR - Magic User
Saving Throw: None Arcane Illusion/Phantasm

The atonement spell is a form of spiritual Level: Magic user 2


cleansing, removing the stain of actions contrary Range: 60 ft + 10 ft/ level
to a character’s moral alignment, but only for Duration: 2 rounds/ level
actions that the penitent took unwillingly or Area of Effect: Hearing distance from targeted
unwittingly. The penitent must be truly repentant point
of the deed, unless he or she is affected in such a Components: V,M
way that would preclude repentance (such as in Casting Time: 2 segments
the case of someone whose alignment has been Saving Throw: See below
magically altered, or who is unconscious,
charmed, or insane). In addition to removing the Except as may be noted above, this spell
effects and supernatural consequences of evil functions in the same manner as the illusionist
actions, this spell may be used to negate, undo, or spell of the same name.
dispel a magical alignment change. Intentional
misdeeds cannot be cleansed away by this spell. AUGURY
A cleric can, of course, use this spell to perform Clerical Divination
atonements for unintentional acts of goodness as
well as evil, or for violations of neutral alignment. Level: Cleric 2
However, unless the GM rules otherwise based Range: Caster
on circumstances, a cleric who is not true neutral Duration: Instantaneous
cannot perform atonements for an alignment that Area of Effect: Caster
the cleric does not, in some part, share. Components: V,S,M
Casting Time: 2 rounds
AUDIBLE GLAMOUR - Illusionist Saving Throw: None
Phantasmal Illusion
Level: Illusionist 1 Casting an augury allows the cleric to discern
Range: 60 ft + 10 ft/ level minor omens, indications of what might be in the
Duration: 3 rounds/ level future. The spell requires a focal point that will
Area of Effect: Hearing range allow the omens to manifest—a set of sticks made
Components: V,S from dragon’s bone or gold is the most common
Casting Time: 5 segments focus for the spell. It is possible to derive omens
Saving Throw: See below from tea leaves, but a pearl worth 100 gp must be
crushed into the infusion. The divination power of
This spell is, as its name suggests, the creation of an augury is not strong; it will only gather omens
illusory sounds. The caster designates a focal from the pattern of the next 3 turns (30 minutes),
point for the spell, which must, of course, be and can only indicate whether a future action will
within the spell’s range. The focal point can be result in weal or woe to the party. The base
moved by the caster at will until the spell’s chance for correctly interpreting the omens is 70%
duration expires. The spell can create any type of plus an additional 1% per level of the caster.

57
Barkskin CHAPTER II: SPELLS Blink

BARKSKIN The spell’s area of effect is a circular area centred


Druidic Transmutation/ Alteration at the target point, which cannot be more than 60
ft from the cleric. Holy water is required to cast the
Level: Druid 2 spell (unholy water for the reverse).
Range: Touch
Duration: 4 rounds + 1 round/ caster level BLINDNESS
Area of Effect: Creature touched Phantasmal Illusion
Components: V,S,M
Casting Time: 3 segments Level: Illusionist 2
Saving Throw: None Range: 30 ft
Duration: Permanent
The barkskin spell magically toughens a Area of Effect: One creature
creature’s skin, making it as strong as tree bark. Components: V,S
The recipient of the spell improves his or her Casting Time: 2 segments
armour class by one point and also gains a +1 Saving Throw: Negates
bonus on all saving throws, with the exception of
saving throws against Spells (unlisted categories). This spell causes the subject to become blind, but
causes no damage to the eyes themselves. The
BLADE BARRIER effect cannot be removed by any spell that
Clerical Evocation restores physical health (such as a healing spell,
cure disease, etc), but may be dispelled normally.
Level: Cleric 6 The caster can end the condition at will.
Range: 30 ft
Duration: 3 rounds/ caster level BLINK
Area of Effect: Circular path 2-10 ft in radius Arcane Transmutation/ Alteration
Components: V,S
Casting Time: 9 segments Level: Magic user 3
Saving Throw: None Range: Caster
Duration: 1 round/ level
This enchantment brings into being a whirling wall Area of Effect: Caster
of steel blades that circle around a fixed point with Components: V,S
blinding speed. Any creature stepping through the Casting Time: 1 segment
circle will suffer 8d8 points of damage. The cleric Saving Throw: None
sets the focal point and the radius of the barrier at
the time of casting, and these parameters cannot This spell is a weak and rather unreliable form of
be changed thereafter (short of dismissing the one of the true mage’s most powerful capabilities:
spell entirely, of course). teleportation magic. For the duration of the spell,
the magic user teleports two ft in a random
BLESS (Reversible) direction once per round. The segment in which
Clerical Conjuration/Summoning the magic user disappears and reappears is
determined on 2d4, while the compass direction is
Level: Cleric 1 rolled on a d8. If the direction roll would result in
Range: 60 ft the caster being teleported into a solid object, the
Duration: 6 rounds caster will blink a second time, for a distance of no
Area of Effect: 50 x 50 ft more than ten ft. If this second blink also results in
Components: V,S,M the caster occupying a solid object, the spell will
Casting Time: 1 round end, marooning the caster in the æthereal plane
Saving Throw: None of existence. During and after the segment in
which the teleportation occurs, the magic user’s
This minor benison raises the morale and attack sudden change of location prevents any direct
rolls of any creatures allied with the casting cleric attacks upon him or her. The caster may only be
by +1 or +5% as appropriate. Any creatures attacked directly if the attack is made before the
already engaged in melee combat will not gain the blink takes place. If the caster teleports both from
spell’s benefits. The spell is reversible, allowing and into an area which is affected by an area of
the cleric to curse his or her enemies with—5% effect spell, he will suffer its effects. The constant
morale and –1 to hit.

58
Blur CHAPTER II: SPELLS Cacodemon

changes of location take a toll upon the caster, Level: Magic user 1
who has a 25% chance of failing at attempts to Range: Caster
cast spells, use most magic items, or take any Duration: 1 round
action beyond making physical attacks. Area of Effect: Fan of flame 3 ft long in a 120-
degree arc
Components: V,S
Casting Time: 1 segment
Saving Throw: None

While casting this spell, the magic user touches


his or her thumbs together, and a sheet of flame
explodes from his or her fingers to burn
opponents within the spell’s short (three ft) range.
The flames inflict one hp of damage per caster
level (no saving throw applies). Any combustible
items caught in the sheet of flame must pass a
saving throw against normal fire or be destroyed.

BLUR CACODEMON
Phantasmal Illusion Arcane Conjuration/ Summoning

Level: Illusionist 2 Level: Magic user 7


Range: Caster Range: 10 ft
Duration: 3 rounds + 1 round/ level Duration: See below
Area of Effect: Caster Area of Effect: One summoned creature
Components: V,S Components: V,S,M
Casting Time: 2 segments Casting Time: 5 hours
Saving Throw: None Saving Throw: See below

The illusionist’s outline becomes blurred, as if This spell summons a demon or other fiend (such
seen through shimmering waves of heat. In as a devil) from the lower planes of existence into
consequence, the illusionist gains a bonus of +1 the material planes. In order to cast the spell, the
against any targeted magical attack. Additionally, caster must know the fiend’s true name, but such
any opponent’s first attack against the illusionist information is often contained in forbidden tomes
will incur a penalty of –4, and subsequent attacks of lost lore. The spell cannot summon the lesser
incur a penalty of –2 (after one attack, the sorts of demons that have no personal names, nor
opponent has become accustomed to the spell’s is it powerful enough to summon members of the
distorting effect). demonic or diabolical nobility. The spell provides
no protection whatsoever against the wrath of the
summoned creature—and make no mistake, the
summoned creature will be extremely resentful of
the caster’s temerity.

In general, this spell is cast only with multiple


protections against the summoned fiend, such as
a pentacle to contain the demon and a magic
circle to protect the magic user. The exact nature
of any discussions or negotiations with creatures
of the nether planes is, of course, a matter to be
handled in the course of the game, with the GM
deciding what the fiend is thinking and how it acts.
It is treacherous in the extreme to deal with
demons, for they are intelligent and ruthless. They
are not, however, unreliable; since the caster
BURNING HANDS knows the fiend’s true name, it is compelled to
Arcane Transmutation/ Alteration abide by any agreements it might make, although

59
Call Lightning CHAPTER II: SPELLS Chant

it might be able to twist the spirit of the If there is an evil character in the druid’s party, the
agreement while still abiding to the letter of it. summoned creatures gain an additional saving
throw to avoid the effects of the spell, at a bonus
Certain spells (spirit-rack or trap the soul, for of +4. Creatures that may be summoned by this
example) can be (and often are) used to spell include:
strengthen the magic user’s hand in any
negotiations with a demon. Centaurs 1d4
Pixies 1d8
CALL LIGHTNING Fauns 1d4
Druidic Transmutation/ Alteration Treant 1
Unicorn 1
Level: Druid 3
Range: 0
Duration: 1 turn/ caster level
Area of Effect: 360 ft radius
Components: V,S,M
Casting Time: 1 turn
Saving Throw: Half

Provided that there is already significant cloud


cover in the area, the druid may use this spell to
call down a shattering barrage of lightning bolts
from the sky to the ground. One bolt may be
called every turn (ten minutes). The bolts inflict
2d8 points of damage, plus another d8 per level of CHANGE SELF
the caster. Any creature within ten ft of a bolt’s Phantasmal Illusion
impact (or along its downward path) will sustain
damage. The spell may only be cast outdoors. Level: Illusionist 1
Range: Caster
CALL WOODLAND BEINGS Duration: 2d6 rounds + 2 rounds/ level
Druidic Conjuration/ Summoning Area of Effect: Caster
Components: V,S
Level: Druid 4 Casting Time: 1 segment
Range: 360 ft + 30 ft/ caster level Saving Throw: None
Duration: See below
Area of Effect: See below By means of this spell, the illusionist changes his
Components: V,S,M or her appearance into any bipedal humanoid
Casting Time: See below form (although size and weight can only be
Saving Throw: Negates altered by one foot and 50 lbs, respectively). The
illusionist’s face, of course, may be changed as
This summoning calls certain woodland creatures desired, including alterations to make him or her
to aid the druid, provided that they are nearby. appear identical to an existing person.
The druid casts the spell by means of a sonorous
chant, which he or she must continue for two turns CHANT
or until the summoned creatures appear. The GM Clerical Conjuration/ Summoning
will determine if creatures that will respond to
such a call are in the area. The creatures are Level: Cleric 2
entitled to a saving throw vs Spells (unlisted Range: 0
categories) at a penalty of –4. If the creatures fail Duration: Indefinite (duration of chant)
the saving throw and are summoned to the druid’s Area of Effect: 30 ft radius centred on caster
aid, they will provide whatever aid they are Components: V,S
capable of, although their willingness to engage in Casting Time: 1 turn
combat is subject to their overall reactions to the Saving Throw: None
druid him- or herself.
Once the spell is cast, the cleric must maintain a
sonorous chanting of holy words and prayers,

60
Chaos CHAPTER II: SPELLS Charm Person

which not only lend divine favour to the cleric and Saving Throw: None
his or her allies but also bring disfavour to their
foes. For so long as the cleric remains stationary A chariot of fire, drawn by two flaming steeds,
and continues to chant, his or her allies (within the appears with an echoing thunderclap when the
area of effect) gain a bonus of +1 to all attack druid completes the final words of this spell. The
rolls, damage rolls, and saving throws. Enemies druid may, by touch, make up to eight of his or her
within the spell’s area of effect also suffer a –1 to companions immune to the furnace-like
all such die rolls. If the cleric sustains damage, is conveyance; anyone else within five ft of the
grappled, or is in some way silenced, the effect of horses or the chariot will sustain 2d4 hp of
the spell will end. damage per round. The chariot can travel over
land at a speed of 240 ft/ round and can fly at a
CHAOS speed of 480 ft/ round, obeying the caster’s
Phantasmal Enchantment/ Charm shouted instructions. It is possible for the chariot
and horses to sustain damage from magical
Level: Illusionist 5 weapons or from water (which does only one hp
Range: 5 ft/ level of damage). Chariot and horses each have 30 hp
Duration: 1 round/ level and are AC 2; if a single horse is dispelled by
Area of Effect: Up to 40 x 40 ft taking physical damage, the chariot’s speed will
Components: V,S,M be halved. The chariot prevents normal fire from
Casting Time: 5 segments affecting its passengers, but they may take
Saving Throw: See below damage from magical fire attacks. The chariot and
horses are themselves immune to all fire, magical
This spell causes a number of creatures in the or otherwise.
spell’s area of effect to behave strangely and
unpredictably. All creatures in the spell’s area of CHARM MONSTER
effect become confused (see below for effect), Arcane Enchantment/ Charm
and only illusionists, fighters, and creatures with
an intelligence of four or lower are entitled to a Level: Magic user 4
saving throw at all. Those entitled to a saving Range: 60 ft
throw must check each round to avoid becoming Duration: See below
confused. Creatures that fail their saving throws (if Area of Effect: See below
entitled to one at all) act randomly in accordance Components: V,S
with the following table: Casting Time: 4 segments
Saving Throw: Negates
d% Action
01-10 Attacks the illusionist or his or her allies This spell operates as charm person does, but
11-20 Acts normally can affect any living creature; possibly more than
21-50 Babbles incoherently one, depending on the monsters’ level value. See
51-70 Meanders away from caster for a full turn the chart below:
71-00 Attacks nearest creature
Level value Number Chance/ week to
Note: A creature that meanders away is not of monsters affected break enchantment
entitled to further saving throws, but will be freed Level 1 2d4 5%
from the spell’s effects after taking a full turn of Level 2 1d4 10%
movement (at normal speed) away from the Level 3 1d2 15%
caster. Level 4 1 25%
Level 5 1 35%
CHARIOT OF FIRE Level 6 1 45%
Druidic Evocation Level 7 1 60%
Level 8 1 75%
Level: Druid 7 Level 9+ 1 90%
Range: 10 ft
Duration: 6 turns + 1 turn/ caster level CHARM PERSON
Area of Effect: See below Arcane Enchantment/ Charm
Components: V,S,M
Casting Time: 1 turn

61
Charm Person or Mammal CHAPTER II: SPELLS Clairaudience

Level: Magic user 1 medium-sized bipeds analogous to persons (orcs,


Range: 120 ft goblins, etc.). The spell also affects mammalian
Duration: See below animals of any kind, even those that are
Area of Effect: One person supernatural, giant, or monstrous. If the target
Components: V,S creature fails a saving throw, it will view the druid
Casting Time: 1 segment as a trusted friend, interpreting his or her every
Saving Throw: Negates word in its most positive light. Charmed creatures
will place themselves into moderate danger,
The powerful enchantment woven by this spell will including combat, on the druid’s behalf, but will
affect any “person,” meaning character races (but not undertake risks beyond those the creature
note that elves are 90% resistant), and humanoids might ordinarily take. The druid must be able to
(as defined in Chapter V) up to a ceiling of one hit talk to the charmed creature if he or she is to
die of charmed creatures per character level at make any sort of complex “request.” Charmed
any one time. If the target creature fails a saving creatures are allowed periodic saving throws to
throw, it will view the magic user as a trusted break the charm, based on intelligence:
friend, interpreting his or her every word in its
most positive light. 19+ 1 saving throw/ day
18 1 saving throw/ 2 days
Charmed creatures will place themselves into 17 1 saving throw/ 3 days
moderate danger, including combat, on the 15-16 1 saving throw/ week
caster’s behalf, but will not undertake risks 13-14 1 saving throw/ 2 weeks
beyond those the creature might ordinarily take. 10-12 1 saving throw/ 3 weeks
The magic user must be able to talk to the 7-9 1 saving throw/ month
charmed creature if he or she is to give it any sort 4-6 1 saving throw/ 2 months
of complex “request.” Charmed creatures are 3 or less 1 saving throw/ 3 months
allowed periodic saving throws to break the
charm, based on intelligence: The charm will be broken automatically if the druid
obviously tries to harm the charmed creature.
19+ 1 saving throw/ day
18 1 saving throw/ 2 days CHARM PLANTS
17 1 saving throw/ 3 days Arcane Enchantment/ Charm
15-16 1 saving throw/ week
13-14 1 saving throw/ 2 weeks Level: Magic user 7
10-12 1 saving throw/ 3 weeks Range: 30 ft
7-9 1 saving throw/ month Duration: Permanent
4-6 1 saving throw/ 2 months Area of Effect: 30 x 10 ft
3 or less 1 saving throw/ 3 months Components: V,S,M
Casting Time: 1 turn
The charm will be broken automatically if the Saving Throw: Negates
magic user obviously tries to harm the charmed
creature. This spell grants the magic user the ability to
communicate with (for a period of one turn) and
CHARM PERSON OR MAMMAL command plants (the obedience is permanent) in
Druidic Enchantment/ Charm the spell’s area of effect. No unusual abilities are
granted to the plants; they have no additional
Level: Druid 2 capabilities beyond those they had before the
Range: 80 ft spell was cast. Only intelligent plants are entitled
Duration: See below to a saving throw, but at a penalty of –4.
Area of Effect: One person or mammal
Components: V,S CLAIRAUDIENCE
Casting Time: 4 segments Arcane Divination
Saving Throw: Negates
Level: Magic user 3
The powerful enchantment woven by this spell will Range: See below
affect any “person,” meaning character races (with Duration: 1 round/ level
the exception of elves) and other small to Area of Effect: See below

62
Clairvoyance CHAPTER II: SPELLS Clone

Components: V,S,M CLENCHED FIST


Casting Time: 3 segments Arcane Evocation
Saving Throw: None
Level: Magic user 8
Clairaudience allows the caster to eavesdrop Range: 5 ft/ level
magically upon a particular location. There is no Duration: 1 round/ level
effective limit to the spell’s range, but the location Area of Effect: Enchanted hand
must either be familiar to the caster or be obvious, Components: V,S,M
such as the top floor inside a tower the caster can Casting Time: 8 segments
see, or just beyond a dungeon door. The spell Saving Throw: None
cannot penetrate metal; sheets of any type of
metal between the caster and the target area will As with the other hand spells, clenched fist
prevent the magic user from being able to scry evokes a magical hand, but in this case the hand
upon the area. The caster will be able to hear is always at least as large as a giant’s and is
sounds in a six ft radius of the spell’s focal point. curled into a fist rather than held open. The
The spell cannot be used to scry across planes of clenched fist strikes one of the magic user’s
existence; it is limited to locations in the same enemies per round, never missing, for so long as
plane in which it is cast. the caster concentrates upon it. No other activity
is possible while concentrating, and breaking the
CLAIRVOYANCE caster’s concentration ends the spell. The fist rolls
Arcane Divination a d20 to determine damage (it hits automatically):
on a roll of 1-12, the fist deals 1d6 hp of damage;
Level: Magic user 3 on a 13-15, it deals 2d6 hit points, on a roll of 16-
Range: See below 19 it deals 3d6 hit points and stuns the opponent
Duration: 1 round/ level for one round, and on a roll of 20+ it deals 4d6 hit
Area of Effect: See below points and stuns the opponent for three rounds. If
Components: V,S,M the opponent has already been stunned, the d20
Casting Time: 3 segments roll receives a +4 bonus. As with the other hand
Saving Throw: None spells, the hand has as many hit points as the
caster’s full hit points.
Clairvoyance, together with clairaudience, is one
of the classic “scrying” spells—spells that allow CLONE
the caster to extend his or her perception and Arcane Necromancy
senses far into the distance to spy upon enemies
and scout locations. Clairvoyance is a means of Level: Magic user 8
seeing events in a distant location. There is no Range: Touch
effective limit to the spell’s range, but the location Duration: Instantaneous
must either be familiar to the caster or be obvious, Area of Effect: One clone
such as the top floor inside a tower the caster can Components: V,S,M
see, or just beyond a dungeon door. Casting Time: 1 turn (See below)
Saving Throw: None
The spell cannot penetrate metal; sheets of any
type of metal between the caster and the target This eerie spell creates a true, living duplicate of a
area will prevent the magic user from being able creature, grown in a vat in the magic user’s
to scry upon the area. The caster will be able to laboratory and matured rapidly to adulthood. The
hear sounds in a ten ft radius of the spell’s focal clone has the level, the experience points, and the
point even if the area is dark. If the area is not memories of the original person as of the time a
dark, the caster will be able to see as if he or she piece of that person was obtained for the purpose
were standing at the spell’s focal point, for a of making a clone. If a clone and its original exist
normal distance but in all directions at once (for simultaneously, the magical flux of such a
the vision is in his or her mind’s eye). situation can drive either or both of them insane.
Each will seek to destroy the other with an
The spell cannot be used to scry across planes of uncontrollable sense that something is horribly
existence; it is limited to locations in the same wrong while both exist.
plane in which it is cast.

63
Cloudkill CHAPTER II: SPELLS Commune

If the situation persists, the clone is 70% likely to creatures caught within the light may be affected,
go insane, a 20% chance that the original will go and the spell can only affect 1 hit die of creatures
insane, and a 5% chance that both will become per caster level. Creatures with HD equal to or
insane, with a 5% chance that both will somehow less than the caster’s are rendered unconscious
accept that they co-exist. by the burst of colours. If the creature’s hit dice
exceed the caster’s by 1-2, the creature is blinded
It takes 2d4 months for the caster to grow the for 1d4 rounds. If the creature has 3+ hit dice in
clone in his vats before it becomes a true excess of the caster’s, it is merely stunned for 2d4
duplicate of the original. If the process of vat- segments. Any creature with hit dice exceeding
growth is interrupted prematurely, the clone will be the caster’s (and creatures of 6+ HD regardless of
utterly insane, hating all living things, and may the caster’s level) are entitled to a saving throw.
become psychotic.
COMMAND
CLOUDKILL Clerical Enchantment/Charm
Arcane Evocation
Level: Cleric 1
Level: Magic user 5 Range: 10 ft
Range: 10 ft Duration: 1 round
Duration: 1 round/ level Area of Effect: 1 living creature
Area of Effect: Cloud 40 ft wide, 20 ft high, 20 ft Components: V
deep Casting Time: 1 segment
Components: V,S Saving Throw: See below
Casting Time: 5 segments
Saving Throw: See below By speaking a single word of command with the
force of divine power behind it, the cleric may
This spell calls into being a poisonous cloud of force a creature to obey an order. The creature
roiling vapour, heavier than air, which moves must be able to hear the cleric and understand the
along the ground (or into holes) at a movement language in which he or she utters the command.
rate of ten ft/ round. The eldritch poison of the The command may be only one word, must be a
cloud is so virulent that it kills creatures of fewer verb, and must be completely unambiguous.
than 4+1 HD instantly, with no saving throw. “Halt,” “Flee,” and “Sleep” are typical commands,
Creatures with 4+1 HD up to 5+1 HD are allowed but many others are possible. The effects may not
a saving throw at –4, and creatures of 5+2 up to 6 extend beyond a single round, and the command
HD must make a normal saving throw. Failure on “Die” has the same effect as the command to
the saving throw means that the victim dies. The “Sleep”.
spell is affected normally by winds, although it
magically avoids rolling back over the caster Creatures with intelligence of 13+ and/or hit dice
under any circumstances. It is dispersed in four of 6+ gain a saving throw against the spell’s
rounds by a strong wind, and by thick growths of influence.
vegetation if it rolls through these for a distance of
20 ft. COMMUNE
Clerical Divination
COLOUR SPRAY
Phantasmal Transmutation/ Alteration Level: Cleric 5
Range: Caster
Level: Illusionist 1 Duration: 3 rounds (limited number of questions)
Range: 0 Area of Effect: See below
Duration: 1 segment Components: V,S,M
Area of Effect: Cone, 5 ft wide at origin, 45% arc, Casting Time: 1 turn
10 ft/ level long Saving Throw: None
Components: V,S,M
Casting Time: 1 segment The commune spell establishes a mystical link
Saving Throw: See below between the cleric and his or her deity, permitting
the cleric to ask one yes or no question per caster
The caster fans out his or her fingers, and a sheet level. This extraordinarily powerful divination spell
of unearthly-coloured light springs forth. 1d6 does not involve any chance of the cleric’s mis

64
Commune with Nature CHAPTER II: SPELLS Confusion

interpretation of omens, for the spiritual Range: Caster


communion with the deity is direct and not Duration: 5 rounds/ caster level
conveyed through symbols or portents. It is likely Area of Effect: One written object or one creature
that a cleric who resorts to this spell too Components: V,S,M
frequently, or for matters not worthy of the god’s Casting Time: 1 round
attention, may fall from divine favour enough that Saving Throw: None
he or she loses the ability to cast the spell, at least
for a time. This spell allows the magic user to decipher a
written language (including pictographs, but not
COMMUNE WITH NATURE including magical script), or to understand the
Druidic Divination speech of another creature. The spell does not
permit the magic user to understand the “speech”
Level: Druid 5 of animals; only true, spoken languages can be
Range: Caster understood. The caster gains no ability to speak
Duration: See below or write the language, only to comprehend
Area of Effect: See below meaning. The spell’s reverse makes a particular
Components: V,S,M creature or piece of writing indecipherable, or may
Casting Time: 1 turn be used to cancel the effects of a comprehend
Saving Throw: None languages spell.

To cast this spell, the druid enters into a trance CONE OF COLD
that brings him or her into a state of oneness with Arcane Evocation
the natural surroundings.
Level: Magic user 5
He or she gains knowledge of the area, learning Range: 0
one fact for each of his or her caster levels. The Duration: Instantaneous
radius of the area with which the druid can Area of Effect: Cone 5 ft long per level, 1 ft
commune is a half-mile for every caster level. radius at base per level
Facts that the druid may divine include the paths Components: V,S,M
of water, inhabitants in a part of the region, etc. Casting Time: 5 segments
Saving Throw: Half

A cone of cold is a blast of magical cold


originating from the caster’s outstretched hand.
The cone inflicts 1d4+1 hit points per level of the
caster. All unprotected items in the area of effect
may be destroyed if they fail item saving throws.

CONFUSION - Druid
Druidic Enchantment/ Charm

Level: Druid 7
Range: 80 ft
Duration: 1 round/ level
Area of Effect: Up to a 20 ft radius
Components: V,S,M
Casting Time: 9 segments
Saving Throw: See below

This spell causes creatures to behave strangely


and unpredictably. A certain number of creatures
in the spell’s area of effect must make a saving
COMPREHEND LANGUAGES (Reversible)
throw each round in order to avoid becoming
Arcane Transmutation/ Alteration
confused. The base number of creatures is 2d4,
but additional creatures may be affected; if the
Level: Magic user 1
druid’s caster level is higher than the HD of the

65
Confusion CHAPTER II: SPELLS Conjure Elemental

strongest opponent, the difference is the number Duration: 2 rounds/ caster level
of additional creatures that must make saving Area of Effect: Conjured creatures
throws. This spell is extremely powerful; all saving Components: V,S
throws are made with a penalty of –2. Creatures Casting Time: 9 segments
that fail their saving throws (check each round) act Saving Throw: None
randomly in accordance with the following table:
A cleric may use this spell to conjure animal allies
d% Action from thin air and order them into combat. The total
01-10 Attacks the druid or his or her allies hit dice of summoned animals cannot exceed the
11-20 Acts normally cleric’s level, and the animals must all be of the
21-50 Babbles incoherently same type. This spell will only summon mammals,
51-70 Meanders away from caster for a full turn although giant or prehistoric forms of normal
71-00 Attacks nearest creature mammals may be conjured if these are present
within a few miles of the caster. The GM
Note: a creature that meanders away is not determines the specific type of animal that
entitled to further saving throws, but will be freed appears.
from the spell’s effects after taking a full turn of
movement (at normal speed) away from the CONJURE ANIMALS - Illusionist
caster. Phantasmal Conjuration/ Summoning

CONFUSION - Illusionist Level: Illusionist 6


Phantasmal Enchantment/ Charm Range: 30 ft
Duration: 1 round/ level
Level: Illusionist 4 Area of Effect: Conjured creatures
Range: 80 ft Components: V,S
Duration: 1 round/ level Casting Time: 6 segments
Area of Effect: Up to 40 x 40 ft Saving Throw: None
Components: V,S,M
Casting Time: 4 segments Except as may be noted above, this spell is
Saving Throw: See below identical to the clerical spell of the same name.

This spell affects a base number of 2d8 creatures. CONJURE EARTH ELEMENTAL (Reversible)
Except as noted above, it is otherwise identical to Druidic Conjuration/ Summoning
the druidic spell of the same name.
Level: Druid 7
CONFUSION - Magic User Range: 40 ft
Arcane Enchantment/ Charm Duration: 1 turn/ level
Area of Effect: See below
Level: Magic user 4 Components: V,S,M
Range: 120 ft Casting Time: 1 turn
Duration: 2 rounds + 1 round/ level Saving Throw: None
Area of Effect: Up to 60 x 60 ft
Components: V,S,M By means of this spell, the druid summons a 16
Casting Time: 4 segments HD elemental from the plane of earth. The spell is
Saving Throw: See below otherwise identical to the druidic spell conjure fire
elemental, but there is no chance to summon a
This spell affects a base number of 2-16 more powerful elemental, as exists when a druid
creatures, but is otherwise identical to the druidic summons fire elementals. As with conjuring fire
spell of the same name except as noted in the elementals, the earth elemental will be the druid’s
summary information above. ally by its own will; the druid requires no magical
wards against it and need not concentrate upon it
CONJURE ANIMALS - Cleric after the summoning is complete.
Clerical Conjuration/Summoning
CONJURE ELEMENTAL
Level: Cleric 6 Arcane Conjuration/ Summoning
Range: 30 ft

66
Conjure Fire Elemental CHAPTER II: SPELLS Contact Other Plane

Level: Magic user 5 It is within the power of a high-level druid to


Range: 60 ft summon forth an elemental being from the plane
Duration: 1 turn/ level of fire. The elemental will ordinarily be of 16 HD,
Area of Effect: Elemental creature but there is a 5% chance that it will be of 24 HD
Components: V,S,M and a 1% chance that an afreet, rather than an
Casting Time: 1 turn elemental, will appear. The elemental will act as
Saving Throw: None the druid’s ally, remaining for the spell’s duration
to assist him or her however possible, including
By means of this spell, the magic user calls an engaging in combat with his or her enemies.
elemental being from the plane of air, fire, earth or Druids need no protective circle to summon fire
water to do his or her bidding. The particular form elementals and need not concentrate upon the
of elemental to be summoned is a part of the elemental in any way.
spell’s incantation, so the magic user must memo-
rise the spell for a particular element. The magic CONTACT OTHER PLANE
user exerts control over the elemental by Arcane Divination
concentrating upon it, and if his or her
concentration is broken by being damaged or Level: Magic user 5
grabbed, he or she will lose control of the Range: Caster
elemental. The magic user’s ability to control the Duration: See below
elemental is limited to 30 ft. There is a 1 in 20 Area of Effect: Caster
chance per round after the second round that the Components: V
elemental will break free of the magic user’s Casting Time: 1 turn
control even if the magic user is concentrating Saving Throw: None
upon maintaining it.
The caster divorces his or her mind from the
If the elemental breaks free of the magic user’s rational reality of the material plane, accepting the
control or if the magic user ceases to concentrate fundamental contradictions of extra-planar
upon it, it will seek to attack the magic user as realities, and making contact with the powers of
soon as it can finish any combat in which it is the beyond. By means of this contact, he or she
involved. A magic user can, of course, avail him- can query the powers and gain “yes or no”
or herself of protections against an elemental answers to the questions he or she poses. One
such as the use of a magic circle or a protection question may be asked per two caster levels. The
from evil spell. caster decides how deeply he or she wishes to
probe into the realities beyond the material
The material component for this spell is a large (unless he or she chooses to contact an elemental
quantity of the appropriate elemental substance. 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 assimilate 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
CONJURE FIRE ELEMENTAL (Reversible) particular elemental plane.
Druidic Conjuration/ Summoning
There is a 25% chance that the being will tell a lie,
Level: Druid 6 or that the information will be couched in such
Range: 80 ft inherently contradictory language that it cannot be
Duration: 1 turn/ caster level understood. If the magic user seeks information
Area of Effect: See below about the material plane or non-elemental planes,
Components: V,S,M he or she must delve into the fundamental
Casting Time: 6 rounds contradictions of extra-planar metaphysics,
Saving Throw: None described on the following table;

67
Continual Darkness CHAPTER II: SPELLS Control Temperature

Likelihood into the darkness. The reverse of the spell,


Number of that the Likelihood Chance of
fundamental knowledge that the insanity
continual darkness, produces an ink-like darkness
metaphysical is available interpretation (reduced in the same 60 ft area and negates the
contra- at this level of the by 5% per illumination of a continual light spell if one is
dictions of meta- information point of present.
(selected by physical gleans the intelligence
the caster) abstraction wrong result over 15)
By casting the spell upon an enemy’s eyes or
1 60% 35% 5%
other organs of sight, the caster may blind the
2 65% 33% 10%
spell’s subject, causing the same penalties as if
3 70% 30% 15%
the creature were blinded by a light spell. In this
4 75% 27% 20% instance, a saving throw is permitted, and if it is
5 80% 25% 25% successful the spell’s effect will centre upon the
6 85% 22% 30% area immediately behind the targeted creature.
7 90% 19% 35%
8 95% 15% 40% CONTINUAL LIGHT - Illusionist
9 98% 10% 50% Phantasmal Transmutation/ Alteration

If the caster is driven insane by what he or she Level: Illusionist 3


finds or by simple cognitive breakdown, the Range: 60 ft
insanity will last 1-10 weeks, and there is a 1% Duration: Permanent
chance that the caster will die or commit suicide at Area of Effect: 60 ft radius globe
the end of this period if it is not removed (by a Components: V,S
remove curse spell, wish, etc.). Casting Time: 3 segments
Saving Throw: None
CONTINUAL DARKNESS
Phantasmal Transmutation/ Alteration Except as may be noted above, this spell is
identical to the clerical spell of the same name.
Level: Illusionist 3
Range: 60 ft CONTINUAL LIGHT - Magic User
Duration: Permanent Arcane Transmutation/ Alteration
Area of Effect: 30 ft radius globe
Components: V,S Level: Magic user 2
Casting Time: 3 segments Range: 60 ft
Saving Throw: None Duration: Permanent
Area of Effect: 60 ft radius sphere
Except as noted above (particularly the area of Components: V,S
effect), this spell is identical to the magic user Casting Time: 2 segments
spell darkness 15 ft radius. Saving Throw: See below

CONTINUAL LIGHT - Cleric (Reversible) This spell brings into being a bright, magical
Clerical Transmutation/ Alteration illumination almost sufficient to rival the light of
day. In all respects, the spell is identical to the first
Level: Cleric 3 level cleric spell light, but its effects are
Range: 120 ft permanent until dispelled. The light cast is greater
Duration: Permanent than that produced by a light spell, extending 60 ft
Area of Effect: 60 ft radius globe into the darkness. The magic user spell cannot be
Components: V,S used to create continual darkness.
Casting Time: 6 segments
Saving Throw: See below CONTROL TEMPERATURE 10 FT RADIUS
Druidic Transmutation/ Alteration
This spell brings into being a bright, magical
illumination almost sufficient to rival the light of Level: Druid 4
day. In some respects the spell is identical to the Range: Caster
first level cleric spell light, but its effects are Duration: 4 turns + 1 turn/ caster level
permanent until dispelled. The light cast is greater Area of Effect: 10 ft radius
than that produced by a light spell, extending 60 ft Components: V,S,M

68
Control Weather CHAPTER II: SPELLS Control Winds

Casting Time: 6 segments wind speed. Existing weather conditions cannot


Saving Throw: None be utterly changed by the force of this spell, but
druids are able to cause more of a change than
By casting this spell, the druid magically controls clerics can with the same spell; effectively twice
the temperature of his or her immediate the amount of change is possible for a druid. The
surroundings, to a radius of ten ft. The druid could not bring heavy rain forth on a clear
temperature may be raised or lowered by 9° day, but could change the weather from clear to
Fahrenheit (4° Celsius) per caster level. partly cloudy, and then to fully cloudy (with light
rain, perhaps), all in the course of one casting. By
CONTROL WEATHER - Cleric comparison, a cleric would only have been able to
Clerical Transmutation/ Alteration bring about partial clouds. Hot weather can be
made cool, and a strong wind can be raised from
Level: Cleric 7 calm air. This spell may be cast more than once in
Range: 0 succession to bring about a dramatic change,
Duration: 4d12 hours moving, for example, from a calm to a strong
Area of Effect: 4d4 square miles wind, then from the strong wind to a full-scale
Components: V,S,M storm.
Casting Time: 1 turn
Saving Throw: None CONTROL WEATHER - Magic User
Arcane Transmutation/ Alteration
The control weather spell brings about a rapid
change in the weather for several square miles Level: Magic user 6
surrounding the point where the spell is cast. It Range: 0
requires no more than 10-40 minutes for the spell Duration: 4d6 hours
to take its full effect across the vast area it covers. Area of Effect: 4d4 square miles
The spell affects precipitation, temperature, and Components: V,S,M
wind speed. Existing weather conditions cannot Casting Time: 1 turn
be utterly changed by the force of this spell; a Saving Throw: None
clear day cannot be made cloudy, for instance,
but it can be made partly cloudy. Hot weather can Except as may be noted above, this spell is
be made merely warm, and only a light breeze identical to the clerical spell control weather.
can be raised from calm weather.
CONTROL WINDS
This spell may be cast successively to bring about Druidic Transmutation/ Alteration
a dramatic change, moving, for example, from a
calm to a light breeze, from the breeze to a strong Level: Druid 5
wind, and on the third casting to transform the Range: Caster
strong wind into a gale. Duration: 1 turn/ caster level (see below)
Area of Effect: 40 ft radius/ caster level
CONTROL WEATHER - Druid Components: V,S,M
Druidic Transmutation/ Alteration Casting Time: 7 segments
Saving Throw: None
Level: Druid 7
Range: 0 By the power of this spell, the druid can increase
Duration: 8d12 hours or decrease the force of the winds. For every
Area of Effect: 4d8 square miles caster level, the druid may change the speed of
Components: V,S,M the wind by three miles per hour. An eye of calm
Casting Time: 1 turn with a radius of 40 ft remains around the druid and
Saving Throw: None travels with him or her. The wind force increases
(or decreases) at a rate of three miles per hour
The control weather spell brings about a rapid every round until the end of the spell’s duration, at
change in the weather of several square miles which time it will return to normal, also at a rate of
surrounding the point where the spell is cast. It three miles per hour per turn.
requires no more than 10-40 minutes for the spell
to take its full effect across the vast area it covers. Winds can be extremely destructive; ships are at
The spell affects precipitation, temperature, and great risk of sinking if wind speed reaches 60

69
Create Food and Water CHAPTER II: SPELLS Crushing Hand

miles per hour, and wind speeds of 75+ mph are druidic spell has no reverse version; the druid may
as a full-fledged hurricane. create, but not destroy, water.

CREATE FOOD AND WATER CREEPING DOOM


Clerical Transmutation/ Alteration Druidic Conjuration/ Summoning

Level: Cleric 3 Level: Druid 7


Range: 10 ft Range: 0
Duration: Instantaneous (permanent) Duration: 4 rounds/ level
Area of Effect: A day’s ration per caster level Area of Effect: See below
Components: V,S Components: V,S,M
Casting Time: 1 turn Casting Time: 9 segments
Saving Throw: None Saving Throw: None

Upon completion of the ritual words of this spell, The terrifying creeping doom spell causes a
food and/or water will appear from thin air. A massive swarm of insects, spiders, and
caster of fifth level can conjure up enough food centipedes to boil forth from the ground in front of
and water to sustain a person or even a horse for the caster, marching in whatever direction he or
five full days. The volume of food and water pro- she orders, destroying and killing all that stands in
duced by the spell is approximately one cubic ft their way. The swarm is composed of (1d6+4)
per level of the caster. x100 non-flying vermin, each of which inflicts one
hit point of damage against an opponent before
CREATE WATER - Cleric (Reversible) dying. Only as many insects as are needed to kill
Clerical Transmutation/ Alteration an opponent will die, and once the target is dead
the swarm will move on. If the druid allows the
Level: Cleric 1 swarm to get more than 80 ft away from his or her
Range: 10 ft person, 50 insects for every ten ft beyond this
Duration: Instantaneous (permanent) range will depart the swarm. The druid can order
Area of Effect: Up to 30 cubic ft the swarm to attack specific targets and/or to
Components: V,S,M change direction. Although the spell can be
Casting Time: 1 round devastating (potentially causing as much as 1,000
Saving Throw: None hp of damage in total), many means can be used
to counter it—the most obvious being a fireball or
This spell creates potable water, four gallons per other area-of-effect damage spell.
level of the caster. The water may be created in a
receptacle or in thin air (whence it will, of course, CRUSHING HAND
fall). Water cannot be created inside a creature, Arcane Evocation
nor can it be created in any place the caster
cannot see. The reverse of the spell destroys Level: Magic user 9
water (including fog, steam, mist, etc.) in the same Range: 5 ft/ level
quantities as create water. Duration: 1 round/ level
Area of Effect: See below
CREATE WATER - Druid Components: V,S,M
Druidic Transmutation/ Alteration Casting Time: 9 segments
Saving Throw: None
Level: Druid 2
Range: 10 ft This spell calls into existence a large, floating
Duration: Instantaneous (permanent) hand much like that summoned by the other hand
Area of Effect: Up to 1 cubic ft/ caster level spells. The crushing hand attacks any foe the
Components: V,S caster directs, grabbing it and squeezing with
Casting Time: 1 turn great power. Damage increases as the hand
Saving Throw: None continues to constrict, doing 1d10 points of
damage in the first round, 2d10 points of damage
Other than as described above, this spell is similar in the second and third round, and 4d10 points of
to the clerical spell create water. Note that the damage per round thereafter. As with the other
hand spells, the hand has as many hit points as

70
Cure Blindness CHAPTER II: SPELLS Cure Light Wounds

its caster. The caster cannot engage in any other Range: Touch
activity while directing the hand. Duration: Instantaneous (permanent)
Area of Effect: Creature touched
CURE BLINDNESS (Reversible) Components: V,S
Clerical Abjuration Casting Time: 1 turn
Saving Throw: None (Negates)
Level: Cleric 3
Range: Touch By means of this spell, the cleric may cure most
Duration: Instantaneous (permanent) diseases by laying hands upon the afflicted
Area of Effect: Creature touched creature. Depending upon the nature of the
Components: V,S disease, full recovery may require as little time as
Casting Time: 1 round a single turn, or as long as a week. The spell’s
Saving Throw: None (Negates) reverse, cause disease, requires that the cleric
successfully touch the intended victim, who is
This powerful spell allows the cleric permanently permitted a saving throw against the spell’s in-
to remove virtually all forms of blindness. The sidious effects. If the saving throw is failed, the
reverse of the spell permits a saving throw, and effects of the disease will manifest within 1d6
the cleric must successfully touch the spell’s turns, inflicting one hit point of damage per turn
intended target to inflict blindness (permanent thereafter and one point of lost strength per hour
duration). (six turns) until the victim is reduced to 10% of his
or her original hit points and strength. Until the
CURE CRITICAL WOUNDS - Cleric (Reversible) disease is cured or runs its course, the afflicted
Clerical Necromancy person will not be able to naturally recover either
strength or hit points over and above 10%. The
Level: Cleric 5 disease runs its course in 1d6 days.
Range: Touch
Duration: Instantaneous (permanent) CURE DISEASE - Druid (Reversible)
Area of Effect: Creature touched Druidic Necromancy
Components: V,S
Casting Time: 8 segments Level: Druid 3
Saving Throw: None (Negates) Range: Touch
Duration: Instantaneous (permanent)
This powerful spell is similar in nature to cure light Area of Effect: Creature touched
wounds, operating in the same fashion but healing Components: V,S,M
3d8+3 hit points of damage. The reverse of the Casting Time: 1 round
spell functions as cause critical wounds, but Saving Throw: None (Negates)
delivers 3d8+3 points of damage.
This spell, with the exception of any distinctions
CURE CRITICAL WOUNDS - Druid (Reversible) noted above, is identical to the clerical spell cure
Druidic Necromancy disease.

Level: Druid 6 CURE LIGHT WOUNDS - Cleric (Reversible)


Range: Touch Clerical Necromancy
Duration: Instantaneous (permanent)
Area of Effect: One creature Level: Cleric 1
Components: V,S,M Range: Touch
Casting Time: 8 segments Duration: Instantaneous (permanent)
Saving Throw: None (Negates) Area of Effect: Creature touched
Components: V,S
Except as may be noted above, this spell is Casting Time: 5 segments
identical to the clerical spell of the same name. Saving Throw: None (Negates)

CURE DISEASE - Cleric (Reversible) Cure light wounds allows the cleric to lay hands
Clerical Abjuration upon a wounded creature, restoring 1d8 hit points
to the spell’s beneficiary. The reverse of the spell
Level: Cleric 3 operates in the same manner (although requiring

71
Cure Light Wounds CHAPTER II: SPELLS Darkness

a to hit roll), but inflicts 1d8 hit points rather than Except as may be noted above, this spell is
healing. If the cleric fails to hit while casting cause identical to the clerical spell of the same name.
light wounds, the spell is lost. This spell does not
heal disease, reattach limbs, or bring back the DANCING LIGHTS - Illusionist
dead, nor can it add hit points beyond a Phantasmal Transmutation/ Alteration
character’s normal number. Non-corporeal
creatures are not affected by this spell, nor are Level: Illusionist 1
undead, nor are creatures that are harmed only by Range: 40 ft + 10 ft/ level
iron, silver, or magical weapons. Duration: 2 rounds/ level
Area of Effect: 60 ft radius globe
CURE LIGHT WOUNDS - Druid (Reversible) Components: V,S,M
Druidic Necromancy Casting Time: 1 segment
Saving Throw: None
Level: Druid 2
Range: Touch This spell creates small lights at a chosen
Duration: Instantaneous (permanent) distance, under the caster’s control. The illusionist
Area of Effect: Creature touched may create 1-4 (at his or her option) torch-like
Components: V,S,M lights, 1-4 (at his or her option) spherical lights, or
Casting Time: 4 segments a single, faintly human-like glow. The lights move
Saving Throw: None (Negates) at the caster’s mental command, without any
particular concentration required. If the illusionist
The druidic cure light wounds is, except as allows the lights to move beyond the spell’s range,
described above, identical to the clerical spell of the lights will disappear and the spell will end.
the same name.
DANCING LIGHTS - Magic User
CURE SERIOUS WOUNDS - Cleric (Reversible) Arcane Transmutation/ Alteration
Clerical Necromancy
Level: Magic user 1
Level: Cleric 4 Range: 40 ft + 10 ft/ caster level
Range: Touch Duration: 2 rounds/ caster level
Duration: Instantaneous (permanent) Area of Effect: See below
Area of Effect: One creature Components: V,S,M
Components: V,S Casting Time: 1 segment
Casting Time: 7 segments Saving Throw: None
Saving Throw: None (Negates)
Except as may be noted above, this spell is
A benison similar to cure light wounds, cure identical to the illusionist spell of the same name.
serious wounds permits the cleric to lay on hands
for 2d8+1 hit points of healing. The spell’s limits
are otherwise similar to those of cure light
wounds. The reverse of the spell causes damage
rather than healing, requiring that the cleric
successfully touch the target.

CURE SERIOUS WOUNDS - Druid (Reversible)


Druidic Necromancy

Level: Druid 4
Range: Touch DARKNESS
Duration: Instantaneous (permanent) Phantasmal Transmutation/ Alteration
Area of Effect: Creature touched
Components: V,S,M Level: Illusionist 1
Casting Time: 6 segments Range: 40 ft + 10 ft/ level
Saving Throw: None (Negates) Duration: 2d4 rounds + 1 round/ level
Area of Effect: 15 ft radius globe
Components: V,S

72
Darkness, 15 ft radius CHAPTER II: SPELLS Demi-Shadow Magic

Casting Time: 1 segment two hit dice counts as one point, creatures of two
Saving Throw: None to less than four hit dice count as four points,
creatures of four to less than seven hit dice count
Except as may be noted above, this spell is as eight points, and creatures from seven to less
identical to the magic user spell darkness 15 ft than nine hit dice count as ten points. Creatures of
radius. the lowest hit dice die first, and fractional “kills”
(where insufficient points remain completely to
DARKNESS, 15 FT RADIUS slay the creature) have no effect. Material
Arcane Transmutation/ Alteration components for the spell cost 1,000 gp.

Level: Magic user 2 DELAYED BLAST FIREBALL


Range: 10 ft/ level Arcane Evocation
Duration: 1 turn + 1 round/ level
Area of Effect: 15 ft radius sphere Level: Magic user 7
Components: V,M Range: 100 ft + 10 ft/ level
Casting Time: 2 segments Duration: See below
Saving Throw: See below Area of Effect: 20 ft radius sphere
Components: V,S,M
This spell creates an area of utter lightlessness, a Casting Time: 7 segments
magical darkness that prevents all natural vision, Saving Throw: Half
even infravision. The spell’s effect is neutralised
by (and neutralises) the counteracting effect of a A delayed blast fireball is somewhat more
light or continual light spell. powerful than a normal fireball (+1 damage on
each die). At the time of casting, the magic user
DEAFNESS states an amount of time, from one segment (six
Phantasmal Illusion seconds) to five rounds (five minutes), and the
fireball will not explode until that time is reached.
Level: Illusionist 2 Otherwise, except as noted above, the spell
Range: 60 ft functions as per the description of the fireball
Duration: Permanent spell.
Area of Effect: Caster
Components: V,S,M DEMI-SHADOW MAGIC
Casting Time: 2 segments Phantasmal Illusion
Saving Throw: Negates
Level: Illusionist 6
This spell is similar to the illusionist’s blindness Range: 60 ft + 10 ft/ level
spell, but causes deafness. The effect is Duration: See below
permanent until removed by dispel magic, though Area of Effect: See below
it can be removed by the caster at any time. Components: V,S
Casting Time: 6 segments
DEATH SPELL Saving Throw: See below
Arcane Necromancy
This spell allows the illusionist to “cast” a quasi-
Level: Magic user 6 real version of any one of the following arcane
Range: 10 ft/ level spells: cloudkill, cone of cold, magic missile,
Duration: Instantaneous fireball, lighting bolt, wall of fire, wall of ice. If a
Area of Effect: 5 x 5 ft/ level victim fails a saving throw vs spells, the illusion
Components: V,S,M will function as a real version of that spell with
Casting Time: 6 segments regard to the victim. If the saving throw is
Saving Throw: None successful, it will still have a lessened effect due
to its quasi-real nature. The offensive spells will
Within its limit as to hit dice, this spell slays living inflict two hit points per caster level, the wall spells
creatures in the area of effect. Creatures of nine will inflict 1d4 hit points per caster level, and the
or higher hit dice are not affected. The spell kills cloudkill will only kill creatures of fewer than two
4d20 “points” worth of creatures, where (for the hit dice (no saving throw).
purposes of this spell) any creature of fewer than

73
Demi-Shadow Monsters CHAPTER II: SPELLS Detect Invisibility

DEMI-SHADOW MONSTERS DETECT EVIL - Magic User (Reversible)


Phantasmal Illusion Arcane Divination

Level: Illusionist 5 Level: Magic user 2


Range: 30 ft Range: Caster
Duration: 1 round/ level Duration: 5 rounds/ level
Area of Effect: 20 x 20 ft Area of Effect: Path 10 ft wide, 60 ft long
Components: V,S Components: V,S
Casting Time: 5 segments Casting Time: 2 segments
Saving Throw: See below Saving Throw: None

This spell creates partially-real illusory monsters This spell allows the magic user to detect
in the same manner as the spell shadow emanations of evil (or good, in the case of the
monsters, but the demi-shadow monsters have spell’s reverse) within the spell’s area of effect, a
40% of normal hit points rather than 20%; if they beam-like pathway. The spell detects evil, not
are detected as only quasi-real, they inflict 40% of danger, so it will be useless to discover such
normal damage and are AC 8. things as a mindless trap or a poisoned
wineglass. Neither will it detect a cursed item
DETECT CHARM (Reversible) unless the nature of the curse is such that the
Clerical Divination cursed item becomes inherently evil.

Level: Cleric 2 DETECT ILLUSION


Range: 30 ft Phantasmal Divination
Duration: 1 turn
Area of Effect: See below Level: Illusionist 1
Components: V,S Range: Caster
Casting Time: 1 round Duration: 3 rounds + 2 rounds/ level
Saving Throw: None Area of Effect: Path 10 ft wide, 10 ft/ level long
Components: V,S,M
This spell reveals to the cleric whether a creature Casting Time: 1 segment
is subject to a charm spell. The spell’s magic can Saving Throw: None
discern a charm (or lack thereof) on up to ten
creatures. The reverse of the spell conceals the By means of this spell, the caster sees any illusion
existence of a charm, but affects only one for what it truly is. By touching an illusion, the
creature. caster can make its true form visible to any
observer.
DETECT EVIL - Cleric (Reversible)
Clerical Divination DETECT INVISIBILITY - Illusionist
Phantasmal Divination
Level: Cleric 1
Range: Caster Level: Illusionist 1
Duration: 1 turn + 5 rounds/ level Range: 10 ft/ level
Area of Effect: Path 10 ft wide, 120 ft long Duration: 5 rounds/ level
Components: V,S,M Area of Effect: Caster
Casting Time: 1 round Components: V,S,M
Saving Throw: None Casting Time: 1 segment
Saving Throw: None
This spell allows the cleric to discern emanations
of evil (or good, in the case of the spell’s reverse) This spell allows the caster to see that which is
within the spell’s area of effect, a beam-like invisible or hidden, and also to perceive the astral
pathway. The spell detects evil, not danger, so it and æthereal planes.
will be useless to discover such things as a
mindless trap or a poisoned wineglass. Neither The spell’s sight is limited to the stated range of
will it detect a cursed item unless the nature of the ten ft per caster level.
curse is such that the cursed item becomes
inherently evil.

74
Detect Invisibility CHAPTER II: SPELLS Detect Pits and Snares

DETECT INVISIBILITY - Magic User Level: Druid 1


Arcane Divination Range: Caster
Duration: 12 rounds
Level: Magic user 2 Area of Effect: Path 10 ft wide, 40 ft long
Range: Caster Components: V,S,M
Duration: 5 rounds/ level Casting Time: 3 segments
Area of Effect: Path 10 ft wide, 10 ft long/ level Saving Throw: None
Components: V,S,M
Casting Time: 2 segments Other than as described above, this spell is
Saving Throw: None identical to the first level clerical spell detect
magic.
Except as may be noted above, this spell is
identical to the illusionist spell of the same name. DETECT MAGIC - Illusionist
Phantasmal Divination
DETECT LIE (Reversible)
Clerical Divination Level: Illusionist 2
Range: Caster
Level: Cleric 4 Duration: 2 rounds/ level
Range: 30 ft Area of Effect: Path 10 ft wide, 60 ft long
Duration: 1 round/ caster level Components: V,S
Area of Effect: One person Casting Time: 2 segments
Components: V,S,M Saving Throw: None
Casting Time: 7 segments
Saving Throw: None Except as may be noted above, this spell is
identical to the clerical spell of the same name.
The subject of this spell (not necessarily the
caster) gains the ability to discern whether the DETECT MAGIC - Magic User
truth is being told, for the duration of the spell. The Arcane Divination
reverse of the spell allows the spell recipient’s
most brazen falsehoods to seem logical and Level: Magic user 1
believable. The spell’s reverse may also be used Range: Caster
to ward against the effects of a detect lie spell. Duration: 2 rounds/ caster level
Area of Effect: Path 10 ft wide, 60 ft long
DETECT MAGIC - Cleric Components: V,S
Clerical Divination Casting Time: 1 segment
Saving Throw: None
Level: Cleric 1
Range: Caster Other than as noted above, this spell functions in
Duration: 1 turn the same manner as the clerical spell detect
Area of Effect: Path 10 ft wide, 30 ft long magic.
Components: V,S,M
Casting Time: 1 round DETECT PITS AND SNARES
Saving Throw: None Druidic Divination

Detect magic creates a tunnel of magical vision in Level: Druid 1


a path ten ft wide and 30 ft long, in which the Range: Caster
cleric sees the aura of any magic item as a Duration: 4 rounds/ level
glowing blue nimbus. The spell’s effect is blocked Area of Effect: Path 10 ft wide, 40 ft long
by solid wood three ft thick, by stone one ft thick, Components: V,S,M
and by solid metal one inch thick. The cleric can Casting Time: 3 segments
only scan a 60° arc during the course of a round: Saving Throw: None
turning more quickly does not allow magic auras
enough time to form in the cleric’s vision. The druid may cast this spell upon him- or herself,
imbuing his or her eyes with divinatory power. The
DETECT MAGIC - Druid druid can instantly discern virtually any form of
Druidic Divination

75
Dig CHAPTER II: SPELLS Dispel Evil

trap if outdoors, and even indoors or underground rescued. The spell is subject to a maximum
he or she will detect the presence of pits. weight limit of 500 lbs of additional weight, with
each lb of living matter counting for twice its actual
DIG weight. Recovery from the experience of this form
Arcane Evocation of teleportation is not immediate, although it is
quite rapid. The caster cannot act for a period of
Level: Magic user 4 six segments following the transition.
Range: 30 ft
Duration: 1 round/ level DISINTEGRATE
Area of Effect: 5 ft cube/ level Arcane Transmutation/ Alteration
Components: V,S,M
Casting Time: 4 segments Level: Magic user 6
Saving Throw: None Range: 5 ft/ level
Duration: Instantaneous
This spell causes dirt to begin piling out from the Area of Effect: See below
ground, digging a hole with tremendous speed. Components: V,S,M
The excavation proceeds at a rate of one 5 x 5 ft Casting Time: 6 segments
cube per round, as earth boils out of the area the Saving Throw: Negates
caster directs, landing to the edges of the pit. If
the spell is cast directly beneath a creature, the This spell disintegrates matter of any kind: animal,
creature will fall in without any possibility of a vegetable, or mineral. Matter of a magical nature
saving throw. Creatures at the edge of the pit will also be destroyed, although evocations of
have some likelihood of falling in; they must roll magic force (such as a wall of force, globe of
lower than their dexterity score on a d20 to avoid invulnerability, or shield) are not affected (not
sliding into the sudden maelstrom of moving being matter). An entire creature, or an area of
earth. A creature moving toward the pit during the non-living matter up to 10 x 10 ft/level, will be
first round in which digging begins must make a utterly obliterated by this powerful spell. The spell
saving throw vs spells (unlisted categories) or fall cannot be used to destroy both living and non-
into the hole. The spell can be used to excavate in living matter; once it hits its first target it will take
dirt, sand, or mud. Note that if the pit is taken effect upon that matter and not pass beyond.
deeper than 5 ft, there is a chance that it will
collapse in on itself (roughly 25%, adjusted by the DISPEL EVIL (Reversible)
GM for the type of material being dug). Clerical Abjuration

DIMENSION DOOR Level: Cleric 5


Arcane Transmutation/ Alteration Range: Touch
Duration: 1 round/ caster level
Level: Magic user 4 Area of Effect: Creature touched
Range: Caster Components: V,S,M
Duration: See below Casting Time: 8 segments
Area of Effect: Caster Saving Throw: See below
Components: V
Casting Time: 1 segment This spell banishes summoned creatures of evil,
Saving Throw: None or those summoned for evil purposes, to their
home planes of existence. Although a saving
Dimension door is a weak form of teleportation, throw negates the spell’s banishing effect, any
more controllable than blink, but severely limited creature that would otherwise have been
in range. The teleportation is limited to 30 ft per banished will suffer a penalty of –7 to hit the
caster level. Unlike blink, a dimension door spell caster for the extent of the spell’s duration.
operates with perfect accuracy, either to a place
the caster can see or clearly visualize, or in Creatures affected by this spell include, but are
response to directions (example: “120 ft forward certainly not limited to, afreets, demons, devils,
and 30 ft to the right”). If the caster’s directions genies (either evil or working toward evil purposes
land him or her inside a solid object, he or she is under duress), and elementals summoned for evil
stunned and trapped in the astral plane, held in a purposes. The reverse of the spell has the same
sort of suspended animation for eternity unless effects, but upon summoned creatures of good

76
Dispel Exhaustion CHAPTER II: SPELLS Distance Distortion

alignment or those summoned for the purposes of properties of potions and the ongoing effects of
good. certain spells. All spell effects and relevant items
within the stated area of effect are subject to
DISPEL EXHAUSTION dispelling. Permanent magical items are not
Phantasmal Illusion disenchanted by the spell, with the exception of
potions, which are treated as 12th level for
Level: Illusionist 4 purposes of resolution. However, even a
Range: Touch permanently enchanted item must make a saving
Duration: 3 turns/ level throw or become non-operational for one round.
Area of Effect: Up to 4 creatures Any spells in the process of being cast in the
Components: V,S spell’s area of effect will be lost, and any ongoing
Casting Time: 4 segments spell effects (such as invisibility) will be dispelled.
Saving Throw: None
With respect to each potion, casting, or ongoing
This spell creates a powerful illusion of physical spell effect, the base chance of successful
health. Recipients “gain” 50% of any hit points that dispelling is increased 5% for every level by which
have been lost, and function for all intents and the caster’s level exceeds the caster level of the
purposes as if these hit points are real. The potion, the casting, or the spell effect. The base
illusory hit points are the first to be subtracted if chance is conversely reduced by 2% per level of
the character sustains damage. At the end of the difference if the caster is lower level than the
spell’s duration, the remaining illusory hit points caster of the magic to be dispelled. The spell will
are lost. Additionally, any character under the automatically negate the caster’s own spells if it is
influence of this spell can move (but not attack) at used for this purpose or if the caster has
double the normal speed. previously cast a spell into the same area.

DISPEL ILLUSION DISPEL MAGIC - Druid


Phantasmal Abjuration Druidic Abjuration

Level: Illusionist 3 Level: Druid 4


Range: 10 ft/ level Range: 80 ft
Duration: Instantaneous Duration: Instantaneous
Area of Effect: 1 illusion Area of Effect: 40 ft cube/ caster level
Components: V,S Components: V,S,M
Casting Time: 3 segments Casting Time: 6 segments
Saving Throw: None Saving Throw: None

This spell automatically dispels phantasmal forces This spell is identical in effect to the clerical spell
cast by non-illusionists. All other illusion spells are of the same name, with any exceptions being
treated as if this spell were a dispel magic (i.e., noted above.
with a 50% base chance to dispel, adjusted up or
down by 2% or 5% respectively, based on relative DISPEL MAGIC - Magic User
caster levels). Arcane Abjuration

DISPEL MAGIC - Cleric Level: Magic user 3


Clerical Transmutation/ Alteration Range: 120 ft
Duration: Permanent
Level: Cleric 3 Area of Effect: 30 ft cube
Range: 60 ft Components: V,S
Duration: Instantaneous Casting Time: 3 segments
Area of Effect: 30 ft radius sphere Saving Throw: None
Components: V,S
Casting Time: 6 segments Except as noted above, this spell is identical to
Saving Throw: None the clerical spell dispel magic.

Dispel magic has a base chance of 50% DISTANCE DISTORTION


permanently to negate magic—both the magical Arcane Transmutation/ Alteration

77
Divination CHAPTER II: SPELLS Earthquake

Level: Magic user 5 to interpret the omens properly; the base chance
Range: 10 ft/ level to succeed in gaining truthful information is 60%,
Duration: 1 turn/ level and rises by another 1% per caster level. The
Area of Effect: 100 square ft/ level chance may also be adjusted by the GM as
Components: V,S,M necessary.
Casting Time: 6 segments
Saving Throw: None If the cleric’s reading of the omens is not correct,
of course, he or she will be operating on
This spell is cast with a summoned earth completely false and useless “insights.” The
elemental as its focus. The casting of the spell is casting of a divination spell is quite dramatic,
fascinating to summoned elementals and is involving the sacrifice of a dove or other such
sufficient to maintain the caster’s control over the creature appropriate to the religion in question.
elemental (although he or she cannot command it Valuable items may also be sacrificed, and such
to act while in the process of casting). When the may increase the chance of the cleric receiving
casting is completed, the earth elemental clear omens that are easily interpreted.
disperses into the substance of the earth as
directed, where it creates a dimensional distortion DUO-DIMENSION
of the spell’s area of effect. Travel through the Arcane Transmutation/ Alteration
distorted area takes twice as long (and seems
twice as far) as it should, or seems half as long Level: Magic user 7
and takes half the normal travel time (determined Range: Caster
by the caster when casting the spell). The area Duration: 3 rounds + 1/ level
does radiate magic, slightly, and the reality will be Area of Effect: Caster
perceived by true seeing (although the travel time Components: V,S,M
will still be altered even for those who know that Casting Time: 7 segments
the distance is distorted). Otherwise, the spell is Saving Throw: None
utterly undetectable.
By means of this spell, the caster reduces him- or
DIVINATION herself to a two-dimensional sheet with no third
Clerical Divination dimension. He or she can fit through the thinnest
of spaces provided they are large enough to
Level: Cleric 4 accommodate his or her remaining two dimen-
Range: Caster sions—he or she cannot bend down while two-
Duration: See below dimensional. Moreover, he or she can become
Area of Effect: Caster invisible by the simple expedient of turning
Components: V,S,M sideways. While two-dimensional, the caster can
Casting Time: 1 turn move, cast spells, and otherwise act normally. If
Saving Throw: None attacked from the front or back, however, he or
she takes three times normal damage. Casting
A divination spell gives the caster divine insight the spell requires expensive material components
about a particular place, examples being a ruined of (1d4+4)x1,000 gp in value.
castle, a particular region in a dungeon, or a small
vale. The location of the place must be known to EARTHQUAKE
the cleric (e.g., the “Red Mausoleum,” if a Clerical Transmutation/Alteration
legendary location, cannot be the focus of the
spell, but if the cleric has seen the doorway of the Level: Cleric 7
tomb, the spell will be effective). The spell yields Range: 120 ft
rich information compared to an augury, although Duration: 1 round
it may be couched in rather vague and Area of Effect: 5 ft diameter/ level
approximate terms. Components: V,S,M
Casting Time: 1 turn
The spell reveals the relative power of the Saving Throw: None
creatures in the area, the treasure (“low,”
“moderate,” or “rich”), and chances of incurring The cleric invokes a small but intensely powerful
the wrath of gods or similar beings if the place is earthquake within this spell’s area of effect. The
disturbed. There is a chance that the cleric will fail

78
Emotion CHAPTER II: SPELLS Enchanted Weapon

spell may be used to create landslides, drain This spell is the culminating moment involved in
marshes, cave in tunnels, and collapse buildings. the creation of a true magic item, when the item is
Yawning cracks in the earth have a good chance actually infused with the magic properties it has
to swallow creatures in the area: the chance of been painstakingly prepared to hold. Before the
falling into such a crevice (by creature size) is one spell can actually be cast, the magic user must
in four (small), one in six (medium) and one in engage in considerable time-consuming and
eight (large). Being swallowed up in such fashion meticulous work, or the spell will certainly fail.
is, of course, fatal. Trees standing in the area of
an earthquake spell have a one in three chance of Firstly, the item itself must be of absolutely the
being uprooted. finest quality available, in terms of craftsmanship,
although it need not necessarily be fancy. In most
EMOTION cases, special components such as powders or
Phantasmal Enchantment/ Charm threads will be incorporated into the item’s con-
struction, costing not less than 100 gp. The
Level: Illusionist 4 casting of the spell takes 1d8+2 days, with the
Range: 10 ft/ level caster working steadily upon the item for eight
Duration: Until concentration ceases hours per day. No other spells may be cast during
Area of Effect: Up to 40 x 40 ft this period of time, nor can the magic user engage
Components: V,S in any other meaningful work. When the final
Casting Time: 4 segments words of the spell are spoken, the item makes a
Saving Throw: Negates saving throw against spells at the same level as
the magic user, but with success on the saving
By casting this spell, the illusionist is able to instill throw indicating that the spell has succeeded. A
others with one of four powerful emotions, each natural result of 1 on this roll always indicates
with a different effect, as described below: failure of the spell. At this point, the magic user
may begin to infuse the item with enchantments,
Fear: If the illusionist chooses to instill fear, the each of which requires 5d8 hours to complete.
spell’s effect is similar to that of the fear spell, but Most magic items will require unusual
with a –2 penalty applied to saving throws. components; dragon scales or blood for a sword
with an unusually high bonus against dragons, for
Hate: If the illusionist instills hate, the targets gain example. The GM will determine exactly what is
a +2 to saving throws, attacks, and damage. required for any particular magic item.

Hopelessness: The illusionist causes despair in This spell is not permanent unless a permanency
the target creatures, who will wander sadly away spell is cast upon it; the duration of the
or surrender in the face of a challenge such as a enchantment may be for a year or more without a
combat. permanency spell, but the enchantment will
eventually fail if it is not locked in to the item.
Rage: Creatures affected by rage attack at +1,
gain a damage bonus of +3, and gain a bonus of ENCHANTED WEAPON
five temporary hit points. Temporary hit points are Arcane Transmutation/ Alteration
lost first if the creature incurs damage. The
affected creature will not willingly retreat from any Level: Magic user 4
combat or any opponent. Range: Touch
Duration: 5 rounds/ level
ENCHANT AN ITEM Area of Effect: See below
Arcane Conjuration/ Summoning Components: V,S,M
Casting Time: 1 turn
Level: Magic user 6 Saving Throw: None
Range: Touch
Duration: See below With a touch of his or her hand, the magic user
Area of Effect: 1 item creates a weak and temporary enchantment upon
Components: V,S,M a full-sized weapon, or upon two smaller weapons
Casting Time: 1d8+2 days such as arrows, bolts, or daggers. The
Saving Throw: See below enchantment lends no bonus to hit, but may be
used to strike creatures that can be hit only with a

79
Enlarge CHAPTER II: SPELLS Erase

magical weapon. When the weapon hits Casting Time: 3 segments


successfully, the enchantment ends. Saving Throw: Half (see below)

ENLARGE (Reversible) The druid casts this spell upon a particular spot,
Arcane Transmutation/ Alteration whereupon all plants in a 20 ft radius of the
enchanted location immediately begin to writhe
Level: Magic user 1 violently about, whipping around and entangling
Range: 5 ft/ caster level any creature in the area. Creatures threatened in
Duration: 1 turn/ caster level this manner are entitled to a saving throw. If the
Area of Effect: 1 creature or object saving throw succeeds, the creature’s movement
Components: V,S,M rate is slowed to half normal; if the saving throw
Casting Time: 1 segment fails, the creature is so securely held in the plants
Saving Throw: Negates that it cannot move, attack, or cast spells for the
duration of the spell.
This spell causes a creature or object to grow in
size and weight. The spell increases a creature’s
size and weight by 20% for each level of the
caster (to a maximum increase of 200%) or
increases an object’s size and weight by 10% per
caster level (to a maximum increase of 100%).
The magic user’s power limits the volume of
material that he or she can enlarge; the mage can
affect no more than 10 cubic ft of living matter, or
5 cubic ft of non-living matter, per level. A normal
sized person doubled in size will generally have
strength of 18, and tripled 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 an object or creature. If the spell is cast on
an unwilling recipient, a successful saving throw
will negate the spell, but willing recipients may ERASE
choose to forgo the save. Arcane Transmutation/ Alteration

Level: Magic user 1


Range: 30 ft
Duration: Instantaneous
Area of Effect: Scroll or 2 pages of writing
Components: V,S
Casting Time: 1 segment
Saving Throw: See below

This spell may be used to erase normal or


magical writing from an area about two pages
wide. The base chance to erase a magical writing
is 50% + 2%/ caster level, and the base chance to
erase non-magical writing is 50% + 4%/ caster
level.

ENTANGLE Obviously, the main benefit of this spell is that the


Druidic Transmutation/ Alteration erasure can be made at a distance. The spell
does not remove such magical rune-traps as
Level: Druid 1 symbol, glyph of warding or explosive runes
Range: 80 ft (exception: the caster may use it to remove such
Duration: 1 turn spells if he or she originally cast them him- or
Area of Effect: 20 ft radius herself).
Components: V,S,M

80
Exorcise CHAPTER II: SPELLS Extension I

ESP successfully casting out the supernatural force,


Arcane Divination the spell will fail.

Level: Magic user 2 EXPLOSIVE RUNES


Range: Caster Arcane Transmutation/ Alteration
Duration: 1 round/ level
Area of Effect: 5 ft radius/ level, maximum 90 ft Level: Magic user 3
Components: V,S,M Range: Touch
Casting Time: 2 segments Duration: Permanent until triggered
Saving Throw: None Area of Effect: 1 object
Components: V,S
This spell allows the caster to overhear the Casting Time: 3 segments
surface thoughts of any thinking being in the Saving Throw: See below
spell’s radial area of effect. The caster need not
be able to see the creature whose thoughts he is This spell creates a magical trap in the form of
reading; the spell can be used to listen beyond a traceries and sigils placed upon a piece of writing
closed door. The spell cannot penetrate more that create a magical detonation when they are
than two ft of stone or more than two inches of read. It is possible to detect the presence of
any metal, and it is foiled by even a thin sheet of explosive runes without detonating them: a magic
lead. user has a 5% chance per level to notice their
presence, and a thief has a 1% chance per level.
EXORCISE
Clerical Abjuration When the runes are read, the resulting explosion
causes 6d4+6 points of damage (half with a
Level: Cleric 4 successful saving throw) to any creature within a
Range: 10 ft 10 ft radius. The reader of the runes does not
Duration: Instantaneous (permanent) receive a saving throw. The caster and any other
Area of Effect: One creature or object magic user with whom the caster has made
Components: V,S,M familiar the secret pattern of the runes can read
Casting Time: See below the protected document or tome without danger,
Saving Throw: None and the caster can erase them at will. Otherwise,
only a dispel magic or similar enchantment will
Exorcism is a powerful abjuration that casts out remove the runes before they are triggered.
demons, devils, or any supernatural inhabitant or
influence from a creature or object that has been Note that the item upon which the runes are
possessed or otherwise controlled. Exorcism scribed, if it is not resistant to fire, will undoubtedly
banishes all charms and enchantments, removes be destroyed when the runes detonate.
curses, and will cast any possessing demon or
other creature back into its nearest physical body EXTENSION I
other than the one being exorcised. The base Arcane Transmutation/ Alteration
chance for the cleric to perform a successful
exorcism is randomly determined on a d% if the Level: Magic user 4
GM has not previously assigned a specific Range: Caster
number to represent the relative difficulty of the Duration: See below
exorcism. To the base chance is added a modifier Area of Effect: See below
of +1/-1 for each level of difference between the Components: V
cleric’s caster level and the level or hit dice of the Casting Time: 2 segments
opposing supernatural force (determined by the Saving Throw: None
GM in the case of supernatural forces with no
stated level or HD). The cleric begins the The arcane words of an extension I spell act to
exorcism, rolling a d% for each turn. If the cleric’s lengthen the duration of another spell previously
die roll is equal to or less than the modified cast by the magic user by 50%. The previous spell
chance of success, the exorcism is successful. must still be active and may only be of level
The process cannot be halted once it has begun, one, two, or three.
and if the cleric is forced to pause before

81
Extension II CHAPTER II: SPELLS Fear

EXTENSION II Level: Magic user 2


Arcane Transmutation/ Alteration Range: Touch
Duration: Permanent
Level: Magic user 5 Area of Effect: One object
Range: Caster Components: V,S,M
Duration: See below Casting Time: 3 rounds
Area of Effect: See below Saving Throw: None
Components: V
Casting Time: 4 segments By means of this spell, the mage weaves an
Saving Throw: None illusion around an object, making it appear
trapped to any normal inspection (such as by a
Except as noted, this spell is identical to the spell thief). Any such examiner has an 80% chance of
extension I, but may be used to extend by 50% finding and believing the false trap. This likelihood
the duration of any spell up to and including decreases by 3% per level of experience of the
fourth-level spells. thief. Furthermore, if a thief attempts to remove
the illusory trap, believing it to be real, there is
EXTENSION III only a 20% likelihood that the illusion will be
Arcane Transmutation/ Alteration dispelled or exposed by these efforts. In this case,
the thief, seeing the illusion unchanged, will
Level: Magic user 6 usually conclude that the attempt to remove the
Range: Caster “trap” has failed. Only one false trap may be
Duration: See below placed within a 50 ft radius, and if two items
Area of Effect: See below bearing this illusion come within 50 ft of each
Components: V other, both will be dispelled.
Casting Time: 5 segments
Saving Throw: None FEAR - Illusionist
Phantasmal Illusion
This spell functions in the same manner as
extension I, but it doubles the duration of spells Level: Illusionist 3
level 1-3, and extends the duration of spells level Range: 0
4 or 5 by 50%. Duration: See below
Area of Effect: 5 ft x 30 ft x 60 ft cone
FAERIE FIRE Components: V,S
Druidic Transmutation/ Alteration Casting Time: 3 segments
Saving Throw: Negates
Level: Druid 1
Range: 80 ft This spell causes utter panic in the creatures
Duration: 4 rounds/ caster level exposed to the cone-shaped emanation of
Area of Effect: 1 size M or 2 size S creatures/ phantasmal terror the caster hurls forth. If any
caster level creature, of any level or hit dice, fails its saving
Components: V throw against the spell, it will bolt away from the
Casting Time: 3 segments caster as fast as possible for as many rounds as
Saving Throw: None the caster’s level. There is a base 60% chance for
a creature to drop whatever it is holding
The druid uses this spell to ignite a fiery-looking (immediately upon failing the saving throw),
aura of bright light around his or her enemies. The reduced by 5% per HD or level of the panicked
aura is visible at a range of 80 ft if the observer creature.
stands in darkness, and at 40 ft if he or she
stands near another light source. The light itself is FEAR - Magic User
harmless, but a creature limned with faerie fire is Arcane Illusion/ Phantasm
easier to hit; any attacks against it are made with
a bonus of +2. Level: Magic user 4
Range: 0
FALSE TRAP Duration: See below
Arcane Illusion/Phantasm Area of Effect: Cone, 60 ft long, 5 ft at origin, 30
ft diameter at terminus

82
Feather Fall CHAPTER II: SPELLS Feign Death

Components: V,S,M more than one type of magic must save using the
Casting Time: 4 segments average of their modifiers.)
Saving Throw: Negates
FEEBLEMIND - Magic User
Except as may be noted above, this spell is Arcane Enchantment/ Charm
identical to the illusionist spell of the same name.
Level: Magic user 5
FEATHER FALL Range: 10 ft/ level
Arcane Transmutation/ Alteration Duration: Permanent
Area of Effect: 1 creature
Level: Magic user 1 Components: V,S,M
Range: 10 ft/ caster level Casting Time: 5 segments
Duration: 1 segment/ caster level Saving Throw: Negates
Area of Effect: 10 cubic ft
Components: V,M Except as may be noted above, this spell is
Casting Time: Less than 1 segment identical to the druidic spell feeblemind.
Saving Throw: None
FEIGN DEATH - Cleric
This spell causes creatures or objects in the area Clerical Necromancy
of effect to fall as slowly and lightly as feathers, at
a rate of about ten ft in six seconds (one Level: Cleric 3
segment). No damage is taken from the distance Range: Touch
spent falling under the influence of the spell, but it Duration: 1 turn + 1 round/ level
is worthy of note that if the spell’s target has not Area of Effect: 1 willing creature
landed by the time the spell expires, the fall will Components: V,S,M
resume at normal speed and damage will be Casting Time: 2 segments
taken for the remaining distance. The magic user Saving Throw: None
can affect a weight of up to 200 lbs plus another
200 lbs/ caster level. The spell may be used to Except as described here, this spell is identical to
slow propelled objects such as arrows, but will not the third level magic user spell of the same name.
affect sword blows or other non-propelled forces. The clerical version of the spell is not subject to a
limit on the character level it can affect. Note that
FEEBLEMIND - Druid the spell cannot be cast upon an unwilling subject.
Druidic Enchantment/ Charm
FEIGN DEATH - Druid
Level: Druid 6 Druidic Necromancy
Range: 40 ft
Duration: Permanent Level: Druid 2
Area of Effect: 1 creature Range: 10 ft
Components: V,S Duration: 4 rounds + 2 rounds/ caster level
Casting Time: 8 segments Area of Effect: 1 creature
Saving Throw: Negates Components: V,S,M
Casting Time: 3 segments
The insidious feeblemind spell affects only those Saving Throw: None
who can cast spells, tracing and poisoning the
mystical channels of their arcane power like a viral This spell magically slows the recipient’s
infection. The spell reduces a victim into a state of metabolism into a state so close to death that it is
extreme mental retardation, which condition impossible to distinguish the enspelled person
persists until the victim is magically restored by from a corpse by any means other than magical.
means of a heal, wish, or restoration spell. The The recipient can hear, smell, and think; the
different types of spell casting ability are not senses of touch and sight no longer function.
equally vulnerable to the feeblemind spell. Damage caused to the pseudo-corpse is reduced
Practitioners of clerical magic gain a bonus of +1 by one half, and the spell’s recipient will not even
to saving throws; druids save at –1; magic users know that the damage has been caused—
and illusionists save at –4. (Those who can use potentially a dangerous situation. A person under
the influence of this spell is not subject to level

83
Feign Death CHAPTER II: SPELLS Find the Path

draining by the undead and will not be affected by Caster Level


poisons until the spell wears off or is otherwise 9- 12- 15+ Familiar
removed; the caster can remove the catalepsy at 1-2 3-5 6-8 11 14
will, and the spell is subject to being dispelled. 01- 01- 01- 01- 01- 01- Special
05 05 06 06 07 07
FEIGN DEATH - Magic User 06- 06- 07- 07- 08- 08- Cat
Arcane Necromancy 25 25 29 29 33 33
26- 26- 30- 30- 34- 34- Hawk
Level: Magic user 3 35 36 40 41 45 46
Range: Touch 36- 37- 41- 42- 46- 47- Owl
Duration: 6 rounds + 1 round/ level 45 47 51 53 57 59
Area of Effect: 1 creature 46- 48- 52- 54- 58- 60- Raven
Components: V,S 55 58 62 65 69 72
Casting Time: 1 segment 56- 59- 63- 66- 70- 73- Toad
Saving Throw: None; willing recipient only 65 69 73 77 81 85
66- 70- 74- 78- 82- 86- Weasel
With the exception of any distinctions detailed 75 80 84 89 93 98
above, this spell is identical to the druid’s (not the 76- 81- 85- 90- 94- 99- None
clerical) spell of the same name. 00 00 00 00 00 00
FIND FAMILIAR
A special familiar is entitled to a saving throw in
Arcane Conjuration/ Summoning
order to avoid the effect of the spell. The type of
special familiar to appear depends upon the
Level: Magic user 1
magic user’s alignment:
Range: 0
Duration: See below
Lawful good or Lawful neutral: Brownie
Area of Effect: 1 mile radius/ caster level
Chaotic good, Neutral good, or Neutral: Pseudo-
Components: V,S,M
dragon
Casting Time: 2d12 hours
Lawful evil or Neutral evil: Imp
Saving Throw: See below
Chaotic evil or Chaotic neutral: Quasit
Magic users of higher level often summon FIND THE PATH (Reversible)
familiars to assist them with various tasks. Indeed, Clerical Divination
a familiar can also be of considerable benefit to a
lower level magic user (even increasing others’ Level: Cleric 6
estimation of his or her power), but the risks Range: Touch
inherent in losing a familiar can be daunting to a Duration: 1 turn/ level
weaker spell caster. To summon a familiar, the Area of Effect: Creature touched
magic user must intone the words of the spell over Components: V,S,M
a well-stocked fire source, sprinkling the flames Casting Time: 3 rounds
with expensive incense and powders (100 gp in Saving Throw: None
total value). The caster must maintain his or her
casting for as long as necessary (2d12 hours) This spell imbues one creature with an uncanny
until a familiar arrives (or the casting time expires
sense for the shortest route into or out of a
without success). The spell may be attempted
chosen locale. The spell imparts only a visceral
only once per year, and the caster has no control
intuition of the right direction and shortest dis-
over the type of animal that will respond. When it
tance, so it is impossible to use the spell either to
arrives, the familiar is a faithful servant and ally to circumvent dangers or to draw a map. This spell
the caster. Normal familiars have 1d3+1 hit points, may be used to escape from a maze spell (q.v.) in
are AC 7, and are as intelligent as a lower-than-
one round and will continue to function thereafter.
average human. When the familiar is within 120 ft
The spell’s reverse makes a creature unable to
of the magic user, the magic user gains additional
make any significant movement beyond aimless
hit points equal to the familiar’s. However, if the
wandering.
familiar is ever killed, the magic user permanently
loses twice the familiar’s hit points.

84
Find Traps CHAPTER II: SPELLS Fire Seeds

FIND TRAPS Saving Throw: Negates


Clerical Divination
This spell transforms an existing fire into a
Level: Cleric 2 powerful mental snare. Any creature within the
Range: 30 ft spell’s radius who even so much as glances at the
Duration: 3 turns fire must make a saving throw vs spells or be
Area of Effect: 10 ft wide path entranced by the dancing flames. While so
Components: V,S entranced, the creature becomes susceptible to
Casting Time: 5 segments the caster’s words, in the same manner as with a
Saving Throw: None suggestion spell, but with a penalty of –3 to the
saving throw. The enchantment will be broken if
This spell permits the cleric to discern the the entranced creature can no longer see the
existence of traps, both of magical and flames or if it is attacked.
mechanical nature. The cleric must be looking at a
trap in order to perceive it. FIRE SEEDS
Druidic Conjuration

Level: Druid 6
Range: 40 ft (see below)
Duration: 1 turn/ caster level
Area of Effect: See below
Components: V,S,M
Casting Time: 1 round/ seed
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 violent explosion of
magical fire. Transformed acorns may be used as
missiles, and transformed holly berries as
“Pull my finger!”
delayed-action bombs. The spell allows the druid
FINGER OF DEATH to create four acorn fire seeds or eight holly berry
Druidic Enchantment/ Charm fire seeds, or a proportionate combination such as
two acorns and four holly berries. Acorns may be
Level: Druid 7 thrown at a range of up to 40 ft and cause 2d8
Range: 60 ft points of damage in a radius of 5 ft, igniting any
Duration: Instantaneous combustibles that fail item saving throws. If an
Area of Effect: 1 creature acorn strikes its target with a successful to-hit roll,
Components: V,S,M the target is not entitled to a saving throw. Even if
Casting Time: 5 segments the attack misses, the target may be caught in the
Saving Throw: Negates blast area (and would be entitled to a saving throw
for half damage, as any other creature within the
The casting of this spell culminates when the blast area). The holly berries may be thrown no
more than 6 ft, or may be left in place to ignite
druid points a finger at his or her chosen victim. If
upon a command word. (The range of the
the target fails a saving throw, it dies.
command word is 40 ft.) Holly berries create an
FIRE CHARM explosion in an area of 5 x 5 ft, inflicting 1d8
Arcane Enchantment/ Charm points of damage and causing combustible items
to make saving throws against magical fire or
Level: Magic user 4 burn. As with the acorn seeds, a successful
Range: 10 ft saving throw against the explosion of a holly berry
Duration: 2 rounds/ level fire seed reduces the damage inflicted by one-
Area of Effect: 15 ft radius around fire half.
Components: V,S,M
Casting Time: 4 segments

85
Fire Shield CHAPTER II: SPELLS Fireball

FIRE SHIELD Level: Druid 2


Arcane Evocation Range: Touch
Duration: Permanent until tripped
Level: Magic user 4 Area of Effect: 1 object
Range: Caster Components: V,S,M
Duration: 2 rounds + 1 round/ level Casting Time: 1 turn
Area of Effect: Caster Saving Throw: Half
Components: V,S,M
Casting Time: 4 segments This spell enchants any item that can be opened
Saving Throw: None or closed with a magical trap. When the item is
opened by any person other than the caster,
Pale flames envelope the caster upon the magical fire explodes in an area five ft in radius
completion of this spell, rendering him or her around the fire trapped object, causing 1d4 plus
protection against either fire or cold based the caster’s level hit points of damage to all
attacks, depending upon whether the magic user creatures in this area. A successful saving throw
elects to wreath him- or herself in cold flame or indicates half damage. The item upon which this
hot flame. Cold flame grants the magic user a +2 spell is cast suffers no damage from the
bonus on any saving throw vs fire damage, also explosion. Detecting a fire trap is extraordinarily
guaranteeing half damage (or no damage against difficult; attempts to find traps are reduced by one-
all fire attacks that allow a saving throw for half half in efficacy if the trap is a fire trap, and the trap
damage) provided the saving throw is successful. will detonate if an attempt to remove traps fails.
If the magic user fails a saving throw against a
cold based attack, however, he or she will suffer FIRE TRAP - Magic User
twice the normal damage. Hot flame offers the Arcane Evocation
converse of the protections afforded by cold
flame. Cold based attacks receive a bonus of +2 Level: Magic user 4
on saving throws and guarantee that the caster Range: Touch
receives only half damage (or none at all) if his or Duration: Permanent until triggered
her saving throw is successful against attacks that Area of Effect: 1 object
would cause full or half damage. Components: V,S,M
Casting Time: 3 rounds
FIRE STORM (Reversible) Saving Throw: Half
Druidic Evocation
With the exception of any distinctions detailed
Level: Druid 7 above, this spell is identical to the druid spell of
Range: 150 ft the same name.
Duration: 1 round
Area of effect: 20 x 20 x 20 ft area per caster FIREBALL
level Arcane Evocation
Components: V, S, M
Casting Time: 9 segments Level: Magic user 3
Saving Throw: Half Range: 100 ft + 10 ft/ level
Duration: Instantaneous
The fire storm invocation is a modified and Area of Effect: 20 ft radius sphere
enlarged version of wall of fire. It lasts for only a Components: V,S,M
single round, and does only half the damage of a Casting Time: 3 segments
wall of fire (i.e. 2d8 damage), but the huge area of Saving Throw: Half
effect makes it devastating.
With a pointing gesture at the ending of the
The spell’s reverse extinguishes all normal fire in incantation, the magic user causes a massive
the area of effect, or will instantly kill one fire explosion of magical fire at the target point. The
elemental (no saving throw). fireball detonates with a low roar, causing 1d6
damage per caster level to all creatures within the
FIRE TRAP - Druid area of effect. Creatures making successful
Druidic Evocation saving throws suffer only half the indicated
damage. When the magic user casts the spell, a

86
Flame Arrow CHAPTER II: SPELLS Fog Cloud

bead of light streaks from his or her pointed finger Upon the casting of this spell, a blazing column of
to the target area, and if it strikes another object fire descends from the air. Its searing flames
directly in its path the fireball will detonate engulf an area 10 ft in diameter, as set by the
immediately. The blast fills the entire volume of caster. Each creature caught within the flames will
the spell radius, and if it is cast into an enclosed suffer 6d8 points of damage, halved if the creature
area smaller than the area of effect the flames will makes a successful saving throw.
expand from this area until the spell’s full volume
has been reached. The volume of a 20 ft radius FLOATING DISK
sphere is approximately 33,500 cubic ft, and there Arcane Evocation
are 1,000 cubic ft in a 10 x 10 x 10 ft area, so in
an area with a 10 ft ceiling the fireball will fill ap- Level: Magic user 1
proximately thirty-three 10 x 10 ft squares. Thus, if Range: 20 ft
a fireball explodes in the middle of a corridor 10 ft Duration: 3 turns + 1 turn/ level
wide and 10 ft high, the blast will extend a Area of Effect: See below
staggering 165 ft in both directions. It is quite Components: V,S,M
possible, particularly in dungeoneering Casting Time: 1 segment
environments, for the magic user to be caught in Saving Throw: None
the backblast of his or her own fireball spell. The
flames do not create any significant change in air This evocation produces an invisible disk about
pressure, but the furnace-like heat causes all three ft across, shaped like a shallow bowl. The
items in the blast to make saving throws against disk floats in the air and moves in accordance with
magical fire or ignite (or, in the case of metals, the caster’s commands (although if it is allowed
melt). more than 20 ft from the caster it will disappear).
The disk cannot move faster than 60 ft per round.
FLAME ARROW A floating disk can carry up to 100 lbs per level of
Arcane Evocation the caster.

Level: Magic user 3 FLY


Range: Touch Arcane Transmutation/ Alteration
Duration: 1 segment/ level
Area of Effect: Arrows or bolts Level: Magic user 3
Components: V,S,M Range: Touch
Casting Time: 3 segments Duration: 6 turns/ level + 1d6 turns
Saving Throw: None Area of Effect: One creature
Components: V,S,M
By means of this spell, the magic user may Casting Time: 3 segments
enchant one arrow per segment, causing it to Saving Throw: None
burst into normal flame. The enchanted arrows
have no bonus to hit, and the enchantment is not This spell grants the power of flight with aerial
powerful enough to hit a creature that can be agility level V (see Chapter III) to any creature the
damaged only by magical weapons. Each arrow magic user touches. The base movement rate for
causes one hit point of fire damage in addition to flight is 120 ft per round, with the base speed
its normal damage. The arrows (or crossbow being doubled when diving, halved when climbing.
bolts) will burn up in one round, so they must be The GM secretly rolls a 1d6 to determine how
shot before this time. much time the spell will last after the base
duration expires.
FLAME STRIKE
Clerical Evocation FOG CLOUD
Phantasmal Transmutation/ Alteration
Level: Cleric 5
Range: 60 ft Level: Illusionist 2
Duration: 1 segment Range: 10 ft
Area of Effect: 10 ft diameter column, 30 ft high Duration: 4 rounds + 1 round/ level
Components: V,S,M Area of Effect: 40 x 20 x 20 ft cloud
Casting Time: 8 segments Components: V,S
Saving Throw: Half Casting Time: 2 segments

87
Fool’s Gold CHAPTER II: SPELLS Freezing Sphere

Saving Throw: None hand. Unlike the interposing hand, the forceful
hand can push opponents or objects. The hand
This spell creates a roiling mass of gas and can move a creature weighing 500 lbs or less. It
vapour, similar in appearance to a cloudkill spell. reduces the speed of a creature between 500 and
The fog cloud moves away from the caster at 10 2,000 lbs to no greater than 10 ft per round, and it
ft/round. Vision into the fog is limited to 2 ft. slows the movement of creatures heavier than
2,000 lbs but smaller than 8,000 lbs to one-half.
FOOL’S GOLD As in the case of the interposing hand, the forceful
Arcane Transmutation/ Alteration hand has as many hit points as the caster.

Level: Magic user 2 FORGET


Range: 10 ft Arcane Enchantment/ Charm
Duration: 6 turns/ level
Area of Effect: 1 cubic foot/ level Level: Magic user 2
Components: V,S,M Range: 30 ft
Casting Time: 1 round Duration: Instantaneous (permanent)
Saving Throw: See below Area of Effect: 1-4 creatures in a 20 ft square
area
This spell achieves the much sought-after goal of Components: V,S,M
transmuting copper or brass into gold. Casting Time: 2 segments
Regrettably, the effect is temporary, but an amoral Saving Throw: Negates
caster might seek to shift the consequent feelings
of regret onto another person than him- or herself. This extremely potent spell causes the victims to
Whatever motives drive the caster, he or she may forget events of the immediate past. The spell
use this spell to transmute roughly 2,000 copper obliterates memory of the last round plus one
coins (about a cubic foot) per caster level into a additional round per three caster levels. The
metal that closely resembles gold. Anyone caster decides which creatures in the spell’s area
viewing this metal has a chance to notice that it is to affect, and these must make saving throws or
not truly gold. If the result of d20 plus the caster’s suffer the loss of memory. The caster may
level is equal to or less than the observer’s designate 1-4 creatures as the targets of the spell.
intelligence, the fraud is detected (the GM may If one is targeted, the saving throw is made with a
pick a representative number for creatures whose –2 penalty; if two are targeted, the penalty is –1;
exact intelligence is not known, or roll a die). By and if 3 or 4 creatures are targeted they suffer no
combining expensive material components with penalty to the saving throw. Lost memories can
the spell, the caster can make it more likely that only be restored by heal, restoration, or wish; the
the gold will seem true—conversely, there are spell’s effect is not subject to being merely
mundane methods that give a chance to detect dispelled.
this very spell, such as striking the “gold” with cold
iron (10% chance of changing the metal back). FREEZING SPHERE
The GM will decide for his or her campaign Arcane Transmutation/ Alteration
exactly what can be done to improve and detect
this spell. Level: Magic user 6
Range: See below
FORCEFUL HAND Duration: See below
Arcane Evocation Area of Effect: See below
Components: V,S,M
Level: Magic user 6 Casting Time: 6 segments
Range: 10 ft/ level Saving Throw: See below
Duration: 1 round/ level
Area of Effect: See below This spell may be employed in one of three
Components: V,S,M different forms, depending upon the words and
Casting Time: 6 segments material component used during casting. At the
Saving Throw: None time of memorisation, the magic user need not
specify which will be used; these are alternate
This spell creates a powerful, magical hand uses of the same spell, not different versions of it.
similar to that of the magic user spell interposing

88
Friends CHAPTER II: SPELLS Gate

Ice seed: conjures a sphere of an intensely cold Level: Magic user 4


magical substance that freezes water to a depth Range: 10 ft/ level
of 6 inches over a surface area 100 square ft per Duration: 1 round/ level
caster level. The ice is thick enough to walk upon Area of Effect: 1 creature
without fear of falling through. The duration of the Components: V,S,M
ice is one round per level. The material Casting Time: 4 segments
component for this use is a piece of crystal. Saving Throw: Half

Ice ray: a ray of cold lances from the caster’s This enchantment causes intense clumsiness in
hand, inflicting 4 hp per caster level against the affected creature. Attempting to run will result
anything in its path. A successful saving throw in an immediate fall to a prone position, and
results in no damage. Even if the ray strikes an anything held in hand (or claw, etc.) will be
object, it continues on the other side until it has dropped. A successful saving throw allows the
extended 10 ft per caster level or is stopped by a affected creature to act as if under the influence of
thickness of stone of 1 ft or more. The material a slow spell in order to avoid the spell’s full
component for this use is a gem worth 1,000 gp. effects.

Shattering globe: the spell forms a globe one GATE - Cleric


inch in diameter, cold but not uncomfortable to the Clerical Conjuration/Summoning
touch. When this sphere is thrown (by hand or
sling), it will explode upon impact for 4d6 hit points Level: Cleric 7
of damage within a 10 ft radius (half if save vs Range: 30 ft
spells). If not used within one round per caster Duration: See below
level, it will explode at the time its duration ends. Area of Effect: 1 summoned creature
The material component for this use is also a gem Components: V,S
worth 1,000 gp. Casting Time: 5 segments
Saving Throw: None
FRIENDS
Arcane Enchantment/ Charm A gate spell creates an opening between the
material plane and another plane of existence,
Level: Magic user 1 summoning forth a being from the other plane.
Range: Caster The caster must know the name of the creature
Duration: 1 round/ caster level he or she is attempting to summon, or the spell
Area of Effect: 10 ft radius + 10 ft/ caster level will fail. The particular creature named in the
Components: V,S,M spell’s casting might choose not to step through
Casting Time: 1 segment the gate into the material plane. Summoning Thor
Saving Throw: See below is unlikely to bring the thunder god from the halls
of Valhalla—however, a being of some kind will
This spell increases the magic user’s charisma in certainly respond to the summons. Thor, if
the eyes of all creatures within the area of effect summoned, might choose to send a Valkyrie, for
that fail saving throws. For these creatures, the instance. Casting this spell can be risky, for the
magic user’s charisma will effectively be caster has no control over the summoned
increased by 2d4 (one roll for all). For those who creature unless proper precautions are taken,
succeed in making the saving throw, the caster’s such as a protection from evil spell, the drawing of
charisma will effectively be lowered by 1d4. appropriate magical circles, etc. Beings
summoned from distant planes of existence,
Unless the exact numbers are required for some particularly beings with individual names of their
purpose, the normal result of the spell will be that own, can be powerful and irascible.
those who failed the saving throw will be well-
disposed and friendly toward the caster, and GATE - Magic User
those that succeeded in making the save will find Arcane Conjuration/ Summoning
him or her distasteful and somewhat suspect.
Level: Magic user 9
FUMBLE Range: 30 ft
Arcane Enchantment/ Charm Duration: See below
Area of Effect: 1 summoned creature

89
Gaze CHAPTER II: SPELLS Glasseye

Components: V,S performing, some task set by the caster. While the
Casting Time: 9 segments geas cannot compel suicide or its equivalent, it is
Saving Throw: None a very powerful spell. If the creature under the
geas avoids or is prevented from performing the
A gate spell creates an opening between the task, it will sicken and die within 1d4 weeks if the
material plane and another plane of existence, task is not resumed. The disease will, of course,
summoning forth a being from the other plane. create symptoms that the GM will determine; if the
The caster must know the name of the creature geas is resumed, these may or may not remain
he or she is attempting to summon, or the spell until the task is completed. Even a remove curse
will fail. The particular creature named in the spell will not remove a geas, although a wish spell
spell’s casting might choose not to step through is powerful enough to dispel it.
the gate into the material plane—summoning Thor
is unlikely to bring the thunder god from the halls GLASS-STEEL
of Valhalla—however, a being of some kind will Arcane Transmutation/ Alteration
certainly respond to the summons. Thor, if
summoned, might choose to send a Valkyrie, for Level: Magic user 8
instance. Casting this spell can be risky, for the Range: Touch
caster has no control over the summoned Duration: Permanent
creature unless proper precautions are taken, Area of Effect: 1 object
such as a protection from evil spell, the drawing of Components: V,S,M
appropriate magical circles, etc. Beings Casting Time: 8 segments
summoned from distant planes, particularly beings Saving Throw: None
with individual names of their own, can be
powerful and irascible. This spell grants a glass object the strength of
steel, while retaining its transparent properties.
GAZE REFLECTION The weight of the object can be no more than ten
Phantasmal Transmutation/ Alteration lbs per caster level. In most cases, the object will
make item saving throws on the more favourable
Level: Illusionist 1 of the glass or metal tables.
Range: 0
Duration: 1 round GLASSEYE
Area of Effect: Air in front of caster Arcane Transmutation/ Alteration
Components: V,S
Casting Time: 1 segment Level: Magic user 6
Saving Throw: None Range: Touch
Duration: 1 round/ level
The air immediately in front of the caster takes on Area of Effect: See below
a mirror’s ability to reflect gaze attacks back upon Components: V,S,M
the attacker. The area does not create a reflective Casting Time: 1 round
surface to normal sight, and it can be seen Saving Throw: None
through by the caster and by other observers,
except those using gaze attacks. This spell causes opaque materials to become
transparent, either to the caster alone or to
GEAS anyone, at the caster’s option. The dimensions of
Arcane Enchantment/ Charm the transparent area are 3 x 2 ft, and the depth
depends upon the nature of the substance being
Level: Magic user 6 made transparent. Lead and gold, being the base
Range: Touch and pure metals respectively, are not affected by
Duration: See below the spell at all. Only four inches of any other metal
Area of Effect: 1 creature can be made transparent, but stone can be seen
Components: V,S through to a distance of 6 ft, and wood to a
Casting Time: 4 segments distance of 20 ft.
Saving Throw: None

A geas is a magical compulsion placed upon an


intelligent creature to perform, or refrain from

90
Globe of Invulnerability CHAPTER II: SPELLS Guards and Wards

GLOBE OF INVULNERABILITY province only of the most powerful clerics. The


Arcane Abjuration GM must determine what glyphs may be within
the capabilities of such formidable individuals.
Level: Magic user 6
Range: 0 GRASPING HAND
Duration: 1 round/ level Arcane Evocation
Area of Effect: Sphere, 5 ft radius
Components: V,S,M Level: Magic user 7
Casting Time: 1 round Range: 10 ft/ level
Saving Throw: None Duration: 1 round/ level
Area of Effect: Magical hand
This spell creates a spherical shield, impermeable Components: V,S,M
to spells. It functions as the spell minor globe of Casting Time: 7 segments
invulnerability except as noted above and in that it Saving Throw: None
protects against spells level 1-4 rather than 1-3.
This spell is a more powerful evocation of the
GLYPH OF WARDING forceful hand spell, acting in the same manner but
Clerical Abjuration/ Evocation able to hold motionless a creature of up to 1,000
lbs or move creatures with twice the force of a
Level: Cleric 3 forceful hand.
Range: Touch
Duration: Permanent (until discharged) GUARDS AND WARDS
Area of Effect: 25 square ft/ caster level Arcane Abjuration
Components: V,S,M
Casting Time: See below Level: Magic user 6
Saving Throw: See below Range: 0
Duration: 2 hours/level
The glyph of warding is a magically charged sigil Area of Effect: Up to 200 sq ft/ level
or rune, scribed and enchanted to serve as the Components: V,S,M
focal point of a powerful magical trap. The Casting Time: 3 turns
enchantment affects surfaces, with the caster Saving Throw: See below
being able to ward up to 5 ft x 5 ft of wall, floor,
door, etc., per caster level. The cleric writes or This powerful spell is primarily used to defend the
otherwise inscribes the surface to be protected caster’s stronghold. The ward protects 200 sq ft
with the glyph of his choice, thereby defining what per caster level. The warded area can be as much
effect the glyph will have when discharged. He or as 20 ft high and shaped as the caster desires.
she then traces the area to be affected with The magic user can ward several stories of a
incense and, if the area to be covered exceeds 50 stronghold by dividing the area among them; he or
sq ft, he or she must also sprinkle it with at least she must be somewhere within the area to be
2,000 gp worth of powdered gems to bind the warded to cast the spell. The spell creates the
spell over such a large area. When the spell is following magical effects within the warded area:
completed, the glyph and the tracery of its area
fade from sight and remain invisible thereafter Fog: Fog fills all corridors, obscuring all sight,
until the spell is discharged. Any being touching including infravision, beyond ten ft.
the protected surface without speaking the name
of the glyph will discharge the glyph’s power. Wizard Locks: All doors in the warded area are
Depending upon the nature of the glyph, a wizard locked.
successful saving throw will either reduce the
damage by one-half or negate the glyph’s effects Webs: Webs fill all stairs from top to bottom.
entirely. The amount of power that can be held These strands are identical to those created by
within a glyph depends upon the caster’s level. the web spell, except that they regrow in 10
Most glyphs cause physical damage from fire or minutes if they are burned or torn away while the
other elemental energies, causing two hit points of guards and wards spell lasts.
damage per caster level. More powerful glyphs
are known that can induce paralysis or drain Confusion: Where there are choices in
experience levels, although these are clearly the direction—such as a corridor intersection or side

91
Gust of Wind CHAPTER II: SPELLS Hallucinatory Terrain

passage—a minor confusion-type effect functions HALLUCINATORY FOREST


so as to make it 50% probable that intruders Druidic Illusion/ Phantasm
believe they are going in the opposite direction
from the one they actually chose. This is an Level: Druid 4
enchantment/charm effect that will not affect elves Range: 80 ft
or other creatures immune to charm. Duration: Permanent
Area of Effect: 40 ft square/ caster level
Lost Doors: One door per caster level is covered Components: V,S,M
by an illusion to appear as if it were a plain wall. Casting Time: 6 segments
Saving Throw: None
In addition, the magic user can place his or her
choice of one of the following five magical effects: By casting this spell, the druid creates the illusion
of a forest in the spell’s area of effect. Woodland
1. Dancing lights in four corridors. fey and other druids will immediately discern the
forest’s illusory nature, but even normal animals
2. A magic mouth in two places. will be fooled by the forest’s appearance. The
illusion is not tactile, only visual, so it is likely that
3. A stinking cloud in two places. The intelligent beings entering the forest will quickly
vapours return within ten turns if realize they are walking in an illusion. However,
dispersed by wind while the guards and the mere realization that the forest is not real does
wards spell lasts. not dispel the illusion, and it will continue to limit
vision and possibly create other inconveniences;
4. A gust of wind in one corridor or room. horses, for example, will not walk a straight path
through the illusion, circling around the “trees”
5. A suggestion in one place. The caster they perceive as real.
selects an area of up to 5 ft square, and
any creature who enters or passes HALLUCINATORY TERRAIN - Illusionist
through the area receives the suggestion Phantasmal Illusion
mentally.
Level: Illusionist 3
The whole warded area radiates strong magic. A Range: 20 ft + 20 ft/ level
dispel magic cast on a specific effect, if Duration: See below
successful, removes only that effect. Area of Effect: 40 x 40 ft square area + 10 ft
square/ level
GUST OF WIND Components: V,S,M
Arcane Transmutation/ Alteration Casting Time: 5 rounds
Saving Throw: None
Level: Magic user 3
Range: 0 This spell masks the true appearance of an area,
Duration: 1 segment making it appear as something else. A road can
Area of Effect: 10 ft wide path, 10 ft long/ level be made to appear as a river, a forest can be
Components: V,S,M made to appear as a ravine, etc. The spell’s effect
Casting Time: 3 segments remains until some intelligent being touches the
Saving Throw: None area (or until it is dispelled). The spell is
particularly useful for hiding pits or making cliff
Hand outstretched in the final somatic gesture of edges seem to extend more than they actually do,
this spell, the magic user summons forth a but it has many other useful applications for the
powerful blast of air, forceful enough to blow out creative player.
unprotected flames smaller than a campfire.
Flames the size of a campfire or greater will flare HALLUCINATORY TERRAIN - Magic User
back as far as 1d6 ft, and even shielded flames Arcane Illusion/ Phantasm
have a high chance of being extinguished (5% per
caster level). The wind is strong enough to hurl a Level: Magic user 4
small flying creature backwards by 1d6 x 10 ft, Range: 20 ft/ level
and will hold medium-sized creatures back from Duration: See below
moving. Area of Effect: 10 x 10 ft square/ level

92
Haste CHAPTER II: SPELLS Heat Metal

Components: V,S,M This spell affects the same general variety of


Casting Time: 1 turn creatures as the cure light wounds spell (q.v.), but
Saving Throw: None it is necromancy on an entirely different level than
the various cure spells. Heal removes all hit point
Except as may be noted above, this spell is damage with the exception of the last 1d4 points,
identical to the illusionist spell of the same name. removes blindness, cures disease, and will negate
the effects of a feeblemind spell. The reverse,
HASTE harm, causes damage sufficient to reduce the
Arcane Transmutation/ Alteration target to 1d4 remaining hit points, and also
causes disease.
Level: Magic user 3
Range: 60 ft HEAT METAL (Reversible)
Duration: 3 rounds + 1 round/ level Druidic Necromancy
Area of Effect: 1 creature/ level in a 40 x 40 ft
area Level: Druid 2
Components: V,S,M Range: 40 ft
Casting Time: 3 segments Duration: 7 rounds
Saving Throw: None (willing targets only) Area of Effect: All metal worn by 1 size M
creature per caster level, or 50 lbs weight/ caster
This spell imbues creatures in the targeted area level, as applicable
with preternatural speed, allowing them to move Components: V,S,M
and attack at twice the normal rate. The rate of Casting Time: 4 segments
spell casting cannot be increased. Within the area Saving Throw: None
of effect, creatures closest to the caster will be
affected first by the spell if the caster’s level is not This extremely powerful spell causes metal to
sufficient to affect all of the creatures in the area. heat up to searing temperatures, and the reverse,
The spell ages the creatures upon which it is cast chill metal, causes metal to become damagingly
by two years. cold. The two versions of the spell inflict different
damage and potential side effects. The effects of
continued exposure to the metal as it changes
temperature to a damaging level and then returns
to normal are set forth below:

Heat
Round 1 No effect other than discomfort
Round 2 1d4 hp damage
Rounds 3-5 2d4 hp damage, severe blistering to
extremities (hands, feet), and
unconsciousness if the metal is a
helmet
Round 6 1d4 hp damage
Round 7 Discomfort

Cold
HEAL (Reversible)
Clerical Necromancy Round 1 No effect other than discomfort
Round 2 1d2 hp damage
Level: Cleric 6 Rounds 3-5 1d4 hp damage, severe frostbite
Range: Touch (possible need for amputation of
Duration: Instantaneous (permanent) extremities such as fingers, ears)
Area of Effect: Creature touched Round 6 1d4 hp damage
Components: V,S Round 7 Discomfort
Casting Time: 1 round
Saving Throw: None (Negates) Immersion in water will negate the effects of the
heat version of the spell, and magical protections
against the appropriate elements will negate both
versions. If no such options are available, the

93
Hold Animal CHAPTER II: SPELLS Hold Person

target of this spell is well advised to spend a Creatures held by this spell may be killed or
round divesting him- or herself of metal gauntlets bound at a rate of one per round, or, if the
and helmet at the very least, to avoid the side attacker chooses, may be attacked at twice the
effects. normal rate with an automatic hit, for maximum
damage.
HOLD ANIMAL
Druidic Enchantment/ Charm HOLD PERSON - Cleric
Clerical Enchantment/ Charm
Level: Druid 3
Range: 80 ft Level: Cleric 2
Duration: 2 rounds/ caster level Range: 60 ft
Area of Effect: 1d4 animals Duration: 4 rounds + 1 round/ level
Components: V,S,M Area of Effect: 1-3 creatures
Casting Time: 5 segments Components: V,S,M
Saving Throw: Negates Casting Time: 5 segments
Saving Throw: Negates
A hold animal spell completely immobilises up to
four animals (i.e. creatures listed under “animal” in A hold person spell completely immobilises up to
Chapter IV) for the length of the spell’s duration. three medium-sized or smaller persons for the
The druid decides how many animals he or she spell’s duration. The cleric decides how many of
will target with the spell: if there is only one target, his or her foes he or she will target with the spell.
the saving throw is made at –4; if two, each If there is only one target, the saving throw is
makes the saving throw at –2; if three, the saving made at –2; if two, each makes the saving throw
throw is at –1; and if the druid seeks to hold four at –1; and if the cleric seeks to hold three
animals, each makes its saving throw with no enemies, each makes its saving throw with no
penalty. Animals held by this spell may be killed or penalty. If a magic item or spell operates partially
bound at a rate of one per round, or, if the to negate the effects of paralysis, failing the save
attacker chooses, may be attacked at twice the will have the effect of a slow spell rather than
normal rate with an automatic hit, for maximum completely immobilising the target. Creatures
damage. affected by this spell include humans, demi-
humans and humanoids. Ultimately, it is in the
HOLD MONSTER discretion of the GM to decide if a creature is
Arcane Enchantment/ Charm considered a “person” for the purposes of this
spell. Persons held by this spell may be killed or
Level: Magic user 5 bound at a rate of one per round, or, if the
Range: 5 ft/ level attacker chooses, may be attacked at twice the
Duration: 1 round/ level normal rate with an automatic hit, for maximum
Area of Effect: 1-4 creatures damage.
Components: V,S,M
Casting Time: 5 segments HOLD PERSON - Magic User
Saving Throw: Negates Arcane Enchantment/ Charm

A hold monster spell completely immobilises up to Level: Magic user 3


four creatures of any kind for the spell’s duration. Range: 120 ft
The magic user decides how many creatures he Duration: 2 rounds/ level
or she will target with the spell: if there is only one Area of Effect: See below
target, the saving throw is made at –3; if two, each Components: V
makes the saving throw at –1; and if the magic Casting Time: 3 segments
user seeks to hold three or four enemies, each Saving Throw: Negates
makes its saving throw with no penalty.
This spell has the same effect as the clerical spell
If a magic item or spell operates partially to hold person: to immobilise foes and render them
negate the effects of paralysis, failure on the helpless. However, the magic user’s version of the
saving throw will have the effect of a slow spell spell is somewhat more flexible in terms of the
rather than completely immobilising the target. caster’s options. A hold person spell completely
immobilises up to four man-sized or smaller

94
Hold Plant CHAPTER II: SPELLS Holy Word

persons for the spell’s duration. The magic user HOLD PORTAL
decides how many of his or her foes he or she will Arcane Transmutation/ Alteration
target with the spell: if there is only one target, the
saving throw is made at –3, if two, each makes Level: Magic user 1
the saving throw at –1, and if the magic user Range: 20 ft/ caster level
seeks to hold three or four enemies, each makes Duration: 1 round/ caster level
his or her saving throw with no penalty. Area of Effect: 1 portal up to 80 sq ft/ caster level
Components: V
Creatures affected by this spell would include Casting Time: 1 segment
humans, demi-humans and humanoids. Saving Throw: None
Ultimately, it is in the discretion of the GM to
decide if a creature is considered a “person” for This quickly-shouted spell holds fast a door or
the purposes of this spell. If a magic item or spell similar aperture as if it were securely locked. The
operates to partially negate the effects of portal must be something that normally opens and
paralysis, failure on the saving throw will have the closes, such as a door, gate, valve, or portcullis,
effect of a slow spell rather than completely and it must be closed for the spell to function. A
immobilising the target. magically held portal can be battered apart, but
will not open normally until the spell’s duration
Persons held by this spell may be killed or bound expires. This is not a particularly powerful spell;
at a rate of one per round, or, if the attacker any being not native to the material planes (such
chooses, may be attacked at twice the normal rate as a demon) will ignore its effects, as will a magic
with an automatic hit, for maximum damage. user four or more levels higher than the caster.
The spell may also be negated by means of a
HOLD PLANT knock or dispel magic.
Druidic Enchantment/ Charm
HOLY WORD (Reversible)
Level: Druid 4 Clerical Conjuration/ Summoning
Range: 80 ft
Duration: 1 round/ caster level Level: Cleric 7
Area of Effect: See below Range: 0
Components: V,S,M Duration: See below
Casting Time: 6 segments Area of Effect: 30 ft radius
Saving Throw: Negates Components: V
Casting Time: 1 segment
This spell affects plants that can move, whether Saving Throw: None
naturally or as the result of a spell. Plants affected
by the spell are frozen in place for the spell’s Holy word is a spell of intrinsically good alignment.
duration, and if the spell is cast upon normal The intonation of a holy word utterly banishes evil
vegetation (such as dry leaves), these will make creatures not native to the caster’s plane, hurling
no sound other than sounds caused by the wind. them back to their respective planes of existence.
In the case of moulds, fungi, and other plants that Additionally, creatures not of good alignment
cannot be considered separately, the spell affects (including those evil creatures which are native to
4-16 sq yards of space, as decided by the druid. the caster’s plane, as well as neutral creatures not
In the case of plant creatures such as treants, the of good alignment) will suffer effects from the holy
spell affects between one and four creatures, at word in accordance with the creature’s hit dice:
the caster’s option.
Less than 4 HD: Kills.
Depending upon how many creatures (or sq yards
of space) the druid targets, the saving throw 4-7 HD: Paralyses (duration 10-40 rounds).
against the spell is subject to different penalties. If
one creature (4 sq yards) is targeted, the saving 8-11 HD: Stuns, reduces move by 50%, causes
throw against the spell is made at a penalty of –4; -4 to attack rolls (duration 2-8 rounds).
two creatures or 8 sq yards suffer a penalty of –2;
three creatures or 12 sq yards suffer a penalty of 12+ HD: Deafens, reduces move by 25%, causes
–1; and four creatures or 16 sq yards suffer no -2 to attack rolls, causes 50% chance of
penalty on the saving throw. spell failure (duration 1-4 rounds).

95
Hypnotic Pattern CHAPTER II: SPELLS Identify

HYPNOTIC PATTERN ICE STORM


Phantasmal Illusion Arcane Evocation

Level: Illusionist 2 Level: Magic user 4


Range: 0 Range: 10 ft/ level
Duration: See below Duration: 1 round
Area of Effect: 30 x 30 ft square Area of Effect: 10 x 10 ft/ level
Components: S,M Components: V,S,M
Casting Time: 2 segments Casting Time: 4 segments
Saving Throw: Negates Saving Throw: None

The illusionist traces magical patterns in the air The caster may evoke one of two different forms
with a lit stick of incense or other small light of ice storm with this spell: a hailstorm or a sleet
source. Any creature in the area of effect that storm. The hailstorm is a vicious barrage of huge
looks at the traceries of light must make a saving hailstones that pound into a 40 x 40 ft area,
throw or stay transfixed by the patterns. The spell throwing up bits of shrapnel-like ice fragments as
can affect a maximum of 25 hit dice worth of the hail shatters. Any creature within the area
creatures, and its effect persists for so long as the suffers 3d10 hit points of damage with no saving
caster chooses to continue tracing the patterns in throw. The sleet storm is a maelstrom of frozen
the air. rain in an 80 x 80 ft area, blinding all creatures in
the area of effect and making the footing so
HYPNOTISM slippery that all movement is cut by 50%. There is
Phantasmal Enchantment/ Charm also a 50% probability that any creature
attempting to move while in the sleet storm will
Level: Illusionist 1 slip and fall prone.
Range: 30 ft
Duration: 1 round + 1 round/ level IDENTIFY
Area of Effect: 1d6 creatures Arcane Divination
Components: V,S
Casting Time: 1 segment Level: Magic user 1
Saving Throw: Negates Range: Touch
Duration: 1 segment/ caster level
The gestures of this spell weave a hypnotic power Area of Effect: One item
into the illusionist’s words, affecting 1d6 creatures. Components: V,S,M
Those not making their saving throws are subject Casting Time: 1 turn
to a suggestion made by the illusionist, identical to Saving Throw: See below
that made in the magic user spell suggestion (but
with a much shorter duration). The only indication This expensive and unreliable spell allows the
about whether a creature has been affected by magic user to discern the magical properties of an
the hypnotism is whether or not it responds to the item. The magic user must hold or wear the item
suggestion. as intended for use (thereby placing himself at risk
of a cursed item). For every segment of the spell’s
duration, the magic user has a 15% +5%/ caster
level of gaining an insight into the nature of the
item’s enchantment. Insights include magical
effects (and the corresponding command word)
and number of charges (plus or minus 25% of the
actual number). The exact bonus (or penalty) of a
weapon is not revealed to the player, unless the
GM chooses to do so for convenience; the
character, of course, would not think of a magic
sword as being “+1” or “+3,” just as “enchanted” or
“powerfully enchanted,” and the spell reveals
information in these terms. The spell must be cast
within 1 hour/ caster level of the time a magic item
first comes near the caster, or the magic user’s

96
Illusory Script CHAPTER II: SPELLS Incendiary Cloud

own aura will have blended too much into the the intended creature together with several other
item’s aura, contaminating his ability to read it. imprisoned victims from other places in the
Upon casting the spell, the magic user temporarily ground—some far, some (perhaps) near. Some of
loses eight points of constitution, and regains these freed victims might be from ancient ages
them by resting for one hour per recovered point. and may have been imprisoned for a very good
The material component for the spell is a pearl reason. The chance of freeing unintended
worth 100 gp. recipients is 1 in 10, and their number can vary
considerably (d%).
ILLUSORY SCRIPT
Phantasmal Illusion IMPROVED INVISIBILITY
Phantasmal Illusion
Level: Illusionist 3
Range: 0 Level: Illusionist 4
Duration: Permanent Range: Touch
Area of Effect: Enchanted script Duration: 4 rounds + 1 round/ level
Components: V,S,M Area of Effect: 1 creature
Casting Time: Time of writing Components: V,S
Saving Throw: None Casting Time: 4 segments
Saving Throw: None
This is an enchantment placed upon a piece of
writing to guard its true contents from prying eyes. This spell functions in the same manner as the
The illusionist may specify a particular person, invisibility spell, but is not terminated if the
group of people, type of person, etc., that will be invisible creature attacks.
allowed to read the script without risking the
adverse effects of the spell. All others will IMPROVED PHANTASMAL FORCE
perceive the script as an undecipherable Phantasmal Illusion
language, which causes confusion (as per the
spell) for 5d4 turns (minus one per hit die of the Level: Illusionist 2
reader). An illusionist can recognize the script as Range: 60 ft + 10 ft/ level
illusory early enough to avoid the confusion effect, Duration: See below
but cannot necessarily see past the illusion. Area of Effect: 40 x 40 ft square + 10 ft square/
level
IMPRISONMENT (Reversible) Components: V,S,M
Arcane Abjuration Casting Time: 2 segments
Saving Throw: See below
Level: Magic user 9
Range: Touch This spell produces a phantasm as described in
Duration: Permanent the phantasmal force spell description. This more
Area of Effect: 1 creature powerful evocation of phantasmal magic allows
Components: V,S the caster to weave vague sounds into the illusion
Casting Time: 9 segments and to maintain the illusion even if moving at up to
Saving Throw: None half his or her normal movement rate. Speech
cannot be created, but clanking noises, rumblings,
The power of this spell hurls the victim deep and other such sounds can be incorporated into
beneath the earth, placing it into a state of the illusion. The spell also allows the illusionist to
suspended animation for eternity, entombed force the illusion to remain in existence for up to
within a cyst of rock. The only way to free an two rounds after he or she ceases to concentrate
imprisoned creature is with the reverse of the upon it.
spell, and the caster must know the name of the
prisoner together with enough detail to clearly INCENDIARY CLOUD
identify him or her. A creature freed from im- Arcane Evocation
prisonment appears at the exact spot where the
imprisonment took place. When casting the spell’s Level: Magic user 8
reverse, if the caster is not specific enough about Range: 30 ft
the imprisoned creature’s identity the spell will Duration: 1d6+4 rounds
normally fail; but there is also a chance it will free Area of Effect: Cloud, 10 ft high, 20 ft radius

97
Infravision CHAPTER II: SPELLS Instant Summons

Components: V,S,M where he or she stands. When the cleric utters the
Casting Time: 2 segments final words of the incantation, this focal point
Saving Throw: Half belches forth a massive cloud of stinging insects,
which boils outward almost instantly to fill the
The incendiary cloud begins as a choking cloud of spell’s area of effect. Within the area of this
thick smoke, with the attributes of a pyrotechnics massive cloud, visibility is limited to 30 ft, and all
spell’s smoke cloud, billowing from an existing fire creatures automatically sustain one hit point of
source as per the pyrotechnics spell. The cloud damage per round from the stings and bites of the
has a radius of 20 ft and is 10 ft high. On the third numberless flying vermin. All creatures caught in
round of the cloud’s existence, it bursts into hot, the cloud with four or fewer hit dice must check
magical flame. A saving throw for half damage is morale, and those with two or fewer hit dice will
permitted to every creature in the cloud for each automatically flee until they are 240 ft away from
round of exposure to the flames. the edge of the roiling cloud. Fire and smoke will
keep the swarm at bay (as will walls of force, etc.),
In the first round of the flare, the blazing cloud but virtually the only way to disperse a swarm
inflicts one hit point of damage for every two before the spell duration expires is to cast dispel
levels of the caster. In the second round of the magic upon the swarm’s focal point. Even a
flare, the heat increases to inflict one hit point per fireball or flame strike will do nothing other than
caster level, and in the third round of the blaze, temporarily (one turn) to clear the insects out of
damage falls again to one point per two levels. the area affected by their flames.
After three rounds, the cloud burns out, and for
any further duration it retains only the properties INSECT PLAGUE - Druid
of pyrotechnic smoke. Druidic Conjuration/ Summoning

INFRAVISION Level: Druid 5


Arcane Transmutation/ Alteration Range: 320 ft
Duration: 1 turn/ caster level
Level: Magic user 3 Area of Effect: Cloud of 160 ft radius, 40 ft high
Range: Touch Components: V,S,M
Duration: 12 turns + 6 turns/ level Casting Time: 7 segments
Area of Effect: 1 creature Saving Throw: None
Components: V,S,M
Casting Time: 1 round Except as noted above, this spell is identical to
Saving Throw: None the fifth level clerical spell insect plague.

This spell allows the magic user to confer the INSTANT SUMMONS
ability to see in the dark, perceiving variations of Arcane Conjuration/ Summoning
heat in the infrared spectrum. The range of this
vision is 60 ft. Lamps and other light sources tend Level: Magic user 7
to spoil the effects of infravision. Infravision does Range: See below
not perceive invisibility any more than normal Duration: Instantaneous
vision. Area of Effect: 1 object
Components: V,S,M
INSECT PLAGUE - Cleric Casting Time: 1 segment
Clerical Conjuration/Summoning Saving Throw: None

Level: Cleric 5 This spell calls a specific, desired object into the
Range: 360 ft caster’s hand from wherever it might be. The
Duration: 1 turn/ level object must be prepared ahead of time, with the
Area of Effect: Cloud of 180 ft radius, 60 ft high first part of the spell being cast upon it at that
Components: V,S,M time—all but the final word of the incantation. The
Casting Time: 1 turn item is then touched with another item, the spell’s
Saving Throw: None focus, which must be of at least 5,000 gp in value
(usually a gem). When the caster seeks to
While casting this spell, the cleric designates a summon the item by means of this spell, he must
central point for the spell’s origin up to 360 ft from hold the focus item in his hand and speak the final

98
Interposing Hand CHAPTER II: SPELLS Invisibility, 10 ft radius

word of the spell. The focus item will disappear herself, but the caster (unless they are one and
and the summoned item will appear in its place. the same) cannot. The spell cannot be cast upon
The summoned item cannot be heavier than eight an unwilling subject.
lbs or the spell will not function. Moreover, if the
item is in the possession (not necessarily in the INVISIBILITY - Magic User
hand) of another creature, the spell will fail. Arcane Illusion/Phantasm
However, in this instance, the caster will learn the
item’s location, and some details about the owner, Level: Magic user 2
as determined by the GM. The spell will function Range: Touch
across the planes. Duration: See below
Area of Effect: 1 creature
INTERPOSING HAND Components: V,S,M
Arcane Evocation Casting Time: 2 segments
Saving Throw: None
Level: Magic user 5
Range: 10 ft/ level Except as may be noted above, this spell is
Duration: 1 round/ level identical to the illusionist spell of the same name.
Area of Effect: Magical disembodied hand
Components: V,S,M INVISIBILITY 10 FT RADIUS - Illusionist
Casting Time: 5 segments Phantasmal Illusion
Saving Throw: None
Level: Illusionist 3
This spell creates a magical hand with the same Range: Touch
number of hit points as the caster. The magic user Duration: See below
can cause the hand to be as small as his or her Area of Effect: 10 ft radius of creature touched
own, or as large as a shield. The caster selects a Components: V,S
foe, and the hand will place itself between the Casting Time: 3 segments
magic user and that particular enemy, moving so Saving Throw: None
rapidly that it cannot be avoided. It is strong
enough to hold back any creature weighing 200 This spell operates as does the invisibility spell,
lbs or less and will slow heavier opponents to half but affects all creatures within 10 ft of the recipient
movement. The movement rates of opponents of at the time the final words of the spell are uttered.
truly massive size (such as dragons) will be If the creature upon which the spell was cast
adjudicated by the GM, being slowed to a quarter makes an attack, the attack will negate the
movement rate or pushing the hand aside entirely. invisibility of all the others. However, if one of the
creatures affected by the spell’s radius (not the
INVISIBILITY - Illusionist direct recipient) attacks, the invisibility only of that
Phantasmal Illusion one creature is negated thereby. In order to
remain invisible, those who were made invisible
Level: Illusionist 2 by virtue of the spell’s radius must remain within
Range: Touch 10 ft of the creature upon whom the spell is
Duration: See below centred. All creatures affected can see each
Area of Effect: 1 creature other.
Components: V,S
Casting Time: 2 segments INVISIBILITY, 10 FT RADIUS - Magic User
Saving Throw: None Arcane Illusion/ Phantasm

When the words of this spell are completed, the Level: Magic user 3
recipient and all he or she carries fade from sight, Range: Touch
becoming invisible. Even infravision cannot detect Duration: See below
an invisible creature. The spell remains in effect Area of Effect: All creatures within a 10 ft radius
until the invisible creature attacks someone, the Components: V,S,M
caster ends the spell, or the magic is dispelled. Casting Time: 3 segments
Note that the spell does not make the recipient Saving Throw: None
any more quiet than normal, nor does it eliminate
scents. The invisible person can see him- or

99
Invisibility to Animals CHAPTER II: SPELLS Know Alignment

Except as may be noted above, this spell is The creature touched (successful to hit roll) flies
identical to the illusionist spell of the same name. into an uncontrollable, twitching tarantella,
dancing wildly. The creature’s armour class is
INVISIBILITY TO ANIMALS penalised by –4, and it will fail any and all saving
Druidic Transmutation/ Alteration throws during the spell’s duration. It cannot act in
any way, or gain benefit from a shield.
Level: Druid 1
Range: Touch JUMP
Duration: 1 turn + 1 round/ level Arcane Transmutation/ Alteration
Area of Effect: Creature touched
Components: S,M Level: Magic user 1
Casting Time: 4 segments Range: Touch
Saving Throw: None Duration: See below
Area of Effect: 1 creature
With a gesture, the druid or other recipient of the Components: V,S,M
spell fades from the sight, sound, and smell of any Casting Time: 1 segment
animal (i.e. creature listed under “Animal” in Saving Throw: None
Chapter V). Creatures with intelligence of 6+ are
not affected by the spell. This powerful form of This spell allows the subject to make one or more
invisibility is not dispelled if the druid attacks, prodigious leaps, one additional leap for each
although a particular creature being attacked with three caster levels above one. Thus, at a caster
a hand-held weapon will, of course, be aware of level of four, the spell permits a second leap, with
the druid’s general location and be entitled to additional leaps at level seven, ten, 13, etc. The
attack with a –4 penalty until the druid moves out recipient of the spell may bound forward 30 ft, or
of its immediate area. Druids will, by nature of may leap backward or straight up for a distance of
their calling, not use this spell to commit ten ft. The leap is almost perfectly straight, with no
wholesale slaughter upon animals except in arc.
extraordinary circumstances.
KNOCK
INVISIBLE STALKER Arcane Transmutation/ Alteration
Arcane Conjuration/ Summoning
Level: Magic user 2
Level: Magic user 6 Range: 60 ft
Range: 10 ft Duration: See below
Duration: See below Area of Effect: 10 sq ft/ level
Area of Effect: See below Components: V
Components: V,S,M Casting Time: 1 segment
Casting Time: 1 round Saving Throw: None
Saving Throw: None
The powerful magic words of a knock spell open
This spell summons an invisible stalker (see doors that are stuck, barred, locked, or even
Chapter V). The stalker will perform one task as wizard locked. Chains (even those that are
commanded by the caster, but resents its slavery welded) and chests will also spring open under
and will always seek to misinterpret a command if this spell. Doors that operate by gravity, such as
it is worded ambiguously. portcullises, will not be opened by means of the
spell. If a door is secured by a number of devices,
IRRESISTIBLE DANCE only two will be opened by the spell; a triple-
Arcane Enchantment/ Charm locked door is proof against a single casting of the
enchantment.
Level: Magic user 8
Range: Touch KNOW ALIGNMENT (Reversible)
Duration: 1d4+1 rounds Clerical Divination
Area of Effect: 1 creature
Components: V Level: Cleric 2
Casting Time: 5 segments Range: Touch
Saving Throw: None Duration: 1 turn

100
Legend Lore CHAPTER II: SPELLS Light

Area of Effect: 1 creature/ round destroyed in the process. The spell can garner no
Components: V,S information about things that have not been the
Casting Time: 1 round subject of discussion, rumour, rhyme, or legend.
Saving Throw: None
LEVITATE
All creatures are surrounded by an aura that can Arcane Transmutation/ Alteration
indicate their alignment, and this spell allows the
caster to perceive and read such auras. The Level: Magic user 2
auras of up to ten creatures may be examined by Range: 20 ft/ level
use of the spell, and the cleric will be able to Duration: 1 turn/ level
identify the exact alignment of each. The reverse Area of Effect: Caster or 1 creature
of the spell obscures alignment (even against the Components: V,S,M
use of this spell) with respect to one creature for a Casting Time: 2 segments
period of 1 turn, two people for a period of 5 Saving Throw: Negates
rounds, and so on.
This spell allows the magic user to levitate him- or
LEGEND LORE herself or another person, to a maximum weight of
Arcane Divination 100 lbs/ level. The magic user can move vertically
up or down at a rate of 20 ft per round, and can
Level: Magic user 6 levitate another at a rate of 10 ft per round. The
Range: Caster spell may be cast upon an unwilling enemy, but in
Duration: See below this case the intended target is entitled to a saving
Area of Effect: See below throw. The spell does not allow any sort of
Components: V,S,M horizontal movement (aerial agility level I—see
Casting Time: See below Chapter III), but it is possible for a levitated person
Saving Throw: None to pull him- or herself along if there is something
upon which to gain purchase, such as a wall.
This spell, when cast, gathers mystical echoes of
legend and rumour about a specific person, place,
or object. These inchoate rhymes, whispers, and
memories form in the caster’s mind until he can
finally piece them together into meaningful infor-
mation. The spell’s power is far greater if the item
is actually at hand when the spell is cast, for it can
then be used as a focus for the gathering of
echoes; casting time under these circumstances
will be 1d4 turns. If the item (or place) is not at
hand, but some detailed information can be
woven into the casting of the spell as a focus for
the gathering of legend-echoes, the casting time
will be 1d10 days. If all that the caster knows
about the object or place is rumour, the casting
time will be 2d6 weeks. While casting the spell,
the caster may not engage in any other activity
LIGHT - Cleric (Reversible)
other than short breaks to eat and sleep.
Clerical Transmutation/ Alteration
When completed, the spell will reveal the location
Level: Cleric 1
of any legendary material about the object (or
Range: 120 ft
person, or place), and if the spell is cast in the
Duration: 6 turns + 1 turn/ caster level (half for
presence of the place, person, or object the spell
darkness)
will invariably gather the legendary lore together
Area of Effect: 20 ft radius globe
into a piece of true information about it. This
Components: V,S
information, coming as it does from mystical
Casting Time: 4 segments
echoes, will take the form of a riddle, rhyme, or
Saving Throw: See below
other puzzle. In order to cast the spell an item of
some value—often a potion—must be used and

101
Light CHAPTER II: SPELLS Limited Wish

The light spell creates a globe of light 20 ft in Casting Time: 3 segments


radius, centred upon whatever spot or object the Saving Throw: Half
caster indicates at the time of casting (including a
location in thin air). The caster may extinguish the As the caster completes this spell, he or she
magical light at any time. The reverse of the spell, unleashes a bolt of lightning from the spell’s point
darkness, creates an area of utter darkness just of origin, which may be as far away from the
as the light spell creates light, with the only caster as the spell’s maximum range. The bolt
distinction being that the darkness spell has half extends in a straight line from the caster,
the duration of a light spell. If either spell is cast beginning at whatever point along the spell’s
upon a living creature, the creature is entitled to a range the caster desires, and may extend beyond
saving throw (success indicating that the spell the spell’s range. The bolt deals 1d6 damage per
affects the area just behind the creature). A light caster level to all creatures standing in the bolt’s
spell cast upon a creature’s eyes will blind it for area of effect. Creatures that make successful
the spell’s duration, causing it a penalty of -4 on saving throws suffer half damage. The area of
all rolls to hit if sight is its primary sense. The light effect may be either a branching, forking
spell remains stationary if it was not originally cast maelstrom of electricity 10 ft wide and 40 ft long,
upon a movable object or creature (in which case or it may be a concentrated blast 5 ft wide and 80
the target will bring the illumination with it as it ft long. The length of the bolt itself is not affected
moves). by the caster’s level, only the range at which the
caster may cause the bolt to originate.
LIGHT - Illusionist
Phantasmal Transmutation/ Alteration All items hit by the full force of the bolt must make
item saving throws or be destroyed. The force of
Level: Illusionist 1 the bolt is often sufficient to blast doors into
Range: 60 ft smouldering ruin. If the bolt strikes an object that
Duration: 1 turn/ level does not conduct electricity, such as a stone wall,
Area of Effect: 20 ft radius it will be deflected backward toward the caster
Components: V,S (potentially inflicting a second shock upon those in
Casting Time: 1 segment the target area). Note that the length of a
Saving Throw: None deflected bolt is not increased; the bolt will only
rebound for the distance remaining in its original
Except as may be noted above, this spell is area of effect.
identical to the clerical spell light.

LIGHT - Magic User


Arcane Transmutation/ Alteration

Level: Magic user 1


Range: 60 ft
Duration: 1 turn/ caster level
Area of Effect: 20 ft radius globe
Components: V,S
Casting Time: 1 segment LIMITED WISH
Saving Throw: None Arcane Conjuration/ Summoning
Other than as noted above, this spell is identical Level: Magic user 7
to the clerical spell light. Range: Unlimited
Duration: Instantaneous
LIGHTNING BOLT Area of Effect: See below
Arcane Evocation Components: V
Casting Time: See below
Level: Magic user 3 Saving Throw: See below
Range: 40 ft + 10ft/ level
Duration: Instantaneous Limited wish is a powerful spell, allowing the
Area of Effect: See below caster to reshape reality in accordance with his or
Components: V,S,M

102
Locate Animals CHAPTER II: SPELLS Locate Plants

her desire, but only to a limited degree. The spell LOCATE OBJECT - Cleric (Reversible)
may be used to grant minor wishes (undoing Clerical Divination
curses, granting small quantities of gold,
duplicating the effects of lower level spells, etc.) Level: Cleric 3
The effects of the spell will be permanent for most Range: 60 ft + 10 ft/ caster level
minor requests, particularly when used to Duration: 1 round/ caster level
duplicate a lower-level spell that has a permanent Area of Effect: See below
or instantaneous duration. Components: V,S,M
Casting Time: 1 turn
However, a limited wish is not powerful enough to Saving Throw: None
make major changes in reality. It cannot bring the
dead back to life, grant a level, or permanently Any object (not creature) known or familiar to the
change ability scores. In many cases, the GM will caster may be located within the spell’s range. It is
be called upon to determine whether the caster’s not necessary for the caster to have seen the
wish is within the power of a limited wish spell or precise object that the spell will locate: if the
whether the results of the request will suffer from caster is familiar with ladders in general, he or she
flaws due to the spell’s limitations. Flaws would may cast the spell successfully to locate any
include limited durations or partial results. The ladder within the spell’s range. The spell is
guidelines set forth above should give the GM directional, requiring the cleric to turn in different
some assistance in making such determinations. directions in order to sense an object in his or her
path. The cleric may move after casting the spell
In the case of unreasonable wishes, the GM may to search a broader area, and need not be in
decide to follow the wording of the spell precisely actual line of sight of the object. (In other words,
but pervert the intent, limit the duration of the spell the spell’s effect is not hindered by walls or other
to a very limited time (perhaps mere seconds!) or such obstacles.) The reverse of the spell may be
simply rule that the whole spell fails. used to obscure one object from magical
detection of virtually all kinds (including such
The guideline here is that wishes are granted by means as a crystal ball as well as divination
someone or something, which may or may not be spells).
kindly disposed to the player characters. The
more greedy or selfish a wish, the greater the LOCATE OBJECT - Magic User
chance that a mischievous or actually evil power Arcane Divination
will take the opportunity to teach this upstart
mortal a lesson. Level: Magic user 2
Range: 20 ft/ level
LOCATE ANIMALS Duration: 1 round/ level
Druidic Divination Area of Effect: See below
Components: V,S,M
Level: Druid 1 Casting Time: 2 segments
Range: Caster Saving Throw: None
Duration: 1 round/ caster level
Area of Effect: Path 20 ft wide, 20 ft/ caster level Other than as noted above, this spell is identical
long to the clerical spell locate object.
Components: V,S,M
Casting Time: 1 round LOCATE PLANTS
Saving Throw: None Druidic Divination

The caster becomes able to divine the presence Level: Druid 2


of a particular kind of animal in the direction he or Range: Caster
she views. The druid must concentrate for a full Duration: 1 turn/ caster level
round in a particular direction in order to gain the Area of Effect: 5 ft radius/ caster level
insight granted by the spell. The spell’s enchant- Components: V,S,M
ment affects the caster, so the effects move with Casting Time: 1 round
him or her. The divination is not blocked by any Saving Throw: None
intervening substance, regardless of thickness.

103
Lower Water CHAPTER II: SPELLS Mage’s Sword

Upon casting this spell, the druid is imbued with Duration: 2 rounds/ level
the ability to mentally locate any specific type of Area of Effect: See below
plant upon which he or she concentrates, in the Components: V,S,M
area the spell radiates around him or her as he or Casting Time: 5 segments
she moves. Saving Throw: None

LOWER WATER - Cleric (Reversible) This spell summons an invisible watchdog to


Clerical Transmutation/ Alteration guard an area. The hound is invisible to all but the
caster, who may order it to keep watch over a
Level: Cleric 4 particular area. The area must be close to the
Range: 120 ft caster, however, for if the caster is more than 30 ft
Duration: 1 turn/ caster level from the area the hound guards, it will return to
Area of Effect: See below the spirit realm. The hound can detect virtually
Components: V,S,M any creature that enters the area: it can detect
Casting Time: 1 turn invisibility (which includes creatures on the astral
Saving Throw: None and æthereal planes), can see creatures that are
moving between dimensions, and can detect
With a majestic gesture, the cleric forces an area virtually any other method that might be employed
of water to sink downward by 5% of its original to sneak into an area. If any creature larger than a
depth per caster level. Despite its name, the cat or small dog enters the area, the hound will
spell’s power is not limited to water; it can affect begin baying with its echoing, supernatural bark.
other non-living fluid substances as well, including Moreover, it will seek to attack intruders from
gases and materials slightly more viscous than behind (it does not make frontal assaults) and can
water. The GM may adjust the amount by which attack as a monster of 10 HD for 3d6 damage,
the spell affects other substances based upon the even if the opponent requires up to a +3 magical
difference of their material properties from those weapon to be hit. The hound cannot be harmed
of water. The spell’s area of effect is a square with by any means other than by dispelling it.
sides measuring ten ft per level of the cleric. For
example, a cleric of seventh level can affect a
square area up to 70 x 70 ft. The reverse of the
spell raises water in an area of effect similar to
that of lower water, but not to the same degree of
height, returning water to its natural level plus one
ft per caster level.

LOWER WATER - Magic User (Reversible)


Arcane Transmutation/ Alteration

Level: Magic user 6


Range: 80 ft
Duration: 5 rounds/ level
Area of Effect: 5 x 5 ft square area/ level
Components: V,S,M
Casting Time: 1 turn MAGE’S SWORD
Saving Throw: None Arcane Evocation

Except as may be noted above, this spell is Level: Magic user 7


identical to the clerical spell lower water. The Range: 30 ft
spell’s reverse can raise water no more than five ft Duration: 1 round/ level
per level. Area of Effect: Summoned sword
Components: V,S,M
MAGE’S FAITHFUL HOUND Casting Time: 7 segments
Arcane Conjuration/ Summoning Saving Throw: None

Level: Magic user 5 The caster evokes a magical sword into being and
Range: 10 ft can wield it by exerting his or her will. While doing

104
Magic Aura CHAPTER II: SPELLS Magic Jar

so, he or she cannot cast spells, use magic items, The caster can make successive attempts to take
or move, although the spell does not end if the over the same host, but no more than one per
magic user’s concentration is broken; the sword round. The spell’s range applies to two matters;
simply does not attack during that round. The when the magic user first transfers his or her own
sword attacks as a fighter one-half the magic life essence into the jar, his or her body must be
user’s caster level (and always hits on a natural within the spell’s range of the jar. The range also
19 or 20), and it can hit creatures that can limits the distance at which the magic user’s soul
ordinarily be hit only with magic weapons. The may later escape from the jar and into another
damage caused by the sword is considerable; it body. After the caster’s soul moves into the jar,
inflicts 5d4 hp against size S and M creatures, or his or her physical body becomes inert and
5d6 against larger creatures. The sword can be lifeless.
dispelled by dispel magic. The material
components for the spell cost 500 gp or more. The spell represents, in many ways, a contest of
will between the magic user and the creature
MAGIC AURA whose body he or she seeks to possess. The
Arcane Illusion/ Phantasm caster and the target creature each total their
intelligence and wisdom scores (such being
Level: Magic user 1 calculated or approximated by the GM for a
Range: Touch monster). This combined score represents the
Duration: 1 day/ level character’s mental power for purposes of the
Area of Effect: See below spell. The two numbers are compared, and the
Components: V,S,M difference is used in two important calculations:
Casting Time: 1 round the saving throw and the chance for escape. One
Saving Throw: See below third of the difference (rounded down) is the
modifier on the saving throw, a bonus if the target
This spell creates a false magical aura around a creature has the higher mental power, a penalty if
single object of not more than five lbs per caster the magic user’s mental power is higher.
level. A detect magic spell will incorrectly perceive
the item as magical, but if it is actually handled by If a creature’s soul is trapped in the magic jar by
the caster of the detect magic spell, he or she will the caster, it has a chance to escape. If it
be permitted a saving throw to realize that the escapes, the caster’s soul is returned to the magic
aura is, in fact, not a true magical aura but a jar. If the difference in mental power between the
counterfeit. caster and the possessed creature is four or less
in favour of the caster, or is in favour of the
MAGIC JAR possessed creature, the creature can attempt a
Arcane Possession new saving throw every round. If the difference is
from five to eight in the caster’s favour, one saving
Level: Magic user 5 throw is permitted per turn. If the difference is 9 to
Range: 10 ft/ level 12 in the caster’s favour, the saving throw is made
Duration: See below once per day, and if the caster’s mental power
Area of Effect: 1 creature exceeds that of the target creature by 13+, the
Components: V,S,M saving throw can only be made once per week.
Casting Time: 1 round
Saving Throw: Negates While the caster is in the magic jar waiting to
possess another body, he or she can sense
This risky spell allows the caster to transfer his or creatures beyond the jar, but not their nature. The
her mind into that of another creature, trapping the jar may be moved from its original location, but
other creature’s soul in a gem (of not less than not, obviously, by the caster. When the caster
100 gp value) that is the material component of possesses another body, he or she gains
the spell and becomes the magic jar. To complete control of its movement and acquires
accomplish the transfer of souls, the magic user any memories that the body might reflexively
must trap his or her own life essence within the jar recall (how to fly, fight with claws, use innate
prior to the transfer. If the transfer fails (e.g., if the magical powers, etc). He or she does not gain any
targeted creature makes a successful saving knowledge from the creature’s mind, such as
throw), the caster’s soul is trapped until it can take languages known or the location of a lair, for the
over a host or otherwise escape. mind is trapped in the magic jar. The caster

105
Magic Missile CHAPTER II: SPELLS Mass Invisibility

retains his or her own mind while possessing the Level: Magic user 2
other body, so if the body possesses the correct Range: See below
physical attributes the caster can continue to cast Duration: Permanent until triggered
his or her spells from within the new body. Area of Effect: 1 object
Components: V,S,M
MAGIC MISSILE Casting Time: 2 segments
Arcane Evocation Saving Throw: None

Level: Magic user 1 Except as may be noted above, this spell is


Range: 60 ft + 10 ft/ level identical to the illusionist spell of the same name.
Duration: Instantaneous
Area of Effect: 1+ creatures in a 10 x 10 ft area MAJOR CREATION
Components: V,S Phantasmal Transmutation/ Alteration
Casting Time: 1 segment
Saving Throw: None Level: Illusionist 5
Range: 10 ft
When this spell is cast, missiles of magical energy Duration: 6 turns/ level
dart forth from the caster’s fingertips, striking Area of Effect: 1 cubic ft/ level
unerringly at his or her intended target(s), even if Components: V,S,M
the target(s) are in melee or are partially Casting Time: 1 turn
concealed. The missiles inflict 1d4+1 points of Saving Throw: None
damage each. For every two caster levels beyond
the first, the caster gains an additional missile; This spell is simply a more powerful version of
thus, a first level magic user can cast one missile, minor creation, allowing the caster to create
a third level caster may cast two, a fifth level objects of mineral as well as of vegetable origin.
caster may cast three, and so on.
MASS CHARM
MAGIC MOUTH - Illusionist Arcane Enchantment/ Charm
Phantasmal Transmutation/ Alteration
Level: Magic user 8
Level: Illusionist 2 Range: 5 ft/ level
Range: See below Duration: See below
Duration: Permanent until triggered Area of Effect: See below
Area of Effect: 1 object Components: V
Components: V,S,M Casting Time: 8 segments
Casting Time: 2 segments Saving Throw: Negates
Saving Throw: None
This spell functions as does charm monster, but
This spell is cast upon an object, so that when a affects more than one creature. Total hit dice
set of particular conditions are met, a mouth will limits the number of creatures affected; the caster
appear in the object and speak a specific cannot affect a total number of hit dice more than
message. The length of the message cannot twice his or her caster level. All of the target crea-
exceed 25 words. The illusionist can set any tures must be within a 30 x 30 ft area.
condition for the appearance of the magic mouth,
but the caster’s power limits the range at which MASS INVISIBILITY
the mouth can detect the triggering events. The Arcane Illusion/ Phantasm
mouth can “perceive” events at a range of 5 ft per
caster level, but cannot detect invisible creatures. Level: Magic user 7
It has no perceptions other than visual, although it Range: 10 ft/ level
does not actually see. Obviously, a player cannot Duration: See below
try to phrase conditions using game terms such as Area of Effect: 30 x 30 ft radius
“hit dice,” “class,” “level,” etc. but must use terms Components: V,S,M
that would be familiar to the character. Casting Time: 7 segments
Saving Throw: None
MAGIC MOUTH - Magic User
Arcane Transmutation/ Alteration This spell acts in the same manner as an

106
Mass Suggestion CHAPTER II: SPELLS Mending

invisibility spell, but has an effective radius of 30 x Except as may be noted above, this spell is
30 ft, possibly hiding as many as 300 medium- identical to the illusionist spell of the same name.
sized creatures if they are packed in close and do
not jostle one another. MAZE - Illusionist
Phantasmal Conjuration/ Summoning
MASS SUGGESTION
Phantasmal Enchantment/ Charm Level: Illusionist 5
Range: 5 ft/ level
Level: Illusionist 6 Duration: See below
Range: 10 ft/ level Area of Effect: 1 creature
Duration: 4 turns + 4 turns/ level Components: V,S
Area of Effect: 1 creature/ level Casting Time: 5 segments
Components: V,M Saving Throw: None
Casting Time: 6 segments
Saving Throw: Negates The targeted creature is trapped by this spell into
an inter-dimensional reality similar to that created
This spell functions in the same manner as by the second level spell rope trick. This
suggestion, but influences multiple creatures. If all wormhole has an entrance, which closes
of the spell’s power is concentrated upon a single immediately after the target is trapped, and an
creature, the spell simply functions as a powerful exit, which is difficult to find in the branching,
suggestion spell, with the saving throw made twisting maze of the dimensional labyrinth. A
at -2. creature’s intelligence determines the amount of
time required to find the way out and emerge back
MASSMORPH - Illusionist into the material plane.
Phantasmal Illusion
Intelligence Time Required to Escape
Level: Illusionist 4 2 or less 2d4 turns (20-80 minutes)
Range: 10 ft/ level 3-5 1d4 turns (10-40 minutes)
Duration: See below 6-8 5d4 rounds (5-20 minutes)
Area of Effect: Up to 10 x 10 ft/ level 9-11 4d4 rounds (4-16 minutes)
Components: V,S 12-14 3d4 rounds (3-12 minutes)
Casting Time: 4 segments 15-17 2d4 rounds (2-8 minutes)
Saving Throw: None 18+ d4 rounds (1-4 minutes)
This spell causes creatures of man size or smaller MAZE - Magic User
to appear like an innocent grove of trees to any Arcane Conjuration/ Summoning
observers. Up to ten creatures may be enchanted
in this manner. The illusion is so powerful that it is Level: Magic user 8
maintained even if the massmorphed creatures Range: 5 ft/ level
are touched. The “tree’s” reaction to being Duration: See below
stabbed or hacked at is fairly likely to indicate that Area of Effect: 1 creature
it is no normal tree, of course, although the illusion Components: V,S
is not actually dispelled by a successful attack. Casting Time: 3 segments
The illusion persists until the caster dies or Saving Throw: None
dismisses it (or it is dispelled).
Other than as may be noted above, this spell is
MASSMORPH - Magic User identical to the illusionist spell of the same name.
Arcane Illusion/ Phantasm
MENDING
Level: Magic user 4 Arcane Transmutation/ Alteration
Range: 10 ft/ level
Duration: See below Level: Magic user 1
Area of Effect: 10 x 10 ft square/ level Range: 30 ft
Components: V,S,M Duration: Instantaneous
Casting Time: 1 turn Area of Effect: 1 object
Saving Throw: None (willing creatures only) Components: V,S,M

107
Message CHAPTER II: SPELLS Minor Globe of Invulnerability

Casting Time: 1 segment saving throws for half damage. Large meteors
Saving Throw: None inflict 10d4 hp damage and explode in a radius of
15 ft. Small meteors inflict 5d4 hp damage and
This spell repairs small breaks or tears in an explode in a radius of 7½ ft. If the explosions
object. It can weld together broken metallic overlap, a creature in this area is subject to
objects, such as a chain link or a broken dagger, damage from all the explosions, but is entitled to a
rejoin a broken bottle, and repair holes in leather separate saving throw (halving damage) for each.
or cloth, for example. The spell does not repair
magic items in any way that would restore or MIND BLANK
affect their magical qualities. Arcane Abjuration

MESSAGE Level: Magic user 8


Arcane Transmutation/ Alteration Range: 30 ft
Duration: 24 hours
Level: Magic user 1 Area of Effect: 1 creature
Range: 60 ft + 10 ft/ level Components: V,S
Duration: 5 segments + 1 segment/ level Casting Time: 1 segment
Area of Effect: See below Saving Throw: None
Components: V,S,M
Casting Time: 1 segment By means of this spell, the person upon whom it is
Saving Throw: None cast becomes completely protected from all
divination and scrying magic. His or her thoughts
Once this spell is cast, the magic user may point cannot be detected in any way, he or she cannot
to any creature in range and whisper a message be magically overheard when speaking, his or her
that the other creature will hear. If there is time soul cannot be trapped or affected, etc.
remaining, the recipient may whisper a message
in reply. Only one creature may be in contact with MINOR CREATION
the caster at a time, but if time allows, the caster Phantasmal Transmutation/ Alteration
may make contact with more than one possible
recipient. The gestures of this spell are subtle, Level: Illusionist 4
and it is easy to conceal that the enchantment is Range: Touch
being cast. Note that the path between the magic Duration: 6 turns/ level
user and the recipient must be a straight line and Area of Effect: 1 cubic ft/ level
not completely blocked. Components: V,S,M
Casting Time: 1 turn
METEOR SWARM Saving Throw: None
Arcane Evocation
With a small piece of material, the caster may use
Level: Magic user 9 this spell to create an object made of that same
Range: 40 ft + 10 ft/ level material. The base material cannot be alive and
Duration: Instantaneous must come from a plant. Thus, within the caster’s
Area of Effect: See below limits on the item’s volume, he or she could create
Components: V,S a basket from a piece of straw, a door or club from
Casting Time: 9 segments a splinter of wood, a cloak from a piece of wool,
Saving Throw: None or Half (see below) etc. The item exists only for the duration of the
spell.
Meteor-like chunks of magical fire streak from the
magic user’s outstretched hand, exploding into an MINOR GLOBE OF INVULNERABILITY
inferno of flame when they strike the intended Arcane Abjuration
targets. The caster may hurl four large meteors or
eight small meteors. These missiles strike the first Level: Magic user 4
creature in their straight-line trajectories Range: 0
automatically, granting no saving throw and Duration: 1 round/ level
inflicting full damage. When the meteor strikes its Area of Effect: 5 ft radius sphere
target, the explosion of fire may catch other Components: V,S,M
creatures in its radius. These creatures receive Casting Time: 4 segments

108
Mirror Image CHAPTER II: SPELLS Monster Summoning I

Saving Throw: None Area of Effect: One object or creature


Components: V,S
A globe of eldritch power forms around the magic Casting Time: 2 segments
user, hedging out all spells of third or lower level. Saving Throw: Negates
Spells may be cast from within the globe. Dispel
magic, if cast upon the globe, will destroy it. This spell is cast upon an object or creature to
mislead any form of divination spells. If the caster
MIRROR IMAGE - Illusionist or user of the divination magic fails a saving
Phantasmal Illusion throw, he or she will obtain a false result from the
divination; a lie will be detected as truth, the
Level: Illusionist 2 wrong alignment perceived, the wrong location
Range: Caster divined, etc.
Duration: 3 rounds/ level
Area of Effect: 6 ft radius MNEMONIC ENHANCEMENT
Components: V,S Arcane Transmutation/ Alteration
Casting Time: 2 segments
Saving Throw: None Level: Magic user 4
Range: Caster
The mirror image spell creates 1d4 phantasmal Duration: 24 hours
images of the illusionist, all mirroring his or her Area of Effect: Caster
actions. The spell’s 6 ft radius also becomes Components: V,S,M
slightly blurred to sight, like the reflection of a Casting Time: 1 turn
slightly distorted mirror. The combination of these Saving Throw: None
two magical phenomena makes it impossible to
distinguish the images from the caster without aid This spell enhances the magic user’s precision of
of a magical nature, such as true seeing. When an memory, allowing him or her to retain up to three
opponent makes a successful hit against one of additional spell levels in his or her mind (three first
the images, the image breaks up and disappears level, one first and one second level, or one third
(the others remain). If an opponent attempts to level). The spell may be used for memorisation, or
attack an illusionist obscured by this spell, it is may be used to hold onto the memory of a spell
randomly determined whether the to-hit roll is just cast. The spell components are expensive,
directed toward the person or one of the images. costing at least 100 gp, and might not be available
At the end of the spell’s duration, the images fade in rural communities.
from sight.
MONSTER SUMMONING I
MIRROR IMAGE - Magic User Arcane Conjuration/ Summoning
Arcane Illusion/Phantasm
Level: Magic user 3
Level: Magic user 2 Range: 30 ft
Range: Caster Duration: 2 rounds + 1 round/ level
Duration: 2 rounds/ level Area of Effect: Summoned creatures
Area of Effect: 6 ft radius Components: V,S,M
Components: V,S Casting Time: 3 segments
Casting Time: 2 segments Saving Throw: None
Saving Throw: None
By casting this spell, the magic user conjures up
Except for the duration and number of images 2-8 monsters to serve him or her as allies in
(1d4+1), this spell is identical to the illusionist spell combat or to perform other services. The
of the same name. monsters appear from thin air within 1d4 rounds of
the spell’s completed casting. If the caster is in
MISDIRECTION combat, the monsters will fight on his or her
Phantasmal Illusion behalf, attacking whatever foes he directs, or
guarding him or her. For more complex tasks, the
Level: Illusionist 2 magic user must somehow have the ability to
Range: 30 ft communicate these more specific commands. The
Duration: 1 round/ level GM has the ultimate discretion as to what

109
Monster Summoning II CHAPTER II: SPELLS Monster Summoning V

monsters will appear, but the general likelihood is d10 Monster Summoned
described below: 1 Beetle, giant boring
2 Bugbear
d6 Monster Summoned 3 Gelatinous Cube
1 Rat, giant 4 Ghoul
2 Goblin (dwarf) 5 Lizard, giant
3 Hobgoblin (elf) 6 Lycanthrope, wererat
4 Kobold (halfling) 7 Ogre
5 Orc (gnome) 8 Spider, huge
6 Demon, kullule (badger, giant) 9 Spider, large
10 Weasel, giant
Evil casters may get the monsters in parentheses,
at the GM’s option. MONSTER SUMMONING IV
Arcane Conjuration/ Summoning
MONSTER SUMMONING II
Arcane Conjuration/ Summoning Level: Magic user 6
Range: 60 ft
Level: Magic user 4 Duration: 5 rounds + 1/ level
Range: 40 ft Area of Effect: Summoned creatures
Duration: 3 rounds + 1 round/ level Components: V,S,M
Area of Effect: Summoned creatures Casting Time: 6 segments
Components: V,S,M Saving Throw: None
Casting Time: 4 segments
Saving Throw: None This spell functions in the same manner as
monster summoning I, but calls 1d4 creatures as
This spell functions in the same manner as determined on the following table:
monster summoning I, but calls 1d6 creatures as
determined on the following table: d10 Monster Summoned
1 Blink dog
d6 Monster Summoned 2 Gargoyle
1 Centipede, giant 3 Ghast
2 Devil, lemure 4 Hell hound
3 Gnoll 5 Hydra, five headed
4 Stirge 6 Lycanthrope, werewolf
5 Toad, giant 7 Owlbear
6 Troglodyte 8 Shadow
9 Snake, giant constrictor
MONSTER SUMMONING III 10 Grey ooze
Arcane Conjuration/ Summoning
MONSTER SUMMONING V
Level: Magic user 5 Arcane Conjuration/ Summoning
Range: 50 ft
Duration: 4 rounds + 1 round/ level Level: Magic user 7
Area of Effect: Summoned creatures Range: 70 ft
Components: V,S,M Duration: 6 rounds + 1 round/ level
Casting Time: 5 segments Area of Effect: Summoned creatures
Saving Throw: None Components: V,S,M
Casting Time: 6 segments
This spell functions in the same manner as Saving Throw: None
monster summoning I, but calls 1d4 creatures as
determined on the following table: This spell functions in the same manner as
monster summoning I, but calls 1d2 creatures as
determined on the following table, the monsters
appearing in 1d3 rounds:

110
Monster Summoning VI CHAPTER II: SPELLS Move Earth

d6 Monster Summoned d20 Monster Summoned


1 Cockatrice 1 Chimæra
2 Doppelgänger 2 Demon (Class A)
3 Hydra (7 heads) 3 Demon (Class B)
4 Lycanthrope (wereboar) 4 Demon (Class C)
5 Minotaur 5 Demon, succubus
6 Snake, giant poisonous 6 Devil, barbed
7 Devil, bone
MONSTER SUMMONING VI 8 Ettin
Arcane Conjuration/ Summoning 9 Giant, fire
10 Giant, frost
Level: Magic user 8 11 Giant, hill
Range: 80 ft 12 Giant, stone
Duration: 7 rounds + 1 round/ level 13 Gorgon
Area of Effect: Summoned creatures 14 Hydra, ten-headed
Components: V,S,M 15 Lizard, fire
Casting Time: 8 segments 16 Mummy
Saving Throw: None
17 Night hag
18 Roper
This spell functions in the same manner as
19 Slug, giant
monster summoning I, but calls 1d2 creatures as
determined on the following table, the monsters 20 Spectre
appearing in 1d3 rounds:
MOVE EARTH
Arcane Transmutation/ Alteration

Level: Magic user 6


Range: 10 ft/ level
Duration: Instantaneous
d10 Monster Summoned Area of Effect: See below
1 Devil, Erinyes Components: V,S,M
2 Hydra, 8 headed Casting Time: See below
3 Manticore Saving Throw: None
4 Ogre Mage
5 Rakshasa By casting this spell, the magic user gains the
6 Troll ability to move earth, sand, and clay in vast
7 Wight quantities by the mere gestures of his or her
8 Wraith hands. The spell does not affect rock or stone.
9 Wyvern Unlike most spells, the area of effect does not
10 Lycanthrope, weretiger depend upon the caster’s level but upon the
amount of time spent in casting. For every turn
MONSTER SUMMONING VII spent casting, the magic user can move a cube of
Arcane Conjuration/ Summoning earth 40 x 40 x 40 ft.

Level: Magic user 9 The spell is normally used to create walls, moats,
Range: 90 ft etc., but can also be used to move an intact
Duration: 8 rounds + 1 round/ level terrain feature from one place to another
Area of Effect: Summoned creatures (although the spell cannot move rock unless the
Components: V,S,M rock is carried within the moved earth).
Casting Time: 9 segments
Saving Throw: None If an intact feature (such as a portion of a forest or
the foundation under a cottage) is to be moved,
This spell functions in the same manner as an earth elemental must also be summoned.
monster summoning I, but calls 1d2 creatures as Without the assistance of an elemental, the earth
determined on the following table, the monsters under a cottage could certainly be moved, but with
appearing in one round: the—presumably undesired—result of destroying

111
Neutralise Poison CHAPTER II: SPELLS Part Water

the cottage in the process. This spell shields the caster from the prying eyes
of scrying magics, making him or her invisible to
NEUTRALISE POISON - Cleric (Reversible) divination spells and other means of magical
Clerical Transmutation/ Alteration spying such as crystal balls and thought detection.

Level: Cleric 4 OBSCUREMENT


Range: Touch Druidic Transmutation/ Alteration
Duration: Instantaneous (permanent)
Area of Effect: 1 ft cube/ 2 caster levels or 1 Level: Druid 2
creature Range: 0
Components: V,S Duration: 4 rounds/ caster level
Casting Time: 7 segments Area of Effect: 10 x 10 x 10 ft cube/ caster level
Saving Throw: None (Negates) Components: V,S
Casting Time: 4 segments
This spell detoxifies any sort of venom in a Saving Throw: None
creature or object touched by the cleric. An
opponent (a venomous spider, for example) must As this spell is completed, an enchanted mist
be successfully touched by the cleric, but is not billows from the area where the druid stands,
entitled to a saving throw if the attack succeeds. rapidly filling the area of effect and reducing
Note that if the venomous creature produces new visibility therein to 1d4 x 2 ft. The spell is affected
venom (normally a process that takes time), the by natural conditions such as strong winds, which
new venom will be toxic, but any venom that is will reduce the spell’s effective duration.
stored up in the creature will be affected and
detoxified. The spell may also be used to prevent PARALYSATION
a poisoned character from suffering the poison’s Phantasmal Illusion
effects. The reverse of the spell allows the cleric
to deliver a lethally poisonous touch, requiring a Level: Illusionist 3
successful roll to hit, and allowing a saving throw Range: 10 ft/ level
against the poison. Duration: Permanent
Area of Effect: 20 x 20 ft
NEUTRALISE POISON - Druid (Reversible) Components: V,S
Druidic Transmutation/ Alteration Casting Time: 3 segments
Saving Throw: Negates
Level: Druid 3
Range: Touch A certain number of creatures within the spell’s
Duration: Instantaneous area of effect are frozen in place, magically
Area of Effect: Creature touched convinced that they cannot move. The caster can
Components: V,S affect creatures with a total number of hit dice
Casting Time: 5 segments equal to twice his caster level. Each creature is
Saving Throw: None (Negates) entitled to a saving throw against the spell. The
illusionist can end the paralysis at any time;
Other than as may be described above, this spell otherwise a dispel magic (or dispel illusion) spell
is identical to the clerical spell of the same name. is the only way to remove the paralysis.

NON-DETECTION PART WATER - Cleric


Phantasmal Abjuration Clerical Transmutation/ Alteration

Level: Illusionist 3 Level: Cleric 6


Range: Caster Range: 20 ft/ caster level
Duration: 1 turn/ level Duration: 1 turn/ caster level
Area of Effect: 5 ft radius Area of Effect: See below
Components: V,S,M Components: V,S,M
Casting Time: 3 segments Casting Time: 1 turn
Saving Throw: None Saving Throw: None

112
Part Water CHAPTER II: SPELLS Permanency

This spell causes water to draw apart, forming a PASS WITHOUT TRACE
trench. The depth and length of the water Druidic Enchantment/ Charm
displacement is determined by the cleric’s level.
For each caster level, the cleric may displace an Level: Druid 1
area of water 30 ft deep and 20 ft wide. The spell Range: Touch
can affect other liquids besides water, but the Duration: 1 turn/ caster level
more different the physical properties of the other Area of Effect: Creature touched
liquid, the less the cleric may be capable of Components: V,S,M
displacing. Casting Time: 1 round
Saving Throw: None
PART WATER - Magic User
Arcane Transmutation/ Alteration Any creature upon which this spell is cast can
move through any sort of terrain without leaving
Level: Magic user 6 behind the slightest sign of its passage. It leaves
Range: 10 ft/ level no footprints, no scent, and no other telltales of
Duration: 5 rounds/ level movement. It is impossible to trace its path
Area of Effect: See below except, temporarily, by one method—the path will
Components: V,S,M radiate magic for 6d6 turns. Once this time
Casting Time: 1 turn elapses, the magical aura will fade away, leaving
Saving Throw: None the trail undisturbed by any sign that the spell’s
recipient was ever there.
Except as may be noted above, this spell is
identical to the clerical spell part water. PASSWALL
Arcane Transmutation/ Alteration
PASS PLANT
Druidic Transmutation/ Alteration Level: Magic user 5
Range: 30 ft
Level: Druid 5 Duration: 6 turns +1/ level
Range: Touch Area of Effect: Passage 5 ft wide, 10 ft high, and
Duration: See below 10 ft long
Area of Effect: See below Components: V,S,M
Components: V,S,M Casting Time: 5 segments
Casting Time: 7 segments Saving Throw: None
Saving Throw: None
By means of a passwall spell, the magic user
By means of this spell, the druid steps into one creates an inter-dimensional opening through any
tree and steps out from a distant tree of the same non-metallic material, allowing him or her and any
type. The druid determines the direction in which others to simply walk directly into the hillside or
he or she will travel from one tree to another. Most through a wall. More than one spell may be used
trees permit a maximum distance of travel of 300 in succession to create longer passages. The
yards, but trees sacred to druids allow travel of inside of the passageway is still a part of the
considerably greater distance; oak, yew, and material plane; the inter-dimensional warping of
rowan trees permit the druid to travel as far as space simply acts to “remove” the material
600 yards. If no tree of the same type is to be through which the passage is created.
found in the direction the druid designates, he or
she will emerge from any tree of that species PERMANENCY
within the spell’s range closest to the direction he Arcane Transmutation/ Alteration
or she specified. The druid may remain in the first
tree for as long as one round per caster level Level: Magic user 8
before being forced to leave the other tree, and in Range: See below
this case he or she will be treated in the same Duration: Permanent
way as for a plant door spell. If no appropriate tree Area of Effect: 1 object or creature
is available for the druid to step from, he or she Components: V,S,M
may remain in the first tree for the spell’s duration, Casting Time: 2 rounds
but will not be able to use the spell for travelling. Saving Throw: None

113
Permanent Illusion CHAPTER II: SPELLS Phantasmal Killer

The permanency spell makes the temporary can fit within the spell’s area of effect. The spell
effects of other spells permanent. It is also used to creates no sound whatsoever. The caster must
lock the enchantments of a magic item maintain his or her concentration upon the illusion,
permanently into the item. Certain spells can be or it will evaporate, but while concentrating the
made permanent upon the caster or another caster is able to make the illusion move and
creature, and other spells can be made respond to events.
permanent only if cast upon an area or an object.
Each use of this spell reduces the caster’s con- The illusion is dispelled if it is struck with a blow, a
stitution by one point. falling person, etc. There is no saving throw
against the illusion if the observer believes it, and
Spells that can be made permanent upon a the illusion can actually cause damage to such a
person or other creature include: Comprehend deceived victim. A demon wielding a sword can
Languages, Detect Evil, Detect Invisibility, Detect attack and do damage, and the appearance of a
Magic, Infravision, Protection from Evil, Protection pit full of spikes can be fatal even though it is not
from Normal Missiles, Read Magic, Tongues, or real. If the observer doubts the reality of the
Unseen Servant. Only a magic user of higher level illusion, he or she will be permitted a saving throw
than the caster can dispel these spells. to see the illusion for what it really is. If one
observer disbelieves the illusion and this disbelief
Spells that can be made permanent upon an area is communicated to others, the others will also
or object include: Enlarge, Fear, Gust of Wind, gain a saving throw at a bonus of +4.
Invisibility, Magic Mouth, Prismatic Sphere,
Stinking Cloud, Wall of Fire, Wall of Force, Web. Note that the spell relies purely on a visual effect;
it will have no effect upon a creature that does not
These spells may be dispelled by any caster see it. Furthermore, the lack of any audible
subject to the normal rules for dispel magic. component can make certain illusions completely
non-credible. An explosion, for example, is not
PERMANENT ILLUSION likely to be believed by anyone if it creates no
Phantasmal Illusion sound. Various methods may be used by the GM
to determine if an NPC or monster believes the
Level: Illusionist 6 effect of a phantasmal force, common sense
Range: 30 ft being the first thing to consider. A player who
Duration: Permanent takes care to craft a believable illusion should be
Area of Effect: 40 x 40 ft square + 10 x 10 ft rewarded for skillful use of the spell, not forced
square/ level into a table of random results.
Components: V,S,M
Casting Time: 6 segments PHANTASMAL FORCE - Magic User
Saving Throw: See below Arcane Illusion/ Phantasm

Except as noted otherwise above, this spell Level: Magic user 3


functions as a spectral force spell requiring no Range: 80 ft + 10 ft/ level
concentration to maintain. Duration: See below
Area of Effect: 80 square ft + 10 square ft/ level
PHANTASMAL FORCE - Illusionist Components: V,S,M
Phantasmal Illusion Casting Time: 3 segments
Saving Throw: See below
Level: Illusionist 1
Range: 60 ft + 10 ft/ level Except as noted above, this spell is identical to
Duration: See below the illusionist spell phantasmal force.
Area of Effect: 40 x 40 ft square + 10 x10 ft
square/ level PHANTASMAL KILLER
Components: V,S,M Phantasmal Illusion
Casting Time: 1 segment
Saving Throw: See below Level: Illusionist 4
Range: 5 ft/ level
This extremely flexible spell allows the illusionist Duration: 1 round/ level
to craft a visual illusion of virtually anything that Area of Effect: 1 creature

114
Phase Door CHAPTER II: SPELLS Plant Door

Components: V,S PLANE SHIFT


Casting Time: 4 segments Clerical Transmutation/ Alteration
Saving Throw: See below
Level: Cleric 5
The caster creates a personal nightmare creature Range: Touch
for the spell’s victim, drawn from the victim’s own Duration: Instantaneous (permanent)
worst fears. The creature is visible only to the Area of Effect: See below
victim and the caster. When the phantasmal killer Components: V,S,M
takes shape, the victim is entitled to roll 3d6 and Casting Time: 8 segments
compare the result to his or her intelligence ability Saving Throw: See below
score. If the die roll is less than the victim’s
intelligence, the victim realizes that the killer is Up to seven people, in addition to the cleric, can
actually an illusion and cannot be harmed by it. travel from one plane of existence to another by
Certain modifiers apply to this roll (note that a means of a plane shift spell. All persons to make
negative modifier increases the chance for the journey must link hands in a circle, and when
successfully disbelieving the apparition): the cleric finishes the spell and completes the
circle, the caster and his or her companions will
(A) –2 if the target is an illusionist; be drawn beyond the boundaries of the material
plane and into the supernatural regions beyond,
(B) +1 if the target is caught by surprise; the home realms of gods, demons, and
elementals. An unwilling victim must be touched
(C) –1 if the target has previously been attacked by the cleric in order for the cleric to send him or
by a phantasmal killer. her to another plane, and a saving throw is also
applicable. The casting of a plane shift spell
The wisdom bonus against mental attacks applies provides one-way travel to the other plane; a
(subtract the bonus from the die roll instead of second casting of the spell (or a similar spell of
adding it, of course). planar travel) is required in order to make the
return journey. The cleric must possess a metal
Provided that the victim fails his or her saving tuning fork attuned specifically to the plane of
throw, the phantasmal killer proceeds to attack as destination in order to cast the spell.
a four hit dice monster. If it hits the target, he or
she will automatically die from fright. The ap- PLANT DOOR
parition is not vulnerable to damage and cannot Druidic Transmutation/ Alteration
be escaped. It disappears at the end of the spell’s
duration, or at any time the caster dismisses it, or Level: Druid 4
when the caster is killed or rendered unconscious. Range: Touch
Duration: 1 turn/ caster level
PHASE DOOR Area of Effect: See below
Arcane Transmutation/ Alteration Components: V,S,M
Casting Time: 6 segments
Level: Magic user 7 Saving Throw: None
Range: Touch
Duration: See below This spell allows the druid to travel effortlessly
Area of Effect: See below through vegetation of any kind, stepping through it
Components: V as if it did not exist. The pathway may also be
Casting Time: 7 segments travelled by a druid of higher level than the caster,
Saving Throw: None but no other creature can take advantage of the
spell’s effect. The pathway opened by the spell
The caster opens, by means of this spell, a may be up to 5 ft wide, 10 ft high, and up to 120 ft
dimensional pathway through a solid object, 10 ft per caster level in length. The druid may even use
in depth. It is a pathway that only the caster may the spell to shift inside a tree or move through an
use, and it remains until the caster has traversed area of plants affected by a spell (such as
it twice. In other respects, the spell is similar to a entangle). If the druid is within a tree that is
passwall. attacked, he or she must leave the tree before it is
killed or die with the tree.

115
Plant Growth CHAPTER II: SPELLS Polymorph Other

PLANT GROWTH - Druid Increase to


Druidic Transmutation/ Alteration Changed Subject Is: Duration Factor
Same kingdom (animal, +5
Level: Druid 3 vegetable, mineral)
Range: 160 ft Same class (mammals, +2
Duration: Permanent fungi, metals, etc.)
Area of Effect: 20 x 20 ft sq/ level Same size +2
Components: V,S,M Related (twig is to tree, wolf +2
Casting Time: 1 round fur is to wolf, etc.)
Saving Throw: None Same or lower intelligence +2

By means of this spell, the druid causes plants Add all that apply. Look up the total on the next
and vines to grow with unbelievable speed, table.
forming a tangled barrier of thick vegetation. The
enchantment may be dispelled, or the plants Duration Example
cleared by normal means. Chopping a way Factor Duration
through the barrier is possible, but movement is 0 20 rounds Pebble to human
restricted to 10 ft per turn (20 ft for size L 2 1 hour Marionette to human
creatures). 4 3 hours Human to marionette
5 12 hours Lizard to manticore
PLANT GROWTH - Magic User
6 48 hours Sheep to woollen cloak
Arcane Transmutation/ Alteration
7 1 week Shrew to manticore
Level: Magic user 4 9+ Permanent Manticore to shrew
Range: 10 ft/ level
Duration: Permanent This spell can be dispelled.
Area of Effect: 10 x 10 ft sq/ level
Components: V,S POLYMORPH OTHER
Casting Time: 4 segments Arcane Transmutation/ Alteration
Saving Throw: None
Level: Magic user 4
Except as noted above, this spell is identical to Range: 5 ft/ level
the druidic spell plant growth. Duration: Permanent
Area of Effect: 1 creature
POLYMORPH OBJECT Components: V,S,M
Arcane Transmutation/ Alteration Casting Time: 4 segments
Saving Throw: Negates
Level: Magic user 8
Range: 5 ft/ level This spell transforms the victim into another type
Duration: See below of creature; a person might be changed into a
Area of Effect: 1 object or creature newt, or a newt into a dragon, for example. Such
Components: V,S,M a transformation can, in rare cases, be fatal. If the
Casting Time: 1 round spell’s target is successfully transformed, it must
Saving Throw: See below make a system shock test against its constitution
or die (see, “constitution”). Moreover, there is a
This spell allows the magic user to transform one base 100% likelihood that the transformed
thing, living or not, into another sort of thing. If the creature will lose its memories and former identity
spell is used simply to duplicate the effects of a in the change, becoming, for all intents and
polymorph other spell or a stone to flesh spell, it purposes, the creature into which it was
will function in the same manner as these spells transformed (intelligence cannot be increased by
but with a –4 penalty to the victim’s saving throw. virtue of such a transformation, however).
Otherwise, the spell’s duration depends upon the
degree of change involved in the transformation. For every intelligence point of the transformed
The calculation is made using a “duration factor” creature, the base chance is reduced by 5%, and
found on table 1, and the explanation of the there is a further +/-5% alteration for each level (or
resulting duration factor is found on table 2. HD) by which the original form’s level (or HD)

116
Polymorph Self CHAPTER II: SPELLS Power Word, Stun

differs from that of the new form. This check is Level: Magic user 8
made on a daily basis, so such a transformation Range: 5 ft/ level
will, eventually, become inevitable according to Duration: See below
the laws of chance if the transformed creature is Area of Effect: 15 ft radius
not magically brought back to its original form. A Components: V
transformed creature retains its former hit points, Casting Time: 1 segment
but otherwise assumes all the physical Saving Throw: None
characteristics of the new form immediately. The
transformation may be dispelled, but the second The word of power to blind removes vision from
change of shape will necessitate another system creatures within the area of effect. The duration of
shock check. the blindness depends on how many total hit
points the affected creatures have. If the total is
POLYMORPH SELF 50 or less, the blindness lasts 1d4+1 turns. If the
Arcane Transmutation/ Alteration total is 51 hit points to 100, the blindness lasts
1d4+1 rounds, as opposed to turns. The spell
Level: Magic user 4 does not affect more than 100 hit points of
Range: Caster creatures in total. The caster may target specific
Duration: 2 turns/ level creatures within the area of effect.
Area of Effect: Caster
Components: V POWER WORD, KILL
Casting Time: 3 segments Arcane Conjuration/ Summoning
Saving Throw: None
Level: Magic user 9
This spell enables the magic user to cloak him- or Range: 2½ ft/ level
herself in the physical shape of another creature, Duration: Instantaneous
and to continue shape-shifting at will for the length Area of Effect: 10 ft radius
of the spell’s duration. The transformation is of an Components: V
entirely lesser order than that of polymorph other, Casting Time: 1 segment
incurring no risk of a system shock or of truly Saving Throw: None
becoming the transformed creature. Changing
from one shape to another requires only 30 Upon the casting of this spell, the magic user
seconds, and when the caster returns to his or her specifies whether the spell is to kill one creature
original form (ending the spell) he or she will be or multiple creatures. The spell will instantly deal
healed of 1d12 points of any damage inflicted death to a creature of up to 60 hit points, offering
against the polymorphed forms he or she no saving throw (magic resistance does apply).
assumed. The spell may, alternatively, be used to slaughter
up to 120 hit points of creatures with ten or fewer
The caster can polymorph into forms no smaller hit points each. The total number of hit points is
than a songbird and no heavier than 2,000 lbs. based upon the target’s current hit points, not
Only the movement capabilities of the new form maximum hit points, so wounded creatures are
can be used, not its attacks, defences, or other more vulnerable to the spell. All creatures to be
abilities. The magic user can transform him- or killed must be within the spell’s area of effect.
herself into a lion, and run as fast as a lion, but his
or her claws will do no more damage than a POWER WORD, STUN
human’s soft fists. Similarly, if he or she Arcane Conjuration/ Summoning
transforms into a dragon, he or she will have the
dragon’s ability to fly but no breath weapon. As an Level: Magic user 7
orc, he or she would be able to use whatever Range: 5 ft/ level
weapons he or she could use in his original Duration: See below
shape, but would lack infravision. The caster Area of Effect: 1 creature
retains his or her own hit points and armour class. Components: V
Casting Time: 1 segment
POWER WORD, BLIND Saving Throw: None
Arcane Conjuration/ Summoning
The creature targeted by a stunning power word
hears the word as a thundering roar, although

117
Prayer CHAPTER II: SPELLS Prismatic Sphere

others hear it normally. The impact of the word’s spell, the same benefits as if they were affected
magical power stuns the victim, rendering him by an ongoing chant spell. Note that the cleric is
unable to think clearly or act in any manner able to move and take other actions while the
(including movement). The duration of the spell’s prayer spell is in effect, which is not the case with
effect is determined by the target’s current hit the more restricted chant spell.
points (not its normal maximum). A creature with
1-30 remaining hit points will be stunned for 4d4 PREDICT WEATHER
rounds, a creature with 31-60 hp remaining will be Druidic Divination
stunned for 2d4 rounds, a creature with 61-90 hp
remaining will be stunned for 1d4 rounds, and Level: Druid 1
creatures with 90+ hit points will be able to shrug Range: 0
off the effect of the spell entirely. Duration: Instantaneous
Area of Effect: 9 sq miles
Components: V,S,M
Casting Time: 1 round
Saving Throw: None

The druid casts this spell upon virtually any


substance: bones, leaves, powders, etc. He or
she can read in the resulting pattern an exact
divination of the weather as it will naturally occur
within the surrounding nine sq miles for the next
two hours per caster level. A second level druid,
as an example, would be able to predict the
weather four hours into the future.

PRAYER
Clerical Conjuration/ Summoning
PRISMATIC SPHERE
Level: Cleric 3 Arcane Conjuration/ Summoning
Range: 0
Duration: 1 round/ caster level Level: Magic user 9
Area of Effect: 60 ft radius Range: 0
Components: V,S,M Duration: 1 turn/ level
Casting Time: 6 segments Area of Effect: 10 ft radius sphere
Saving Throw: None Components: V
Casting Time: 9 segments
Casting prayer is a matter of intoning an Saving Throw: See below
invocation to the cleric’s god(s), following which
any of the cleric’s allies who were in the spell’s Prismatic sphere creates a shimmering,
area of effect will gain, for the duration of the multicoloured globe of light that protects those

118
Prismatic Spray CHAPTER II: SPELLS Prismatic Wall

th
within it from all forms of attack (it will normally Indigo 6 Stops all spells. Continual
appear as a hemisphere, with its lower half below Causes insanity Light
ground). The sphere flashes with seven colours, (saving throw
each of which has a distinct power and purpose. It negates).
is immobile, but the caster can pass through and Violet 7th Force shield (as Dispel
remain near it without harm. However, any other per wall of force). Magic
creature with fewer than eight hit dice within 20 ft Creatures sent to
of the sphere will be blinded for 2d4 rounds by the another plane
colours if it looks at them. The sphere can be (saving throw
destroyed, colour by colour, in consecutive order, negates).
by various magical effects; however, the first
colour must be brought down before the second PRISMATIC SPRAY
can be affected, and so on. A rod of cancellation Phantasmal Abjuration
destroys a prismatic sphere, but an antimagic field
fails to penetrate it. Dispel magic cannot dispel the Level: Illusionist 7
sphere or anything beyond it (unless the first six Range: 0
colours have already been brought down). Magic Duration: Instantaneous
resistance is effective against a prismatic sphere, Area of Effect: 70 x 15 x 5 ft spray
but the check must be repeated for each colour Components: V,S
present. Casting Time: 7 segments
Saving Throw: See below
Each colour in the sphere has a different effect.
The accompanying table shows the seven Holding out his or her hand, fingers fanned out,
colours, the order in which they appear, their the caster evokes a spray of colours identical to
effects on creatures trying to attack the caster or those of the prismatic wall. All creatures in the
pass through the sphere, and the magic needed path of the spell will be struck by one of the rays,
to negate each colour. determined randomly.

Negated Colour Effect of Colour


Colour Order Effect by 1 Red Deals 20 points of damage
st
Red 1 Stops nonmagical Cone of (saving throw for half damage).
ranged weapons. cold 2 Orange Deals 40 points of damage
Deals 20 points of (saving throw for half).
damage (saving 3 Yellow Deals 80 points of damage
throw for half (saving throw for half).
damage). 4 Green Poison (saving throw or die).
nd
Orange 2 Stops magical Gust of 5 Blue Turns to stone (saving throw
ranged weapons. wind negates).
Deals 40 points of 6 Indigo Causes insanity (saving throw
damage (saving negates).
throw for half). 7 Violet Creatures sent to another plane
rd
Yellow 3 Stops poisons, Dis- (saving throw negates).
gases, and integrate 8 Two colours Roll twice, ignoring this result.
petrifaction. Deals
80 points of
damage (saving PRISMATIC WALL
throw for half). Phantasmal Abjuration
th
Green 4 Stops breath Passwall
weapons. Poison Level: Illusionist 7
(saving throw or Range: 10 ft
die). Duration: 1 turn/ level
th
Blue 5 Stops divination Magic Area of Effect: See below
and mental Missile Components: V,S,M
attacks. Turns to Casting Time: 7 segments
stone (saving Saving Throw: None
throw negates).

119
Produce Fire CHAPTER II: SPELLS Protection from Evil

This spell is similar to the magic user spell Casting Time: 6 segments
prismatic sphere, but it creates a wall rather than Saving Throw: See below
a sphere, up to 40 ft/ caster level in length and 20
ft/ caster level in height. This spell specifies a particular trigger event (in
the same manner as the magic user spell magic
PRODUCE FIRE (Reversible) mouth). When the trigger event occurs, an illusion
Druidic Transmutation/ Alteration prepared in advance by the caster, identical to a
spectral force, comes into being. The illusion lasts
Level: Druid 4 one round per caster level.
Range: 40 ft
Duration: 1 round PROJECT IMAGE - Illusionist
Area of Effect: 60 ft radius Phantasmal Illusion
Components: V,S,M
Casting Time: 6 segments Level: Illusionist 5
Saving Throw: See below Range: 5 ft/ level
Duration: 1 round/ level
This spell instantly creates a normal fire within its Area of Effect: See below
area of effect, a blazing conflagration lasting only Components: V,S,M
one minute (one round) but causing 1d4 hit points Casting Time: 5 segments
of damage to any creature in the area and igniting Saving Throw: None
all combustible material (subject, of course, to an
item saving throw against normal fire). The This spell creates an illusory duplicate of the
reverse of the spell extinguishes all normal fires illusionist in another place within the spell’s range.
within the area of effect. The image must remain visible to the caster or the
spell will end. Much like a mirror image, the
PRODUCE FLAME projected image mimics all the caster’s
Druidic Transmutation/ Alteration movements, but it is not affected by attacks of any
kind. The image possesses an arcane link to the
Level: Druid 2 caster; if desired, the illusionist can cast spells
Range: 0 that originate at the image rather than at the
Duration: 2 rounds/ caster level caster, as if the image, rather than the illusionist,
Area of Effect: See below cast the spell. Thus, the effective range of an
Components: V,S,M attack spell can be increased, or a spell that
Casting Time: 4 segments would ordinarily centre on the caster could be
Saving Throw: See below brought into effect around the projected image.

On casting this spell, the druid’s hand ignites with PROJECT IMAGE - Magic User
an eldritch fire that causes no harm to the druid Arcane Illusion/ Phantasm
but is otherwise equivalent to the flame of a torch.
It can be used to set fires and may also be thrown Level: Magic user 6
as a missile. The throwing range of the flame is 40 Range: 10 ft/ level
ft, and when the flame hits an object it will Duration: 1 round/ level
explode, igniting all combustible material in a Area of Effect: See below
radius of 15 ft. (Materials are entitled to saving Components: V,S,M
throws against normal fire.) The druid may banish Casting Time: 6 segments
the magical flame at will, but fires set by it must be Saving Throw: None
extinguished by normal means.
Other than as may be noted above, this spell is
PROGRAMMED ILLUSION identical to the illusionist spell of the same name.
Phantasmal Illusion
PROTECTION FROM EVIL - Cleric (Reversible)
Level: Illusionist 6 Clerical Abjuration
Range: 10 ft / level
Duration: See below Level: Cleric 1
Area of Effect: 40 x 40 ft sq + 10 x 10 ft sq/ level Range: Touch
Components: V,S,M

120
Protection from Evil CHAPTER II: SPELLS Protection from Lightning

Duration: 3 rounds/ caster level Components: V,S


Area of Effect: Creature touched Casting Time: 7 segments
Components: V,S,M Saving Throw: None
Casting Time: 4 segments
Saving Throw: None This spell has effects and limitations identical to
protection from evil, but the radius of divine
This spell surrounds the recipient with an invisible protection extends a full 10 ft around the spell’s
aura of divine protection, emanating from the recipient, allowing allies to shelter within the
recipient to a distance of 1 ft. The aura is not protective ambience. The duration of the spell is
invulnerable, but it affords considerable protection also longer.
against evil and summoned creatures, much as a
powerful magic circle would. The power of the PROTECTION FROM EVIL 10 FT RADIUS -
aura is such that, regardless of alignment, neither Magic User (Reversible)
summoned nor conjured creatures, nor those not Arcane Abjuration
native to the material planes (such as demons or
genies), can reach through it. It is possible, of Level: Magic user 3
course, for a weapon wielded by such a creature Range: Touch
to breach the magical barrier, but the creature’s Duration: 2 rounds/ level
physical presence is completely hedged out. Area of Effect: 1 creature
Moreover, the attacks of evil creatures (with or Components: V,S,M
without a weapon) incur a penalty of –2 to hit, and Casting Time: 3 segments
saving throws caused by such creatures will be Saving Throw: None
made at a bonus of +2. The spell may be reversed
into protection from good, and in this form it will This spell, except as noted above, is similar to the
still hedge out summoned, conjured, and extra- clerical spell protection from evil 10 ft radius.
planar creatures regardless of alignment. To cast
either form of the spell, the caster speaks the PROTECTION FROM FIRE
ritual words of the spell while describing a circle Druidic Abjuration
around the being to be warded, using holy water
or incense (blood or smouldering dung for the Level: Druid 3
reverse of the spell). Range: Touch
Duration: See below
PROTECTION FROM EVIL - Magic User Area of Effect: 1 creature
(Reversible) Components: V,S,M
Arcane Abjuration Casting Time: 5 segments
Saving Throw: None
Level: Magic user 1
Range: Touch The druid may use this spell to confer
Duration: 2 rounds/ level considerable protection from fire upon another
Area of Effect: 1 creature creature, but if he or she casts it upon him- or
Components: V,S,M herself the effects are far greater, conferring
Casting Time: 1 segment temporary invulnerability even to fires of magical
Saving Throw: None nature, such as dragon’s breath. If the spell is cast
upon another creature, the recipient gains
Other than as noted above, this spell is identical immunity to normal fire and a saving throw bonus
to the clerical spell protection from evil. of +4 against fire based attacks. Any damage
incurred by fire attacks will also be reduced by
PROTECTION FROM EVIL, 10 FT RADIUS - half. If the spell is cast upon the druid, he or she
Cleric (Reversible) becomes completely invulnerable to normal fire
Clerical Abjuration and also ignores all damage from magical fire
(dragon breath, fireball, etc.) until a total of 12 hit
Level: Cleric 4 points per caster level has been absorbed by the
Range: Touch spell, at which time the spell will be dissipated.
Duration: 1 turn/ caster level
Area of Effect: 10 ft radius sphere around PROTECTION FROM LIGHTNING
creature touched Druidic Abjuration

121
Protection from Normal Missiles CHAPTER II: SPELLS Pyrotechnics

Level: Druid 4 Level: Druid 1


Range: Touch Range: 40 ft
Duration: See below Duration: Instantaneous
Area of Effect: 1 creature Area of Effect: 1 cubic ft/ caster level
Components: V,S,M Components: V,S
Casting Time: 6 segments Casting Time: 1 round
Saving Throw: None Saving Throw: None

This spell lends the recipient the same protection This spell removes all impurities from water,
against lightning and electricity as the third level making it clear and drinkable. The reverse of the
spell protection from fire affords against fire. spell contaminates water, making it impossible to
drink, and will negate the properties of holy and
PROTECTION FROM NORMAL MISSILES unholy water.
Arcane Abjuration
PUSH
Level: Magic user 3 Arcane Conjuration/ Summoning
Range: Touch
Duration: 1 turn/ level Level: Magic user 1
Area of Effect: 1 creature Range: 10 ft + 3 ft/ level
Components: V,S,M Duration: Instantaneous
Casting Time: 3 segments Area of Effect: See below
Saving Throw: None Components: V,S,M
Casting Time: 1 segment
The subject of this spell becomes completely Saving Throw: None
invulnerable to the effects of projectiles. The
spell’s power is not sufficient completely to ward The magic user casts this spell and points toward
off the larger missiles hurled by siege engines the desired target, which is instantly pushed away
such as catapults and ballistae, nor the from the caster. The supernatural force exerted by
enchantment of a magic arrow or bolt, but does the spell is only about one lb per level of the
reduce any damage caused by such weapons by caster, but the spell can be used to move small
one hit point per die of damage. The spell objects or to throw enemies off balance. A small
conveys no protection whatsoever against spells, object can be moved at a rate of 10 ft per round
including spells with missile-like qualities such as (directly away from the caster), and if the object is
fireball or ray of enfeeblement. a weapon held by a creature, the creature will
suffer a penalty to hit equal to the caster’s level.
PURIFY FOOD AND DRINK (Reversible) For example, a tenth level magic user could exert
Clerical Transmutation/ Alteration so much eldritch force against an attacking orc’s
axe that the orc would suffer a –10 to hit with it.
Level: Cleric 1 Moving an actual creature or a heavier object is
Range: 30 ft only possible if the creature’s weight in lbs is not
Duration: Instantaneous (permanent) more than 50 times the caster’s level.
Area of Effect: 1 cubic ft/ level
Components: V,S PYROTECHNICS - Druid
Casting Time: 1 round Druidic Transmutation/ Alteration
Saving Throw: None
Level: Druid 3
This spell removes poison, rot, and other Range: 160 ft
contaminants from all food and water within the Duration: See below
spell’s area of effect, also destroying the Area of Effect: See below
malignant properties of unholy water. The reverse Components: V,S,M
of the spell contaminates food and water and will Casting Time: 5 segments
spoil holy water. Saving Throw: None

PURIFY WATER (Reversible) The pyrotechnics spell may be used to produce


Druidic Transmutation/ Alteration two entirely different effects: a bright display of
fiery light or a massive pall of smoke. Both

122
Pyrotechnics CHAPTER II: SPELLS Raise Dead

possible uses of the spell require an existing fire removed by the caster or by some other agency.
source (which may be anywhere in the spell’s Possible objectives for a quest are legion; they
range), and the spell’s area of effect depends on might include finding and bringing some valuable
the size of the originating fire. item to the cleric, capturing a castle, slaying a
monster, or any number of other tasks.
If the spell is used to produce fireworks, the
flashing display will temporarily blind (for 1d4+1 RAISE DEAD (Reversible)
rounds) all creatures in the area of effect and 120 Clerical Necromancy
ft beyond—provided that the display is not
obstructed from view, of course. The fireworks fill Level: Cleric 5
an area ten times the volume of the original fire Range: 30 ft
source and persist for one segment per caster Duration: Instantaneous (permanent)
level. Area of Effect: 1 person
Components: V,S
If the spell is used to produce smoke, a billowing Casting Time: 1 round
cloud will emanate from the fire source, obscuring Saving Throw: See below
vision beyond 20 ft in an area 100 times the
volume of the fire source. Whatever fire is used as The eerie, keening incantation of this spell calls a
the spell’s source is extinguished immediately as soul back from the afterlife, literally bringing the
the spell is cast. dead back to life. Elves, as they do not have
souls, cannot be brought back to life in this
PYROTECHNICS - Magic User manner, but humans, half-elves, half-orcs,
Arcane Transmutation/ Alteration gnomes, dwarfs, and halflings can all be raised
from the dead by means of this spell. The longer a
Level: Magic user 2 soul has been departed from the material plane,
Range: 120 ft the more difficult it is to call it back; a cleric can
Duration: See below summon back a soul that has been dead no more
Area of Effect: See below days than the cleric’s level. In other words, a cleric
Components: V,S of tenth level can raise a person who has been
Casting Time: 2 segments dead no more than ten days, but an eleventh level
Saving Throw: None cleric can raise a person who has been dead
eleven days. The raised person must survive a
With any exceptions noted above, this spell is system shock saving throw in order to return to
identical to the druidic spell pyrotechnics. life, and he or she will be unable to engage in
strenuous activity (such as combat, study, or spell
QUEST casting) for a period of time equal to one day for
Clerical Enchantment/ Charm each day that he or she was dead.

Level: Cleric 5 Perhaps mercifully, the spell erases the returning


Range: 60 ft character’s memory concerning any places his or
Duration: See below her soul may have visited following death.
Area of Effect: 1 creature
Components: V,S,M Raise dead can instantly destroy most kinds of
Casting Time: 8 segments corporeal undead creatures (exception: it does not
Saving Throw: Negates destroy liches). Incorporeal undead, such as
ghosts or spectres, are immune. This use is
By means of a quest spell, the cleric enslaves the treated the same as the reverse of the spell in
subject into fulfilling a task the cleric sets, forcing terms of saving throws and damage.
him or her to perform the task and return to the
cleric with proof of its completion. If the enchanted The reverse of the spell is referred to in hushed
creature does not properly follow the letter and tones as slay living. The subject of this spell
spirit of the quest, it will suffer a cumulative (which must be used with extreme caution by
penalty of –1 to all saving throw rolls for each day good clerics, lest their alignment be altered) is
the quest is neglected. This penalty, which is itself entitled to a saving throw, and if the throw fails,
in the nature of a curse, remains with the creature the subject dies. If the saving throw succeeds, the
until the quest is completed or the curse is target will still sustain 2d8+1 points of damage.

123
Ray of Enfeeblement CHAPTER II: SPELLS Reincarnate

RAY OF ENFEEBLEMENT prior to casting from it does not, for instance,


Arcane Enchantment/ Charm actually cast whatever spell is written upon the
scroll. Once the magic user has read a particular
Level: Magic user 2 set of magical inscriptions by use of this spell, the
Range: 10 ft + 3 ft/ level spell is no longer needed to re-read the writing at
Duration: 1 round/ level a later time.
Area of Effect: 1 creature
Components: V,S The reverse of the spell allows the magic user to
Casting Time: 2 segments make magical writings indecipherable for the
Saving Throw: Negates spell’s duration, and is cast upon the writing rather
than upon the caster him- or herself.
As this spell is cast, a ray of unpleasant and
indescribable colour arcs from the caster’s hand
to strike the chosen target. No attack roll is
required to hit. If the target fails a saving throw, its
strength and the effect of all attacks which are
dependent upon strength are reduced by 25%.
The amount of reduction is increased by 1% per
caster level (to be rounded off in the case of
lower-level magic users simply as a matter of
convenience). Thus, if an orc is struck with the ray
by a level one magic user, the orc would lose 26%
(rounded to 25%, at the option of the GM) of its
strength. Its to-hit rolls are not affected, but any
damage it inflicts is reduced to 75% (or 74%) of
the damage rolled (a good GM avoids minuscule
calculations that might bog down the game). A ray
of enfeeblement may technically reduce the
target’s strength below the required minimum to
qualify for a class, but its effects are too REGENERATE (Reversible)
temporary to affect class choices (so an enfeebled Clerical Necromancy
paladin with a temporary strength of 8 retains his
or her paladinhood). Any further effects of the Level: Cleric 7
reduced strength are determined by the GM. Range: Touch
Duration: Instantaneous
READ MAGIC (Reversible) Area of Effect: 1 creature
Arcane Divination Components: V,S,M
Casting Time: 3 rounds
Level: Magic user 1 Saving Throw: None
Range: Caster
Duration: 2 rounds/ level The powerful regeneration spell causes severed
Area of Effect: Caster (see below) body parts to reattach themselves in a single
Components: V,S,M round, or to regrow within 2-8 turns. The spell’s
Casting Time: 1 round reverse causes a touched appendage to wither
Saving Throw: None and fall away to dust within 2-8 turns. A
successful attack must be made in order to cast
Read magic is normally the first spell in every the spell upon an unwilling victim, but the victim
magic user’s spell book, and its mastery is the first does not also receive a saving throw.
task of every apprentice. The spell allows the
caster to read magical writings (other than his or REINCARNATE
her own, of course, which are always intelligible to Druidic Necromancy
the original author).
Level: Druid 7
Unless the writings are cursed, reading magical Range: Touch
script does not normally activate the magic Duration: Instantaneous
formulae described therein—reviewing a scroll Area of Effect: Creature touched

124
Reincarnation CHAPTER II: SPELLS Reincarnation

Components: V,S,M 63-68 Pixie


Casting Time: 1 turn 69-71 Raccoon
Saving Throw: None 72-76 Faun
77-84 Stag
Provided that a body has been dead for no more 85-92 Wolf
than a week, a powerful druid can recall its spirit 93-00 Wolverine
from the dead—but into another body. The form of
the new body is not subject to the druid’s control,
and is determined by means of the tables below. REINCARNATION
The new body will appear within 1d6 turns near Arcane Necromancy
the soul’s former body. Elves may be brought
back to life by reincarnation. There is a 35% Level: Magic user 6
chance that the new incarnation will be from the Range: Touch
“humanoid” table and a 65% chance that the new Duration: Instantaneous
incarnation will be from the animal table. The new Area of Effect: Person touched
incarnation (if sapient) will retain the original Components: V,S,M
character’s experience points, but will have new Casting Time: 1 turn
physical (Str, Dex, Con) ability scores randomly Saving Throw: None
rolled and adjusted for the new race. The
character will retain his or her original mental Provided that a body has been dead for no more
ability scores (Int, Wis, Cha). than one day per caster level, a powerful magic
user can recall its spirit from the dead, investing it
Humanoid Table into another body. The form of the new body is not
subject to the magic user’s control and is deter-
Die Roll New Incarnation mined by means of the table below. The new body
01-02 Bugbear will appear within 1d6 turns near the soul’s former
03-05 Dwarf body. Elves may be brought back to life by
06-16 Elf reincarnation.
17-18 Gnoll
19-31 Gnome The new incarnation will retain the original
32-33 Goblin character’s experience points, but will have new
34-36 Half-elf physical (Str, Dex, Con) ability scores randomly
37-39 Halfling rolled and adjusted for the new race. The
40-42 Half-orc character will retain his or her original mental
43-44 Hobgoblin ability scores (Int, Wis, Cha).
45-88 Human
89-91 Kobold Arcane Reincarnation Table
92-93 Ogre
94-95 Ogre Mage Die Roll New Incarnation
96-98 Orc 01-03 Bugbear
99-00 Troll 04-06 Dwarf
07-14 Elf
Animal Table 15-17 Gnoll
18-25 Gnome
Die Roll New Incarnation 26-28 Goblin
01-05 Badger 29-36 Half-elf
06-18 Bear 37-39 Halfling
19-24 Boar 40-42 Half-orc
25-29 Centaur 43-45 Hobgoblin
30-35 Dryad 46-85 Human
36-43 Eagle 86-88 Kobold
44-46 Fox 89-91 Orc
47-52 Hawk 92-94 Ogre
53-57 Lynx 95-97 Ogre Mage
58-62 Owl 98-00 Troll

125
Remove Curse CHAPTER II: SPELLS Repulsion

REMOVE CURSE - Cleric (Reversible) REMOVE FEAR (Reversible)


Clerical Abjuration Clerical Abjuration

Level: Cleric 3 Level: Cleric 1


Range: Touch Range: Touch
Duration: Instantaneous Duration: See below
Area of Effect: See below Area of Effect: Creature touched
Components: V,S Components: V,S
Casting Time: 6 segments Casting Time: 4 segments
Saving Throw: See below Saving Throw: None

This spell allows the cleric to remove curses from This spell is a divine warding against fear, and it
persons and objects, and the spell can have a can also banish magical terror in someone
variety of other applications against evil already affected. In the latter case, the spell
manifestations. Magical items imbued with curses grants a second saving throw at a bonus of +1 per
cannot be destroyed by the spell’s power, but use caster level. To a person not already affected by
of the spell upon a person under the influence of magical fear, the spell grants a bonus of +4 to fear
such an item will generally free the person from saving throws for one turn.
the curse and allow him or her to be rid of the
item. REPEL INSECTS
Druidic Abjuration
The spell’s reverse, bestow curse, inflicts the
subject with a magical curse, the exact nature of Level: Druid 4
which is not entirely within the caster’s control: Range: Caster
Duration: 1 turn/ caster level
50% Reduce one ability score to 3. Area of Effect: 1 creature
Components: V,S,M
25% Cause –4 penalty to hit and on saving Casting Time: 1 round
throws. Saving Throw: See below

25% Cause victim (50% chance per turn) to An invisible barrier forms around the spell’s
drop any objects it is holding (or in the case recipient as the caster completes the invocation,
of an non-tool-using creature, not act for warding him or her from insects. Only true insects
one round). are affected by the spell, which does not repel
spiders, scorpions, beetles or centipedes. Normal
With the GM’s agreement, the character may insects are completely hedged out by the spell,
design a specific curse to use with this spell other and giant varieties (2+ hit dice) must succeed in a
than the random curse the spell normally saving throw against spells to pass the barrier.
unleashes. In order to bestow a curse, the cleric Even if a giant insect should manage to penetrate
must successfully touch the intended victim, who the barrier, it will sustain 1d6 hit points of damage
is entitled to a saving throw. The duration of a from doing so.
bestowed curse is 1 turn per caster level.
REPULSION
REMOVE CURSE - Magic User (Reversible) Arcane Abjuration
Arcane Abjuration
Level: Magic user 6
Level: Magic user 4 Range: 10 ft/ level
Range: Touch Duration: 1 round/ 2 levels
Duration: Permanent Area of Effect: 10 ft wide path
Area of Effect: See below Components: V,S,M
Components: V,S Casting Time: 6 segments
Casting Time: 4 segments Saving Throw: None
Saving Throw: See below
All living creatures in the spell’s path will move
Other than as noted above, this spell is identical away from the caster at their normal movement
to the clerical spell remove curse. rates for the spell’s duration, as if by choice.

126
Resist Cold CHAPTER II: SPELLS Reverse Gravity

RESIST COLD Casting Time: 3 rounds


Clerical Transmutation/ Alteration Saving Throw: None

Level: Cleric 1 By casting this spell, the cleric restores one lost
Range: Touch level of experience to the spell’s target. Not
Duration: 1 turn/ level necessarily all lost experience points are restored;
Area of Effect: Creature touched an afflicted character will only regain enough
Components: V,S,M experience points to regain the lost level, no
Casting Time: 1 round more. A cleric can only restore a level lost within
Saving Throw: None as many days as the cleric’s caster level. For
example, a cleric of 12th level cannot restore an
By touching the spell’s intended recipient and experience level lost 13 or more days prior to the
casting the spell, the cleric instills the recipient casting of the spell. The spell’s reverse causes
with a supernatural resistance to the effects of the target to lose one experience level. No saving
extreme cold. Normal cold, temperatures ranging throw applies, but a successful attack is required.
down to zero degrees Fahrenheit, is perceived as In addition to restoring lost levels, the spell can
normal temperature. The subject also gains a affect other sorts of magically-induced debilities.
saving throw bonus of +3 against magical cold, The effects of a feeblemind spell are reversed by
taking one half damage if the save is not restoration, for example.
successful and one quarter damage if the save is
successful. The saving throw is permitted even RESURRECTION (Reversible)
against attacks that would not ordinarily permit a Clerical Necromancy
saving throw (such as a magically cold sword).
Level: 7
RESIST FIRE Range: Touch
Clerical Transmutation/ Alteration Duration: Instantaneous (permanent)
Area of Effect: 1 person
Level: Cleric 2 Components: V,S,M
Range: Touch Casting Time: 1 turn
Duration: 1 turn/ caster level Saving Throw: None
Area of Effect: Creature touched
Components: V,S,M The awesome power of a resurrection spell brings
Casting Time: 5 segments the dead back to life. Unlike raise dead, a
Saving Throw: None resurrection spell may be cast upon a person who
has been dead for as many as 10 years per caster
When this spell is cast, the recipient gains level. Casting the spell requires the cleric to rest
resistance to fire and heat, being able to endure for one day per level of the person raised. Elves
boiling temperatures without discomfort. A person cannot be resurrected, having no souls, but
under the influence of this spell can stand humans and the rest of their ilk (half-elves,
unharmed in the middle of a bonfire, and even dwarfs, etc.) can be affected. As with raise dead,
gains a measure of resistance to magical fire. The the recipient’s memory of whatever transpired
subject gains a saving throw bonus of +3 against between death and resurrection is erased.
magical fire, taking one half damage if the save is
not successful and one quarter damage if the The reverse of the spell kills the subject and turns
save is successful. The saving throw is permitted him or her to dust, requiring a successful attack
even against attacks that would not ordinarily roll to touch.
allow a saving throw.
REVERSE GRAVITY
RESTORATION (Reversible) Arcane Transmutation/ Alteration
Clerical Necromancy
Level: Magic user 7
Level: 7 Range: 5 ft/ level
Range: Touch Duration: 1 second (1/6 segment)
Duration: Instantaneous (permanent) Area of Effect: 30 ft x 30 ft x 1 mile
Area of Effect: 1 creature Components: V,S,M
Components: V,S Casting Time: 7 segments

127
Rope Trick CHAPTER II: SPELLS Secret Chest

Saving Throw: None Casting Time: 4 segments


Saving Throw: None
The caster momentarily reverses gravity in the
area of effect, which is 30 x 30 ft sq, extending a A sanctuary spell makes the cleric seem an
mile into the air. Any object or creature in this area irrelevant, non-hostile target, one that his or her
will “fall” upwards for a distance of 20 ft, striking enemies will ignore. In order for any foe to attack
intervening objects as per a normal, downward the caster of the spell, the enemy must make a
fall. When the duration ends, of course, they will successful saving throw against magic. Failing the
fall downward again. saving throw permits the enemy to attack another
target, but the cleric will be completely ignored.
ROPE TRICK - Illusionist The spell does not prevent an enemy from
Phantasmal Transmutation/ Alteration including the cleric within the area of effect of a
hostile spell, provided that the cleric is not the
Level: Illusionist 3 intended target. The cleric may not undertake any
Range: Touch hostile actions while protected by a sanctuary, or
Duration: 2 turns/ level the spell’s power will be dissipated and end.
Area of Effect: 1 piece of rope However, the cleric may cast spells and otherwise
Components: V,S,M act in ways that are not directly hostile, such as
Casting Time: 3 segments curing wounds, casting a spell such as bless, or
Saving Throw: None even stealing an item if faith and alignment permit.

This spell enchants a rope to become a portal into SCARE


an extra-dimensional pocket of unreality opened Arcane Enchantment/ Charm
by the spell. The rope rises in the air and then
hangs, suspended by its connection to the extra- Level: Magic user 2
dimensional hideaway. Up to six medium-size Range: 10 ft
people can hide in the space (five, if the rope is to Duration: 3d4 rounds
be pulled up and into the space as well). At the Area of Effect: 1 creature
spell’s expiration, the inhabitants or contents of Components: V,S,M
the space will fall into normal reality if they have Casting Time: 2 segments
not already departed. True reality is visible Saving Throw: Negates
through the portal, but cannot be affected from
within. This spell causes terror in creatures of less than
sixth level or six hit dice. Such creatures are
ROPE TRICK - Magic User entitled to a saving throw, which, if successful,
Arcane Transmutation/ Alteration allows them to shake off the spell’s effect entirely.
If a creature fails the saving throw, however, it will
Level: Magic user 2 become frozen with terror. If forced, it can fight,
Range: Touch but it suffers a penalty of –1 to all attacks,
Duration: 2 turns/ level damage, and saving throw rolls.
Area of Effect: 1 piece of rope
Components: V,S,M SECRET CHEST
Casting Time: 2 segments Arcane Transmutation/ Alteration
Saving Throw: None
Level: Magic user 5
Except as may be noted above, this spell is Range: See below
identical to the illusionist spell of the same name. Duration: 60 days
Area of Effect: 1 chest or box, 12 cubic ft
SANCTUARY Components: V,S,M
Clerical Abjuration Casting Time: 1 turn
Saving Throw: None
Level: Cleric 1
Range: Personal This spell allows the magic user to shift a
Duration: 2 rounds + 1 round/ level magically crafted treasure chest into the æthereal
Area of Effect: Caster plane, where it will be safe from those who might
Components: V,S,M seek to steal the caster’s possessions. The chest

128
Shades CHAPTER II: SPELLS Shadow Monsters

itself must be crafted of the finest materials in or- Components: S


der to support the spell’s magic, and it will cost a Casting Time: 2 segments
minimum of 5,000 gp to have a craftsman or Saving Throw: None
craftsmen build it, together with a second,
miniature copy. When the magic user casts the With a mystical gesture, the illusionist creates an
spell, one hand upon the chest and one upon the illusory door (either in a wall or free-standing). If
miniature, the chest disappears into the æthereal the illusionist steps through, he or she disappears
plane, together with its contents. These contents from sight and may go where he or she pleases. If
may be up to one cubic foot of material per caster anyone else opens the door, they will perceive a
level (and no more than this) regardless of the small empty room. The caster’s invisibility after
chest’s actual volume. If the chest contains any passing through the shadow door is particularly
living matter, there is a 75% chance that the spell powerful and cannot be seen by use of detect
will completely fail, although if it should succeed, invisibility, although he or she can be seen with
the living creature will be imprisoned in the more powerful divination magic.
æthereal plane until freed. The caster (and only
the caster) can use the miniature chest to pull the SHADOW MAGIC
larger one from the æther wherever he or she Phantasmal Illusion
might be. It is possible, although not likely, that
some æthereal creature or æthereal traveller Level: Illusionist 5
might happen upon the chest while it is in the Range: 50 ft + 10 ft/ level
æthereal plane. So long as the chest remains in Duration: See below
the æthereal plane, the magic user will still be Area of Effect: See below
able to retrieve it (although it may have been Components: V,S
looted). No creature on the material plane has any Casting Time: 5 segments
chance using any magic known to humanity to Saving Throw: See below
locate a secret chest that has been hidden in the
æthereal plane by means of this spell. After the The caster employs his or her ability to draw upon
spell duration expires, there is a cumulative 1 in the shadow planes, adding an element of quasi-
20 chance per day that the spell’s link to the chest reality to an illusory spell. The “spell” may be one
will fail, and the chest will be irrecoverable. of a limited group: cone of cold, fireball, lightning
bolt, or magic missile. The illusory spell will inflict
SHADES normal damage upon creatures in the area of
Phantasmal Illusion effect for that spell unless a saving throw is
successful (note that the targets only receive a
Level: Illusionist 6 saving throw against the illusion, and do not
Range: 30 ft obtain an additional saving throw for the illusory
Duration: 1 round/ level spell’s effect). If the saving throw against the
Area of Effect: 20 x 20 ft illusion is successful, the target will take only one
Components: V,S hit point of damage per caster level.
Casting Time: 6 segments
Saving Throw: See below SHADOW MONSTERS
Phantasmal Illusion
This spell creates partially-real illusory monsters
in the same manner as the spell shadow Level: Illusionist 4
monsters, but shades have 60% of normal hit Range: 30 ft
points rather than 20%. If they are detected as Duration: 1 round/ level
only quasi-real, they inflict 60% of normal damage Area of Effect: 20 x 20 ft
and are AC 6. Components: V,S
Casting Time: 4 segments
SHADOW DOOR Saving Throw: See below
Phantasmal Illusion
This is the first spell an illusionist can learn that
Level: Illusionist 5 draws upon the power of shadow planes behind
Range: 10 ft the material plane of existence. This sort of magic
Duration: 1 round/ level is the hallmark of the truly powerful illusionist, for
Area of Effect: Magic door by tapping the power of the shadow planes an

129
Shape Change CHAPTER II: SPELLS Shatter

illusionist can weave quasi-reality into his or her shadow monster is entitled to a saving throw to
phantasms. At this level of power, the illusionist realize that the creature is only partially real. If
can begin to reshape reality by the power of his or shadow creatures attack someone who fails the
her mind. The shadow monsters created by the saving throw, they strike and inflict damage as the
spell are selected by the caster (subject to the type of creature they appear to be (excluding
GM’s discretion). The total hit dice of the monsters magical attacks such as breath weapons). If they
cannot exceed the caster’s level, and all of them attack someone who has succeeded in making a
must be the same kind of monster. Shadow saving throw, they are treated as AC 10 and inflict
monsters have only 20% of normal hit dice only 20% (multiply by .2 and round up) of normal
(multiply by .2 and round up). Anyone seeing a damage for that sort of creature.

SHAPE CHANGE a treasure chest to a dragon. The material


Arcane Transmutation/ Alteration component of the spell is a piece of jewellery
worth 5,000 gp.
Level: Magic user 9
Range: 0 SHATTER
Duration: 1 turn/ level Arcane Transmutation/ Alteration
Area of Effect: Caster
Components: V,S,M Level: Magic user 2
Casting Time: 9 segments Range: 60 ft
Saving Throw: None Duration: Instantaneous
Area of Effect: 1 object
Upon casting this spell, the magic user becomes Components: V,S,M
able to change shape almost at will (each change Casting Time: 2 segments
takes one segment, and incurs no system shock Saving Throw: Negates
check). The caster retains his or her own mind
and hit points, but assumes the magical properties This spell causes an item to shatter into pieces. It
of the shape-changed form as well as its physical can affect objects of up to ten lbs weight per
capabilities. The spell does not allow the caster to caster level. Only brittle materials are affected by
assume the form of any greater creature native to the spell (glass, earthenware, etc.) excluding
another plane of existence, but virtually any other magical items of any kind. The item is permitted a
form can be assumed, from a tree to an insect to saving throw against a crushing blow to avoid

130
Shield CHAPTER II: SPELLS Simulacrum

destruction. This spell imbues the caster’s hand with a


powerful electrical charge that the magic user may
SHIELD use to deliver a deadly shock. The electrical
Arcane Evocation charge can be delivered either by a direct touch
(requiring a successful attack roll) or through a
Level: Magic user 1 conductive material such as metal. This spell is
Range: Caster not powerful enough to deliver a dangerous shock
Duration: 5 rounds/ level through any significant volume of water, but a
Area of Effect: See below small quantity of water (a shallow puddle, for
Components: V,S instance) could be used as a suitable conductor.
Casting Time: 1 segment The shocking grasp inflicts 1d8 hit points of
Saving Throw: None damage, +1 hit points per level of the caster.

By means of this spell, the caster creates an SILENCE, 15 FT RADIUS


invisible barrier of magical force. Magic missiles Clerical Transmutation/ Alteration
cannot penetrate the barrier at all. The magic user
gains an armour class of 2 against any hurled Level: Cleric 2
weapon, armour class of 3 against propelled Range: 120 ft
weapons such as arrows, and armour class of 4 Duration: 2 rounds/ caster level
against all other attacks. All saving throws against Area of Effect: 30 ft diameter sphere
frontal attacks (by wands, dragon breath, etc.) are Components: V,S
made at +1 during the spell’s duration. The shield Casting Time: 5 segments
is a frontal defence and grants no benefits against Saving Throw: See below
attacks from behind or from the rear flanks.
Casting this spell brings into being an area of
SHILLELAGH complete and utter magical silence in which no
Druidic Transmutation/ Alteration sound can be heard. The spell may be cast upon
a location in the air, upon a physical object (in
Level: Druid 1 which case it will move with the object), or upon a
Range: Touch creature (in which case a saving throw is
Duration: 1 round/ caster level applicable). If the creature makes a saving throw,
Area of Effect: 1 oak club the area of silence will centre upon the space just
Components: V,S,M behind the intended victim.
Casting Time: 1 segment
Saving Throw: None SIMULACRUM
Arcane Illusion/ Phantasm
The druid imbues a club or billet of oak-wood with
enchanted power, making it +1 to hit and capable Level: Magic user 7
of inflicting 2d4 points of damage against small Range: Touch
and medium-sized opponents, 1d4+1 against Duration: Instantaneous (permanent)
large opponents. The shillelagh must be wielded Area of Effect: 1 creature
by the druid in order for it to possess these Components: V,S,M
magical properties; in the hands of any other Casting Time: 1 day
person it will be no more than an ordinary wooden Saving Throw: None
club.
This eerie spell permits the magic user to make a
SHOCKING GRASP living duplicate of another creature using ice or
Arcane Transmutation/ Alteration snow as the raw material of the duplicate’s
substance. The simulacrum is identical in
Level: Magic user 1 appearance to the original in even the minutest
Range: Touch detail, although there are many differences in
Duration: 1 round other respects. The simulacrum will always be
Area of Effect: 1 creature weaker than the original, having only half of the
Components: V,S original hit points and a lower level of experience
Casting Time: 1 segment (1d4+1 x10%). The simulacrum does not have its
Saving Throw: None own personality; it is under the caster’s control

131
Sleep CHAPTER II: SPELLS Snake Charm

and has no volition without the caster’s spoken Components: V,S,M


command. A simulacrum can be improved by the Casting Time: 3 segments
use of other spells; a reincarnation spell will Saving Throw: None
provide it with its own personality, and a limited
wish may be used to give it the original’s This spell acts upon its targets to slow down their
personality and 40-60% of the original’s movements, or can be used to negate the effects
memories. Casting the spell requires material of a haste spell. Any creature affected by a slow
components of 1,000 gp in value, and a part (even spell will find that it can only move at half normal
so small as a piece of hair) of the creature to be speed and attack at half its normal rate. The spell
duplicated. may be cast upon up to one creature per caster
level, but all must be within the area of the spell’s
SLEEP area of effect at the time of casting. If more than
Arcane Enchantment/ Charm one slow spell is cast upon the same subject, the
effects of the two spells will be cumulative.
Level: Magic user 1
Range: 30 ft + 10 ft/ level SLOW POISON
Duration: 5 rounds/ level Clerical Necromancy
Area of Effect: See below
Components: V,S,M Level: Cleric 2
Casting Time: 1 segment Range: Touch
Saving Throw: None Duration: 6 turns/ level
Area of Effect: Creature touched
This spell affects a circular area with a 15 ft Components: V,S,M
radius. A number of creatures within this radius Casting Time: 1 segment
(determined by their hit dice) fall into a deep Saving Throw: None
magical slumber with no saving throw allowed.
Magically sleeping creatures may be killed or tied This spell is used to slow the progress of poison
up at a rate of one per round by a single person, through the body. Even a person who has died
or can be attacked at twice the normal rate with from poison may be revived if he succumbed to
an automatic hit for maximum damage, if the the poison within a number of turns less than or
attacker chooses not to kill or bind them. A equal to the caster’s level of experience. The spell
sleeping creature requires a full round to waken does not eliminate or neutralise poison; it merely
and must be shaken or slapped to bring it to slows it. A poisoned creature will lose one hit point
consciousness; mere noise, however loud, will not per turn (but will not fall below one) during the
disturb the enchanted slumber of a sleep spell’s spell’s duration; once the spell’s protection
victim. The number of enemies affected by the expires, the victim will suffer the full potency of the
spell is a function of their hit dice. If there are poison. The spell is generally used to keep
creatures of different hit dice in the area, the someone alive until the poison can be neutralised
weaker ones will be affected first. Creatures with completely by other means, such as a neutralise
hit dice over 4+4 are not affected by the spell. poison spell.

Hit Dice of Victim Number Affected SNAKE CHARM


1 or less 4d4 Clerical Enchantment/ Charm
1+ to 2 2d4
2+ to 3 1d4 Level: Cleric 2
3+ to 4 1d2 Range: 30 ft
4+1 to 4+4 0 or 1 (d2-1) Duration: See below
Area of Effect: See below
Components: V,S
SLOW
Casting Time: 5 segments
Arcane Transmutation/ Alteration
Saving Throw: None
Level: Magic user 3
A pattern of gestures made by the cleric in the
Range: 90 ft + 10 ft/ level
course of casting this spell creates a hypnotic
Duration: 3 rounds + 1 round/ level
effect on snakes. Any snake affected by the spell
Area of Effect: 1 creature/ level in a 40 sq ft area

132
Snare CHAPTER II: SPELLS Speak with Dead

will rise up and begin swaying back and forth, the exception of mindless creatures). While the
otherwise remaining motionless. A cleric can spell lasts, the animal (and any other animals of
affect multiple serpents with the spell, up to a total the same type in its company) will refrain from
number of hit points equal to the cleric’s own. The attacking, even if they were initially hostile.
spell’s duration depends upon the existing Depending upon the nature of the conversation, if
emotions of the snake at the time the spell is cast. the animal’s alignment is neutral or of the same
If the snake was asleep, the duration of the charm tendency as the cleric’s, the animal may be
is 1d4+2 turns; if the snake was awake but not disposed to help the cleric in some manner. It is
angry, the duration will be 1-3 turns; and if the important to note that the spell does not permit
snake was angry (or attacking), the spell will last speech with animals of monstrous or unnatural
1d4+4 rounds. nature; communication with a monster such as a
cockatrice, for example, is beyond the spell’s
SNARE power. Neither does the spell suddenly imbue an
Druidic Enchantment/ Charm animal with intelligence; the observations and
opinions of an animal such as a badger will be
Level: Druid 3 appropriate to the animal’s own experiences,
Range: Touch motives, and intellectual limitations.
Duration: Permanent (until triggered)
Area of Effect: 10 ft radius + 6 ft/ caster level
Components: V,S,M
Casting Time: 3 rounds
Saving Throw: None

This spell is used to enchant a normal snare,


making it hard to detect and supernaturally
effective. The spell is cast upon a rope, vine, or
cord, which then blends perfectly with the
surroundings, becoming 90% undetectable to
normal (unenchanted) vision. When any creature
steps into the area bounded by the snare, the SPEAK WITH ANIMALS - Druid
snare will whip closed and bind the victim tightly. Druidic Transmutation/ Alteration
Strength of 23 is required to break the snare for
one hour after the spell is triggered, and the Level: Druid 1
strength required falls by one point per hour until Range: 0
12 hours have elapsed, at which time the spell Duration: 2 rounds/ caster level
ceases to have any effect. If the snare is attached Area of Effect: 1 animal type within 40 ft of the
to a suitably flexible tree, the spell will magically caster
bend the tree so that when the trap is triggered it Components: V,S
will snap the victim into the air for 1d6 points of Casting Time: 3 segments
damage and hold it suspended from the branches. Saving Throw: None

SPEAK WITH ANIMALS - Cleric This spell allows the druid to speak with all
Clerical Transmutation/ Alteration animals of a particular type or species that are
within 40 ft of him or her when the spell’s casting
Level: Cleric 2 is complete. In all other respects, except as
Range: 0 denoted above, the spell is identical to the second
Duration: 2 rounds/ caster level level cleric spell speak with animals.
Area of Effect: 1 creature within 30 ft of the
caster SPEAK WITH DEAD
Components: V,S Clerical Necromancy
Casting Time: 5 segments
Saving Throw: None Level: Cleric 3
Range: 10 ft
When the caster invokes this spell, he or she Duration: See below
becomes able to communicate with and Area of Effect: 1 dead creature
understand the “speech” of normal animals (with Components: V,S,M

133
Speak with Monsters CHAPTER II: SPELLS Spell Immunity

Casting Time: 1 turn and understand the answers given, although any
Saving Throw: None conclusions or opinions the plant provides will be
based on the plant’s level of intelligence. Even a
By casting speak with dead, the cleric opens a normal plant, however, will be able to convey
mystical channel to the afterworld, permitting him information about events that have transpired
or her to ask a dead creature several questions. near it. If the plants are capable of motion, it will
As with most spells that concern the afterlife, the be possible for the cleric to persuade them into a
length of time that the soul has departed is a course of action, such as drawing aside to allow
factor—the longer the creature has been dead, passage, or even attacking an enemy citadel.
the more powerful the casting cleric must be to
initiate contact. The cleric must be able to speak SPEAK WITH PLANTS - Druid
the dead creature’s language and must have Druidic Transmutation/ Alteration
some portion of its bodily remains available as the
focus of the spell. Level: Druid 4
Range: Caster
Max Duration: 2 rounds/ caster level
Caster Spell number of Max time Area of Effect: 40 ft radius around caster
level duration questions since death Components: V,S,M
5-6 1 round 2 1 week Casting Time: 1 turn
7-8 3 rounds 3 1 month Saving Throw: None
9-12 1 turn 4 1 year
13-15 2 turns 5 1 decade Other than as noted above, this spell is identical
16-20 3 turns 6 1 century to the clerical spell speak with plants.
21+ 1 hour 7 1 æon
SPECTRAL FORCE
SPEAK WITH MONSTERS Phantasmal Illusion
Clerical Transmutation/ Alteration
Level: Illusionist 3
Level: Cleric 6 Range: 60 ft + 10 ft/ level
Range: Caster Duration: See below
Duration: 1 round/ caster level Area of Effect: 40 x 40 ft sq + 10 x 10 ft sq/ level
Area of Effect: 30 ft radius Components: V,S,M
Components: V,S Casting Time: 3 segments
Casting Time: 9 segments Saving Throw: See below
Saving Throw: None
This spell functions in the same manner as
Within the spell’s area of effect, the caster improved phantasmal force, but it is a more
becomes capable of communicating with any kind powerful evocation of the same magic. The
of creature provided it has some form of illusionist can include sounds, smells, and heat (or
intelligence. The spell does not make the target cold) into the illusion, making it very believable.
friendly to the caster; for this, the caster must rely The spectral force can linger for three rounds after
upon his or her charisma. the illusionist ceases to concentrate upon it.

SPEAK WITH PLANTS - Cleric SPELL IMMUNITY


Clerical Transmutation/ Alteration Arcane Abjuration

Level: Cleric 4 Level: Magic user 8


Range: Caster Range: Touch
Duration: 1 round/ caster level Duration: 1 turn/ level, divided among recipients
Area of Effect: Caster Area of Effect: 1 creature/ 4 levels
Components: V,S,M Components: V,S,M
Casting Time: 1 turn Casting Time: 1 round/ recipient
Saving Throw: None Saving Throw: None

The cleric becomes able to hold converse with This spell confers tremendous protection against
living plant matter. He or she may pose questions magical attacks that affect the mind. A creature

134
Spider Climb CHAPTER II: SPELLS Spiritual Weapon

warded by this spell gains a +8 bonus to such resistance allows it to escape this effect). Even if
saving throws. The caster may divide the spell’s the fiend’s magic resistance protects it, the words
duration among as many recipients as his or her of the scroll cause considerable agony, and if the
caster level divided by four. The material creature has the ability to escape it is only 10%
component for this spell is a gem of any kind or likely to remain and try to stop the final reading
size. (0% likelihood if it has no means of attacking the
magic user, gaining possession of the scroll, or
SPIDER CLIMB otherwise influencing events in its favour). After
Arcane Transmutation/ Alteration one full minute of reading the scroll (i.e., in the
second round), the fiend loses one hit point per hit
Level: Magic user 1 die from pain. In the third round, the fiend loses
Range: Touch 50% of its remaining hit points from the agony
Duration: 1 round + 1 round/ level caused by the words of the scroll. After the third
Area of Effect: 1 creature round of reading, the fiend is banished to its home
Components: V,S,M plane, where it writhes in agony for a period of
Casting Time: 1 segment years equal to the caster’s level.
Saving Throw: None
Obviously, any fiend caught with this ritual will
When the magic user casts this spell, the seek to negotiate its way out; the GM will
recipient’s bare hands and feet become sticky determine probabilities based on the fiend’s goals
enough to allow him or her to climb walls and and personality, but the base likelihood will be
even crawl along a ceiling. The movement rate for roughly 25% per round that the fiend will agree to
such climbing is 30 ft per round. The subject of perform a task for the caster in exchange for
this spell will find it difficult to employ tools or nothing more than the cessation of the ritual.
handle small objects with precision while the spell
is in effect.

SPIRIT-RACK
Arcane Abjuration

Level: Magic user 6


Range: 10 ft + 1 ft/ level
Duration: See below
Area of Effect: 1 fiend
Components: V,M
Casting Time: 8d6 hours
Saving Throw: None

This spell is used to utterly banish a particular


demon, devil, or the like to its home plane of
existence for a number of years equal to the SPIRITUAL WEAPON
caster’s level. To cast the spell, the magic user Clerical Invocation
must know the fiendish creature’s name, and
inscribe it into a scroll, the preparation of which Level: Cleric 2
requires 8d6 hours and the expenditure of at least Range: 30 ft
5,000 gp. Once the spell is cast, if the scroll is Duration: 1 round/ level
read aloud by the caster in the fiend’s presence it Area of Effect: Hammer-shaped divine force
will have the effects described below. A caster Components: V,S,M
can create no more than one scroll for any Casting Time: 5 segments
particular fiend and can only keep three such Saving Throw: None
scrolls in existence at any one time; the magic of
one will fade if a fourth is created. To cast this spell, the cleric throws a real war
hammer into the air, invoking the power of his or
When the caster speaks the first words of the her god(s). The real hammer disappears, replaced
scroll in the fiend’s presence, the demon is with a mist-like shape of divine force that attacks
immediately held in place (unless its innate magic at the cleric’s will while the cleric concentrates

135
Statue CHAPTER II: SPELLS Stinking Cloud

upon maintaining it (limited, of course, to the This spell enables the cleric to transform sticks
duration of the spell). The hammer strikes as a into serpents that attack at the cleric’s will. The
magical weapon for purposes of affecting snakes may be ordered to take other actions if the
creatures hit only by magic weapons (as if it were cleric can speak with them, but this spell alone
a +1 weapon, with an additional +1 per three does not grant the power to communicate with the
levels of the caster), but it has no actual bonus on snakes, only to will them to attack particular
to hit rolls. The spiritual weapon attacks as if it opponents. The spell transforms one stick per
were wielded by the cleric, at the cleric’s level and caster level, and each snake has a 5% chance
with any appropriate to hit and damage bonuses per caster level of being venomous. The reverse
(or penalties). The weapon does damage as a of the spell will change snakes into harmless
normal war hammer. sticks and can work such a transformation upon
snakes created by means of this spell. Sticks of a
STATUE magical quality, such as wands or magic spears,
Arcane Transmutation/ Alteration are not affected by the spell.

Level: Magic user 7


Range: Touch
Duration: 6 turns/ level
Area of Effect: Creature touched
Components: V,S,M
Casting Time: 7 segments
Saving Throw: See below

The statue spell allows the caster or other


recipient of the spell to turn, apparently, into a
statue made of stone. The creature can still utilize
all of its senses, although the sense of touch is
dulled, and only actual damage to the stone is felt.
The ensorcelled creature can shift in and out of
the statue-form in one second and is not limited to
one such shift in a single round. During the initial
transformation, the creature must make a special
system shock roll with a flat 82% chance of
success, with a +1% for every point of constitution
the creature possesses (100% chance at Con 18). STICKS TO SNAKES - Druid (Reversible)
Failing this roll means that the creature dies. The Druidic Transmutation/ Alteration
statue does radiate magic slightly and can be
detected in this manner as well as with other Level: Druid 5
similar divination spells or items. The initial Range: 40 ft
transformation requires a full round. Damage that Duration: 2 rounds/ caster level
actually manages to hurt the stone statue will be Area of Effect: 5 ft radius
incurred by the creature, but the stone is as hard Components: V,S,M
and durable as granite and not easy to chip or Casting Time: 7 segments
break. Saving Throw: None

STICKS TO SNAKES - Cleric (Reversible) Except as may be noted above, this spell is
Clerical Transmutation/ Alteration identical to the clerical spell of the same name.

Level: Cleric 4 STINKING CLOUD


Range: 30 ft Arcane Evocation
Duration: 2 rounds/ caster level
Area of Effect: 10 ft cube Level: Magic user 2
Components: V,S,M Range: 30 ft
Casting Time: 7 segments Duration: 1 round/ level
Saving Throw: None Area of Effect: 20 ft radius spherical cloud
Components: V,S,M

136
Stone Shape CHAPTER II: SPELLS Suggestion

Casting Time: 2 segments Duration: 1 turn


Saving Throw: See below Area of Effect: 1 cubic yard of stone
Components: V,S,M
This spell creates a nauseating cloud of vapours Casting Time: 1 turn
to billow forth in a location chosen by the caster. Saving Throw: None
All creatures caught within (or later entering) the
noxious cloud must make saving throws. Any This spell causes stone to hear and speak. Rocks
creature failing to save will be completely unable and stones in the area of effect will answer any of
to act for 1d4+1 rounds, falling to the ground the cleric’s questions about what has transpired in
retching and gagging (treated as stunned). A their immediate vicinity, or what lies behind them.
creature that succeeds in making the saving throw
may move from within the cloud and be free of the STONE TO FLESH (Reversible)
effects after only one round of gasping fresh air Arcane Transmutation/ Alteration
(again, being treated as stunned for this round).
Even creatures that succeed in making a saving Level: Magic user 6
throw cannot do anything within the cloud other Range: 10 ft/ level
than to leave as fast as possible. Duration: Instantaneous
Area of Effect: 1 creature
STONE SHAPE - Druid Components: V,S,M
Druidic Transmutation/ Alteration Casting Time: 6 segments
Saving Throw: See below
Level: Druid 3
Range: Touch This spell transforms stone into flesh, or vice
Duration: Instantaneous versa if the caster has elected to memorise the
Area of Effect: 3 cubic ft + 1/ caster level reversed version, flesh to stone. A creature that
Components: V,S,M has been turned to stone will be returned to its
Casting Time: 1 round normal state (provided that a system shock roll is
Saving Throw: None successful). If the spell is used upon normal stone
(as opposed to restoring a petrified creature), up
This spell is identical to the magic user spell of the to 9 cubic ft per caster level may be transformed.
same name, except as noted above. A saving throw is permitted only against the
spell’s reverse, flesh to stone.
STONE SHAPE - Magic User
Arcane Transmutation/ Alteration STRENGTH
Arcane Transmutation/ Alteration
Level: Magic user 5
Range: Touch Level: Magic user 2
Duration: Instantaneous Range: Touch
Area of Effect: 1 cubic ft/ level Duration: 6 turns/ level
Components: V,S,M Area of Effect: 1 person
Casting Time: 1 round Components: V,S,M
Saving Throw: None Casting Time: 1 turn
Saving Throw: None
The magic user moulds stone by the power of his
or her will, shaping it into whatever object or form This spell increases a person’s strength (affecting
he or she desires, from a weapon to a sculpture to the same sorts of creatures as hold person). The
an ornate stone footstool. Whether used to recipient’s strength increases by 1d6, and
decorate the wizard’s tower with gargoyles or to members of the various fighter-type classes gain
make an escape hole from a stone prison, this a +1 to this roll. If the spell is cast upon a monster
spell is extremely versatile and useful. (such as an orc), the GM is free to rule for
convenience that the effect of the spell is to grant
STONE TELL +1 to damage, and if the d6 roll is a 5 or 6, a +1 to
Clerical Divination hit as well.

Level: Cleric 6 SUGGESTION - Illusionist


Range: Touch Phantasmal Enchantment/ Charm

137
Suggestion CHAPTER II: SPELLS Symbol

Level: Illusionist 3 SUMMON INSECTS


Range: 30 ft Druidic Conjuration/ Summoning
Duration: 4 turns + 4 turns/ level
Area of Effect: 1 creature Level: Druid 3
Components: V, M Range: 30 ft
Casting Time: 3 segments Duration: 1 round/ caster level
Saving Throw: Negates Area of Effect: See below
Components: V,S,M
This spell empowers the caster to suggest facts or Casting Time: 1 round
courses of action with an almost unavoidable Saving Throw: None
power of persuasion. Factual suggestions (“These
are not the halflings you seek”), suggestions of a When the druid completes the intonations and
course of action (“You won’t mention you saw us, gestures of this spell, a swarm of insects appears
I have no doubt”), or a combination of both are from nearby or from the thin air to attack the
possible. Even a victim who has failed a saving druid’s enemies. There is a 70% chance that the
throw against the spell will not undertake a course swarm will be composed of flying insects, 30%
of action that is palpably unreasonable, but the chance that the insects will be ants or other non-
experienced caster can easily phrase his or her airborne biting vermin. A flying swarm can move
requests in such a way as to avoid this problem. tremendously fast, but a crawling swarm is limited
No creature will leap off a cliff for no reason; but to movement of 12 ft per round. In either case, the
the caster might need to scout the bottom of a insects automatically inflict two hit points of
chasm and promise to cast a feather fall spell, or damage per round against their target, and the
hand the victim a “magical” torch that supposedly unfortunate victim will be so thickly covered as to
permits the power of flight. The creature to be be incapable of any action, including movement.
influenced must be able to hear and understand The druid may redirect the swarm to attack
the language spoken by the caster. another opponent, but the command will cause
one round of confusion within the swarm as it
reorients itself toward the new target.

SUMMON SHADOW
Phantasmal Conjuration/ Summoning

Level: Illusionist 5
Range: 10 ft
Duration: 1 round + 1 round/ level
Area of Effect: Summoned shadows
Components: V,S,M
Casting Time: 5 segments
Saving Throw: None

This spell summons one undead shadow per


caster level from the shadow planes. The
shadows are under the illusionist’s command and
SUGGESTION - Magic User will do his or her bidding. If turned, they will return
Arcane Enchantment/ Charm to the shadow plane whence they came.

Level: Magic user 3 SYMBOL - Cleric


Range: 30 ft Clerical Conjuration/Summoning
Duration: 6 turns + 6 turns/ level
Area of Effect: 1 creature Level: Cleric 7
Components: V,M Range: Touch
Casting Time: 3 segments Duration: 1 turn/ level
Saving Throw: None (Negates) Area of Effect: See below
Components: V,S,M
Except as noted above, this spell is identical to Casting Time: 3 segments
the illusionist spell of the same name. Saving Throw: Negates

138
Symbol CHAPTER II: SPELLS Telekinesis

To cast this spell, the cleric shapes a glowing Symbol of Hopelessness: Creatures that fail to
symbol in the air. Any creature seeing the symbol save vs spells are affected by deep depression for
closely enough to discern its shape 3d4 turns. Each round during this period they act
(approximately 100 ft) will be affected by it. The randomly, not acting at all (25%), or walking away
clerical casting of this spell allows for three from the symbol (75%), even if this means
different symbols: Hopelessness, Pain, and breaking off from combat. Such creatures will
Persuasion. submit to any demand made by an enemy or ally,
including a command to surrender.
Hopelessness: The symbol of hopelessness
causes despair. Any creature (other than those Symbol of Insanity: Creatures with total hit
with no intelligence) failing the saving throw will points of not more than 120 are affected by
wander sadly away or surrender in the face of a lunacy, acting per the random actions described in
challenge such as a combat. The despair will the confusion spell. The effect is permanent (or
persist for 3d4 turns. until removed by magical means).

Pain: The symbol of pain inflicts terrible, shooting Symbol of Pain: Any creature triggering the
pains for a duration of 2-20 turns. Any creature so symbol is subjected to horrible pain, losing 2
affected will suffer a –4 penalty on attack rolls and points of dexterity and gaining a penalty of –4 on
a temporary loss of 2 dexterity points. all to-hit rolls for a period of 2d10 turns.

Persuasion: Those viewing the symbol of Symbol of Sleep: This symbol causes any
persuasion and failing their saving throw will creature of 8+1 hit dice or less to fall into an
undergo a temporary change of alignment to the enchanted slumber; it is impossible to awaken the
caster’s alignment and become friendly to the victims for 4d4+1 turns.
caster for 1d20 turns.
Symbol of Stunning: Creatures with a total of
SYMBOL - Magic User 160 or fewer hit points are stunned for 3d4
Arcane Conjuration/ Summoning rounds, dropping whatever they are holding.

Level: Magic user 8 Material components for this spell cost at least
Range: Touch 10,000 gp.
Duration: See below
Area of Effect: See below TELEKINESIS
Components: V,S,M Arcane Transmutation/ Alteration
Casting Time: 8 segments
Saving Throw: See below Level: Magic user 5
Range: 10 ft/ level
The symbol spell is used to enchant magical Duration: 2 rounds + 1/ level
runes written on a surface. Any creature that Area of Effect: 25 lbs/ level
passes by, over, or under the rune; touches it; or Components: V,S
reads it will be affected by its magic. There are Casting Time: 5 segments
numerous symbols that can be created with this Saving Throw: None
spell. Those best known are as follows:
This spell allows the caster to move objects
Symbol of Death: Creatures with hit points through force of will, up to a weight limit of 25 lbs
totalling not more than 80 are slain. per level. An object can be accelerated to a
deadly velocity over the course of a few minutes.
Symbol of Discord: All creatures in the area The base speed is 20 ft per round, but the caster
begin arguing with one another. Those that do not can double this speed every round (to 40 ft, then
share the same alignment have a 50% chance of 80 ft, then 160 ft) to a maximum of 102,400 ft per
actually fighting one another. The duration of the round (1,706 ft per second). For every 2,000 ft per
effect is 5d4 rounds, but if a fight breaks out, the round that an object is travelling, it will sustain 1d6
duration is reduced to 2d4 rounds. damage if it strikes another object. The spell
allows an object to be moved in any direction,
Symbol of Fear: As per fear spell, but save at –4. horizontally or vertically.

139
Teleport CHAPTER II: SPELLS Time Stop

TELEPORT When travelling to a false destination, the player


Arcane Transmutation/ Alteration rolls 1d20+80 on the table rather than rolling d%,
as there is no real destination.
Level: Magic user 5
Range: Touch On Target: The caster appears in the correct
Duration: Instantaneous location.
Area of Effect: 250 lbs + 150/ level over 10th
Components: V Off Target: The caster appears safely, a random
Casting Time: 2 segments distance away from the destination in a random
Saving Throw: None direction. Distance off target is 1d10x1d10% of
the distance that was to be travelled. The direction
The teleport spell permits the caster to transport off target is determined randomly.
him- or herself, and any additional weight he or
she can carry, instantly from one place to another. Similar Area: The caster winds up in an area that
The magic user must be familiar with the is visually or thematically (depending on how the
destination (see below), but there is no effective caster identified it while casting) similar to the
range to the spell, although it does not permit target area. It is possible (25% chance) that this
travel to other planes. result will indicate that the correct location has
been reached but that the caster and party will
Sim- arrive too high, falling 1d% ft unless there is
Familiar- On Off ilar means to arrest the fall. If the party arrives too
ity Target Target Area Mishap high and the result would entomb them in a solid
Very 01–97 98–99 100 — surface, they die instantly. Generally, the caster
familiar will appear in the closest similar place within
Studied 01–94 95–97 98– 100 range. If no such area exists within the spell’s
carefully 99 range, the spell simply fails.
Seen 01–88 89–94 95– 97–100
casually 96 Mishap: The caster and anyone else teleporting
Viewed 01–76 77–88 89– 99–100 with him or her arrive beneath the destination
once 90 point, causing instant death if the area is solid.
False (1d20+80) — 81– 93–100
destina- 92 TEMPORAL STASIS (Reversible)
tion Arcane Transmutation/ Alteration

To see how well the teleportation works, the Level: Magic user 9
player will roll d% and consult the preceding table. Range: 10 ft
Refer to the following information for definitions of Duration: Permanent
the terms contained in table: Area of Effect: 1 creature
Components: V,S,M
Familiarity: “Very familiar” is a place where the Casting Time: 9 segments
caster has been very often and feels at home. Saving Throw: None
“Studied carefully” is a place the caster knows
well, either because he or she can currently see it, This spell places the victim into a magical sleep
has been there often, or has used other means so deep that it is akin to suspended animation.
(such as scrying) to study the place for at least The victim does not age or change in any way and
one hour. “Seen casually” is a place that the does not need to breathe or eat. The sleep lasts
caster has seen more than once but with which he until the victim is awakened by the use of dispel
or she is not very familiar. “Viewed once” is a magic or the spell’s reverse form.
place that the caster has seen once, possibly
using magic. “False destination” is a place that TIME STOP
does not truly exist, or if the caster is teleporting to Arcane Transmutation/ Alteration
an otherwise familiar location that no longer exists
as such, or has been so completely altered as to Level: Magic user 9
no longer be considered “familiar.” Range: 10 ft
Duration: 1 segment/ 2 levels + 1d8 segments
Area of Effect: 15 ft radius sphere

140
Tiny Hut CHAPTER II: SPELLS Transformation

Components: V will rise or fall accordingly from 70˚. The caster


Casting Time: 9 segments may illuminate the inside of the hut with a dim,
Saving Throw: None ambient light that will not, of course, show to the
outside.
This spell allows the caster to act between two
moments of time, in a bubble where the outside is TONGUES - Cleric (Reversible)
frozen in place, not moving in the flow of time’s Clerical Transmutation/ Alteration
passage. The spell’s common name is a
misnomer, for time does not actually stop; rather Level: Cleric 4
the caster simply gains a few “extra” moments, Range: 0
captured in between the points of time’s normal Duration: 1 turn
passage. Effectively, the caster simply gains the Area of Effect: 30 ft radius
duration of the spell as extra time in which he or Components: V,S
she may perform whatever actions he or she Casting Time: 7 segments
wishes, while the rest of the universe is effectively Saving Throw: None
frozen relative to the caster.
Within the radius established by this spell, the
TINY HUT caster, and the caster alone, will be able to speak
Arcane Transmutation/ Alteration and understand any verbal language. Note that
the spell’s area of effect does not move with the
Level: Magic user 3 caster. The reverse of the spell makes verbal
Range: 0 communication impossible for any person (not just
Duration: 6 turns/ level the caster) in the spell’s area, or may be used to
Area of Effect: 5 ft radius sphere cancel out the effects of the tongues spell.
Components: V,S,M
Casting Time: 3 segments TONGUES - Magic User (Reversible)
Saving Throw: None Arcane Transmutation/ Alteration

This spell causes a bubble of magical force to Level: Magic user 3


form around the caster. The field will extend Range: 0
through solid substances if necessary, providing a Duration: 1 round/ level
complete sphere of protection even against Area of Effect: 30 ft radius
burrowing creatures. When the caster stands on Components: V,M
the ground, the sphere will thus appear to be a Casting Time: 3 segments
hemisphere, with half of it beneath the ground. Saving Throw: None
The field’s outside surface is not transparent and
is usually a dark amber colour, but anyone inside Within the radius established by this spell, the
the sphere can see through to the outside as if the caster, and the caster alone, will be able to speak
force field did not exist. The spell provides and understand any verbal language, including
protection against inclement winds and alignment tongues. Note that the spell’s area of
temperature within a certain range, but offers no effect does not move with the caster. The reverse
protection against attacks from outside. Anyone of the spell makes any verbal communication
can pass into and out of the hut, and up to six impossible for any person (not just the caster) in
medium-sized or eight small creatures can shelter the spell’s area, or may be used to cancel out the
inside with the caster. If the caster leaves the hut, effects of the tongues spell.
the spell ends.
TRANSFORMATION
Inside the hut, the inhabitants will not feel winds of Arcane Transmutation/ Alteration
up to 50 mph, which are completely blocked by
the bubble of force, but if the wind reaches gale Level: Magic user 6
force of 50 mph the tiny hut will be shredded into Range: Caster
oblivion. The temperature inside the hut remains Duration: 1 round/ level
at a pleasant 70˚ Fahrenheit for so long as the Area of Effect: Caster
outside temperature remains in a range from 0˚ to Components: V,S,M
100˚. For every degree of outside temperature Casting Time: 6 segments
beyond this range, the temperature inside the hut Saving Throw: None

141
Transmute Metal to Wood CHAPTER II: SPELLS Transport via Plants

Upon the completion of this spell, the caster’s resulting volume of mud will immediately collapse,
form and mind alter as he or she takes on the possibly trapping or suffocating those caught
spirit and attributes of a powerful berserker beneath. Similarly, if a floor is turned to mud,
warrior. The caster’s existing hit points are creatures standing in the area will sink and may
doubled, and any damage sustained is first be trapped. If dispel magic is cast upon the mud
deducted from the “additional” hit points with no before it eventually dries into dirt, the mud will
deduction from the “true” hit points until the return to stone, but in the shape and location of
additional hit points are gone. Once the additional the mud (i.e., a collapsed ceiling will not return to
hit points are gone, however, the caster sustains its original place; it will be frozen back into stone
twice normal damage from attacks. The caster’s where it collapsed). The spell’s reverse transforms
armour class improves by four points, and he or mud into sandstone or a similar sedimentary rock.
she attacks as a fighter of the same level. The
transformed magic user may only use a dagger as TRANSMUTE ROCK TO MUD - Magic User
a weapon while in this berserk state, but may Arcane Transmutation/ Alteration
attack twice per round, inflicting a +2 bonus on all
damage. The magic user cannot cancel the Level: Magic user 5
effects of this spell, and will continue to attack Range: 10 ft/ level
until all enemies are killed or the spell duration Duration: See below
ends. In order to cast this spell, the magic user Area of Effect: 20 ft cube/ level
must consume a potion of heroism. Components: V,S,M
Casting Time: 5 segments
TRANSMUTE METAL TO WOOD Saving Throw: None
Druidic Transmutation/ Alteration
Except as may be noted above, this spell is
Level: Druid 7 identical to the druidic spell of the same name.
Range: 80 ft
Duration: Instantaneous (permanent) TRANSPORT VIA PLANTS
Area of Effect: 1 metal object Druidic Transmutation/ Alteration
Components: V,S,M
Casting Time: 9 segments Level: Druid 6
Saving Throw: See below Range: Touch
Duration: See below
Using this spell, the druid may select a single Area of Effect: See below
object of metal and change its substance to wood. Components: V,S
The spell affects up to 8 lbs of metal per caster Casting Time: 3 segments
level. The item is not entitled to a saving throw, Saving Throw: None
but magic items have a flat 90% chance of being
unaffected by the spell. The mystic oneness of all nature is a principal
tenet of many druidic sects, and it sees practical
TRANSMUTE ROCK TO MUD - Druid use in the transport via plants spell. Upon casting
(Reversible) this spell, the druid may travel almost instantly
Druidic Transmutation/ Alteration from one plant to another through the mystic
oneness that joins all life forms. The spell
Level: Druid 5 operates in much the same fashion as pass plant,
Range: 160 ft but with an unlimited range.
Duration: See below
Area of Effect: 20 ft cube/ caster level When the spell is cast, the druid simply steps into
Components: V,S,M a large plant of any kind and disappears into it. He
Casting Time: 7 segments or she may remain in the first plant for up to 24
Saving Throw: None hours, but at any time he or she may step forth
from another plant of the same species in another
This spell transforms solid rock into mud, the location. The druid may know of a specific plant
volume transformed being proportionate to the from which he or she wants to emerge, or may
caster’s level. Any volume of mud will sink until its simply specify a distance and a direction. If the
depth is equal to about one half the pool’s druid does not know of a specific destination
diameter. If this spell is cast upon a ceiling, the plant, his or her arrival may be off by 1d% miles

142
Trap the Soul CHAPTER II: SPELLS True Sight

from the desired point of arrival, at the GM’s TRIP


discretion. Druidic Enchantment/ Charm

TRAP THE SOUL Level: Druid 2


Arcane Conjuration/ Summoning Range: Touch
Duration: 1 turn/ caster level
Level: Magic user 8 Area of Effect: 1 object, up to 10 ft length
Range: 10 ft Components: V,S,M
Duration: Permanent Casting Time: 4 segments
Area of Effect: 1 creature Saving Throw: Negates
Components: V,S,M
Casting Time: See below This spell turns an appropriate object into a
Saving Throw: See below magical trap of sorts. The object rises from the
ground and trips any creature crossing over it,
This spell traps a victim’s soul within a gem for even if they are aware of it (saving throw vs
eternity unless the prisoner is rescued. The prison spells—unlisted category, +4 if aware of the
must be prepared ahead of time, by the use of object). The object is 80% undetectable and will
various spells and rituals costing 1,000 gp per affect even the caster. The trap causes falls to be
level or hit die of the creature to be trapped. The much worse than normal: a running creature will
trap may be sprung by either of two methods: suffer 1d6 points of damage and be stunned for
either speaking the final word of the spell (which 1d4+1 rounds, or will merely be stunned if they fall
requires one segment and grants the target a onto a soft surface such as grass. Creatures
saving throw) or persuading the victim to accept a larger than size M are not affected by the spell.
pre-prepared trigger item (in which case no saving
throw is permitted—the imprisonment is TRUE SEEING (Reversible)
automatic). When a being is freed from Clerical Divination
imprisonment, even player characters, the being
that has performed the rescue may demand a Level: Cleric 5
service or task from the freed prisoner. For Range: Touch
unknown reasons, the request affects the prisoner Duration: 1 round/ level
in the same manner as a geas. Area of Effect: Creature touched
Components: V,S,M
TREE Casting Time: 8 segments
Druidic Transmutation/ Alteration Saving Throw: None

Level: Druid 3 This spell imbues the recipient with the ability to
Range: Caster see things as they truly are within a range of 120
Duration: 6 turns + 1 turn/ caster level ft. Illusions, displacements, astral or æthereal
Area of Effect: Caster objects and beings, and secret doors are ex-
Components: V,S,M amples of the kinds of deception and unreality that
Casting Time: 5 segments the spell reveals. Alignment auras become visible
Saving Throw: None so that the cleric can discern good from evil, law
from chaos. Polymorphed items and creatures are
Casting this spell causes the druid’s shape to melt seen in their true shape. The reverse of the spell,
and twist into that of a tree, its general false seeing, is in the nature of a curse, making
appearance determined by the caster. The spell is the subject’s perception untrustworthy and
neither an illusion nor a charm: the druid is, for all contrary in what it reveals.
intents and purposes, a tree. However, in tree
shape the druid retains human senses and will be TRUE SIGHT
fully aware of his or her surroundings. The druid Phantasmal Divination
may shift back into human shape at will, thereby
ending the spell. Magical detections will reveal the Level: Illusionist 6
druid’s true form, but ordinary inspections, no Range: Touch
matter how minute, will not. Duration: 1 round/ level
Area of Effect: 60 ft
Components: V,S

143
Turn Wood CHAPTER II: SPELLS Ventriloquism

Casting Time: 3 segments VANISH


Saving Throw: None Arcane Transmutation/ Alteration

This spell is identical in function (other than as Level: Magic user 7


may be noted above) to the clerical spell true Range: Touch
seeing, except that the illusionist cannot discern Duration: Instantaneous or permanent—see
alignments, for this spell is not of a spiritual below
nature. Area of Effect: 1 object
Components: V
TURN WOOD Casting Time: 2 segments
Druidic Transmutation/ Alteration Saving Throw: None

Level: Druid 6 The caster’s magic words cause an object to


Range: 0 vanish, either being teleported away or shifted into
Duration: 4 rounds/ caster level the æthereal plane and replaced with stone on the
Area of Effect: 120 ft wide path, 20 ft long/ caster material plane. The caster can teleport an object
level that weighs no more than 50 lbs per caster level
Components: V,S,M to a location of his or her choice (subject to the
Casting Time: 8 segments normal rules of a teleport spell). If the object is
Saving Throw: None larger, or if the caster chooses not to change its
location, he may instead shift the object into the
At the completion of this spell, the druid holds his æthereal plane, to be replaced with shapeless
or her palm outstretched, and with the final word stone. A dispel magic cast upon such stone will
of the spell a tremendous burst of power rolls return the object to the material plane. Items that
forth, forcing back all wooden objects. Even very are part of larger structures, such as doors or
large wooden structures that are not affixed to the windows, may be caused to vanish.
ground will be affected, although objects fixed to
the ground will manage to withstand the spell’s VEIL
awesome power. A sapling-sized or smaller piece Phantasmal Illusion
of wood will splinter and break even if it is firmly
affixed. The druid need not concentrate on Level: Illusionist 6
maintaining the waves of force and cannot change Range: 10 ft/ level
the direction of the flow of eldritch power once it is Duration: 1 turn/ level
set. Area of Effect: 20 x 20 ft/ level
Components: V,S
UNSEEN SERVANT Casting Time: 3 segments
Arcane Conjuration/ Summoning Saving Throw: None

Level: Magic user 1 Veil is an extremely powerful spell of the same


Range: Caster type as hallucinatory terrain, which alters the
Duration: 6 turns + 1 turn/ level appearance of an area and everything in it,
Area of Effect: 30 ft radius around spell caster including people and other creatures. The illusion
Components: V,S,M will fool even the sense of touch.
Casting Time: 1 segment
Saving Throw: None VENTRILOQUISM - Illusionist
Phantasmal Illusion
By means of this spell, the caster summons a
mindless magical force to perform simple tasks. Level: Illusionist 2
The servant can fetch and carry things, open Range: 10 ft/ level, to a maximum of 90 ft
doors, hold chairs, clean, mend, etc. It will Duration: 4 rounds + 1 round/ level
continue at its assigned task until it is given Area of Effect: 1 object
another command. An unseen servant cannot Components: V,M
exert force of more than 20 lbs. Unseen servants Casting Time: 2 segments
can neither attack nor move beyond the spell’s Saving Throw: None
area of effect.

144
Ventriloquism CHAPTER II: SPELLS Wall of Fire

The caster makes his or her voice (or any sound obsessed with performing a task, and is treated as
he or she can vocalize) seem to issue from being under a geas spell until the random task is
someplace else, such as from another creature, a completed. If the roll is from 7-9 there is no result
statue, from behind a door, down a passage, etc. at all from the divination; the illusionist discerns no
For each point of intelligence of the listener over useful patterns, and suffers no ill effects from the
12, there is a cumulative 10% chance to correctly attempt.
perceive the source of the sound.
WALL OF FIRE - Druid
VENTRILOQUISM - Magic User Druidic Evocation
Arcane Illusion/Phantasm
Level: Druid 5
Level: Magic user 1 Range: 80 ft (wall) or caster (ring)
Range: 10 ft/ level (max 60 ft) Duration: See below
Duration: 2 rounds + 1 round/ level Area of Effect: See below
Area of Effect: 1 object Components: V,S,M
Components: V,M Casting Time: 7 segments
Casting Time: 1 segment Saving Throw: None
Saving Throw: See below
One of the more dramatic examples of druidic
Except as may be noted above, this spell is magic is the wall of fire spell, by which the druid
identical to the illusionist spell of the same name. calls up a blazing inferno of flame in the shape of
a wall. One side of the conflagration emits the
searing heat one would expect, but the other side
emits merely a gentle warmth. Passing through
the flames inflicts 4d4 damage plus one per caster
level. Creatures as far as ten ft from the hot side
of the wall incur 2d4 hit points of damage, and
even creatures as far as 20 ft from the fire are
burned for 1d4 points of damage. Undead
creatures suffer worse from the power of this
druidic magic, taking twice the ordinary damage
the wall would inflict.

The wall persists for as long as the druid


concentrates upon it, or, if the druid does not
choose to maintain concentration, will remain for
one round per caster level. The druid may evoke a
VISION wall of fire in one of two shapes: a wall or a ring.
Phantasmal Divination The size of a straight wall is up to one 20 ft square
per caster level. A ring has a radius of up to five ft
Level: Illusionist 7 per caster level (with the caster in the centre) and
Range: Caster is 20 ft high. If the druid manifests the spell as a
Duration: See below wall, the effect is stationary. The ring-shaped wall
Area of Effect: Caster moves with the caster.
Components: V,S,M
Casting Time: 7 segments WALL OF FIRE - Magic User
Saving Throw: None Arcane Evocation

By means of this spell, the illusionist gazes Level: Magic user 4


beyond reality itself, seeking patterns that will give Range: 60 ft
him or her the answer to a question. 3d6 are Duration: See below
rolled, and if the result is 10 or higher, he or she Area of Effect: See below
gains significant insights about the answer to the Components: V,S,M
question. Gazing into the patterns beyond reality Casting Time: 4 segments
is a risky proposition, however; if the result of the Saving Throw: None
die roll is from 3-6, the illusionist becomes

145
Wall of Fog CHAPTER II: SPELLS Wall of Stone

A magic user’s wall of fire does base damage of A wall of ice spell creates a huge wall of ice, with
2d6 hit points plus one hit points per level. If the a front face of up to 100 sq ft per level. Its exact
wall is configured as a ring its radius will be 10 ft + dimensions are adjustable by the caster. Thus, if
3 ft per level. In all other respects, the spell the wall is cast by a 20th level caster, the
resembles the druidic spell wall of fire. dimensions of the wall could be any combination
of dimensions that multiply to equal 2,000 sq ft.
WALL OF FOG The wall might be 10 ft high and 200 ft long, or 5 ft
Phantasmal Transmutation/ Alteration high and 400 ft long, or 20 ft high and 100 ft long,
etc. The wall need not be cast so that it is at-
Level: Illusionist 1 tached to anything, and it can even be cast in the
Range: 30 ft air to fall upon opponents, doing 3d10 points of
Duration: 2d4 rounds + 1 round/ level damage in the area where it falls. Breaking
Area of Effect: 20 ft/ level cube through the ice with a melee weapon causes two
Components: V,S,M hit points of damage from ice shards per inch of
Casting Time: 1 segment thickness, and can be broken out at a rate of 10 ft
Saving Throw: None per round. Normal fire has no measurable effect
upon the wall, but magical fire will melt through it
The illusionist creates a curtain of obscuring fog in in one round. If the wall is destroyed by fire in a
the area of effect. Vision of all kinds is reduced to single round, it will cause a massive cloud of
2 ft through the swirling vapour. The fog can be water vapour to form and linger for a full turn,
affected by normal or magical wind and breezes. obscuring vision by 50%.

WALL OF FORCE WALL OF IRON


Arcane Evocation Arcane Evocation

Level: Magic user 5 Level: Magic user 5


Range: 30 ft Range: 5 ft/ level
Duration: 1 turn + 1 turn/ level Duration: Permanent
Area of Effect: 20 ft square/ level Area of Effect: 15 x 15 ft sq/ level
Components: V,S,M Components: V,S,M
Casting Time: 5 segments Casting Time: 5 segments
Saving Throw: None Saving Throw: None

A wall of force is a barrier of magical power, By casting wall of iron, the magic user creates a
invisible but virtually impervious to all attacks, sheet of solid iron, one quarter of an inch thick per
blocking almost anything from passing through it. caster level, with dimensions of 15 sq ft per caster
The wall is utterly unaffected by physical attacks level. The configuration of the square footage is
and spells, including dispel magic, and all forms of determined by the caster, but must be
energy, such as electricity, heat, and cold. The rectangular. The wall must be vertical if it is
only way actually to destroy a wall of force is with created upon the ground, but may be created
a disintegrate spell. The wall remains in place horizontally in the air, falling to crush whatever is
even if the ground beneath it is destroyed or beneath. The wall is natural iron and can be
transformed, hanging magically in place where it affected by rust or transmutations, but its
was evoked. existence is magical and may be dispelled.

WALL OF ICE WALL OF STONE


Arcane Evocation Arcane Evocation

Level: Magic user 4 Level: Magic user 5


Range: 10 ft/ level Range: 5 ft/ level
Duration: 1 turn/ level Duration: Permanent
Area of Effect: Wall, area 100 sq ft/ level, 10 ft Area of Effect: 20 x 20 ft square/ level
thick/ level Components: V,S,M
Components: V,S,M Casting Time: 5 segments
Casting Time: 4 segments Saving Throw: None
Saving Throw: None

146
Wall of Thorns CHAPTER II: SPELLS Weather Summoning

When the spell is completed, a wall of stone is This spell permanently warps wood and may be
called into being, sprouting from existing stone used to destroy arrows, spears, doors, etc. The
formations. In order for the spell to succeed, there druid may affect a volume of wood roughly fifteen
must be existing rock large enough to serve as inches long by one inch thick per caster level,
the anchor on each side of the wall. No rock from about the volume of an axe handle. Multiple items
the foundation is consumed; the wall’s stone is may be affected; four arrows have about the same
created from nothing, but needs existing rock from volume as an axe handle. A fifth level druid could
which to emerge and with which to meld. The wall effectively destroy a normal door with this spell.
itself is one quarter of an inch thick for each level
of the magic user and has an area of 20 x 20 ft WATER BREATHING - Druid (Reversible)
per caster level. The wall need not be vertical, but Druidic Transmutation/ Alteration
must be anchored—a bridge is a good example of
a way to create and use a horizontal wall of stone. Level: Druid 3
The wall may be dispelled, but otherwise has all Range: Touch
the characteristics of natural stone. Duration: 6 turns/ level
Area of Effect: 1 creature
WALL OF THORNS Components: V,S,M
Druidic Conjuration/ Summoning Casting Time: 5 segments
Saving Throw: None
Level: Druid 6
Range: 80 ft This spell grants the ability to breathe underwater
Duration: 1 turn/ level while the spell lasts. The reverse of the spell
Area of Effect: 100 ft cube/ caster level allows a water-breathing creature to breathe in the
Components: V,S air.
Casting Time: 8 segments
Saving Throw: None WATER BREATHING - Magic User (Reversible)
Arcane Transmutation/ Alteration
When the druid casts this spell, a tangled wall of
briar vines erupts from the ground, bristling with Level: Magic user 3
sharp, deadly thorns. Running into or attempting Range: Touch
to force a way through the thorns will cause eight Duration: 1 round/ level
hit points damage, plus one hit point for every Area of Effect: 1 creature
point of armour class. A creature may be caught Components: V,S,M
within the wall of thorns when the spell is cast, Casting Time: 3 segments
and if this is the case it will take damage imme- Saving Throw: None
diately and must fight through (taking damage a
second time) to gain enough freedom of motion to Except as noted above, this spell is identical to
chop at the thorns. It takes four turns to cut the druidic spell water breathing.
through a 40 ft thickness of a wall of thorns.
WEATHER SUMMONING
Normal fire has no effect upon a wall of thorns, Druidic Conjuration/ Summoning
but magical fire can ignite the entire growth,
creating a wall of fire (as per the spell) that burns Level: Druid 6
away to nothing in two turns. Range: 0
Duration: See below
WARP WOOD Area of Effect: See below
Druidic Transmutation/ Alteration Components: V,S,M
Casting Time: 1 turn
Level: Druid 2 Saving Throw: None
Range: 10 ft/ caster level
Duration: Instantaneous (permanent) The area of effect of this spell is d% sq miles, but
Area of Effect: See below except as noted above, the spell is similar to the
Components: V,S,M clerical spell control weather, allowing the druid to
Casting Time: 4 segments affect, but not direct, existing weather conditions.
Saving Throw: None

147
Wind Walk CHAPTER II: SPELLS Wish

WEB Upon completing the wording of this spell, the


Arcane Evocation caster’s body becomes insubstantial, resembling
the misty substance of water vapour. Indeed, if
Level: Magic user 2 the caster wears white garments, he or she is
Range: 5 ft/ level likely (80% chance) to be mistaken for a cloud of
Duration: 2 turns/ level vapour or steam. Carried upon a magical wind
Area of Effect: 80 cubic ft between anchoring controlled by the caster, the wind walker(s) may
points travel as rapidly as 600 ft per turn or as slowly as
Components: V,S,M 60 ft per turn. The caster may carry another
Casting Time: 2 segments person for every eight caster levels, transforming
Saving Throw: See below them into cloudlike wind walkers by his touch. The
spell ends when the cleric cancels it or the
This spell causes a mass of tough, sticky webs to duration expires.
appear, filling in any open spaces where the webs
can be anchored on both sides (floor and ceiling,
between walls, etc.), up to the maximum of the
spell’s area of effect. Any creature in the area
must make a saving throw at a penalty of –2. The
effect of a successful saving throw depends upon
how close the target is to the edge of the area of
effect; if the creature is within five ft of the edge of
the spell’s area of effect, the creature has jumped
free and is not affected by the web. If the creature
is not within five ft of the edge and makes its save,
that creature will be able to fight its way through
the web at twice normal speed (at a rate of 1 ft per
turn if its strength is less than 13) and will have no
chance of suffocating. No creature within the area
of effect, whether a saving throw is made or not,
can cast spells or attack. Any creature that fails its
saving throw has a cumulative 5% chance of
suffocating per turn. Creatures with a strength of
less than 13 that fail the saving throw are trapped
within the web and cannot move or act at all.
Creatures with a strength of 13-17 are capable of
moving through 1 ft of webs per turn. A creature
with strength 18+ can move through the web at a
rate of 10 ft per turn, and creatures such as
dragons virtually ignore the webs, breaking
through at a rate of 100 ft per turn. The strands of
a web spell are very flammable. If they are ignited,
fire will flash through the entire web, dealing 2d4 WISH
points of damage to all creatures within and Arcane Conjuration/ Summoning
burning away the webs.
Level: Magic user 9
WIND WALK Range: Unlimited
Clerical Transmutation/ Alteration Duration: Varies (GM discretion)
Area of Effect: Varies (GM discretion)
Level: Cleric 7 Components: V
Range: Caster Casting Time: Varies (GM discretion)
Duration: 6 turns/ caster level Saving Throw: Varies (GM discretion)
Area of Effect: See below
Components: V,S,M A wish spell is the true version of limited wish, an
Casting Time: 1 round extraordinarily potent invocation of eldritch power.
Saving Throw: None After casting a wish spell, the caster will be
weakened considerably, requiring 2d4 days of bed

148
Wizard Eye CHAPTER II: SPELLS Write

rest. The only exception to this is when the wish is round if it is examining floors, ceilings, and walls.
used for transport, healing, or resurrection of the The magic user can detect secret doors through
dead. In general, the exact wording of the wish is the eye as per his or her normal chance, but
carried out regardless of its intent, but the GM will cannot view through the eye with any special
not normally be stringent upon this point unless vision the magic user has, for the eye’s vision is
the wish is an attempt to overreach the spell’s limited to its own sensory capabilities. The eye
power. cannot pass through solid substances, but it can
move through a hole no more than an inch in
In the case of unreasonable wishes, the GM may diameter.
decide to follow the wording of the spell precisely
but pervert the intent, limit the duration of the spell WIZARD LOCK
to a very limited time (perhaps mere seconds!) or Arcane Transmutation/ Alteration
simply rule that the whole spell fails.
Level: Magic user 2
The guideline here is that wishes are granted by Range: Touch
someone or something, which may or may not be Duration: Permanent
kindly disposed to the player characters. The Area of Effect: 30 sq ft/ level
more greedy or selfish a wish, the greater the Components: V,S
chance that a mischievous or actually evil power Casting Time: 2 segments
will take the opportunity to teach this upstart Saving Throw: None
mortal a lesson.
A wizard lock spell functions similarly to a
powerful hold portal spell, except that extra-
dimensional creatures cannot pass through a
wizard lock as they can a held portal.

WORD OF RECALL
Clerical Transmutation/ Alteration

Level: Cleric 6
Range: Caster
Duration: See below
Area of Effect: Caster and additional weight (see
below)
Components: V
Casting Time: 1 segment
Saving Throw: None
WIZARD EYE
Arcane Transmutation/ Alteration By the utterance of a single word of power, the
cleric transports him- or herself infallibly to a
Level: Magic user 4 prepared place of sanctuary. Before the spell can
Range: Caster be cast with success, a place in the sanctuary
Duration: 1 round/ level must be inscribed with a rune corresponding to
Area of Effect: Magical eye the cleric’s word of recall; any later elimination of
Components: V,S,M this rune by any person other than the cleric will
Casting Time: 1 turn not affect the proper functioning of the spell.
Saving Throw: None Transportation by means of word of recall is
instantaneous and not subject to error. The
The wizard eye is a scrying spell allowing the sanctuary may be of any distance from the cleric,
wizard to create a material (but invisible) visual and may be above or below ground. The cleric
organ that transmits to the caster whatever it may also transport as much as 25 lbs of other
sees. The eye has infravision with a range of 100 material per level of experience, including
ft and can see at a distance of 600 ft in normal equipment or even another living being.
lighting. The eye travels at a rate of 30 ft per
round if it is not scrutinising its surroundings WRITE
closely, but can proceed no faster than 10 ft per Arcane Evocation

149
Write CHAPTER II: SPELLS Rule #1

Level: Magic user 1 the spell is two levels higher than the magic user
Range: Caster can cast, there is no bonus or penalty to the
Duration: 1 hour/ level saving throw. If the spell is more than 2 levels
Area of Effect: Caster higher than the magic user can cast, each
Components: V,S,M additional level adds a –1 penalty. If the magic
Casting Time: 1 round user fails this saving throw, the spell is not
Saving Throw: None successfully copied, the caster takes 1d4 points of
damage for each level of the spell, and he or she
This spell enables the magic user to make a is knocked unconscious for one turn per hit point
written copy of a spell he or she cannot yet cast, a sustained thereby. The damage sustained cannot
somewhat dangerous proposition. In order to be healed more quickly than four hit points per
succeed in this task, the caster must make a day, even with the assistance of magical healing.
saving throw vs spells, with a modifier determined If the saving throw is successful, the magic user
by the difficulty of the spell being transcribed. If may copy the spell, which takes one hour per
the spell is up to one level higher than the magic level of the spell. The material component is ink
user can cast, the saving throw is made at +2. If costing at least 200 gp.

“Are you kidding me?! NEVER trust a hot babe you meet in the dungeon; that’s like rule #1.”

150
Time Measurement CHAPTER III: HOW TO PLAY Encumbrance

After the players have created their characters, have treasure, the appearance of wandering
using character sheets to record ability scores and monsters serves to reward characters who do not
other information, the GM will describe the waste time (or more accurately, to punish those
situation. Often, the characters are presumed to who do). See “Exploring the Dungeon” for more
have already met and formed an adventuring on this.
party, but this is completely up to the GM. The
GM’s description of the beginning of the game MOVEMENT
might include a few details about the world, or this
knowledge might be reserved for the players to Movement rates represent the distance a
discover bit by bit. Regardless of the level of character (or monster) can move in one minute (1
campaign information, the GM will also describe round). If a character is moving cautiously (e.g.,
the characters’ immediate surroundings—a stalking, mapping), this movement rate is divided
tavern, a wild moor, the top of a stairwell leading by ten. A party of adventurers with a movement
down into darkness, or whatever other situation rate of 90 ft would move at 90 ft per turn through a
the GM has chosen as the starting point for these dungeon (moving cautiously), and in combat (not
adventurers’ careers. After setting the scene, the moving cautiously) they would be moving 90 ft in
course and success of the party is down to the a round. Running allows the character to double
players’ judgment and creativity. his or her movement rate. During combat, a flat-
out run is not possible unless performing a charge
The players tell the GM what their characters are or fleeing from combat.
doing, such as “Leofric climbs the slope, sword in
hand, to see what’s at the crest,” or, “I light my Dividing movement rate by five (e.g., 60 ft
torch and head down the stairs.” The GM becomes 12) gives the number of miles the
responds by telling the players what the character can travel in a day at walking speed
characters see, hear, taste, smell and feel. There along fairly level terrain. Thus, a character with a
will sometimes be peaceful encounters with non- movement rate of 120 ft can march 24 miles in
player characters (NPCs), and the GM will play one day. Mounted characters use their horse’s
the roles of these, either playing the part or giving movement rate rather than their own, of course.
the players a summary of what the NPC says and
does. ENCUMBRANCE AND BASE MOVEMENT
RATE
TIME MEASUREMENT
Having the right tool for the right task can mean
For the characters, time is not measured in the the difference between life and death beneath the
real time of the players around the gaming table. ground in an abandoned tomb or dungeon
Time may pass faster or slower in the game complex. Players may be tempted to load their
world, even to the extent of the GM’s mentioning, characters up with too much gear, burdening
for example, “a month passes.” Game time is movement and restricting their fighting capability.
measured in turns (10 minutes), rounds (1 minute) Naturally, there is a limit to what an adventurer
and segments (six seconds). Unless the party is can reasonably carry, and a character weighted
engaged in combat, almost all game time in down with every conceivable piece of equipment
dungeons is measured in the 10-minute turn. will soon find that it is best to be selective in
choosing how much to carry. If for no other
The GM normally records the passage of time, but reason, those same sacks and backpacks need to
a few GMs delegate keeping track of time to a be empty enough to carry out the vast troves of
particularly trustworthy player. coins and other treasure the party expects to find!
Moreover, if the party must flee from pursuers, it
Measuring time can be important for many may not be important to be the fastest, but it is of
reasons; torches burn down to useless stubs, food crucial importance not to be the slowest!
is consumed, and wounded characters heal
damage as they rest. In dangerous environments, The most weight a character can carry is 150 lbs,
such as wildernesses or dungeons, the GM will plus whatever additional weight is allowed for the
typically make periodic checks to see if any character’s strength. This additional weight
“wandering monsters” appear. These checks are allowance permitted by the character’s strength is
normally carried out every so many turns, or simply subtracted from the weight on the table
hours, or days. Since wandering monsters rarely below to determine a character’s level of

151
Gaining Levels CHAPTER III: HOW TO PLAY Experience

encumbrance. For instance, a character carrying Container Capacity


85 lbs of gear would normally be encumbered; the Small Pouch or Purse 1/4 cu ft or 2.5 lbs
same character with a 50 lb weight bonus can Large Pouch 1/2 cu ft or 5 lbs
carry 85 lbs without being encumbered, and Small Sack 1 cu ft or 10 lbs
between 86–120 lbs in the 90 ft/round movement Backpack 3 cu ft or 30 lbs
category. The GM must apply common sense to Large Sack 4 cu ft or 40 lbs
determinations of encumbrance, taking into Waterskin 3 pints
account the fact that an extraordinarily bulky item,
even if it is quite light, will be so unwieldy as to GAINING LEVELS
encumber a character. The bulk of listed armour
and items is already taken into account for Upon gaining the requisite number of experience
purposes of convenience. points, a character may increase in level after
completing a period of training under the tutelage
of a more experienced teacher or, at higher levels,
by study or practice. In general, the cost of
training will be quite steep, even if the character is
high enough level not to need a tutor.
However, keep in mind that a character wearing
armour has a maximum movement rate based on The cost of training will be approximately 1,500 gp
that armour, independent of all weight calculations per level, and will require 1d4 weeks to complete.
(due to bulkiness). Thus, armour sets a maximum Alternatively, the GM may assign a number of
movement rate and also affects the total weight a weeks of training based on his or her evaluation of
character carries. the player’s and character’s performance.

Weight Max.Movement Surprise Random Experience Variable (Optional Rule)*:


Carried If this optional rule is used, the number of
up to 35lbs 120 ft/round +1 (for armour experience points required to gain a level is
lighter than somewhat variable, representing the vagaries of a
chain mail only) character’s individual experiences as an
36-70 lbs 90 ft/round Normal bonuses adventurer. The base number required to gain a
apply level of experience, shown in the description of
71-105 lbs 60 ft/round No normal each character class, is modified for each level of
bonuses apply experience by a random factor. There is a 50%
(but penalties chance that the base number will be reduced, and
do) a 50% chance that it will be increased. Roll a d20
106-150 lbs 30 ft/round No normal and multiply the result by the level to be attained
bonuses apply to determine the exact amount by which the base
(but penalties number will be adjusted.
do); -1 extra
penalty * This optional rule is excluded from the
Designation of Open Game Content.
No movement is possible if attempting to carry
more than 150 lbs (as adjusted). EXPERIENCE

Note that the table above assumes that the Experience points (“xp”) are awarded by the GM
character in question has a base 120 ft move. If for slaying monsters and recovering treasure. The
the character is of a small race (such as a dwarf, GM may also choose to award additional
gnome or halfling), a base move of 90 ft may experience points in any situation in which he or
apply (deduct 30 ft from all movement rates, with she feels that the players deserve it, although the
a minimum of 30 ft; but do NOT change the effect authors recommend that such instances should
of encumbrance on surprise/initiative). not be overly frequent nor the awards made too
large. For treasure recovered, the guideline is 1
Naturally, characters must have a container if they xp to the party per gold piece value, assuming
wish to carry liquids, large numbers of coins, etc. that the money in question is successfully
Capacities of sample containers are as follows: extracted from the adventure area and brought to
a suitable home base or town.

152
Light and Vision CHAPTER III: HOW TO PLAY Combat

An exception is magic items, which should result of little help while searching or making minute
in an experience point award of no more than one examinations, so sapient creatures such as orcs
tenth of their gold piece value if kept. (Full may well prefer torchlight even if they possess
experience may be awarded if such an item is infravision.
sold to an NPC.)
FALLING
Note that if the player character level vastly
exceeds the monster level, a proportional It is inevitable that at some point a character will
reduction should be made. Hence, for example, a fall into a pit, off a wall, or over a cliff. Damage
tenth level fighter slaying an orc in single combat from falling is determined as follows: Falls of less
should expect no more than a single experience than 5 ft do no damage in game terms; falls of up
point for so doing. to 10 ft cause 1d6 damage; if the distance fallen is
20 ft or less, 3d6 damage is inflicted; falls of up to
LIGHT AND VISION 30 ft cause 6d6, 40 ft is 10d6, 50 ft is 15d6, and
falls of over 50 ft cause 20d6 points of damage.
In a dungeon, the party’s light source is, of
course, crucial. Torches may be blown out by Optionally, kindly GMs may allow a saving throw
gusts of wind or extinguished by water or even against falling damage, and if the GM is so
magic. Various light sources are available on the inclined and the saving throw is actually passed,
equipment table, and details of the illumination the damage taken will be halved.
they provide are set forth hereafter.
COMBAT
Bullseye lanterns illuminate 80 ft (in a 10 ft wide
beam) and burn a pint of oil every four hours. When the party of adventurers comes into contact
Such lanterns can be masked. with enemies, game-time no longer follows a
sequence of turns (representing 10 minutes), but
Hooded lanterns illuminate a 30 ft radius and also is measured in rounds (representing 1 minute),
burn one pint of oil every four hours. Magical subdivided into six-second long “segments.” The
weapons illuminate 10-20 ft for an infinite period order of events is as follows:
of time (dagger 10 ft, longsword 20 ft). Torches
shed 40 ft of illumination and burn out in six turns 1.Determine Surprise (d6)
(one hour). Standard game candles shed 20 ft of
illumination and burn out in 30 minutes, although 2.Declare Spells and General Actions
longer-lasting ones may be purchased at
additional cost. 3.Determine Initiative (d6, highest result is the
winner, each party acts in the segment indicated
Other light sources, such as lamps or magic by the other party’s die roll)
items, will have their fields of lighting determined
by the GM, who may use the information provided 4.Party with initiative acts first (casting spells,
in this section as a guideline. attacking, etc.), and results take effect (other than
spells, which have casting times to complete
Note that light sources can be seen from much before they take effect). Note: Some actions may
further away than the radius of illumination they allow the other side to “interrupt” with an action
shed. Approaching light will warn intelligent such as a fleeing attack or attacking charging
creatures of the approach of surface-dwellers, opponents with spears set against a charge.
perhaps giving them a chance to prepare.
5.Party that lost initiative acts, and results take
INFRAVISION effect (other than spells, which take effect when
casting time is completed)
Infravision is the ability to see in the dark and is
common to almost all subterranean creatures. 6.The round is complete; declare spells and
Infravision cannot be used within the ambit of any general actions for the next round if the battle has
light source. Unless otherwise stated, infravision not been resolved.
has a range of 60 ft, although some exceptional
subterranean creatures have a longer visual 1.Determine Surprise: If a group of combatants
range. Infravision does not detect colours and is is surprised, its members are basically caught flat-

153
Combat CHAPTER III: HOW TO PLAY Combat

footed and unable to act during the first few +2 surprise bonus, the situation will resolve as
seconds of a battle. follows:

Surprise is checked only once per combat, at the • The party member is not surprised at all,
beginning of an encounter. Each side rolls a d6. If because two segments of surprise are negated by
the result is a 1, the group is surprised for one his +2 bonus.
segment. If the result is a 2, the group is surprised
for two segments. If the result is a 3-6, the group • The monsters are surprised for one segment, so
is not surprised. In some cases, monsters or the unsurprised party member may act during that
particular character classes may have special first surprise segment.
rules for surprise (e.g. some monsters cannot be
surprised, others are stealthy enough that the • In the second surprise segment, the monsters
party may be surprised on a roll of higher than 2). are no longer surprised, but the rest of the party is
If a party of adventurers has alerted monsters to still surprised (having rolled a 2), so both the
its presence (by hammering away at a door for a monsters and the one unsurprised character can
round or two, for example), the monsters will not all take action during the second surprise
need to make a surprise roll at all; however, segment.
merely being alert to the possibility of danger is
not enough to avoid making a surprise roll. If Dexterity cannot create surprise, only alter the
neither of the opposing forces is surprised, play number of segments for which surprise lasts.
moves on to the regular combat round, described
below. If a monster surprises on more than a 2 in 6
(some monster descriptions may contain text such
If one side is surprised while another is not, the as “surprises on 1-3”), it is possible for the
unsurprised party may act for a number of monster to gain more than two segments of
“surprise” segments. For example, if the party rolls surprise. Against a monster that surprises on 1-3,
a 1 and the monsters roll a 2, the party is if the party rolls a 3 and the monster is not
surprised for one segment, the monsters are surprised, the monster would have three surprise
surprised for two segments, and thus the party segments in which to act.
has one surprise segment in which to act. If the
party rolls a 2 and the monsters roll a 5, the party 2.Declare Spells and General Actions: Before
is surprised for 2 segments and the monsters the two sides roll initiative, spell casters must
(who, having rolled a 5 were not surprised at all) state what spells (if any) they will be casting in
have both of those 2 surprise segments in which that round. As the round proceeds, the spell
to act. Actions that would normally happen over caster may elect not to cast the spell, but may not
the course of a round may be completed in one substitute another action. This is simply because
surprise segment: talking, attacking, charging, the mental preparations for casting a spell are so
closing to melee, beginning a spell, etc., provided arduous that the caster cannot switch focus
that it is possible for the action to take place quickly enough to change actions. Non-spell
during a single segment. In other words, a casters should also tell the GM, in general terms,
character cannot make a minute-long speech what they will be doing: “attacking with a sword,”
during that six seconds, nor can a spell be fully “using my bow,” “climbing the wall,” etc.
cast unless it is a one-segment spell.
Before the players do this, the GM should already
A character’s surprise bonus (see “Dexterity”) acts have formed a similar outline of the monsters’
to negate surprise segments if the character is strategy; the GM should not base the monsters’
surprised (or to create them, if the number is a actions on what he or she already knows the
penalty). Thus, a character with a +2 surprise players will be doing.
bonus whose side rolled a 2 for surprise (normally
a situation in which the character would be 3.Determine Initiative: After any surprise
surprised for two segments) is not surprised. This segments are resolved and spell casting is
can lead to a situation in which a party of declared, the first combat round begins. At the
adventurers is surprised with the exception of one beginning of a combat round, each side rolls
member. For example, if the monsters rolled a 1, initiative on a d6. The roll represents the six
the party rolled a 2, and one party member had a second segment of the round in which the OTHER
group will be able to act; hence, the higher roll is

154
Combat Actions CHAPTER III: HOW TO PLAY Combat Actions

the better roll (as the other party will act later). If Once the party with initiative has acted, the party
the party rolls a 6 for initiative, and the monsters that lost initiative may then take action.
roll a 1, this means that the party will be acting in
segment 1, and the monsters will not act until the Note about spells: Spells have a casting time,
sixth segment of the 10-segment round. Since a the number of segments (or rounds, turns, etc.)
combat round is 10 segments long, and the required to cast the spell. The spell caster does
initiative roll only covers the first six segments of not actually begin casting the spell until his or her
the round, there are four remaining segments in initiative segment. That segment is the first
the round after the two sides have already taken segment of the casting time. The spell does not
their actions: these remaining four segments are “go off” until the casting has been completed.
still important because spells may take effect
during this time, and some combatants might Example: Halvaine the Arcane’s party is in battle
“hold” (choose to delay) their actions, waiting to with a group of orcs. At the beginning of the
act until these later segments. round, Halvaine’s player declares that the magic
user will cast a spell with a 2 segment casting
The dexterity bonus for surprise is not added to an time. The party rolls a 5 for initiative, and the GM
individual’s initiative for melee attacks, but if a rolls a 4 for the orcs. Halvaine thus begins casting
character has a missile weapon in hand, he or she in the fourth segment of the round (as the orcs
applies his or her missile attack bonus as a bonus rolled a 4, so Halvaine’s party is acting in segment
to his or her initiative (as well as to the attack roll). 4). The orcs attack in the fifth segment (as
Halvaine’s party rolled a 5), and Halvaine’s spell
Initiative rolls may result in a tie. When this will go off in the sixth segment (as his initiative
happens, both sides are considered to be acting segment is 4, and he adds the casting time of 2)—
simultaneously. The GM may handle this situation provided, of course, that the orcish attack in the
in any way he or she chooses—with one caveat. fifth segment does not interrupt and thus spoil his
The damage inflicted by combatants during casting.
simultaneous initiative is inflicted even if one of
the combatants dies during the round. It is COMBAT ACTIONS
possible for two combatants to kill each other
during a simultaneous initiative round! Under any Combat actions normally should be declared by
other circumstance, of course, the effects of the players, and decided by the GM, prior to the
damage inflicted during that segment will take initiative die being rolled. Certain actions, of
effect immediately—a goblin killed in the first course, are so integral to the game that methods
segment of the round will be dead (and thus for their resolution are set forth as rules. These
unable to attack) by the time the fifth segment of actions are: fleeing, negotiating, holding initiative,
the round arrives. firing missiles, setting weapons against a charge,
attacking, casting spells, and engaging in
Some characters (and creatures) may have more unarmed combat. Each of these common actions
than one attack routine. This does not refer to a is described below.
monster that normally makes multiple attacks in a
round—all of these attacks are considered to be Charge: Charging into combat allows the attacker
part of one attack routine. However, a fighter to move and then attack in the same round. A
whose level grants him an additional attack is charge is made at twice the normal movement
considered to be making a second entire attack rate (and must terminate within the 10 ft melee
routine. This is perhaps most clearly seen if the range of the target). If the defender has a longer
reader envisions a fighter who uses a sword in weapon than the attacker, the defender attacks
one hand and a dagger in the other. These two first (unless the defender has already acted in this
attacks are part of an attack routine—and if the round). The attacker gains no dexterity bonus
fighter is of high enough level or under the against such an attack (and characters with no
influence of a haste spell, he or she may also gain Dex bonus receive a +1 AC penalty). Additionally,
an entire additional attack routine. A creature or if the defender has a weapon set against the
character with multiple attack routines cannot use charge (see below), he or she will inflict additional
the second attack routine until after the other damage with a successful hit against the charging
side’s initiative segment has been resolved. attacker.

155
Combat Actions CHAPTER III: HOW TO PLAY Combat Actions

Assuming that the charging character survives, he other. Two combatants within ten ft of each other
or she gains +2 “to hit” on his or her attack. are considered to be “engaged.” When faced with
Characters may only perform a charge once every more than one opponent, it is not possible to pick
10 rounds (i.e. once per turn). Characters who are which opponent will be the one receiving the
at the maximum encumbrance category may not attack; in the rapid give and take of melee, any
charge unless they are mounted and the mount is one of the opponents might be the one to let down
below the maximum encumbrance category. his guard for a moment. When a character is in
melee with multiple opponents, the target of an
An attacker riding a warhorse or other combat- attack roll must be determined randomly, but note
trained mount and equipped with a lance inflicts that characters or creatures with multiple attacks
double the damage rolled on the charge round. that are part of the same routine (such as a bear
(Although the weapon damage is doubled, any with a claw/claw/bite attack or a character
bonus for strength, magic, specialisation or other wielding a sword and dagger) must make all
such modifier is not.) attacks against the same opponent unless
otherwise specified in the relevant monster’s
Closing into Combat: When two groups of entry.
combatants are not within the 10 ft melee range,
the attackers may choose either to charge into Missile Attacks: Missile attacks are attacks with
combat or to advance more cautiously, closing a ranged weapon such as a crossbow, sling, or
into combat. Closing into combat does not allow thrown axe. When using missiles to attack into a
the character to make an attack roll that round; melee, it is not possible to choose which particular
the cautious advance does not generate the target will receive the attack; the target should be
opening to make a significant attack. However, determined randomly from among all melee
neither may the character’s opponent attack until participants, and the missile-firer could well hit a
the round after closing. When closing into combat, friend. A character’s dexterity bonus for missile
the character may advance the full amount of his attacks is added to the “to hit” roll when the
or her movement. character is using missile weapons. If a character
has a missile weapon in hand, his or her missile
Fighting Retreat: A character may retreat bonus is also added to his or her initiative roll,
backward out of combat, maintaining his or her allowing the character to potentially attack first
defence, although the attacker may follow if not even if his or her party has lost the initiative roll.
otherwise engaged. It is possible to parry while
doing so, but not to attack. This manoeuvre may Negotiation and Diplomacy: Some combats can
be used to “switch places” with another party be averted with a few well-chosen words
member who is in combat, the first party member (including lies). If the party is outmatched, or the
joining battle with the enemy to prevent the monsters don’t seem likely to be carrying much in
enemy’s pursuit while the second character the way of loot, the party might elect to brazen
makes a fighting retreat. their way through in an attempt to avoid combat
(or at least delay it until favourable conditions
Fleeing from Combat: Often, discretion is the arise).
better part of valour, and the characters will
choose to exercise the said discretion at top Parrying: A character who parries cannot attack,
speed. If a character is in melee combat and runs but may subtract his or her “to hit” bonus from his
away, his or her opponent(s) may make an or her opponent’s attack roll. Parrying may be
immediate additional attack at +4 to hit. used in combination with a fighting retreat.
Parrying only has value to a character with a
Hold Initiative: Holding initiative is simply waiting strength or specialisation-related bonus “to hit”.
until the other side has acted before doing
anything. Spells: Spell casting begins in the spell caster’s
initiative segment, and the spell is completed at
Melee Attack: A melee attack is an attack with a the end of the casting time. It is possible to cast a
hand-held weapon such as a sword, halberd, or spell while within melee range of an opponent (10
dagger. A character’s strength bonuses to hit and ft), but if the spell caster suffers damage while
on damage (see “Strength”) are added to melee casting a spell, the spell is lost. While casting a
attacks. It is only possible to make a melee attack spell, the caster receives no dexterity bonus to his
when the two combatants are within 10 ft of each or her armour class.

156
Combat Modifiers CHAPTER III: HOW TO PLAY Combat Modifiers

Set Weapon Against Charge: Certain weapons 25% cover: -2 AC


can be “set” against a charge, which is a simple 50% cover: -4 AC
matter of bracing the weapon against the floor or 75% cover: -7 AC
some other stationary object. A character 90% cover -10 AC
choosing to set his or her weapon against a
charge cannot attack unless an opponent An attack from the unshielded flank denies the
charges, but the weapon will inflict double target any defensive advantages from a shield. An
damage against a charging opponent. A charge is attack from the rear flank negates the defensive
any attack that allows the attacker to move and at- value of the shield and also negates any dexterity
tack, and thus includes leaping attacks that may bonus.
be made by some monsters.
Invisible opponent: An invisible opponent can
Weapons that may be set against a charge only be attacked if the general location is known,
include spears, lances (when used dismounted), and the attack is at –4 to hit. If an opponent is
most pole arms, and tridents. invisible to the attacker, he or she cannot be
attacked from behind (or from the flank). Note that
Unarmed Combat: Brawling attacks, such as more powerful monsters (those with sensitive
those conducted with fist, foot, or dagger pommel, smell or hearing, or more than six hit dice) will
will normally inflict 1d2 points of damage. All frequently be able to detect invisible opponents;
characters are automatically presumed to be the GM should determine the chance of this
proficient with such weapons, i.e. a proficiency according to the creature concerned and the
slot is not required to make such an attack without situation. Powerful magical monsters, or those
penalty. with more than 11 hit dice, will almost always be
able to see invisible creatures normally.
Two other unarmed attack forms are possible:
Grappling attacks and Overbearing attacks. A Prone Opponent: Attacks against a prone
successful grappling attack inflicts 0-1 (1d2-1) opponent negate the benefit of a shield, negate
points of damage, but also restrains the target and dexterity bonuses, and are made at +4 to hit.
prevents him or her from fighting. The chance of
breaking a successful grapple should be Rear Attack: An attack from directly behind an
determined according to the relative strengths of opponent negates the benefit of a shield, negates
the creatures concerned. (An ogre could restrain a dexterity bonuses, and is made at +2 to hit.
kobold almost indefinitely, and would be able to
break free of the kobold’s grasp at will.) Sleeping Opponent: Sleeping opponents (natural
sleep, not magical sleep) may be attacked with
Overbearing attacks are Grappling attacks the same chance to kill as if the attacker were an
exercised at the end of a Charge (see “Charge” assassin. The effect of magical sleep is described
above). If successful, the opponent is prone rather under the entry for the sleep spell.
than restrained. Otherwise the attack is treated as
a grapple. Stunned Opponent: A stunned opponent
receives no shield or dexterity bonus, and may be
COMBAT MODIFIERS attacked at +4.

Concealment: Concealment is anything that Two-Weapon Fighting: If a character desires to


obscures an opponent’s vision, such as tree limbs fight with one weapon in each hand, the off-hand
or smoke, but does not physically block incoming weapon must be either a dagger or a hand axe.
attacks (which would be considered Cover rather The weapon in the primary hand attacks with a –2
than Concealment; see below). The GM must modifier, and the off-hand weapon attacks at –4.
decide whether the defender is about a quarter (-1 The character’s dexterity bonus (or penalty) for
to AC), half (-2 to AC), three-quarters (-3 to AC), missile weapons is added to both attacks. Thus, a
or nine tenths (-4 to AC) concealed. character with a dexterity of 3 would be attacking
at -5/-7. However, although penalties can be
Cover: Cover is protection behind something that offset, this rule can never result in a bonus to
can actually block incoming attacks, such as a attacks! The off-hand weapon cannot be used to
wall or arrow slit. Cover bonuses are as follows: affect parrying.

157
Turning the Undead CHAPTER III: HOW TO PLAY Turning the Undead

TURNING THE UNDEAD round, and the cleric must sheathe or drop his or
her weapon (or else set down his or her shield).
Clerics and paladins can turn undead, causing
them to flee or even turning them to dust by the To turn undead, roll a d20 on the Turning Undead
power of religious faith. An evil cleric can also turn Table. If the result is equal to or higher than the
a paladin, but cannot destroy the paladin by number shown, the attempt is successful.
turning. Evil clerics may choose to control the un-
dead instead of turning them. If an evil cleric gains Exception: Certain religions exist where the
a result of “D” on the table, the undead creature cleric’s holy symbol is also his or her weapon (for
falls under the cleric’s control for 24 hours. example, some GMs may permit clerics of the god
Normally 2d6 creatures are affected by Turn Thor to carry a hammer which doubles as a holy
Undead. Exceptions are paladins and Type 13 symbol). In this case, the cleric will be able to
creatures, of which only 1d2 are affected, and make a turn undead attempt with his or her
results of “D”, which affect 1d6+6 creatures. weapon in hand, although even this situation does
not empower the cleric to attack and attempt to
Turning lasts for 3d4 rounds. While turned, the turn undead in the same round. If the cleric is
creature must move away from the cleric at its successful in a turning attempt, he or she may try
fastest possible movement rate. It will attack a again next round. If the cleric fails, no further
creature that is directly blocking its escape route, turning attempt may be made during this
but otherwise may not fight. encounter.

The cleric or paladin must be holding his or her Optional Rule: An evil cleric may control no more
holy symbol to make a turning attempt. In most hit dice worth of undead than his or her level of
cases this will preclude attacking on the same experience; thus a 9th level evil cleric could
control no more than two wights, for example.

Cleric Level
Type of Undead Example 1 2 3 4 5 6 7 8 9-13 14-18 19+
Type 1 Skeleton 10 7 4 T T D D D D D D
Type 2 Zombie 13 10 7 T T D D D D D D
Type 3 Ghoul 16 13 10 4 T T D D D D D
Type 4 Shadow 19 16 13 7 4 T T D D D D
Type 5 Wight 20 19 16 10 7 4 T T D D D
Type 6 Ghast - 20 19 13 10 7 4 T T D D
Type 7 Wraith - - 20 16 13 10 7 4 T T D
Type 8 Mummy - - - 19 16 13 10 7 4 T D
Type 9 Spectre - - - 20 19 16 13 10 7 T T
Type10 Vampire - - - - 20 19 16 13 10 7 4
Type11 Ghost - - - - - 20 19 16 13 10 7
Type 12 Lich - - - - - - 20 19 16 13 10
Type 13 Fiend - - - - - - - 20 19 16 13

For the purposes of evil clerics turning paladins, paladins are treated as Type 8 if they are level 1-2, Type
9 if level 3-4, Type 10 if level 5-6, Type 11 if level 7-8, Type 12 if level 9-10 and Type 13 if level 11 or
higher. However, paladins cannot be destroyed by turning.
If the number on the die is equal to or greater than the number shown on the table, the creature is turned
and will flee.

If the table indicates “T”, the undead creature is automatically turned, and will flee.

It the table indicates “D”, the undead creature is automatically destroyed and will crumble to dust.

For evil clerics, a result of “D” indicates that the undead are forced into the cleric’s command for a period
of 24 hours.

158
Damage and Death CHAPTER III: HOW TO PLAY Level Drain

NATURAL HEALING

A character will recover one hit point per day of


uninterrupted rest. However, if the character has a
constitution penalty to hp, before rest will begin to
affect the character’s hp the character must rest
for a number of days equal to the constitution pen-
alty. A character with high constitution gains a
commensurate benefit after resting for one week;
the number of hp regained during the second
week will be increased by the amount of the
character’s hp bonus at the start of the week. Four
weeks of rest will return any character to full hp
regardless of how many hp the character has lost.

“Well you don’t have to go all ‘Black Leaf’ on SUBDUAL DAMAGE


me, just roll a new character!’
A weapon may be used to beat down, rather than
DAMAGE AND DEATH kill, an opponent. When the player desires,
damage inflicted can be composed of half “real”
When a character or creature is hit, the amount of damage and half “subdual” damage that does not
damage is deducted from his or her hit points. kill. Such subdual damage is recovered at a rate
When hit points reach zero, the character is of one hit point per hour.
unconscious and will continue to lose one hit point
per round from blood loss until death occurs at Not all monsters may be subdued. Generally only
–10 hit points. Note that any additional damage humanoids and special creatures such as dragons
suffered by an unconscious character (aside from will be subject to such attacks. Some creatures
bleeding) will kill him or her instantly. The blood may voluntarily agree to accept defeat from
loss of one hit point per round may be stopped subdual damage (this is common in knightly
immediately in the same round that aid of some tourneys) but in this case, subdual must normally
kind is administered to the wounded character. be agreed with the foe in advance.
Being knocked unconscious is quite serious; even
after returning to one or more hit points (by means
of a healing spell, potion, or natural rest) the
character will remain in a coma for 1-6 turns and
must rest for a minimum of one week before he or
she will be capable of resuming any sort of
strenuous activity, mental or physical. If a
character is reduced to –6 hit points or below, the
scars of the wound will likely be borne for the rest
of the character’s life.

Characters who are slain may be raised from the


dead if a cleric of sufficient level is available to
perform the casting (exception: elves do not have
souls, and are unaffected by the spells raise dead
or resurrection). If no such character is available
LIFE ENERGY LEVELS AND LEVEL DRAIN
in the party, as will be the case for most low-level
parties, the group may choose to approach a NPC
Certain monsters, magic items and spells have
High Priest for assistance in raising a dead
the power to drain “life energy levels”, perform a
character. The NPC will always charge a fee for
“level drain”, or an “energy drain” (these phrases
such a casting, typically at least 1,000 gp.
are used interchangeably in the OSRIC rules). If a
player character is drained of a life energy level,
he or she loses one complete level of experience
and is placed at the beginning point of the new

159
Morale CHAPTER III: HOW TO PLAY Hirelings and Henchman

level. If the character is multi-classed or dual- The general rule is that characters cannot employ
classed, then the highest level of experience poisons as easily as monsters. Venom taken from
attained by that character is lost. If the character a creature’s poison glands will, for game
has two equal levels, then the level lost should be purposes, typically begin to lose effectiveness
determined randomly. A player character drained immediately and have become completely
below level one is slain (and may rise as some denatured within a few hours. Some characters—
kind of undead creature). Non-player characters often assassins—may learn how to create
lose a level or hit die, as applicable. vegetable-based toxins that can last longer if kept
in the correct way, but lethal toxins will still need
MORALE to be handled with great care. The GM should
determine whether any given activity involving the
Certain monsters, such as trolls or most undead poison runs a risk of the handler receiving a tiny
creatures, are fearless and never need to check cut, scratch or nick (requiring an immediate
morale. The majority, however, will not continue to poison save). Certain good aligned character
fight a hopeless battle, seeking to retreat, classes, such as paladins, may not use poison
surrender, or flee. The GM determines when and will object to their companions using it.
morale checks should be made.
Finally, some creatures—particularly powerful
Player characters do not need to check morale. ones such as dragons—are so large, and their
However, hirelings, henchmen, and men-at-arms body chemistries are so different, that poisons will
do face morale checks, as determined by the GM. not normally work against them.
In this case the NPC’s morale may be affected by
his or her liege’s charisma score and/or former The principle is that poisons in the hands of player
conduct towards the NPC; the henchman’s characters change the balance of the game in
alignment may also be taken into account. undesirable ways, so players should be
discouraged from using them.
POISON, DISEASE AND INSANITY
Diseases in OSRIC-compatible games often come
Poisons commonly encountered in OSRIC- from monsters, such as mummies or giant rats.
compatible games include animal venoms (such There are a few other instances where disease
as snake and spider bites), vegetable toxins (often may be contracted.
used to coat poison needles or similar devices on
traps), and essentially magical poisons such as Insanity is possible as a result of certain spells or
clouds of poisonous gas. Generally, when a monster attacks.
player character ingests or inhales the poison, or
it otherwise enters his or her bloodstream, he or HIRELINGS AND HENCHMEN
she must roll a saving throw against poison
(sometimes with a modifier—up to +2 for a As player characters advance in wealth and
relatively weak toxin such as that of a Large power, they are increasingly likely to require the
Spider, down to -4 for a particularly lethal one). If semi-permanent services of various sorts of non-
the saving throw is failed, the character dies. player characters. In addition to less formal
associations and patronages, a character may
In practice death from such cases is not expect to have the opportunity to acquire and
instantaneous, although the character is typically retain hirelings and henchmen. In general, but not
incapacitated immediately. There is time for slow in every case, the former are unclassed zero level
poison or neutralise poison to be cast on the characters incapable of conventional
character, if this is done reasonably soon (say, advancement by level, whilst the latter are classed
within about 15 minutes depending on the characters, initially of low level, but capable of
strength of the venom or toxin involved). level advancement.

If the character dies as a result of poison, the In almost all instances, hirelings and henchmen
poison must somehow be flushed from his or her must be entirely equipped by those they serve,
bloodstream before any kind of raise dead or and contribute nothing but themselves. Should a
resurrection can succeed. player character seek to engage the services of
an already equipped non-player character, the
game master would be well advised to ensure that

160
Standard Hirelings CHAPTER III: HOW TO PLAY Expert Hirelings

the value of any equipment be paid to the appropriate costs, terms of service, and
prospective retainer as a stipend prior to availability must be decided in accordance with
commencement of service. the dictates of a given milieu.

It is typically assumed that hirelings are human; if


non-human hirelings are sought, then the

STANDARD HIRELINGS considerably longer. It is therefore usual for expert


hirelings to only be retained by player characters
The short term services of simple craftsmen and who have already established a stronghold or the
labourers are relatively easily procured in large equivalent. The maintenance of a stronghold is
settlements, but even small villages are usually assumed to include any common hirelings
able to supply something in the way of this sort of necessary, but expert hirelings must be accounted
hireling. It is more difficult to find individuals willing for separately.
to take service for longer than a few days,
especially if considerable travel is involved. Whilst some may certainly be found in small
villages, the probability of finding expert hirelings
EXPERT HIRELINGS willing to take service with a player character is
considerably higher in larger settlements, such as
Obtaining the services of very skilled craftsmen towns and cities, where suitable candidates exist
and other professional servitors typically involves in greater numbers. Exactly where individual
the expenditure of considerable time and hirelings may be located varies, but craftsmen are
resources. Whilst it is possible to retain such typically found in or near their respective artisan
hirelings for short periods, few will agree to a term quarters, whilst mercenaries may be sought at
of less than a month and most expect to serve inns and taverns. Successful recruitment depends

161
Henchmen CHAPTER III: HOW TO PLAY Searching the Dungeon

on the terms offered relative to the difficulties and enemy fortress, a wizard’s tower, or a shrine to
risks involved in the proposal. some dark god. For convenience, and by tradition,
these enclosed locations are collectively called
HENCHMEN “dungeons”, which thus refers not just to a set of
man-made tunnels but to any indoor adventure
Henchmen are classed and levelled non-player location. Indoor/dungeon adventures tend to have
character adventurers in the service of higher similar characteristics and thus the same set of
level player characters. A third level magic user, procedures and suggested resolution mechanics
for instance, might take on a first level fighter applies to most “dungeon” adventures.
henchman to act as his personal guard. However,
the henchmen of a player character are more Order of Play: While exploring in a dungeon,
significant than mere hirelings; they become his each turn is resolved separately. Experienced
companions, friends, and supporters, acting in his GMs sometimes will allow the turns to run
interests even in his absence. Indeed, a very loyal together, but this is only recommended after the
henchman may sacrifice his very life in defence of GM is comfortable with the basic procedures. The
a player character or charge unbidden into the order of events in a game turn is as follows:
thick of the fray to rescue him. Consequently,
henchmen are highly sought after by experienced 1. Wandering Monster Check
players, and the number a character may have is
limited by his charisma score. 2. Statement of Action: Party caller or individual
player describes the activity of the various party
members, which are resolved as appropriate by
the GM:

A. Move: Up to full move rate per turn for


cautious movement (including mapping); 5x
normal rate when passing through familiar areas
(no mapping allowed).

B. Listen for noise: one round per attempt,


10% standard chance for success (adjusted for
class (thieves, assassins) and race (elves,
gnomes, halflings, half-orcs), only three attempts
allowed per situation (e.g. door).
ADVENTURE AND EXPLORATION
C. Open a stuck or locked door: one round
per attempt, 2 in 6 standard chance for success
OSRIC is a game of adventure, and the primary
(adjusted for strength) for stuck door, locked
activity in adventures is exploration. Even though
door requires key, knock spell, exceptional
the rules for combat take up more space in this
strength, lock picking, or breaking down door,
rulebook, play tends to focus more on exploration
unlimited retries allowed but no surprise possible
than combat. Whether the party is investigating an
after failed attempt.
old ruined shrine, delving into an abandoned
dwarfish mine, traversing an unknown wilderness, D. Search for traps: 1-4 rounds per attempt
sailing uncharted waters, or venturing beyond the
(covering one object or location), chance of
physical world into the planes of existence,
success determined by race (dwarf or gnome),
exploration is central to adventure and thus to the
class (thief or assassin) or free-form verbal
game.
negotiation (at GM’s discretion).
SEARCHING THE DUNGEON
E. Casually examine (and map) a room or
area: one turn per 20 x 20 ft room or area.
Many OSRIC adventures will involve the
characters exploring some enclosed area, be it F. Thoroughly examine and search for secret
the dungeons beneath a castle or temple, a doors: one turn per 10 x 10 ft area, 1 in 6
system of natural caves and caverns, an
standard chance or success (2 in 6 for elves
abandoned mine, the sewers beneath a city, an
and half-elves).

162
Searching the Dungeon CHAPTER III: HOW TO PLAY Searching the Dungeon

G. Cast a spell: See specific spell descriptions The caller can be anyone and need not be limited
in Chapter II for casting times and effects. to, for instance, the character with the highest
charisma or social standing. In fact, we suggest
H. Rest: Typically one turn in every 6, plus one that if the party uses a caller, the role should
turn after every combat, must be spent resting rotate among the players from session to session,
(i.e. no movement or any other strenuous giving each a turn.
activity).
Movement during dungeon exploration: Is at
I. Other activities: Duration of attempt and the rates listed at the beginning of Chapter III.
likelihood of success determined and resolved This slow, cautious move rate (which works out at
on ad-hoc basis by GM. a tenth the speed characters move in combat)
allows the characters to make a map of their
3. Encounters: If an encounter (either with a progress, if they wish. When passing through
wandering monster or a planned encounter) familiar areas or following a map, characters can
occurs, the GM determines surprise, distance, move at up to five times the normal per-turn move
reactions, and resolves the encounter normally rate (so that a character with a normal move rate
(through negotiation, evasion, or combat). of 60 ft could move up to 300 ft per turn if passing
through known territory).
4. Book-keeping: The GM records that a turn has
elapsed and deducts any resources that the party Characters fleeing from an encounter may run at
has used (lost hit points, spell durations expiring, ten times their normal per-turn move rate (i.e. at
torches burning out, and so on). full combat speed). No mapping is possible while
fleeing in this manner and a double rest period
Since each turn represents ten minutes of time, (see below) is necessary at the end of the pursuit.
characters may combine several actions in the Since parties will typically want to remain
same turn if each is reasonably brief. Thus a together, movement speed will necessarily be
character might draw a sword, move up to a door limited to that of the slowest character in the party.
and attempt to open it all in the same turn, for
example. Longer actions may take several turns The players should establish, and the party caller
to resolve (such as making a minute search of a inform the GM of, the party’s “marching order”, i.e.
500 sq ft wall) and sensible parties will take steps which characters are in front, the middle, and
to guard a character engaged in such activity from bringing up the rear. In a standard 10 ft wide
unexpected attack. dungeon corridor, up to three characters may walk
abreast, though if any are wielding large weapons
The guiding principle behind the exploration rules such as flails or two-handed swords, this may be
is to maximise the number of meaningful reduced to two characters or even one.
decisions the players take about their actions, and Characters in the second rank may only attack
minimise the number of dice rolls between each with a long weapon, such as a spear or pole arm,
decision. or if they are firing missiles over the head of a
shorter character such as a gnome or halfling.
The Role of the Party Caller (Optional): If there
are many players in the party, some groups like to There are various ways of keeping track of
designate one player as “Caller,” or party marching order. If miniature figures are in use,
spokesman, and filter communication through that they can be placed on some board to indicate
single player. This role should not default to a where each character is. If miniatures are not in
“party leader” who gives the other players orders play, most GMs will ask the party to show their
and reduces them to spectators! Rather, some marching order on paper. Sensible parties tend to
groups may find that by having a single player hand the GM a default marching order upon
speak for the whole group, potential chaos of entering the dungeon, and may have standard
each player competing for the GM’s attention is positions and procedures for other common
reduced and the game should run more smoothly, circumstances as well. A well-organised group
improving the play-experience for all involved. might say to the GM, “this is our formation when
Therefore, if a caller is used, he or she should opening a door, ” or “ in 20 ft wide passages we
consult with the other players and then report the move like this,” and so forth.
party’s actions quickly and accurately to the GM.

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Searching the Dungeon CHAPTER III: HOW TO PLAY Searching the Dungeon

If the party’s position is for some reason unclear monster. In any event, a failed attempt to open a
to the GM, he or she is well within his or her rights stuck door will prevent surprise on any creature
to determine who is where by means of a die roll. on the other side of the door.

Listening: May be performed in most places, Lock-picking attempts by thieves and assassins
often at doors before opening them. Unless the are handled in Chapter I and take between one
entire party is still and quiet (no chattering or round and one turn per attempt (depending on the
clanging around), and unless headgear such as complexity of the lock). 1-4 rounds are typical.
helms are doffed, the listener will not detect any
noise save the very loudest. Chopping down a door with axes or by other
means is time-consuming and noisy. It takes a full
Thieves and assassins have an enhanced chance turn at least to chop down a standard-size door,
to hear noise (see “thief skills” in Chapter I). during which time several wandering monster
Characters of all other classes may also attempt checks should be made. Naturally, the party will
to hear noise. This chance to hear noise is have no chance of surprising any creature on the
modified by race. other side.

Normally the GM rolls this die in secret, because Furthermore, once a door is opened, it is usually
the player has no way of knowing whether no difficult to keep it open, or for that matter to keep it
noise was heard because of the roll or because closed. The usual way to hold a dungeon-door
there was no noise to hear. A character who fails open or closed is to wedge it with iron spikes.
(or thinks he or she has failed) to hear noise may Even then there is a small chance that a spiked
try again, each attempt taking one round. door will slip.
However, no more than three attempts may be
made by the same character before the strain Mapping: Is a key element of dungeon
becomes too great, and no further listening exploration; but it is one of the most controversial
attempts will succeed until the character has and misunderstood aspects of the game. If not
rested for at least one turn. handled carefully, mapping has huge potential to
slow down the game and mire it in frustration.
Don’t forget, monsters can hear the party in the
same way as the party can hear them! When designing the dungeon, the GM should map
it out on sheets of graph paper, showing the
Opening doors: Is not normally difficult; the rooms, chambers, corridors, stairways, doors,
player (or party caller) states the action and the traps, and other features in relation to one
door is opened. However, in some dungeons another. As the party moves through the dungeon
many doors are stuck and must be forced open. the GM describes to them what they see and,
Doors may be locked, braced, jammed, spiked assuming they have light and proper equipment
shut or otherwise held fast (by means of a wizard and are not moving too quickly, the players may
lock spell, for example). Stuck doors may be choose to draw a map of their own based on the
forced by brute strength (see the strength ability in GM’s descriptions.
Chapter I for chances of success). Locked doors
will need a key, a thief or assassin to pick the It is important to understand the purpose of the
lock, or some may be broken down with axes or players’ map. The goal is not to create an exact
battering rams. copy of the GM’s map, but to keep a record of
which areas are explored and which are not, to
Attempting to force a stuck door takes one round allow the party to find their way back to the
per attempt and, depending on the size of the entrance and, on subsequent expeditions, find
door, more than one character may try at once. their way back to where they left off. If the
Thus, two characters could simultaneously try to dungeon is small or simple in layout the players
force a 6 ft wide door—each character makes a may not need a map. Even if the dungeon is
check and success by either indicates the door larger or more complex, a “trailing map” with lines
opens. If the first attempt fails, additional tries may for corridors and squares for rooms and
be made at no penalty except for time and noise. chambers, maybe with marginal markings
Attempting to force a stuck door, and particularly showing length or size, is almost always enough.
multiple attempts on the same door, is noisy and Only in the most labyrinthine of dungeon levels,
may increase the odds of meeting a wandering with rooms and corridors tightly packed together,

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Searching the Dungeon CHAPTER III: HOW TO PLAY Searching the Dungeon

are players likely to find making a strictly accurate chances for success are as described in Chapter
map rewarding. I. A search for traps generally takes 1-4 rounds,
but it is also limited to a specific object or small
On such levels an accurate map can help the (no more than 5 x 5 ft) location specified by the
players deduce the locations of secret rooms, player: “I search for traps on the door”, “I search
show them when they’re circling back into areas for traps on the treasure chest”, “I search the area
they’ve already explored by a different route, or directly in front of the throne for traps,” etc.
even alert them to some trick—a teleporter,
shifting room or wall, sloping passage, or the like.
Parties keeping a trailing map, or no map at all,
may miss hidden treasures or not realise they
have gone astray until hopelessly lost, but careful
mapping might quickly reveal something is amiss,
allowing the party to backtrack and correct their
course or search for a solution.

These areas are the most difficult to map, but also


the most rewarding and fun, since mapping this
sort of level can lead to tangible positive results.

The players’ map represents an actual in-game


object. If the players at the table are making a
map, then a character must also be making one.
This has several corollaries: the party must have
light (they can only map what they see) and
mapping supplies (something to write with and
something to write on), they must be moving
slowly and methodically (no more than standard “Nothing in this room either, just another
exploration speed), and measuring the size of a empty chest!”
room takes time (one turn per 20 x 20 ft area is
suggested). Perhaps most importantly, if The GM may allow “negotiation based” searching
something happens to the map in-game, it for secret doors or traps, in which, through careful
happens to the players’ map as well! If the questioning and described actions, the players
mapping character dies and his or her body is left may achieve a bonus, or even an automatic
behind, if the characters are captured and success, on a search. For instance, players may
stripped of their equipment, or if a jet of acid or a tap along a section of wall listening for the echo of
green slime destroys the map, the GM should a hollow space. If such a space is discovered, the
confiscate it. If the party wants backup copies, the players may describe their attempts to find and
players must actually draw them. If the entire trigger the secret door they know is there—
party dies in the dungeon, the only way their maps perhaps looking for loose or ill-fitting stones,
will survive is if copies were left on the surface. suspicious indentations or cracks, wall-sconces
that may turn or pivot, etc. The same approach
Maps are a valuable asset for NPCs as well as can work for traps as well. These detailed,
PCs; map-buying, selling and trading could be negotiated searches generally take a long time in-
rife, and maps found in treasure hoards are play (more than the standard times listed above)
potentially more valuable than gold. and may increase the odds of encountering a
wandering monster.
Searching for hidden treasure, traps, secret
doors, and whatnot: Is a common activity. Disarming traps is normally a job for a thief or
Looking for secret doors is a time consuming assassin (with chances of success as shown in
process, taking a full turn for each 10 x 10 ft area Chapter I) and takes 1-4 rounds per attempt for a
searched. Even so the chance of success is simple trap. A complex trap may take a full turn to
small: 1 in 6 for most characters, with elves and disarm. Other characters usually have little to no
half-elves having an innate advantage (translating chance of success, though again careful
to a 2 in 6 chance). Searching for traps is best questioning and attention to detail may create
done by dwarfs, gnomes, thieves, or assassins— exceptions. For instance, a player may be able to

165
Sample Play Session CHAPTER III: HOW TO PLAY Sample Play Session

surmise that wedging a pressure plate to prevent penalties in combat, temporarily reduced ability
it from depressing, or stopping a vent with scores, and morale reductions for any NPCs who
beeswax to prevent gas from issuing from it, could are accompanying the party. The longer the party
circumvent a trap. goes without resting, the worse these effects
become.
These sorts of “negotiation-based” solutions to
traps are wholly at the GM’s discretion. Some Other actions are defined in several of the race
GMs encourage and reward this sort of play, but and class descriptions in Chapter I. For instance,
others will discourage it, perhaps feeling this a dwarf can attempt to determine depth
slows down the game too much, or circumvents underground, a gnome can try to determine
the intended role of the thief class. It is important direction, a paladin can detect evil, a ranger can
that the players and the GM discuss this issue to attempt to follow a set of tracks, and so on.
make sure everyone’s expectations align–that the Unless otherwise specified, these actions take
players aren’t expecting purely roll-based one round per attempt.
resolution of traps when the GM is expecting them
to play out each attempt, or vice versa. Beyond these sorts of pre-defined activities
OSRIC has no specific system for resolving most
Casting spells is detailed in Chapter II. Many other tasks. This is intentional—the player
spells, particularly the various detection and characters are heroes, and should be able to do
divination-type spells, will make the job of most mundane things without a roll.
exploration easier. It is up to the players to decide
the ideal balance between these “utility” spells Certainly the authors could have included a skill
and those oriented towards combat or healing. system covering activities such as “horse riding”
There are circumstances in which a well-timed or “swimming”, but doing so is actively detrimental
knock or locate object spell may prove just as to heroic gaming. Had we included a “horse
crucially life-saving as yet another sleep or cure riding” skill, characters would start falling off their
light wounds. horses. This strikes us as unnecessary, in the
context of heroic adventure gaming, so if you seek
Rest periods are typically necessary one turn out a generic skill system for your game, seek it
of every six, one turn after each combat, and elsewhere. Success at most horse-riding tasks
double-length (two turns) after an evasion or (for example) is automatic.
pursuit. Parties that stay in the dungeon for
several hours and are not able or willing to return Where a player character tries something beyond
to the surface may spend an entire “night” holed the mundane, the GM should determine the
up within the dungeon to recover spells. During chances of success on an ad-hoc basis. The GM
these periods the party cannot move, nor may should look at the circumstances and the
they perform any other strenuous action (though character’s class, level, race, and ability scores
passive activities such as mapping should be and make an informed judgement about his or her
allowed). Players should be aware of when these chances of success. This could be a flat
rest periods are coming up, and make sure their judgement—”you succeed” or “you fail”—but is
surroundings are as inconspicuous, or at least more commonly a die-roll of some kind. The GM
defensible, as possible. A small, out-of-the-way should usually tell the player what the chance is,
room with a single door that can be spiked shut ask the player if they still wish to proceed, and if
could be a good location to rest in for a single turn so allow the player to make the appropriate roll
or an entire night; in the middle of an open him- or herself. However the GM always has the
corridor or near a stairway to a lower level is likely right to roll the dice on behalf of the player, or in
a bad place for even a short rest period, and often secret, if the GM feels the situation demands it.
a suicidal place to spend several hours.
SAMPLE PLAY SESSION
Occasionally, by accident or design, characters
will not take these required rest periods and Background: A party of stalwart adventurers,
attempt to press on regardless. If this happens, consisting of Hogarth, human fighter and party
everyone in the party is fatigued. What this caller (player: Bob), Alice, human magic user
means, and what sort of impact it has on the (player: Mary), Friar Chuck, human cleric (player:
characters, is left to the GM’s discretion but likely Chuck), Groin, dwarf fighter (player: Jason),
consequences are a reduced movement rate, Floppinjay, elf thief (player: Eric), and Hap, normal

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Sample Play Session CHAPTER III: HOW TO PLAY Sample Play Session

man mule-tender (NPC). They are searching for a Eric: Okay, from where I’m standing I poke into
way down to the ancient ruins of the Temple of the stream with my short-sword. How deep is it?
the Serpent-Men, long sought and thought by How swiftly is it moving?
most sensible folk to be only a legend until a GM: It’s not deep, only a foot or two. It’s not
recent earthquake opened a deep crevasse and moving very quickly either, though a bit faster
turned up some unusual objects of unmistakably here than at the surface, and it looks to be moving
ancient origin. a bit quicker up ahead too. You’d have no trouble
GM: After a couple hours searching through the standing upright in the middle of it. The water is
foothills and scrubland to the south and west of cool and a little muddy, but fresh.
the crevasse you’ve come across something Eric: Can I hear anything here?
interesting—a small cave-entrance with a shallow GM: Same as before.
stream flowing into it and evidence of foot traffic Eric: Okay, I go back and report all this to the rest
going both in and out. The cave entrance is of the party.
approximately 100 yards west of the crevasse Bob: Right on. So as we head in we’ll have the elf
where the ruins are. It’s now about noon. in front, the dwarf second, me in third, Alice fourth
Bob: Can we tell anything about the tracks—what with a torch, then the NPC and the mule…
made them? How many individuals? Do the tracks GM: Hap says, “I’m not going in there, and neither
appear fresh? is Tom!”
GM: Whatever made the tracks was about man- Jason: Who’s Tom?
sized and wearing shoes or boots. You’re pretty Chuck: I think that’s the mule.
sure there were multiple individuals, not just one GM: [as Hap] Right. We’ll wait for you right here
person going repeatedly in and out, and most of until an hour before sunset, then we’re heading
the tracks appear fairly fresh. You can’t really tell back to the village whether you come back or not.
anything beyond that without a ranger or other Mary: But that’s not the agreement we made…
woodsman-type. GM: [as Hap] I just agreed that Tom and I would
Bob: Okay, the elf will go down into the cave and come with you to look for these ruins and haul
scout it out. back whatever treasure you find. I never said
Eric: Why me? nothin’ about following you down into holes in the
Bob: Because you’re a thief so you’re sneaky and ground after who-knows-what.
less likely to get surprised by any monsters that Bob: Will you come with us if we pay you an extra
might be lurking down there, and you’re an elf so gold piece?
you can see in the dark. GM: [rolls reaction die] No.
Eric: Okay, then, I do what he says—cautiously Chuck: Can’t we just force him to come with us at
enter the cave with my sling out, making sure not swordpoint and tell him we’ll kill him if he doesn’t?
to step in the stream. What do I see? GM: What’s your alignment again, Friar Chuck?
GM: The cave-entrance is about 10 ft wide and 8 Chuck: Lawful good. Why?
ft high and descends gently as it winds to the GM: …
north and east. About 30 ft in it turns to the east Chuck: Oh. Never mind.
so you can’t see beyond that from where you’re Bob: Alright then, the NPC and the mule stay
standing. It appears to grow narrower as it goes behind. Marching order as before, with the cleric
deeper, so if you’re going to keep following it, bringing up the rear. The elf has his sling out, the
eventually you’re going to have to be standing in dwarf his crossbow, I’ve got my spear, Alice is
the stream. holding the torch, and the cleric has his hammer
Eric: Do I hear anything? and shield. Everybody agree?
GM: [rolls] Just the sound of water dripping and All but GM: Yup.
splashing on the rocks. GM: So, as I described before, the passage winds
Eric: I’ll cautiously move up to the eastward turn north and slopes down for 10, 20, 30 ft, turns to
and look in that direction—what do I see? the east and narrows, then continues winding
GM: Beyond the curve the passage keeps northeast and narrowing for another 10, 20, 30, 40
descending and narrowing, and winding in a ft. By this point the passage is 4 ft wide and 7 ft
northeasterly direction. You can see about 40 ft high and you’re all standing in the stream, which
farther, by which point the passage has narrowed is about 2 ft deep.
to about 4 ft wide and 7 ft tall, filled entirely by the Jason: How deep underground are we?
stream. GM: [rolls] Not too far, maybe 15 ft.
Bob: We continue forward.

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Sample Play Session CHAPTER III: HOW TO PLAY Sample Play Session

GM: Alright. The passage goes east for 10, 20 ft, Bob: [rolls] 1. Oh fizzlesticks!
and curves to the northeast. The slope levels a bit GM: The 2 orcs on Floppinjay follow him north
here, the depth of the stream increases to about 3 and attack [roll] 1 miss, 1 hit. [rolls] 3 damage.
ft, and the current slows a bit. Over the next 30 ft Eric: Aiee!
the passage widens slightly and about 30 ft farther GM: 2 attacks on Hogarth [rolls] miss, miss. 2
ahead from where you are now the passage attacks on Groin [rolls] miss, hit. [rolls] 5 damage.
appears to widen out into a cavern. Jason: I’m down, -3 hit points.
Bob: Okay, we proceed forward cautiously, still in GM: You’re not dead but you’re unconscious and
single file. Does the elf hear anything? bleeding. You’re also underwater…
GM: [knows there are orcs in the cave ahead, but Jason: *Gurgle, gurgle*
because the orcs are alerted to the party’s GM: Bob, you’re up.
approach both by the light from their torch and the Bob: Attacking the orc on the left. [rolls] 10.
disturbance their passage is making in the stream, GM: That’s a miss…
they’re being quiet as they set their ambush for Mary: I step forward so Chuck can squeeze by
the party. Nonetheless, he decides, on a roll of and get to Jason. Then I cast my spell.
01-05 he might hear something unusual: rolls GM: [rolls] The 4 orcs who were attacking Hogarth
(79)] Same as before. Splashing and dripping and Groin are all affected, and so is Hogarth.
water; nothing more. As you move forward 10, 20, Floppinjay and the 2 orcs who were on him are
30 ft the passage opens out into a wider cavern— out of the area of effect.
bigger than the radius of your torchlight. You’re Mary: Good going…
entering via the southwest corner. The stream Eric: Sorry.
continues northward through the middle of the Chuck: Can I get to Jason’s body?
cavern. Give me a surprise roll. GM: Yeah, you’re able to drag him onto shore on
Bob: [rolls] 2 the west side of the stream. Actions for next
All but GM: *Groan* round?
GM: Okay, as you file into the cavern you’re Jason: I bleed.
caught unawares for 2 segments… Bob: I snore, and inhale water, I suppose.
Eric: I’ve got a 16 dex! Mary: I wake up Hogarth.
GM: Right, so Floppinjay is caught for 1 segment Chuck: I administer a cure light wounds to Jason.
and everybody else for 2 segments by a half- Eric: I suppose I need to fight these guys alone? I
dozen brownish-green fellows with bristly black drop my sling and get out my short sword to
hair and pink pig-snouts. They’re currently [rolls] attack.
30 ft away to your right (the east), charging at you GM: Initiative. [rolls] Eric, beat a 3.
and hurling hand axes as they come. Segment 1, Eric: [rolls] Boo-ya! 4! Attacking the one on my
they charge 18 ft. Segment 2, they charge the right [rolls] 14.
remaining 12 ft, hurl their axes, and pull out GM: Near miss. The blow catches on his shield.
spears. Only the first 3 of you are open targets, Eric: These guys have shields?
and only Hogarth and Groin can be hit. [Rolls] 4 GM: Yep. Studded leather armour and shields.
attacks on the dwarf, 2 on the fighter. [Rolls] No Armed with spears. [Considers morale of the
hits on the fighter, 3 on the dwarf. [Rolls] 7 points orcs–they’ve lost more than 50% of their party.
total damage. 2 orcs on each of the dwarf, elf, and The GM assigns +15% for this; +another 40% for
fighter. Actions for round one. the 4 allies down, -20% for the 2 PCs down;
Bob: Attack one of the orcs on me with my spear. additional ad hoc -25% because they’re fighting
Eric: Fighting retreat in a northerly direction. an elf and have him outnumbered 2:1. Total
Jason: Drop my crossbow, pull out my axe and modifier +10%; rolls 54 = the orcs will disengage
attack. and retreat]. The 2 orcs disengage and retreat
Chuck: Can I move forward into the room? towards a passage in the southeast corner of the
GM: No, Alice is blocking your way. cave.
Chuck: Right-o, then. I’ll wait for her to clear the Eric: Can we chase them?
way… GM: Sure, next round. They’ve got a 30 ft head-
Mary: Do we see or hear any orcs besides these start, and are 10 ft from the exit at the end of this
6? round. Chuck’s spell goes off and Jason gets
GM: No. [rolls] 8 hit points back. You’re still unconscious,
Mary: Then I’ll drop my sleep spell right in the though, because you went below zero. Mary
middle of the crowd. wakes Bob up and he spits out some water. The 4
GM: OK, initiative. Beat a [rolls] 2. orcs are still asleep but it looks like the choking

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Sample Play Session CHAPTER III: HOW TO PLAY Sample Play Session

from inhaling the water is going to wake them up Bob: Right, so these orcs probably won’t try to
next round. Actions? pursue us into daylight.
Bob, Mary, and Chuck: Finish off the sleeping Eric: Hold up, I’m not leaving yet. I dump out my
orcs before they wake up. two oil flasks by the southeast passage and want
Eric: So we’re not gonna chase those two that ran to set up a trip-wire with an ember to ignite the
away? OK, I finish off the other sleeping orc. pool when someone crosses it. Can I do that?
GM: Done. As the two orcs flee out of the room GM: Sure, you’ve got the same chance to set a
you hear one of them calling out in orcish trap as you do to disarm one.
something that sounds like “unleash the Dogs of Bob: What are you doing? Come on!
War.” Now what? Eric: I want to give these guys something to
Mary: We look around the room. What do we remember us by.
see? How big is it? Bob: Whatever, the rest of us aren’t waiting.
GM: The cave is irregularly-shaped, Catch up when you’re done…
approximately 50 ft wide east-west by 90 ft long Eric: Okay, so I’m setting the trap. What do I need
north-south. The stream enters via the southwest to roll?
corner and exits in the middle of the north wall. GM: Well, first, give me a d6 roll.
There are 5 ft wide passages out of the northeast Eric: Umm, why?
and northwest corners, both going roughly east. GM: For surprise…
The 2 orcs fled down the southeast passage. The Eric: [rolls] 5! Ha!
ceiling is about 15 ft high in the centre of the GM: You turn to see 4 large dogs bearing down
cavern, about 8 ft high on the two passages, on you from the northeast passage. They’re
much lower on the stream going north. West of currently 80 ft away and charging.
the stream there’s nothing but dirt and rocks. On Mary: I guess those are the “dogs of war,” eh? I
the east side there are piles of sleeping skins, vile figured that was just a code-phrase, like “Hey,
looking foodstuffs, waterskins, and a crude table Rube”…
that appears to have a pair of dice and some GM: Nobody but Eric is in the room. Initiative?
coins on it. [rolls] Beat a 6.
Eric: I check out the table. What type and how Eric: [rolls] 5, +1 for my Dex because I’m using a
many coins are there? Is there anything else on missile. So 6, tie!
the table? GM: You can get a shot off before they reach you,
Mary: I use my staff to sort through the piles of then.
bedrolls and food. Do I find anything interesting or Eric: [rolls] Attacking dog #2; [rolls] 15 +1 for Dex
unusual? = 16. That’s got to be a hit!
Bob: Chuck and I pull the orc bodies onto the GM: Yep.
west shore of the stream and examine them. Do Eric: [rolls] 3 points damage.
any of them have any jewellery or unusual GM: Dog #2 whimpers and holds up, but the other
accoutrements? Does any of them look like a 3 continue their charge and leap to attack,
leader-type? attempting to drag you down. You’re bigger than
GM: There are about 2 dozen silver and 7 gold them so you get a +4 defence bonus, but there’s 3
coins on the table. Aside from the dice there’s of them, so they get +2 attack on their attack,
nothing else there. You find a few copper and meaning they need 14 or better to knock you
silver coins but nothing else of interest in the down. [Rolls] 18 – down you go! Action for next
bedding. None of the orcs appears to be a leader- round?
type; none of them has any treasure or unusual Eric: I’m going to stand back up and pull out my
item aside from a few more copper and silver short sword.
coins. You hear voices down the southeast GM: And the dogs, all 4 of them, will try to hold
passage – they’re speaking in orcish and it you down. Initiative: beat a [rolls] 6-1 = 5!
sounds like way more than two of them. Eric: [rolls] 5! Tied again!
Bob: Alright, let’s gather up the silver and gold GM: We’ll say you’re on your knees by the time
coins and the dice I suppose, and beat a retreat the dogs attack. So they get +2 for that, +6
back to the surface. Chuck and I will carry Groin’s because there’s 4 of them attacking, and you lose
body, Alice will light the way with the torch and your Dex bonus [rolls] 3 + 8 = 11; that’s enough –
Floppinjay will bring up the rear. I assume it’s still they’ve got you held.
daylight outside? Eric: So what can I do now?
GM: It’s been, like, half an hour tops. GM: You can try to break free next round by
making a Bend Bars roll.

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Sample Play Session CHAPTER III: HOW TO PLAY Sample Play Session

Eric: Guess that’s what I’ll do then. [Rolls] 18. Eric: I surrender!
GM: Nope. The dogs still have you held. You get Mary: Umm, don’t orcs normally refuse to take
one more chance to break free… elves as prisoners?
Eric: [rolls] 64. Nope. GM: ‘fraid so…
GM: …before a group of 8 orcs including 2 leader- Eric: Blerg.
types in chain-mail and carrying broadswords (etc.)
enter via the southeast passage and see you lying
there. “Ha ha, look what the mutts dragged down!”

THE END

170
OSRIC Open License: Content” means the game mechanic and includes the methods, procedures, processes
and routines to the extent such content does not embody the Product Identity and is
Terms used herein are as defined in the OPEN GAME LICENSE Version 1.0a an enhancement over the prior art and any additional content clearly identified as
promulgated by Wizards of the Coast, Inc. Open Game Content may only be Used Open Game Content by the Contributor, and means any work covered by this
under and in terms of the Open Game License. License, including translations and derivative works under copyright law, but specifically
excludes Product Identity. (e) “Product Identity” means product and product line
Subject to the other terms of this license, you may do the following: names, logos and identifying marks including trade dress; artefacts; creatures
characters; stories, storylines, plots, thematic elements, dialogue, incidents, language,
1. Distribute this document for free or for profit, provided that no change or addition artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and
is made other than adding your name as publisher if the product is distributed in print, graphic, photographic and other visual or audio representations; names and
other than by print on demand. descriptions of characters, spells, enchantments, personalities, teams, personas,
likenesses and special abilities; places, locations, environments, creatures, equipment,
2. Refer in your own products to the name of this document, and indicate compatibility magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any
with the OSRIC system. other trademark or registered trademark clearly identified as Product identity by the
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3. Produce content that is derivative of the “Licensed IP” material in this document, Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are
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Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene
14. Reformation: If any provision of this License is held to be unenforceable, such based on original material by E. Gary Gygax, Leprechaun from the Tome of Horrors
provision shall be reformed only to the extent necessary to make it enforceable. copyright 2002 by Necromancer Games, Inc author Scott Greene based on original
material by E. Gary Gygax, Lurker Above from the Tome of Horrors copyright 2002
15. COPYRIGHT NOTICE by Necromancer Games, Inc author Scott Greene based on original material by E.
Gary Gygax, Mongrelman from the Tome of Horrors copyright 2002 by Necromancer
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. Games, Inc author Scott Greene based on original material by E. Gary Gygax,
Necrophidius from the Tome of Horrors copyright 2002 by Necromancer Games, Inc
System Reference Document copyright 2000, Wizards of the Coast, Inc.; Authors author Scott Greene based on original material by Simon Tilbrook, Nereid from the
Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene
Gygax and Dave Arneson. based on original material by E. Gary Gygax, Nilbog from the Tome of Horrors
copyright 2002 by Necromancer Games, Inc author Scott Greene based on original
OSRIC copyright 2006-08 by Stuart Marshall, adapting material prepared by Matthew J. material by Roger Musson, Phantom from the Tome of Horrors copyright 2002 by
Finch, based on the System Reference Document, inspired by the works of E. Gary Necromancer Games, Inc author Scott Greene based on original material by Harold
Gygax, Dave Arneson, and many others. Johnson and Tom Moldvay, Piercer from the Tome of Horrors copyright 2002 by
Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original
The following material was adapted back to the 1e system from the Tome of Horrors material by E. Gary Gygax, Poltergeist from the Tome of Horrors copyright 2002 by
copyright 2002 by Necromancer Games, Inc: Aerial Servant from the Tome of Horrors Necromancer Games, Inc author Scott Greene based on original material by Lew
copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson Pulsipher, Quickling from the Tome of Horrors copyright 2002 by Necromancer
based on original material by E. Gary Gygax, Al-Mi’Raj from the Tome of Horrors Games, Inc author Scott Greene based on original material by E. Gary Gygax, Rot
copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson Grub from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors
based on original material by Roger Musson, Amphisbaena from the Tome of Horrors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Shedu
copyright 2002 by Necromancer Games, Inc author Scott Greene based on original from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott
material by E. Gary Gygax, Axe Beak from the Tome of Horrors copyright 2002 by Greene based on original material by E. Gary Gygax, Skeleton Warrior from the Tome
Necromancer Games, Inc author Scott Greene based on original material by E. Gary of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on
Gygax, Aurumvorax from the Tome of Horrors copyright 2002 by Necromancer original material by Nigel Morgan, Slithering Tracker from the Tome of Horrors
Games, Inc author Scott Greene based on original material by E. Gary Gygax, Babbler copyright 2002 by Necromancer Games, Inc author Scott Greene based on original
from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott material by E. Gary Gygax, Slug, \t from the Tome of Horrors copyright 2002 by
Greene and Clark Peterson based on original material by Jeremy Goodwin and Ian Necromancer Games, Inc author Scott Greene based on original material by E. Gary
McDowell, Bat, Mobat from the Tome of Horrors copyright 2002 by Necromancer Gygax, Sprite from the Tome of Horrors copyright 2002 by Necromancer Games, Inc
Games, Inc authors Scott Greene and Clark Peterson based on original material by E. author Scott Greene based on original material by E. Gary Gygax, Squealer from the
Gary Gygax, Beetle, \t Boring from the Tome of Horrors copyright 2002 by Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene
Necromancer Games, Inc author Scott Greene based on original material by E. Gary based on original material by E. Gary Gygax, Stunjelly from the Tome of Horrors
Gygax, Beetle, \t Watch from the Tome of Horrors copyright 2002 by Necromancer copyright 2002 by Necromancer Games, Inc author Scott Greene based on original
Games, Inc authors Scott Greene and Clark Peterson based on original material by E. material by E. Gary Gygax, Tick, \t from the Tome of Horrors copyright 2002 by
Gary Gygax, Beetle \t Rhinoceros from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary
Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Trapper from the Tome of Horrors copyright 2002 by Necromancer Games,
Gygax, Blindheim from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material be E. Gary Gygax, Troll, Ice from
Inc author Scott Greene based on original material by Roger Musson, Brownie from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott
the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Russell Cole, Troll, \t Two Headed from the
Greene based on original material by E. Gary Gygax, Carbuncle from the Tome of Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene
Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on based on original material by Oliver Charles McDonald, Vilstrak from the Tome of
original material by Albie Fiore, Caryatid Column from the Tome of Horrors copyright Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on
2002 by Necromancer Games, Inc author Scott Greene based on original material by original material by E. Gary Gygax, Volt from the Tome of Horrors copyright 2002 by
Jean Wells, Caterwaul from the Tome of Horrors copyright 2002 by Necromancer Necromancer Games, Inc author Scott Greene based on original material by Jonathon
Games, Inc author Scott Greene based on original material by Albie Fiore, Coffer Jones, Vulchling from the Tome of Horrors copyright 2002 by Necromancer Games,
Corpse from the Tome of Horrors copyright 2002 by Necromancer Games, Inc Inc author Scott Greene based on original material by E. Gary Gygax, Yellow Musk
author Scott Greene based on original material by Simon Eaton, Crabman from the Creeper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc
Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene author Scott Greene based on original material by Albie Fiore, Yellow Musk Zombie
and Erica Balsey based on original material by Ian Livingstone, Crypt Thing from the from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott
Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene Greene based on original material by Albie Fiore, Yeti from the Tome of Horrors
based on original material by Roger Musson, Dakon from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Green based on original
copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Zombie, Juju from the Tome of Horrors copyright 2002 by
material by Ian McDowell, Dark Creeper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary
Necromancer Games, Inc author Scott Greene based on original material by Rik Gygax.
Shepard, Dark Stalker from the Tome of Horrors copyright 2002 by Necromancer
Games, Inc author Scott Greene based on original material by Simon Muth, \t, Alu- OSRIC Chapter I copyright 2006-08 by Stuart Marshall. OSRIC Chapter II copyright
from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott 2006-08 by Stuart Marshall. OSRIC Chapter III copyright 2006-08 by Stuart Marshall,
Greene based on original material by E. Gary Gygax, \t, Cambion from the Tome of Trent Foster, James Boney and Vincent Frugé. OSRIC Chapter IV copyright 2006-08 by
Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on Stuart Marshall, Trent Foster, James Boney and Vincent Frugé. OSRIC Chapter V
original material by E. Gary Gygax, Disenchanter from the Tome of Horrors copyright copyright 2007-08 by Stuart Marshall, Chris Hopkins, James Boney, Robert Ross,
2002 by Necromancer Games, Inc author Scott Greene based on original material by Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey,
Roger Musson, Dracolisk from the Tome of Horrors copyright 2002 by Necromancer Floyd Canaday, Vincent Frugé and Matthew James Stanham. OSRIC Chapter VI
Games, Inc author Scott Greene based on original material by E. Gary Gygax, copyright 2007-08 by Stuart Marshall, Daniel Proctor and Vincent Frugé . OSRIC
Executioner’s Hood from the Tome of Horrors copyright 2002 by Necromancer appendices copyright 2006-08 by Stuart Marshall and James D. Kramer.
Games, Inc author Scott Greene based on original material by E. Gary Gygax, Eye of
the Deep from the Tome of Horrors copyright 2002 by Necromancer Games, Inc End of License
author Scott Greene based on original material by E. Gary Gygax, Flind from the Tome
of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on Designation of Product Identity and Open Game Content:
original material by E. Gary Gygax, Fly, \t from the Tome of Horrors copyright 2002 by
Necromancer Games, Inc author Scott Greene based on original material by E. Gary The terms “OSRIC,” “OSRIC,” and “O.S.R.I.C.” are Product Identity and trademarks;
Gygax, Gargoyle from the Tome of Horrors copyright 2002 by Necromancer Games, all artwork and formatting is Product Identity. The Variable \t Point Rule on p.152 is
Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Product Identity. Aside from the previous two sentences, Chapters I, II and III of this
Gygax, Gorgimera from the Tome of Horrors copyright 2002 by Necromancer work are Open Game Content. Chapters IV, V and VI are Product Identity to the
Games, Inc author Scott Greene based on original material by E. Gary Gygax, Groaning extent permitted under the OGL and to the extent such material is subject to
Spirit from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors copyright, except for any text language derived from the SRD or the Tome of Horrors,
Scott Greene and Clark Peterson based on original material by E. Gary Gygax, which is Open Game Content.
Jackalwere from the Tome of Horrors copyright 2002 by Necromancer Games, Inc
author Scott Greene based on original material by E. Gary Gygax, Leech, \t from the
SPELL INDEX
CLERIC LEVEL 1 Blade Barrier p. 58 Dispel Magic p. 77 Invisibility p. 99
Bless p. 58 Conjure Animals p. 66 Hallucinatory Forest p. 92 Magic Mouth p. 106
Command p. 64 Find the Path p. 84 Hold Plant p. 95 Mirror Image p. 109
Create Water p. 70 Heal p. 93 Plant Door p. 115 Misdirection p. 109
Cure Light Wounds p. 71 Part Water p. 112 Produce Fire p. 120 Ventriloquism p. 144
Detect Evil p. 74 Speak With Monsters p.134 Protection From Lightning p.
Detect Magic p. 75 Stone Tell p. 137 121 ILLUSIONIST LEVEL 3
Light p. 101 Word of Recall p. 149 Repel Insects p. 126 Continual Darkness p. 68
Protection From Evil p. 120 Speak with Plants p. 134 Continual Light p. 68
Purify Food and Drink p. 122 CLERIC LEVEL 7 Dispel Illusion p. 77
Remove Fear p. 126 Astral Spell p. 56 DRUID LEVEL 5 Fear p. 82
Resist Cold p. 127 Control Weather p. 69 Animal Growth p. 53 Hallucinatory Terrain p. 92
Sanctuary p. 128 Earthquake p. 78 Animal Summoning II p. 54 Illusory Script p. 97
Gate p. 89 Anti-Plant Shell p. 55 Invisibility 10 ft r. p. 99
CLERIC LEVEL 2 Holy Word p. 95 Commune with Nature p. 65 Non-Detection p. 112
Augury p. 57 Regenerate p. 124 Control Winds p. 69 Paralysation p. 112
Chant p. 60 Restoration p. 127 Insect Plague p. 98 Rope Trick p. 128
Detect Charm p. 74 Resurrection p. 127 Pass Plant p. 113 Spectral Force p. 134
Find Traps p. 85 Symbol p. 138 Sticks to Snakes p. 136 Suggestion p. 137
Hold Person p. 94 Wind Walk p. 148 Transmute Rock to Mud p. 142
Know Alignment p. 100 Wall of Fire p. 145 ILLUSIONIST LEVEL 4
Resist Fire p. 127 DRUID LEVEL 1 Confusion p. 66
Silence 15 ft r. p. 131 Animal Friendship p. 53 DRUID LEVEL 6 Dispel Exhaustion p. 77
Slow Poison p. 132 Detect Magic p. 75 Animal Summoning III p. 54 Emotion p. 79
Snake Charm p. 132 Detect Pits and Snares p. 75 Anti-Animal Shell p. 55 Improved Invisibility p. 97
Speak With Animals p. 133 Entangle p. 80 Conjure Fire Elemental p. 67 Massmorph p. 107
Spiritual Weapon p. 135 Faerie Fire p. 82 Cure Critical Wounds p. 71 Minor Creation p. 108
Invisibility to Animals p. 100 Feeblemind p. 83 Phantasmal Killer p. 114
CLERIC LEVEL 3 Locate Animals p. 103 Fire Seeds p. 85 Shadow Monsters p. 129
Animate Dead p. 54 Pass Without Trace p. 113 Transport via Plants p. 142
Continual Light p. 68 Predict Weather p. 118 Turn Wood p. 144 ILLUSIONIST LEVEL 5
Create Food and Water p. 70 Purify Water p. 122 Wall of Thorns p. 147 Chaos p. 61
Cure Blindness p. 71 Shillelagh p. 131 Weather Summoning p. 147 Demi-Shadow Monsters p. 74
Cure Disease p. 71 Speak with Animals p. 133 Major Creation p. 106
Dispel Magic p. 77 DRUID LEVEL 7 Maze p. 107
Feign Death p. 83 DRUID LEVEL 2 Animate Rock p. 55 Project Image p. 120
Glyph of Warding p. 91 Barkskin p. 58 Chariot of Fire p. 61 Shadow Door p. 129
Locate Object p. 103 Charm Person or Mammal p. Confusion p. 65 Shadow Magic p. 129
Prayer p. 118 62 Conjure Earth Elemental p. 66 Summon Shadow p. 138
Remove Curse p. 126 Create Water p. 70 Control Weather p. 69
Speak with Dead p. 133 Cure Light Wounds p. 72 Creeping Doom p. 70 ILLUSIONIST LEVEL 6
Feign Death p. 83 Finger of Death p. 85 Conjure Animals p. 66
CLERIC LEVEL 4 Fire Trap p. 86 Fire Storm p. 86 Demi-Shadow Magic p. 73
Cure Serious Wounds p. 72 Heat Metal p. 93 Reincarnate p. 124 Mass Suggestion p. 107
Detect Lie p. 75 Locate Plants p. 103 Transmute Metal to Wood p. Permanent Illusion p. 114
Divination p. 78 Obscurement p. 112 142 Programmed Illusion p. 120
Exorcise p. 81 Produce Flame p. 120 Shades p. 129
Lower Water p. 104 Trip p. 143 ILLUSIONIST LEVEL 1 True Sight p. 143
Neutralise Poison p. 112 Warp Wood p. 147 Audible Glamour p. 57 Veil p. 144
Protection From Evil 10 ft r. p. Change Self p. 60
121 DRUID LEVEL 3 Colour Spray p. 64 ILLUSIONIST LEVEL 7
Speak With Plants p. 134 Call Lightning p. 60 Dancing Lights p. 72 Alter Reality p. 53
Sticks to Snakes p. 136 Cure Disease p. 71 Darkness p. 72 Arcane Spells Level 1 p. 56
Tongues p. 141 Hold Animal p. 94 Detect Illusion p. 74 Astral Spell p. 56
Neutralise Poison p. 112 Detect Invisibility p. 74 Prismatic Spray p. 119
CLERIC LEVEL 5 Plant Growth p. 116 Gaze Reflection p. 90 Prismatic Wall p. 119
Atonement p. 57 Protection From Fire p. 121 Hypnotism p. 96 Vision p. 145
Commune p. 64 Pyrotechnics p. 122 Light p. 102
Cure Critical Wounds p. 71 Snare p. 133 Phantasmal Force p. 114 MAGIC USER LEVEL 1
Dispel Evil p. 76 Stone Shape p. 137 Wall of Fog p. 146 Affect Normal Fires p. 52
Flame Strike p. 87 Summon Insects p. 138 Burning Hands p. 59
Insect Plague p. 98 Tree p. 143 ILLUSTIONIST LEVEL 2 Charm Person p. 61
Plane Shift p. 115 Water Breathing p. 147 Blindness p. 58 Comprehend Languages p. 65
Quest p. 123 Blur p. 59 Dancing Lights p. 72
Raise Dead p. 123 DRUID LEVEL 4 Deafness p. 73 Detect Magic p. 75
True Seeing p. 143 Animal Summoning I p. 53 Detect Magic p. 75 Enlarge p. 80
Call Woodland Beings p. 60 Fog Cloud p. 87 Erase p. 80
CLERIC LEVEL 6 Control Temperature 10 ft r. p. Hypnotic Pattern p. 96 Feather Fall p. 83
Aerial Servant p. 52 68 Improved Phantasmal Force p. Find Familiar p. 84
Animate Object p. 54 Cure Serious Wounds p. 72 97 Floating Disk p. 87
SPELL INDEX
Friends p. 89 Explosive Runes p. 81 MAGIC USER LEVEL 5
Hold Portal p. 95 Feign Death p. 84 Airy Water p. 52 MAGIC USER LEVEL 7
Identify p. 96 Fireball p. 86 Animal Growth p. 53 Cacodemon p. 59
Jump p. 100 Flame Arrow p. 87 Animate Dead p. 54 Charm Plants p. 62
Light p. 102 Fly p. 87 Cloudkill p. 64 Delayed Blast Fireball p. 73
Magic Aura p. 105 Gust of Wind p. 92 Cone of Cold p. 65 Duo-Dimension p. 78
Magic Missile p. 106 Haste p. 93 Conjure Elemental p. 66 Grasping Hand p. 91
Mending p. 107 Hold Person p. 94 Contact Other Plane p. 67 Instant Summons p. 98
Message p. 108 Infravision p. 98 Distance Distortion p. 77 Limited Wish p. 102
Protection From Evil p. 121 Invisibility 10 ft r. p. 99 Extension II p. 82 Mage’s Sword p. 104
Push p. 122 Lightning Bolt p. 102 Feeblemind p. 83 Mass Invisibility p. 106
Read Magic p. 124 Monster Summoning I p. 109 Hold Monster p. 94 Monster Summoning V p. 110
Shield p. 131 Phantasmal Force p. 114 Interposing Hand p. 99 Phase Door p. 115
Shocking Grasp p. 131 Protection From Evil 10 ft r. p. Mage’s Faithful Hound p. 104 Power Word Stun p. 117
Sleep p. 132 121 Magic Jar p. 105 Reverse Gravity p. 127
Spider Climb p. 135 Protection From Normal Monster Summoning III p. 110 Simulacrum p. 131
Unseen Servant p. 144 Missiles p. 122 Passwall p. 113 Statue p. 136
Ventriloquism p. 145 Slow p. 132 Secret Chest p. 128 Vanish p. 144
Write p. 149 Suggestion p. 138 Stone Shape p. 137
Tiny Hut p. 141 Telekinesis p. 139 MAGIC USER LEVEL 8
MAGIC USER LEVEL 2 Tongues p. 141 Teleport p. 140 Antipathy/ Sympathy p. 55
Audible Glamour p. 57 Water Breathing p. 147 Transmute Rock to Mud p. 142 Clenched Fist p. 63
Continual Light p. 68 Wall of Force p. 146 Clone p. 63
Darkness 15 ft r. p. 73 MAGIC USER LEVEL 4 Wall of Iron p. 146 Glass-steel p. 90
Detect Evil p. 74 Charm Monster p. 61 Wall of Stone p. 146 Incendiary Cloud p. 97
Detect Invisibility p. 75 Confusion p. 66 Irresistible Dance p. 100
ESP p. 81 Dig p. 76 MAGIC USER LEVEL 6 Mass Charm p. 106
False Trap p. 82 Dimension Door p. 76 Anti-Magic Shell p. 55 Maze p. 107
Fool’s Gold p. 88 Enchanted Weapon p. 79 Control Weather p. 69 Mind Blank p. 108
Forget p. 88 Extension I p. 81 Death Spell p. 73 Monster Summoning VI p. 111
Invisibility p. 99 Fear p. 82 Disintegrate p. 76 Permanency p. 113
Knock p. 100 Fire Charm p. 85 Enchant an Item p. 79 Polymorph Object p. 116
Levitate p. 101 Fire Shield p. 86 Extension III p. 82 Power Word Blind p. 117
Locate Object p. 103 Fire Trap p. 86 Forceful Hand p. 88 Spell Immunity p. 134
Magic Mouth p. 106 Fumble p. 89 Freezing Sphere p. 88 Symbol p. 139
Mirror Image p. 109 Hallucinatory Terrain p. 92 Geas p. 90 Trap the Soul p. 143
Pyrotechnics p. 123 Ice Storm p. 96 Glasseye p. 90
Ray of Enfeeblement p. 124 Massmorph p. 107 Globe of Invulnerability p. 91 MAGIC USER LEVEL 9
Rope Trick p. 128 Minor Globe of Invulnerability Guards and Wards p. 91 Astral Spell p. 56
Scare p. 128 p. 108 Invisible Stalker p. 100 Crushing Hand p. 70
Shatter p. 130 Mnemonic Enhancement p. Legend Lore p. 101 Gate p. 89
Stinking Cloud p. 136 109 Lower Water p. 104 Imprisonment p. 97
Strength p. 137 Monster Summoning II p. 110 Monster Summoning IV p. 110 Meteor Swarm p. 108
Web p. 148 Plant Growth p. 116 Move Earth p. 111 Monster Summoning VII p. 111
Wizard Lock p. 149 Polymorph Other p. 116 Part Water p. 113 Power Word Kill p. 117
Polymorph Self p. 117 Project Image p. 120 Prismatic Sphere p. 118
MAGIC USER LEVEL 3 Remove Curse p. 126 Reincarnation p. 125 Shape Change p. 130
Blink p. 58 Wall of Fire p. 145 Repulsion p. 126 Temporal Stasis p. 140
Clairaudience p. 62 Wall of Ice p. 146 Spirit-rack p. 135 Time Stop p. 140
Clairvoyance p. 63 Wizard Eye p. 149 Stone to Flesh p. 137 Wish p. 148
Dispel Magic p. 77 Transformation p. 141
Ability Scores ............................ 1 Experience ............................ 152 Money ..................................... 38
AC ...........................................42 Exploration ............................ 162 Monster .....................................iv
Adventure ..............................162 Falling ................................... 153 Morale ................................... 160
Alignment ................................35 Fatigue .................................. 166 Movement ..................... 151, 163
Armour.....................................41 Fighter ..................................... 19 Multi-Classing ......................... 34
Armour Class ..........................42 Game Master ........................... iv Non-Player Character ...............iv
Assassin ..................................11 GM ........................................... iv NPC ..........................................iv
Attributes .................................. iv Gnome ...................................... 7 Opening Doors...................... 164
Character.................................. iv Half Elf ...................................... 8 Paladin .................................... 26
Character Class ......................10 Halfling ...................................... 8 Party Caller ........................... 163
Character Race ......................... 4 Half-orc ..................................... 9 PC .............................................iv
Charisma ................................... 4 Healing, Natural .................... 159 Player ........................................iv
Class .................................. iv, 10 Height, Character .................... 43 Poison ................................... 160
Cleric .......................................13 Henchmen ..................... 160, 162 Prime Requisite ........................iv
Cleric Spell List .......................47 Hirelings ................................ 160 Races, Character ..................iv, 4
Coins .......................................38 Hirelings, Expert .................... 161 Ranger .................................... 28
Combat ..................................153 Hirelings, Standard ............... 161 Resting .................................. 166
Combat Actions .....................155 Humanoid ................................. iv Rounds ................................. 151
Combat Modifiers ..................157 Human .................................... 10 Scrolls ..................................... 45
Constitution ............................... 2 Illusionist ................................. 21 Searching Rules ........... 162, 165
Damage .................................159 Illusionist Spell List .................. 49 Segments .............................. 151
Damage, Subdual .................159 Infravision .............................. 153 Skills ..................................... 166
Death .....................................159 Initiative ................................. 154 Spells ...................................... 45
Demi-Human ............................ iv Insanity .................................. 160 Strength .................................... 1
Dexterity .................................... 2 Intelligence ................................ 2 Surprise ................................ 153
Dice .......................................... iv Is Anyone Reading This ......... No Thief ........................................ 31
Disarming Traps ....................165 Level......................................... iv Thief Skills .............................. 32
Disease .................................160 Level Drain ............................ 159 Time Measurement ............... 151
Druid ........................................16 Levels, Gaining ..................... 152 Turning the Undead .............. 158
Druid Spell List ........................48 Life Energy Levels ................ 159 Turns ..................................... 151
Dual-Classing ..........................34 Light ...................................... 153 Vision .................................... 153
Dwarf ......................................... 5 Listening ................................ 164 Weapon Proficiencies ...............iv
Elf .............................................. 6 Magic User .............................. 24 Weapons ................................. 40
Encumbrance ........................151 Magic User Spell List .............. 50 Weight..................................... 43
Equipment ...............................38 Mapping ................................ 164 Wisdom ..................................... 3

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