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Compiled Equipment & Spell Services

Armor
Armor Banded Mail Chitin Armor Hide Armor Lamellar Armor Brigandine Armor Armor Brigandine Oriental Brigandine Chain Mail Armor Armor Chain Mail Dark Elven Chain Elven Chain Cuirass Armor Bronze Cuirass Leather Cuirass Wooden Cuirass Gladitorial Armor Armor Gallic Gladiator Armor Samnite Gladiator Armor Thracian Gladiator Armor Half Plate Armor Dark Elven Half Plate Dwarven Half Plate Elven Half Plate Half Plate Helmet * Helmet Cost 125 GP 50 GP 15 GP Weight 30 lbs. 20 lbs. 10 lbs. Improves AC by 4 3 2 Cost 200 GP 80 GP 15 GP 100 GP Weight 35 lbs. 30 lbs. 30 lbs. 35 lbs. Improves AC by 6 6 4 5

Cost 120 GP 180 GP

Weight 35 lbs. 30 lbs.

Improves AC by 4 4

Cost 75 GP 125,000 GP 125,000 GP

Weight 40 lbs. 25 lbs. 25 lbs.

Improves AC by 5 6 6

Cost 32 GP 82 GP 10 GP

Weight 20 lbs. 40 lbs. 10 lbs.

Improves AC by 4 5 1

Cost 225,000 GP 275,000 GP 225,000 GP 2,500 GP

Weight 30 lbs. 40 lbs. 30 lbs. 45 lbs.

Improves AC by 8 9 8 7

Cost

Weight

Improves AC by

Cap Coif Sallet Helm (Closed) Helm (Open) Basinet Great Helm Leather Armor Armor Leather Gnomish Workman's Leather Padded Leather Studded Leather Spiked Leather Plate Armor Ankheg Plate Bronze Plate Dwarven Plate Dragon Scale Plate Field Plate Full Plate Oriental Plate Ring Mail Armor Dark Elven Ring Mail Elven Ring Mail Ring Mail Scale Mail Armor Coin Mail Dragon Scale Mail Oriental Scale Mail Scale Mail Sea Elf Scale Mail

3 SP 5 SP 5 GP 5 GP 5 GP 25 GP 30 GP

1 lbs. 1 lbs. 2 lbs. 4 lbs. 4 lbs. 5 lbs. 6 lbs.

1 1 2 2 2 3 3

Cost 5 GP 35 GP 4 GP 20 GP 20 GP

Weight 15 lbs. 15 lbs. 10 lbs. 25 lbs. 25 lbs.

Improves AC by 2 3 2 3 3

Cost 3,250 GP 400 GP 337,500 GP 23,750 GP 2,000 GP 5,750 GP 750 GP

Weight 30 lbs. 45 lbs. 65 lbs. 55 lbs. 65 lbs. 70 lbs. 45 lbs.

Improves AC by 7 6 10 10 8 9 7

Cost 14,450 GP 14,450 GP 100 GP

Weight 20 lbs. 20 lbs. 30 lbs.

Improves AC by 6 6 5

Cost 10,000 GP 150,000 GP 240 GP 120 GP 1,250 GP

Weight 40 lbs. 45 lbs. 35 lbs. 40 lbs. 30 lbs.

Improves AC by 3 7 4 4 6

Shield Shield Body (Tower) Shield Buckler Kote (Oriental) Medium (Kite) Shield Small Shield Splint Mail Armor Splint Mail Bone Mail Cost 10 GP 1 GP 2 GP 7 GP 3 GP Weight 15 lbs. 3 lbs. 2 lbs. 10 lbs. 5 lbs. Improves AC by 2 ** 1 1 1 1

Cost 80 GP 25 GP

Weight 40 lbs. 30 lbs.

Improves AC by 6 4

* Protects from critical strikes. ** +2 versus missiles *** Worn as sleeves, conferring +1 to AC but still allowing the use of both hands. ~ Helms and Thieves: Thieves suffer automatic penalties to hearing if a helm is worn. The following descriptions include penalties to Hearing and Vision checks. If these rules are not used, the penalties for Vision checks should be ignored; for Hearing checks, substitute a -5% penalty to the thief's Hear Noise ability for each -1 Hearing check modifier (e.g., a -3 to a Hearing check is a -15% to the thief's Hear Noise roll). Open-Face Helmet Vision and Hearing: -1 penalty to Vision checks; -2 penalty to Hearing checks (such helms cover the ears entirely except for a small hole). Closed-Face Helmet Vision and Hearing: When the visor is up, Vision and Hearing check penalties are identical for those of open-face helmets. Otherwise, the visored wearer suffers a -2 penalty to all Vision checks and a -3 penalty to Hearing checks. Great Helm Vision and Hearing: -3 penalty to Vision checks; -4 penalty to Hearing checks.

Barding
Light Barding Barding Leather Barding Padded Barding Medium Barding Barding Brigandine Barding Chain Barding Dark Elven Chain Barding Elven Chain Barding Ring Barding Cost 150 GP 150 Weight 60 lbs. 60 lbs. Improves AC by 2 2

Cost 1,000 GP 500 GP 95,000 GP 95,000 GP 80 GP

Weight 70 lbs. 70 lbs. 35 lbs. 35 lbs. 80 lbs.

Improves AC by 3 4 6 6 3

Scale Barding Heavy Barding Barding Banded Barding Splint Barding Plate Barding Field Plate Barding Full Plate Barding

1,000 GP

75 lbs.

Cost 1,750 GP 1,750 GP 2,000 GP 5,000 GP 14,000 GP

Weight 85 lbs. 85 lbs. 90 lbs. 90 lbs. 90 lbs.

Improves AC by 5 5 7 7 8

Piecemeal Armor
Bonus to AC Per Type of Piece Armor Type Full Suit Improves AC Banded Mail Brigandine Bronze Plate Chain Mail Dark Elven Chain Elven Chain Field Plate Full Plate Plate Mail Scale Mail 6 4 6 5 5 5 8 9 7 4 Breastplate 3 2 3 2 4 4 4 4 3 2 Pauldrons ( Both / 1 ) 2/1 1/0 2/1 2/1 2/1 2/1 2/1 3/1 2/1 2/1 Greaves ( Both / 1) 1/0 1/0 1/0 1/0 1/0 1/0 2/0 2/1 2/1 1/0

Splint Mail 6 3 2/1 1/0 * Oriental Armor is the same as its western counterpart when determining piecemeal values.

Miscellaneous Equipment
Animals
Animals Equipment Boar Bull Calf Camel Capon Cat Chicken Cost 10 GP 20 GP 5 GP 50 GP 3 CP 1 SP 2 CP

Cow Donkey, Mule, or Ass Falcon (trained) Goat Goose Guinea Hen Hunting Cat (Jaguar, etc.) Ox Partridge Peacock Pig Pony Ram Sheep Songbird Swan Dog Equipment Guard Hunting War Elephant Equipment Labor War Horse Equipment Draft Heavy War Light War Medium War Riding Pigeon Equipment Pigeon

10 GP 8 GP 1,000 GP 1 GP 5 CP 2 CP 5,000 GP 15 GP 5 CP 5 SP 3 GP 30 GP 4 GP 2 GP 10 SP 5 SP

Cost 25 GP 17 GP 20 GP

Cost 200 GP 500 GP

Cost 200 GP 400 GP 150 GP 225 GP 75 GP

Cost 1 CP

Pigeon, Homing

100 GP

Daily Food
Food Equipment Ale (per gallon) Banquet (per person) Bread Cheese Common Wine (per bottle) Egg or fresh vegetables Grain / Stabling (per day) Honey Meat for one meal Small Beer (per gallon) Soup Household Provisioning Equipment Barrel of Pickled Fish Butter (per lb.) Coarse Sugar (per lb.) Dry Rations (per week) Eggs (per 100) Figs (per lb.) Firewood (per day) Herbs (per lb.) Nuts (per lb.) Raisins (per lb.) Rice (per lb.) Salt (per lb.) Salted Herring (per 100) Spice, Exotic (per lb.) Spice, Rare (per lb.) Spice, Uncommon Tun of Cider (250 gal) Tun of Good Wine (250 gal) Cost 2 SP 10 GP 5 CP 4 SP 2 SP 1 CP 5 SP 5 SP 1 SP 5 CP 5 CP

Cost 3 GP 2 SP 1 GP 10 GP 8 SP 3 SP 3 SP 5 CP 1 GP 2 SP 2 SP 1 SP 1 GP 15 GP 2 GP 1 GP 8 GP 20 GP

Meals (per day) Equipment Common Good Poor

Cost 3 SP 5 SP 1 SP

Ingot
Ingots (per bar) Ingot Adamantite Bronze Copper Dwarven Steel Gold Iron Mithril Platinum Silver Steel Value 750 GP 5 GP 1 GP 25 GP 2500 GP 10 GP 525 GP 25,000 GP 250 GP 15 GP

Lodging
City Rooms (per month) Equipment Common Lodging Poor Lodging Seperate Latrine Inn Lodging (per day / week) Equipment Common Lodging Poor Lodging Cost 20 GP 6 SP 2 GP

Cost 5 SP / 2 GP 5 CP / 2 SP

Miscellaneous Equipment
Belts Equipment Belt Girdle Sash Cost 3 SP 3 GP 2 SP

Cloak Equipment Good Cloth Fine Fur Clothing Equipment Belt Breeches Cap, hat Gloves Gown, Common Hose Knife Sheath Mittens Pin Plain Brooch Silk Jacket Surcoat Sword Scabbard, hanger, baldric Tabard Toga Tunic Vest Footwear Equipment Boots, Riding Boots, Soft Sandals Shoes Robes Equipment Common Embroidered Cost 9 SP 20 GP Cost 3 SP 2 GP 1 SP 1 GP 12 SP 2 GP 3 CP 3 SP 6 GP 10 GP 80 GP 6 SP 4 GP 6 SP 8 CP 8 SP 6 SP Cost 8 SP 50 GP

Cost 3 GP 1 GP 5 CP 1 GP

Services
Services Equipment Bath Clerk (per letter) Doctor, Leech, or Bleeding Guide, in city (per day) Lantern/Torchbearer (per night) Laundry (by load) Messenger, in city (per message) Minstrel (per performance) Mourner (per funeral) Teamster w/wagon Cost 3 CP 2 SP 3 GP 2 SP 1 SP 1 CP 1 SP 3 GP 2 SP 1 SP/Mile

Transport
Services Equipment Barge Caravel Coaster Cog Curragh Drakkar Dromond Galleon Great Galley Knarr Longship Raft or Small Keelboat Sail Sedan Chair Wagon or Cart Wheel Canoe Equipment Cost Cost 500 GP 10,000 GP 5,000 GP 10,000 GP 500 GP 25,000 GP 15,000 GP 50,000 GP 30,000 GP 3,000 GP 10,000 GP 100 GP 20 GP 100 GP 5 GP

Small War Carriage Equipment Common Coach, Ornamented Chariot Equipment Riding War Oar Equipment Common

30 GP 50 GP

Cost 150 GP 7,000 GP

Cost 200 GP 500 GP

Cost 2 GP

Galley 10 GP * Movement rates for this equipment are given in the DMG.

Tack & Harness


Tack & Harness Equipment Bit and Bridle Cart Harness Halter Horseshoes & Shoeing Saddle Blanket Saddle Equipment Pack Riding Saddle Bags Equipment Large Small Yoke Equipment Horse Cost 5 GP Weight 15 lbs. Cost 5 GP 10 GP Weight 15 lbs. 35 lbs. Cost 15 GP 2 GP 5 CP 1 GP 3 SP Weight 3 lbs. 10 lbs. * 10 lbs. 4 lbs.

Cost 4 GP 3 GP

Weight 8 lbs. 5 lbs.

Ox 3 GP * These items weigh little individually. Ten of these items weigh one pound.

20 lbs.

Miscellaneous Equipment
Miscellaneous Equipment Equipment Backpack Barrel, small Block and Tackle Bolt Case Bucket Candle Chalk Crampons Fishhook Fishing Net, 10 Ft Sq. Flint and Steel Glass bottle Grappling hook Holy Item (symbol, etc) Hourglass Iron pot Ladder, 10 ft. Magnifying glass Map or scroll case Merchant's scale Mirror, small metal Paper (per sheet) Papyrus (per sheet) Parchment (per sheet) Piton Quiver Sealing/Candle Wax Sewing Needle Signal Whistle Signet Ring or Personal Seal Soap (per lb) Cost 2 GP 2 GP 5 GP 1 GP 5 SP 1 CP 1 CP 4 GP 1 SP 4 GP 5 SP 10 GP 8 SP 25 GP 25 GP 5 SP 5 CP 100 GP 8 SP 2 GP 10 GP 2 GP 8 SP 1 GP 3 CP 8 SP 1 GP 5 SP 8 SP 5 GP 5 SP Weight 2 lbs. 30 lbs. 5 lbs. 1 lbs. 3 lbs. * * 2 lbs. ** 5 lbs. * * 4 lbs. * 1 lbs. 2 lbs. 20 lbs. * lbs. 1 lbs. * ** ** ** lbs. 1 lbs. 1 lbs. ** * * 1 lbs.

Spyglass Thieve's Picks Torch Water Clock Whetstone Wineskin Winter Blanket Writing Ink (per vial) Basket Equipment Large Small Chain (per ft.) Equipment Heavy Light Chest Equipment Large Small Cloth (per 10 sq. yds) Equipment Canvas Common Fine Rich Lantern Equipment Beacon Bullseye Hooded Lock Equipment Good Poor

1,000 GP 30 GP 1 CP 1,000 GP 2 CP 8 SP 5 SP 8 GP

1 lbs. 1 lbs. 1 lbs. 200 lbs. 1 lbs. 1 lbs. 3 lbs. *

Cost 3 SP 7 SP

Weight 1 lbs. lbs.

Cost 4 GP 3 SP

Weight 3 lbs. 1 lbs.

Cost 2 GP 1 GP

Weight 25 lbs. 10 lbs.

Cost 4 GP 7 GP 50 GP 100 GP

Weight 1 lbs. 10 lbs. 10 lbs. 10 lbs.

Cost 150 GP 12 GP 7 GP

Weight 50 lbs. 3 lbs. 2 lbs.

Cost 100 GP 20 GP

Weight 1 lbs. 1 lbs.

Musical Instrument Equipment Good Poor Oil (per flask) Equipment Greek fire Lamp Perfume (per vial) Equipment Common Exotic Rope (per 50 ft.) Equipment Hemp Silk Sack Equipment Large Small Tent Equipment Large Pavilion

Cost 100 GP 20 GP

Weight 1 lbs. 1 lbs.

Cost 10 GP 6 CP

Weight 2 lbs. 1 lbs.

Cost 5 GP 25 GP

Weight * *

Cost 1 GP 10 GP

Weight 20 lbs. 8 lbs.

Cost 2 SP 5 CP

Weight 1/2 lbs. *

Cost 25 GP 100 GP

Weight 20 lbs. 50 lbs.

Small 5 GP 10 lbs. * These items weigh little individually. Ten of these items weigh one pound. ** These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.

Thieves Equipment Table


Armor
Cloth Armor Black Bodysuit Nightsuit Cost 10 GP 35 GP Weight (lbs.) 1lbs. 10 lbs. Improves AC by 1 2 Legality L/S S/I

Woodland Camo Leather Armor Padded Leather Silenced Leather Studded Leather Spiked Leather

10 GP

1lbs.

L/S

Cost 4 GP 25 GP 20 GP 20 GP

Weight (lbs.) 18 lbs. 20 lbs. 25 lbs. 25 lbs.

Improves AC by 2 2 3 3

Legality L S/I L/S L/S

Rogue Weapons
Weapon Brass Knuckles Climbing Dagger Envenoming Knife Folding Bow Garrote (Cord / Wire) Needle (Syringe) Sap Slagknuckle Gloves Cost 1 GP 5 GP 12 GP 45 GP 3 SP 5 GP 1 GP 7 GP Weight (lbs.) 2 lbs. 1 lbs. 1 lbs. 2 lbs. 1 lbs. 2 lbs. Size S S S S M S S S Type B P P P * P B B Speed Damage Damage Legality Factor S-M L 2 1 2 3 3 1 2 2 1d6+1 1d4 1d4 -1d2 1d2 1d2 1d4+2 1d6 1d2 1d3 -1d2 1 1d2 1d4+2 1d6 S/I S/I I S/I I S/I I S/I S/I

Sword Stick / Cane 15 GP 4 lbs. M P 3 1d4 These items weigh little individually. Ten of these weigh one pound.

Tools of the Trade


Item Arm Sling Caltrops (10) Charcoal Bundle Climbing Spikes (10) Crowbar False Scabbard Folding Saw Funnel, Small Glass Cutter Grappling Hook Grappling Hook Collapsable Grappling Ladder Cost 3 CP 3 GP 2 CP 5 SP 6 SP 12 GP 2 GP 3 CP 120 GP 2 GP 3 GP 40 GP Weight (lbs.) 1 lbs. 4 lbs. 4 lbs. 2 lbs. 2 lbs. 1 lbs. 2 lbs. 2 lbs. 8 lbs. Legality L L/S L L/S L/S L/S S/I L S/I L L S/I

(per 10 feet) Housebreaker's Harness Jeweler's Loupe Keymaking Set Leather Straps Listening Cone Loaded Dice Lock Chisels (Set of 3) Marbles (10) Marked Cards Metal File Mini Blade Scent Vial Skeleton Key Spyglass Tar Paper Wire (10 ft) Wire Cutters Water Shoes Wax Block 25 GP 20 GP 60 GP 3 SP 2 GP 5 SP 2 GP 2 CP 3 CP 5 SP 5 CP 5 CP 175 GP 1,000 GP 1 SP 2 GP 1 GP 5 GP 3 CP 2 lbs. 6 lbs. 1 lbs. 1 lbs. 1 lbs. 1 lbs. I L I L L S/I S/I L S/I L/S L L/S I L L L/S L/S S/I L S/I

Wrist Sheath 5 SP These items weigh little individually. Ten of these weigh one pound. Acid Item Strong Acid Weak Acid Boots Item Bladed Boots Clawed Overshoes False Heel Boots Footpad Boots (Silenced) Hidden Sheath Boots Hollow Boots Gloves Item Cost Weight (lbs.) Cost 15 GP 15 GP 20 GP 8 GP 30 GP 15 GP Weight (lbs.) 3 lbs. 1 lbs. 3 lbs. 3 lbs. 3 lbs. 3 lbs. Cost 75 GP 50 GP Weight (lbs.) 1 lbs. 1 lbs.

Legality L/S L/S

Legality I I S/I S/I S/I S/I

Legality

Clawed Gloves Slagknuckle Gloves Hacksaw Item Common Hacksaw Superior Hacksaw Pellets (Per 10) Item Flash Pellets Fuming Pellets Smoke Pellets

20 GP 7 GP

1 lbs. 2 lbs.

I S/I

Cost 5 GP 20 GP

Weight (lbs.) 1 lbs. 1 lbs.

Legality L/S L/S

Cost 5 SP 5 SP 5 SP

Weight (lbs.)

Legality L/S L/S I I

Toxic Pellets 10 GP These items weigh little individually. Ten of these weigh one pound. Rings Item Hollow Ring Pin Ring Cost 3 GP 2 GP Weight (lbs.)

Legality S/I S/I S/I

Razor Ring 2 GP These items weigh little individually. Ten of these weigh one pound. Thieves Picks Item Average Lockpicks Superior Lockpicks Master Lockpicks

Cost 30 GP 60 GP 90 GP

Weight (lbs.) 1 lbs. 1 lbs. 2 lbs.

Legality I I I

Poisons, Venoms, Toxins


Item (Per Vial) Blinding Powder Botanical (Common) Botanical (Exotic) Choking Powder Insect Venom (Common) Insect Venom (Exotic) Snake Venom (Common) Cost 5 GP 5 SP 15 GP 8 GP 5 SP 25 GP 8 SP Weight (lbs) Form Powder Powder Powder Powder Liquid Liquid Liquid Liquid Legality L/S S/I I S/I S/I I S/I I

Snake Venom (Exotic) 40 GP These items weigh little individually. Ten of these weigh one pound.

Legality Legal (L) These items are not against the law and may be purchased or carried freely. Shady (S) Items which may be questionable in nature or cast suspicion upon their owner. Illegal (I) Items which are obviously used for criminal activities, thus against most laws.

Weapons
Miscellaneous Weapons Weapon Cost Bridle Cutter Caltrop Chain * Chain & Sickle ** Chatkcha Lasso Mancatcher * Morningstar Nekode (Climbing Claws) Nunchaku Net Sai Scourge Trident 3 GP 2 SP 5 SP 3 GP 5 GP 5 SP 30 GP 10 GP 1 GP 1 GP 5 GP 5 SP 1 GP 15 GP Weight (lbs.) 4 lbs. 3 lbs. 3 lbs. lbs. 3 lbs. 8 lbs. 12 lbs. lbs. 3 lbs. 10 lbs. 2 lbs. 2 lbs. 5 lbs. Size M S L L S L L M S M M S S L Type S P B B/P P --P/B S B -P/B -P Speed Factor 4 N/A 5 6 2 10 7 7 2 3 10 3 5 7 Damage S-M 1d4 1 1d4+1 1d6 1d6+2 --2d4 1d4 1d6 -1d4 1d4 1H 1d6+1 2H 1d8+1 Damage L 1d3 1d2 1d4 1d4 1d6+2 --1d6+1 1d3 1d6 -1d2 1d2 1H 3d4 2H 3d4

Axe Weapon Battle Axe Great Axe Hand Axe Hurlbat Throwing Axe Pick Axe Cestus Weapon Cestus Cost 25 SP Weight (lbs) 2 lbs. Size S Type B Speed Factor 2 Damage S-M 1d4 Damage L 1d4 Cost 5 GP 9 GP 4 GP 5 GP 4 GP 3 SP Weight (lbs) 7 lbs. 12 lbs. 5 lbs. 6 lbs. 4 lbs. 8 lbs. Size M L S M S M Type S S S P P P Speed Factor 7 9 5 5 5 8 Damage S-M 1d8 2d4 1d6 1d6 1d6 1d8 Damage L 1d8 2d6 1d6 1d4 1d4 1d6

Clawed Cestus Weighted Cestus Club Weapon Belaying Pin Club Nightstick Tonfa Dagger Weapon Cord & Dagger Dagger or Dirk Katar Main-Gauche Parrying Dagger Punch Dagger Stiletto Tanto * Throwing Dagger

9 GP 5 GP

4 lbs. 5 lbs.

S S

S B

2 4

2d4 1d6

2d3 2d4

Cost 2 CP -2 GP 1 SP

Weight (lbs.) 2 lbs. 3 lbs. 1 lbs. 1 lbs.

Size S M M S

Type B B B M

Speed Factor 4 4 3 3

Damage S-M 1d3 1d6 1d4+1 1d4

Damage L 1d3 1d4 1d4+1 1d4

Cost 2 GP 2 GP 7 GP 3 GP 5 GP 2 GP 5 GP 3 GP 3 GP

Weight (lbs.) 1 lbs. 1 lbs. 3 lbs. 2 1 lbs. 1 lbs. lbs. 1 lbs.

Size S S M S S S S S S

Type B/S P P P/S P P P S/P P

Speed Factor 6 2 4 2 2 2 2 2 1

Damage S-M 1d4 1d4 1d6 1d4 1d3 1d3 1d3 1d4 1d4

Damage L 1d4 1d3 1d4 1d3 1d3 1d3 1d2 1d3 1d4

Yoroi-Toshi * 5 GP 1 lbs. S S/P 1 1d4 1d4 These items weigh little individually. Ten of these weigh one pound. * This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties. Flail Weapon Footman's Flail Horseman's Flail Gaff / Hook Weapon Attached Held Hammer Weapon Cost 15 GP 8 GP Weight 15 lbs. 5 lbs. Size M M Type B B Speed Factor 7 6 Damage SM 1d6+1 1d4 Damage L 2d4 1d4+1

Cost 2 GP 5 SP

Weight 2 lbs. 2 lbs.

Size S S

Type P P

Speed Factor 2 2

Damage SM 1d4 1d4

Damage L 1d3 1d3

Cost

Weight

Size

Type

Speed Factor

Damage SM

Damage L

Maul Throwing Hammer Warhammer Workman's Hammer Harpoon Weapon Light Harpoon Heavy Harpoon Knife Weapon Folding Knife Knife Kris Knife Throwing Knife Lance Weapon Heavy Horse Lance Jousting Lance Light Horse Lance Medium Horse Lance

6 GP 5 SP 2 GP 5 SP

20 lbs. 3 lbs. 6 lbs. 2 lbs.

L S M S

B B B B

10 4 4 2

2H 1d12 1d4 1d4+1 1d2

2H 1d10 1d4 1d4 1d2

Cost 20 GP 25 GP

Weight 3 lbs. 7 lbs.

Size L L

Type P P

Speed Factor 7 7

Damage SM 1d4+1 2d4

Damage L 1d6+1 2d6

Cost 1 GP 5 SP 2 GP 5 SP

Weight lbs. lbs. 1 lbs. lbs.

Size S S M S

Type P P/S P/S P

Speed Factor 3 2 3 2

Damage SM 1d3 1d3 1d4+1 1d2

Damage L 1d2 1d2 1d4+1 1d2

Cost 15 GP 20 GP 6 GP 10 GP

Weight 15 lbs. 20 lbs. 5 lbs. 10 lbs.

Size L L L L

Type P P P P

Speed Factor 8 10 6 7

Damage SM 1d8+1 1d3-1 1d6 1d6+1

Damage L 3d6 1d2-1 1d8 2d6

Polearm (Two handed use only) Weapon Cost Awl Pike * * Bardiche Bec De Corbin Bill Guisarme Fauchard Glaive * Glaive Guisarme Guisarme Guisarme Voulge Gythka (Thri-Kreen) Halberd 5 GP 7 GP 8 GP 7 GP 5 GP 6 GP 10 GP 5 GP 8 GP 15 GP 10 GP

Weight 12 lbs. 12 lbs. 10 lbs. 15 lbs. 7 lbs. 8 lbs. 10 lbs. 8 lbs. 15 lbs. 5 lbs. 15 lbs.

Size L L L L L L L L L M L

Type P S P/B P/S P/S S P/S S P/S P P/S

Speed Factor 13 9 9 10 8 8 9 8 10 6 9

Damage SM 1d6 2d4 1d8 2d4 1d8 1d6 2d4 2d4 2d4 1d6 1d10

Damage L 1d12 2d6 1d6 1d10 1d10 1d10 2d6 1d8 2d4 1d6 2d6

Hook Fauchard Lucern Hammer * * Military Fork * Naginata Partisan * * Ranseur * * Spetum * * Voulge * * Scythe Weapon Scythe War Scythe Sickle Weapon Kama Sickle Spear Weapon Long Spear Spear Short Spear Staff Weapon Hanbo (Half Staff) Jo Staff Quarterstaff Staff Sling Rod Tetsu-Bo (Iron Staff) Tri Section Staff

10 GP 10 GP 10 GP 8 GP 10 GP 6 GP 1 GP 5 GP

8 lbs. 15 lbs. 8 lbs. 10 lbs. 8 lbs. 7 lbs. 7 lbs. 12 lbs.

L L L L L L L L

P/S P/S P/S P/S P P P S

9 9 9 8 9 8 8 10

1d4 2d4 1d8 1d8 1d6 2d4 1d6+1 2d4

1d4 1d6 2d4 1d10 1d6+1 2d4 2d6 2d4

Cost 9 SP 15 GP

Weight 8 lbs. 12 lbs.

Size L L

Type P/S P/S

Speed Factor 8 8

Damage SM 1d6+1 2d6

Damage L 1d8 1d8+2

Cost 6 SP 5 SP

Weight 2 lbs. 3 lbs.

Size S S

Type S S

Speed Factor 3 3

Damage SM 1d4+1 1d4+1

Damage L 1d4 1d4

Cost 5 GP 8 SP 5 SP

Weight 8 lbs. 5 lbs. 4 lbs.

Size L M M

Type P P P

Speed Factor 1H 8 2H 8 1H 6 2H 6 6

Damage SM 1H 1d8 2H 2d6 1H 1d6+1 2H 1d8+1 1d6

Damage L 1H 1d8+1 2H 3d6 1H 1d6 2H 2d6 1d6

Cost 5 CP 1 SP 5 SP 2 SP 4 SP 5 GP 10 GP

Weight 1 lbs. 1 lbs. 4 lbs. 2 lbs. 2 lbs. 7 lbs. 5 lbs.

Size S M L M M L L

Type B B B B B B B

Speed Factor 2 4 4 11 8 7 6

Damage SM 1d4 1d6 1d6 by ammo type 1d2 1d8 1d6

Damage L 1d2 1d3 1d6 by ammo type 1d2 1d8 1d4

Staff Sling Weapon Hoopak Stinkpot Sword Weapon Bastard Sword Bokken Broad Sword Butterfly Sword Chain Sword */*** Claymore Cutlass Drusus / Gladius Epee Falchion Great Sword (2H) Katana (1H) Katana (2H) Khopesh Kris Blade Long Sword Machete Ninja-to No-Daichi Parang Rapier Sabre Scimitar Great Scimitar (2H) Short Sword Shamshir Sword Cane

Cost 1 SP 1 SP

Weight 2lbs. 2 lbs.

Size S S

Type B B

Speed Factor 10 11

Damage SM by ammo type 1d3

Damage L by ammo type 1d3

Cost 25 GP 3 GP 10 GP 5 GP 225 GP 25 GP 12 GP 50 GP 15 GP 17 GP 75 GP 100 GP 100 GP 10 GP 12 GP 15 GP 5 GP 12 GP 50 GP 3 GP 15 GP 17 GP 15 GP 75 GP 10 GP 17 GP 25 GP

Weight 10 lbs. 4 lbs. 6 lbs. 3 lbs. 7 lbs. 10 lbs. 4 lbs. 3 lbs. 3 lbs. 5 lbs. 20 lbs. 6 lbs. 7 lbs. 7 lbs. 5 lbs. 4 lbs. 4 lbs. 5 lbs. 15 lbs. 5 lbs. 3 lbs. 5 lbs. 4 lbs. 10 lbs. 3 lbs. 5 lbs. 4 lbs.

Size M M M S M L M M M M L M L M M M M M L M M M M L M M M

Type S B S P/S S S S S P S S P/S P/S S S S S P/S S S P S S S P P/S P/S

Speed Factor 1H 6 2H 8 1H 5 2H 5 5 4 5 8 5 3 4 5 10 4 5 9 5 5 4 4 10 5 4 4 5 10 3 4 4

Damage SM 1H 1d8 2H 2d4 1H 1d4 2H 1d6 2d4 1d6+1 1d8 2d4 1d6 1d6+1 1d6+1 1d6+1 1d12 1d10 2d6 2d4 1d8+1 1d8 1d8 1d8 1d10 1d8 1d6+1 1d6+1 1d8 1d12 1d6 1d6+1 1d6

Damage L 1H 1d12 2H 2d8 1H 1d2 2H 1d4 1d6+1 1d6 1d10 2d8 1d8 1d8+1 1d8+1 2d4 3d8 1d12 2d6 1d6 1d10+1 1d12 1d8 1d6 3d6 1d8 1d8+1 1d8+1 1d8 3d8 1d8 1d8+1 1d6+1

Two Handed Sword Wakizashi Tetsu-to Whip Weapon Bullwhip Chain Whip Oriental Chain Whip Razor Whip ***

50 GP 50 GP 35 GP

15 lbs. 3 lbs. 9 lbs.

L S L

S P/S S

10 3 12

1d10 1d6 1d12

3d6 1d6 3d6

Cost 6 SP 5 GP 8 GP 16 GP

Weight 4 lbs. 4 lbs. 5 lbs. 3 lbs.

Size L L L L

Type B B B S/P

Speed Factor 9 7 6 7 8

Damage SM 1d3 1d6 1d6 1d8+1 1d2

Damage L 1d2 1d4 1d6 1d6+1 1

Whip 1 SP 2 lbs. M -This weapon may be used to make entangling attacks. *** This weapon available only if allowed by the DM. * ** *** @ # ^ ~ >

1 This weapon inflicts double damage against charging creatures of L or greater size. 2This weapon can dismount a rider on a successful hit. 3This weapon available only if allowed by the DM. 4 This weapon inflicts double damage when used from the back of a charging mount. 5 This weapon inflicts double damage when firmly set to receive a charge. 6 This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties. 7 Weapon may be thrown or wielded in hand to hand combat. 8 This weapon may be used to make entangling attacks. 9 These items weigh little individually. Ten of these weigh one pound.

Ranged Weapons
Bow Weapon Cost Weight 3 lbs. 2 lbs. 4 lbs. 3 lbs. 2 lbs. Size L M L L M Type P P P P P Speed Factor 7 6 8 8 7 Damage SM by ammo type by ammo type by ammo type by ammo type by ammo type Damage L by ammo type by ammo type by ammo type by ammo type by ammo type

Composite Long Bow 100 GP Composite Short Bow Daikyu Long Bow Short Bow 75 GP 100 GP 75 GP 30 GP

Crossbow Weapon

Cost

Weight (lbs.)

Size

Type

Speed Factor

Damage SM

Damage L

Hand Crossbow Heavy Crossbow Light Crossbow

300 GP 50 GP 35 GP

3 lbs. 14 lbs. 7 lbs.

S M M

P P P

5 10 7

by ammo type by ammo type by ammo type

by ammo type by ammo type by ammo type

Dart Weapon Dart Small Dart Cost 5 SP 7 SP Weight (lbs.) lbs. Size S S Type P P Speed Factor 2 2 Damage S -M 1d3 1 1d2 Damage L 1d3 1 1d2

Throwing Spike 3 SP lbs. S P 2 These items weigh little individually. Ten of these weigh one pound. Firearms *** Weapon Arquebus Blunderbus Musket

Cost

Weight

Size M M M

Type P P P

Speed Factor 15 15 15

Damage SM by ammo type by ammo type by ammo type

Damage L by ammo type by ammo type by ammo type

1,250 GP 10 lbs. 925 GP 10 lbs.

1,750 GP 10 lbs.

Miscellaneous Ranged Weapon Cost Blowgun Bolas Boomerang Chakram Javelin Sling 5 GP 5 SP 5 SP 10 GP 5 CP 5 CP

Weight 2 lbs. 1 lbs. 1 lbs. 2 lbs. 2 lbs.

Size L M M S M S

Type P B B S P --

Speed Factor 5 6 6 3 1H 4 2H 4 6

Damage SM By ammo type 1d3 1d6 1d4 1H 1d4+1 2H 1d4+1 by ammo type

Damage L by ammo type 1d2 1d4 1d6 1H 1d4 2H 1d6 by ammo type

Shuriken Weapon Large Star Small Star

Cost 5 SP

Weight lbs.

Size S

Type P

Speed Factor 2

Damage SM 1d6

Damage L 1d4 1d4

3 SP S P 2 1d4 These items weigh little individually. Ten of these weigh one pound.

Ammunition
Arrows Ammunition Armor Piercer ^ Flight Arrow Sheaf Arrow Stone Arrow (Flight) Bolts Ammunition Armor Piercing Bolt Barbed Bolt Bolt Cost 6 SP 3 SP/12 3 SP/6 3 CP/12 Weight (lbs.) Size M M M M Type P P P P Speed Factor ----Damage S-M 1d4 1d6 1d4 1d4 Damage L 1d4 1d6 1d4 1d4

Cost 3 GP/10 3 GP/10 5 SP/10

Weight

Size S S S

Type P P P

Speed Factor ----

Damage SM By weapon type By weapon type +1 By weapon type

Damage L By weapon type By weapon type +1 By weapon type

Bullets Ammunition Shot Slug Round Sling Ammunition Ammunition Sling Bullet Sling Stone

Cost 9 SP 5 SP 2 GP

Weight

Size S S S

Type P P P

Speed Factor ----

Damage SM 1d10 2d8 3d8

Damage L 1d10 2d8 3d8

Cost 1 SP/5 --

Weight lbs.

Size S S

Type B B

Speed Factor ---

Damage SM 1d4+1 1d4

Damage L 1d6 1d4

* This weapon inflicts double damage against charging creatures of L or greater size. ** This weapon can dismount a rider on a successful hit. *** This weapon available only if allowed by the DM. @ This weapon inflicts double damage when used from the back of a charging mount. # This weapon inflicts double damage when firmly set to receive a charge. ^ This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties. ~ Weapon may be thrown or wielded in hand to hand combat. > This weapon may be used to make entangling attacks. ` See special damage table. These items weigh little individually. Ten of these weigh one pound.

Throwing Flask Damage Table


Substance Acid (Strong) Acid (Weak) Alchemist Fire Fire Oil Initial Damage 1d8 1d4 3d6 2d6 Sustained Damage 1d6 1d4+1 2d6 1d6 Duration 4 Rounds 2 Rounds 4 Rounds (2 if fully submerged) 2 Rounds

Missile Weapon Ranges


Weapon Blowgun Bolas Chain Chain & Sickle Chakram Chatkcha Club Cord & Dagger Dagger Dart Gythka Hand Axe Harpoon Javelin Knife Shuriken (Large) Shuriken (Small) Sling Bullet Sling Stone Spear Staff Sling Bullet Staff Sling Stone Throwing Dagger Throwing Flask Throwing Hammer Throwing Spike Trident Rate of Fire 2/1 1/1 1 1 1 2/1 1 1 1 3/1 1 1 2/1 1 2/1 3/1 3/1 1 1 1 2/1 2/1 2/1 2/1 1 3/1 1 Short Range 10 yds 10 yds 3 yds. 1 yds. 15 yds. 10 yds. 5 yds. 3 yds. 10 yds. 10 yds. 10 yds. 10 yds. 10 yds. 20 yds. 10 yds. 5 yds. 5 yds. 50 yds. 40 yds. 10 yds. 25 yds. 15 yds. 10 yds. 5 yds. 10 yds. 10 yds. 5 yds. Medium Range 20 yds 20 yds 6 yds. 2 yds. 25 yds. 20 yds. 10 yds. 6 yds. 20 yds. 20 yds. 20 yds. 20 yds. 20 yds. 40 yds. 20 yds. 10 yds. 10 yds. 100 yds. 80 yds. 20 yds. 50 yds. 30 yds. 20 yds. 10 yds. 20 yds. 20 yds. 10 yds. Long Range 30 yds 30 yds 9 yds. 3 yds. 35 yds. 30 yds. 15 yds. 9 yds. 30 yds. 30 yds. 30 yds. 30 yds. 30 yds. 60 yds. 30 yds. 15 yds. 15 yds. 150 yds. 120 yds. 30 yds. 75 yds. 45 yds. 30 yds. 15 yds. 30 yds. 30 yds. 15 yds.

Bows Bow Comp. Long Bow Flight Arrow Sheaf Arrow Comp. Short Bow Sheaf Arrow Daikyu Flight Arrow Sheaf Arrow Long Bow Flight Arrow Sheaf Arrow Short Bow Sheaf Arrow Crossbows Crossbow Hand Crossbow Heavy Crossbow Light Crossbow Firearms Firearm Arquebus Blunderbus Rate of Fire -2/1 2/1 -2/1 -2/1 2/1 -2/1 2/1 -2/1 Short Range -60 yds 40 yds -50 yds. -60 yds 40 yds -70 yds. 50 yds. -50 yds. Medium Range -120 yds 80 yds -100 yds. -120 yds 80 yds -140 yds. 100 yds. -100 yds. Long Range -210 yds 170 yds -150 yds. -210 yds 170 yds -210 yds. 170 yds. -150 yds.

Rate of Fire 1 1/2 1

Short Range 20 yds. 80 yds. 60 yds.

Medium Range 40 yds. 160 yds. 120 yds.

Long Range 60 yds. 240 yds. 180 yds.

Rate of Fire 1/3 1/3

Short Range 50 yds 10 yds

Medium Range 150 yds 20 yds 180 yds

Long Range 210 yds 30 yds 220 yds

Musket 1/3 60 yds * Firearms (if allowed) double all range modifiers.

* Each range category (Short, Medium, or Long) includes attacks from distances equal to or less than the given range. Thus, a heavy crossbow fired at a target 136 yards away uses the medium range modifier. * The attack roll modifiers for range are -2 for medium range and -5 for long range. * Firearms (if allowed) double all range modifiers.

Spell Component Table


Component Name Acid Crystals Adder's Stomach Cost 1,250 GP 5 GP Availability R C

Agate Bear Fur Bat Fur Bat Guano Beeswax Bell Bone Bromine Salts Burr Butter Candle Caterpillar Cocoon Coal Colored Sand * Cured Leather Chalk Chameleon Skin Crushed Black Pearl Crystal Bead Earth Eye of Newt Fleece Flint Fine Black Silk Fine Cloth (Strip) Fine Mirror Fine Sand * Firefly Gargoyle's Horn Golden Needle Golden Tube Gum Arabic Grasshoppers Hind Leg * Grave Dirt Gravestone Chip Ground Mica Hemispherical Diamond

10 GP 8 CP 3 CP 1 CP 2 CP 1 GP 2 GP 4 GP 1 CP 5 CP 3 CP 2 SP 1 CP 5 SP 10 SP 2 CP 20 GP 1,000 GP 5 GP 1 SP 3 CP 1 CP 5 CP 100 GP 3 CP 100 GP 3 CP 1 CP 400 GP 5 SP 100 SP 3 SP 2 CP 3 CP 5 SP 8 SP 150 GP

C C C C C C U U C C C C C C C C U R C C C C C U C U C C R C U C C C U U U

Honeycomb Iron Filings Iron Pyrite Leomund's Trap Dust Legume Seeds * Lodestone Luckstone Lump of Soft Clay Lump of Wax Mercury * Mica (Chip) Mushroom Spore Nitre/Sulphur Beads * Oil Pitch Phosphor Phosphorescent Moss Poison Ivy Leaf Prism Rose Petals Salt Set of Nutshells Sheet Iron (Small Piece) Skeletons Bone (Small Piece) Skunk Cabbage Leaves Small Horn Small Glass Cone Snake Scale Snake Tongue Soil Mixture Soot * Square of Red Cloth Square of Silk Split Dried Peas * Spider Web (Small Piece) String Sulphur

2 CP 3 SP 5 GP 200 GP 2 CP 5 CP 25,000 GP 3 SP 1 CP 10 GP 3 SP 5 SP 45 GP 5 SP 5 CP 5 GP 3 CP 5 CP 2 GP 3 SP 5 CP 1 CP 3 GP 5 GP 1 CP 8 SP 10 GP 1 CP 1 CP 3 GP 1 CP 1 CP 5 SP 1 CP 1 CP 1 CP 3 SP

C C C U C U VR C C U C C U C C U C C C C C C C C C U C C C C C C C C C C C

Talc * Tallow Tentacle Thin Silk Tiny Bag True Seeing Ointment Turtle Shell Vermilion * Wing of Bat Wool (Small Piece) Wood (Small Piece) White Flour * Parchment Pearl Pork Rind Ziggurat Clay Model Blood Component Name Dragon Blood Troll Blood Vampire Blood Dust Component Name Corpse Dust Diamond Dust (Coarse) Diamond Dust (Fine) Emerald Dust Dust Granite Dust Gra ve Dust Illusionary Wall Dust Lich Dust Temporal Stasis Dust Essence Component Name Essence of Boggart

1 CP 1 CP 3 GP 1 GP 5 CP 300 GP 3 SP 5 SP 5 CP 1 CP 1 CP 1 SP 5 SP 100 GP 1 CP 9 SP

C C U C C U C C C C C C C U C C

Cost 1,250 GP 400 GP 750 GP

Availability VR R VR

Cost 15 GP 100 GP 300 GP 500 GP 1 CP 5 SP 25 SP 400 GP 1,000 GP 100 GP

Availability U R R R C U U R VR R

Cost 2,757 GP

Availability VR

Essence of Spectre Essence of Will o' Wisp Feather Component Name Feather (Common) Feather (Exotic) Wing Feather Owl Feather Ink Component Name Lead Based Ink Kraken's Ink Powders Component Name Powdered Amber Powdered Bone Powdered Diamond Powdered Carbon Powedered Citrine Powdered Corn Extract Powdered Corundrum Powdered Garlic Powdered Herring Scale Powdered Lime Powdered Luckstone Powdered Iron Powdered Pineal Gland Powdered Rhubarb Leaf Powdered Silver Powdered Sulphur Powedered Topaz Rods Component Name Amber Crystal

825 GP 3,000 GP

VR VR

Cost 1 CP 3 CP 1 CP 5 CP

Availability C C C C

Cost 300 GP 7,500 GP

Availability VR VR

Cost 50 GP 2 SP 5,000 GP 2 CP 25 GP 2 SP 500 GP 3 CP 3 SP 3 CP 30,000 GP 10 GP 25 GP 2 CP 18 GP 5 SP 250 GP

Availability U C R C U C R C C C VR U U C U C U

Cost 25 GP 15 GP

Availability U U

Glass Glass (Hollow) Silver Wire Component Name Copper Gold Silver Steel *enough for 10 individual uses.

5 GP 5 GP 10 GP

C C R

Cost 5 SP 5 GP 3 GP 10 GP

Availability C U U U

Availability Common (C) - Available to all, even the most basic backwater villages. Uncommon (U) - Available in most large alchemy shops or established townships. Rare (R) - May be available to only a few of the finest shops in the largest cities. Very Rare (VR) - Usually, must be procured through questing or at great labor / expense.

Spell Services
Spell Bless Comprehend Languages Continual Light Control Weather Cure Critical Wounds Cure Disease Cure Light Wounds Cure Serious Wounds Enchanted Weapon Enchant An Item Gate Heal Identify Legend Lore Limited Wish Locate Object Neutralize Poison Permanency Raise Dead
th

Spell Level 1st 1


st nd

Caster Level 1st Cleric 1 Wizard 5 C3 W 15th C 12th W 5th Cleric 5th Cleric 1st Cleric 7 Cleric 6 Wizard 12th Wizard 18th Wizard 11th Cleric 1st Wizard 12 Wizard 14 Wizard 4th C 3rd W 7th Cleric 16th Wizard 9th Cleric
th th th th th rd st

Base Cost 10 GP 10 GP 35 GP 660 GP 280 GP 150 GP 10 GP 150 GP 400 GP 660 GP 1,530 GP 660 GP 110 GP 910 GP 925 GP 40 GP 125 GP Varies (880 GP base) 950 GP

4 C2 W 7th C 6th W 5th 3rd 1st 4 4


th th

6th 9th 6th 1st 6 7


th th

3rd C 2nd W 4th 8th 5th

Reincarnate Restoration Resurrection Remove Curse Remove Paralysis Speak With Dead Teleport Teleport Without Error Tongues

7th C 12th W 7th 7th 3rd C 4th W 3 3


rd rd

15th Cleric 15th Cleric 15th Cleric 5th C 6th W 5 Cleric 5 Cleric 7th Wizard 14th Wizard 7th C 5th W
th th

280 GP 380 GP 1,410 GP 150 GP 100 GP 250 GP 900 GP * 1,820 GP * 150 GP 50,000 GP

5th 7th 4th C 3rd W

Wish 9th 18th Wizard *prices are doubled if the caster knows the area to be dangerous or hostile.

Limited Wish as a Service Through use of the limited wish spell as a service, the following effects can be achieved for a 24 hour period from the time of casting. Lesser Empowering - Can affect 1 to 4 individuals. Improves AC by 2, improves saving throws by 2, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checks made by the affected individuals receive a +1 bonus, and rogues add 10% to their rogue abilities (to a maximum of 95%). Lesser Magic Resistance - Affects 1 to 4 individuals, + 25% to base magic resistance for duration of the spell. Restore Party - Affects 1 to 4 individuals restoring them to full health and negating / curing most maladies. The effects are instant and permanent barring further exposure to damage or malady. Restore Attribute - Affects 1 individual restoring attributes lost due to maladies or caused by the attacks of certain creatures. Restore Youth - Regress the physical aging of 1 individual by 1d4 years these effects are instantaneous and permanent, natural aging resumes after casting. Revive - Revives a recently slain corpse as per the Resurrection spell without a survival check, chance of failure, or aging the caster. Corpse must be whole (or all pieces, remains, present), and cannot have died of old age. Will not restore an individual who has been reduced to ashes. Wish as a Service Through use of the wish spell as a service, the following effects can be achieved for a 24 hour period from the time of casting. Some effects created by Wish are permanent (noted by *). Greater Empowering - Can affect 1 to 4 individuals. Improves AC by 6, improves saving throws by 4, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checks made by the affected individuals receive a +1 bonus, and rogues add 25% to their rogue abilities (to a maximum of 95%). Affected individuals also gain immunity to normal weapons for the duration of this spell. Greater Magic Resistance - Affects 1 to 4 individuals, + 50% to base magic resistance for duration

of the spell. * Increase Attribute - Affects 1 person and 1 attribute chosen at the time of casting. The attribute is permanently increased by 1 point. With the power of the wish spell it is possible to permanently increase an attribute above racial restrictions but the cost of doing is greater (see table) Immunity - Grants immunity to all poisons whether mundane or magical, and all mundane maladies, for the duration of the spell. Resurrection - Revives a recently slain corpse as per the Resurrection spell without a survival check, chance of failure, or aging the caster. The corpse need not be whole. This will even work on individuals reduced to ash. The only restriction is that it cannot bring someone back who died of old age. Restore Youth - Regress the physical aging of 1 individual by 2d4 years these effects are instantaneous and permanent, natural aging resumes after casting. Increasing an attribute by Wish Using Wish it is possible to permanently increase an attribute above its racially allowed limit. The cost per increase up to the racial maximum is 50,000 gp per casting. The absolute maximum allowed for any attribute for any individual is 23. Any further casting of wish in attempt to increase an attribute beyond 23 is wasted. Increase +1 above racial maximum +2 above racial maximum +3 above racial maximum +4 above racial maximum +5 above racial maximum Cost 125,000 GP 250,000 GP 500,000 GP 1,000,000 GP 2,500,000 GP

Permanency Spells The Permanency spell affects the duration of certain other spells making the duration permanent. It can be used in conjunction with the following Personal Effect Spells: Comprehend Languages, Detect Invisibility, Detect Life, Detect Magic, Detect Undead, Infravision, Know Alignment, Protection From Cantrips, Protection From Evil/Good, Protection From Normal Missiles, Read Magic, Tongues, Unseen Servant, Water/Air Breathing. Object / Creature / Area Effect Spells: Enlarge, Fear, Glassee, Gust of Wind ,Hand of Darkness, Invisibility, Magic Mouth, Prismatic Sphere, Scare, Stinking Cloud, Wall of Fire, Wall of Force, Wall Of Ice, Wind Wall, Web. Object / Area Spells: Alarm, Audible Glamer, Dancing Lights, Solid Fog, Wall of Fire, Distance Distortion, Teleport. The formula for determining the cost of a permanent spell is Spell Level x 110 + 1080 + the cost of any material components for the desired spell.

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